Game Design, Programming and running a one-man games business…

Update on the situation with Gratuitous Tank Battles

So why haven’t I patched the game lately? when is the release date? Here goes…

The release date is basically any day now. The final build of the game is done, tested, built and ready for distribution. That doesn’t mean it’s the ‘lat’ build. I intend to update the game later with a number of improvements, not least to enable easy mod-support for the game, and a bunch of graphical improvements, speedups and GUI tweaks etc…

But at some point you declare the game officially launched so people who would not preview it, get to review it.

Also, that’s the point at which third parties like steam etc get to sell the game…

And that’s currently the slight delay. Setting things up with third party portals is taking a little while. I have some minor tech issues with setting it up for one portal, another is frankly not getting the final build until I see last months royalties actually arrive in my bank account (god I hate this hassle…), and a few more I shall contact today and see if they want to stock the game.

while we wait..here is a tank made from balloons…

Previously I’ve launched on my site first, and the portals later, but I was hoping for a simultaneous release this time.

The good news is that I’ve written a web-based front-end for people who have bought the game direct, which tells them what their steam-key is, for when the game launches on steam. They will get an email from me on launch day.

So don’t think I’ve stopped working on GTB, far from it, it would just complicate stuff a LOT if I released a new patch now, and then portals started selling a version slightly older. Hopefully the first post-release patch will be bigger than normal and have more fixes as a result (or more important ones).

Frictionless Feedback

One thing that a lot of companies don’t get is the importance of frictionless feedback.
All companies perpetuate the myth that they want to hear from customers. They pretend to value their feedback, and want to hear from them, regardless whether or not the feedback is good or bad. In very few cases is this really true. I’m not referring to actually abusive or threatening feedback, which obviously just gets binned.

Negative, but non-abusive feedback is good stuff to have, and so is positive feedback obviously. Any developer who has sat down and watched a ‘lets-play’ video of their game, or better still, observed strangers playing their game for the first time in real-life, can tell you that NO amount of brainstorming, agonizing or debating over design features is as good as watching people play…

Sometimes, people think that the only feedback worth having is the long and analytical email or forum post dissecting the games design and deliberating it’s strengths and weakeness, alongside constructuive suggestions as to how to improve things. Obviously this feedback is awesome, and much appreciated but it is not the only form worth having, because it’s delivery method implies some self-selection on the part of the player.

In other words, only a certain subset of hardcore, analytical thoughtful and time-rich gamers will ever commit their thoughts to keyboard in such an effective and clear manner.
What you really need to capture is the gamers who can’t be bothered to spend more than 10 seconds giving you feedback on your game, but nevertheless are buyers/potential buyers and have a viewpoint. they are gamings 99% :D
To do this, you need to reduce any ‘friction’ involved in that process. Is it easy to get feedback from your customers. Here is how I try to make it easy.

1) you can email me at cliff@positech.co.uk, and I will read it. I acknowledge almost all feedback, and I read all of it. Even if it’s a one-line email “The mechs are overpowered”, it still gets filed away and noted.
2) You can post on my forums at www.positech.co.uk. This is probably my best source of feedback.
3) You can comment on blog posts here
4) You can direct-message or just quote @cliffski on twitter. I read all that too.
5) You can comment on the facebook page for the game.

Ideally, I’d make it even easier, but true anonymous frictionless feedback is just open to spam. I experimented with anonymous guest posting on forums, but it’s a spam headache unfortunately. I guess the best thing to do is just make it really clear that feedback is welcome, good or bad and you can email me your thoughts on the game, and they will get read. Indies are lucky because people actually believe us when we say you can email the lead designer, rather than a customer service person.

I always wish when I read a comment on my games on some foum, that the person typing it knew that they could just copy and paste that opinion and throw it at me by email, and it would have 100x the effect on getting the game changed and refined than a post on a foumr (although such posts are to be encouraged too, anything that gets people discussing your game is clearly a good thing)
Any game developer hiding their email address behind a captcha or sign-up account is just throwing away a free source of honest feedback. Don’t do it. get better spam filters. It can be done, how else can I constantly type cliff@positech.co.uk on my blog and get away with it? :D

Knowing where to aim : The PR conundrum

PR and marketing for indies is not easy. I would suggest there are a number of factors determining how tricky they find it:

  • Your age (young hip trendy kids know a lot of people through school./college etc, probably wider game-playing circle).
  • Your time in the industry (I know a lot of people who I’ve met voer the years at conferences, meetups etc).
  • Your personality (shyness sucks here. outgoing people make more contacts).
  • Your attitdue to PR (If you hate self-promotion, that will count against you a bit).
  • Your numbers. (4 people teams have 4 times the time, the friends and the contacts).

