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

Double your development time?

A recent conversation with a fellow indie about their first game, and it’s (relatively) low sales led me to think about how best a small games company should break out of a ‘cheap games and low sales’ rut.

GSB took way more effort to make than any of my earlier games. It was a bit of a big gamble for me, but it paid off. I don’t have exact figures to hand, but I’m pretty sure that the return-on-investment per hour of dev time for GSB is higher than for my earlier games. That makes me think if this might generally be a good rule to follow.

It’s easy to get stuck into an assumption that there is simple  linear mapping between effort and reward, but I’m pretty sure that’s not true in game development. Very big smart companies don’t seem that keen to work on lots of small projects. Call of Duty X is always a huge stupidly expensive project, and the profits from it are always staggering. Nobody ever thinks ‘hey maybe spending >$30,000,000 on a game is a bit crazy, why not do two $15,000,000 games?’. I suspect that is because the profit on the one 30mill game is bigger than the profit on two 15mill games.

So for indies, I’m wondering if we should take a leaf out of valves book. Team Fortress 2 took 7 years to make. Half life 2 cost a fortune (at the time) but then sold 12 million copies. Maybe indies should be spending more in time, money and effort and taking much bigger risks in scope if they want to make a decent return.

GTB will definitely have higher production values than GSB. I thought GSB seemed pretty good, but some bits could have been better. I’m aiming for more polish, and a more impressive initial release. If that means it takes an extra 3-6 months, then I’ll do it, but I still hope to release in 2011, if I knuckle down to it :D

Why no ‘special editions’of classic games?

I know that there are a lot of games companies that release sequels which, we all shout and complain, are just a re-hash of the previous game, but I wonder if they aren’t missing a bit of a trick here.

Everyone moans that TIE fighter was awesome and we don’t get a sequel. Ditto syndicate. Ditto all sorts of games. I always enjoyed Age Of Empires II.  Also Thief 2.

The problem is, big companies are obsessed with re-doing EVERYTHING and then charging full price as a sequel. I suspect there is a mid-market opportunity.

Lets say lucasarts took TIE Fighter, redid all the textures so they were higher res, re-did the models to be higher poly, and made the game play nice under directx9 on windows 64 bit etc, then re-released the game as a special edition for $10. Would people buy it? Would it pay for the art costs of doing so? I strongly suspect it would.

The trouble is, the big huge mega corps that control those old classics are simply not wired internally to do this. They either spend $10,000,000 on a game and expect a $100,000,000 return, or they do nothing. The fact that they have some old IP and an old (but classic) game design, where they could spend $200,000 to make $600,000 just doesn’t compute. It doesn’t fit their plan, marketing, financial or otherwise.

I’d like to think some canny executive at those companies could see that if they just sold the rights to re-release an updated, re-skinned TIE-fighter/Thief/insertnamehere, they could make a nice easy chunk of change, but I won’t hold my breath,

Bad idea? Good idea?

(I know GOG games make old stuff run on modern operating systems, but they don’t update the graphics in the way I suggest).

Why good companies can do evil things. (even in gaming)

Here is a pet theory.

lets say there are two logging companies. Treehugger Corp only cuts down trees in sustainable plantations, and its price per kilo to customers is $20. Bastard Corp cuts down trees where the hell it likes, and it’s price per kilo to customers is $20 too. Customers are happy with the $20 price point. $2/kilo is the ‘normal profit’ that makes the industry a worthwhile endeavour.

But…

profit / kilo for treehugger is $2. for bastard corp, it’s $4. So what does bastard corp do? It obviously lowers it’s price to $18. It still makes a decent profit margin, but suddenly treehugger corp costs more. 95% of customers don’t look past the PR spin to see which company is really the ‘nice’ company, and thus treehugger desperately loses market share. With falling market share and revenue, it cannot afford to fight back. Soon Bastard corp has the market to itself. cackle cackle, twirl moustache. They probably even raise their prices to $22 later.

Here is where my theory kicks in…

Lets say there is a third company ‘CleverCorp‘. Clevercorp would like to be like treehugger corp, but once-bitten twice shy. They aren’t going to go-down like TreeHugger corp, but they have the same ‘nice’ goals. When BastardCorp lowers it’s price, CC does the same, and begins to sell unsustainable wood too. At the same time it complains to the government and the press, that this is all wrong, and that the industry needs regulation, pointing to BastardCorp. The problem is, to the cynical public, govt and media, Clever Corp is as bad as Bastard Corp. They are involved in the same shady practices too, and their bleeding-heart PR is just a smokescreen. How can we have any sympathy for Clever Corp?

I’m reminded of this phenomena (game theory probably has a nice name for it, if it’s not just a moral