Of course, this can all be adjusted and overcome, but it’s worth realising not everyone starts from the same position. I guess I win on time in industry and attitude, and outgoigness, but suck on numbers and age.

Given that it’s not an equal game, there is also the issue of where to concentrate your limited PR/Marketing firepower. Here are a number of alternate strategies.

  1. Make the game so awesome everyone just HAS to tell everyone about it. Forget about PR. (this *can* work. ever seen dwarf fortress get promoted?).
  2. Blog like crazy, Build up a huge blog following who will buy and promote the game for you.
  3. Social network! run a popular facebook page or twitter feed you promote everywhere. Hope the virality works for you.
  4. Advertise! Actually spend money on banner ads. (This works, everyone says it doesn’t but they don’t stick with it. I *know* it works.)
  5. Reviews! Be and grovel for coverage from every journalist in the universe. Hope reviews drive traffic to your site.
  6. Sales channels! Make your game available from everywhere, and hope people see it enough, and check it out.
  7. Press-the-flesh! Go to conferences and shows like E3, PAX and so on, and actually talk to real-life gamers about your game!
  8. Forums – Talk about your game on any indie-friendly forums you can find, try to encourage discussion of your game on all the big name web forums, and sites like reddit etc.
  9. PR-firm. Hire someone professional to do all this for you.
  10. Youtube. Try to get those influential lets-play style video-bloggers to talk about your game.
  11. Cross-promote. Work with other indies to do guest blog posts or stuff like showmethegames

All these methods have advantages and disadvantages. I’ve tried them all (except hiring), to a greater or lesser extent. I wish I could tell you I knew which ones really work the best, and it depends on your personality in some ways. I am paranoid about being called a shill if I mention my own game on a forum. I live in the Uk and am an eco-geek so don’t fly to E3, Pax etc. The semi-autistic bit of me enjoys the number crunching of running ad campaigns. Your mileage will vary.

In general I think it makes sense to focus your PC on a specific area, otherwise you are going to just ‘bounce off’ and get no measurable results, like most indies do with advertising. I am time-limited, and work on code-heavy games, so my time is super-limited. Plus it’s just me. As a result, I’m thinking the time-intensive (social networking/conferences) stuff may not work for me. One of the main sources of PR for my stuff is actually this blog. If you scan the archives you’ll know I’ve blogged a LONG time, and this blog is surprisingly popular. of course, the blog predates the social-networking and youtube-videos explosion, so that’s not to say those aren’t better channels. I have facebook pages for gratuitous space battles gratuitous tank battles and redshirt, but I don’t have the time to really promote them as much as I should (feel free to like em!). I’m always re-assessing my priorities, but the answer keeps changing.

What do you use (if you are a dev) and as a gamer, where do you first hear about new games?

 

 

The atypical indie?

I just read a blog post that I won’t link to, because it will only give the accused exactly what he wants, but the upshot of it is that anyone who isn’t loving their games being pirated and anyone who actually charges money for games is making shitty games and doesn’t live in the real world.

Hmmmm. Just because someone works full time at games, and makes a living from it hardly automatically makes their games rubbish, or makes them a money grabbing satan. Is John Carmack a money-grubbing son of a bitch who hates games because his games made him a millionaire and bought him a string of ferraris? I doubt it, and I doubt his games are shitty either. In fact, the reverse is often the case. It often follows that people who are really good at what they do, tend to sell a lot of games, and thus end up well paid. That’s how capitalism works. Other government systems are available, of course. They are not reknown for outpourings of high quality digital entertainment though.

My point for this post isn’t about that though, it’s a more general call out to both indie game developers and the media that covers the indie gaming ‘scene’ (god I hate that word, do people think we all hang out in indie bars with our own indie slang?)

Please treat indie games like games, not like some desperate call for attention, or some trendy underdog story or political manifesto, and don’t think that knowing the game is ‘indie’ means you can assume anything at all. (GSB is more like Sins of a solar empire than it is like world of goo, for example).

To look at recent press and hype about indies in the gaming press (both online and in print), I wonder if I am a ‘proper’ indie at all. Lets look at the evidence:

  • I am 42.
  • I am not a radical EFF cheerleading cyberactivist with ‘I hate SOPA’ tattooed anywhere on my body.
  • I live in the UK
  • I charge more than $9.99 for my games, sometimes much more.
  • I don’t make platform games, and haven’t actually played one since sonic the hedgehog.
  • I am not a radical left wing campaigner that hates money, and is equally happy to just know people are enjoying my games if they pirated them. (I actually rely on income from games as…. well… my income)
  • I don’t begrudge big successful games developers that have made serious money from gaming or think they must be evil. Brad Wardell (stardock) gets a lot of aggro on this front, which is ironic because he seems such a nice guy. Good luck to him.

I am sure I’m not the only one, in fact I know I’m not, due to many drunken chats in various places with other indies in the UK. I wish the media would realise that indie != notch and indie != starving student and indie != any specific political or activist viewpoint. It’s a lazy stereotype that is long past it’s sell-by date.

Ironically, as someone who has a pet interest in marketing and psychology, I am well aware how easy it would be to embrace the stereotype for my own gain. I’m pretty sure a big ‘STOP SOPA’ banner on my website, and some long angry tirades in favour of linux, ranting at ubisoft for being evil etc, would probably get some press attention, and some PR, and some excitable headlines. It’s very easy to know what the more vocal section of online gamers want to hear developers say. If I was really savvy, I’d hire someone with a cooler name than mine, who looked more like an indie, and get him to do a lot of controversial and activist stunts.

It’s much harder to actually be honest, and say what you really think, something that gets me a ton of grief, to put it mildly.

But regardless of that, I would like people to stop writing about indie developers (as opposed to indie games), and for indie developers to stop acting like they are running for president, and to do something really radical which is this:

Talk about your games.

If I wanted to court controversy obviously add…

Finish the fucking game first, ok?

For what it’s worth here are some of my games, I hope they speak for themselves.

Gratuitous Tank Battles

Gratuitous Space Battles

Democracy 2

To clarify: I’m not saying indies aren’t allowed to have political view, everyone does, or to have strong opinions on controversial subjects, It’s when any discussion about your game is automatically steered to some sort of activist rant to get page-hits that it bugs me. I don’t care if you are Che Guevara or Hitler, I just want to know if that game you are working on would appeal to me.

 

The unstoppable rise of gaming videos

Something has changed for me in the last six months or so. A year ago, if a new game came out that piqued my interest, I would probably check out some screenshots, then read a review, (probably several), perhaps read gamers comments on forums, and maybe, if one was available, I’d try a demo of the game, before purchasing.

Now things have changed, youtube is my #1 source for evaluating the possibility of me liking a game.

I probably *hear* about the game at Rock Paper Shotgun or some other gaming site. I might hear about it first on a forum, but now I tend to not bother reading reviews until I’ve checked out a gameplay video. (reviews are good for getting a big-picture description of the entire game)

I *like* this development in the industry, because there is nowhere for the cynical marketing crap to hide…

Demos are sometimes just one slice (the best!) of a game, come out long after release, and are a huge pain to download these days, if you live in the country with a usage cap.
Screenshots are invariably bullshit. They are touched up by artists. They have zero relationship to the game you will buy. (They are called ‘target renders’ in the industry). (All my games screenshots are 100% honest simple screen dumps. This is actually rare.)

Reviews, which contrary to belief are generally not ‘bought’ or corrupt, are nevertheless seen through the prism of that reviewers opinions and experiences. A reviewer always brings their own genre tastes and personal pet peeves with them, they can’t avoid it. if I reviewed games, I’#d mark down everything with unskippable cut scenes, macho protagonists or elves with enormous breasts, but that is probably just me..

Youtube gameplay videos are wonderful. The most handy are not official trailers, or posted by big name sites. The best ones are just some random dude who played the game with fraps running and clicked on upload. That is the sort of experience I as a gamer will get, and that is exactly what I want to see. I probably know if I want to read a review within 10 seconds of video these days.

Am I alone in this?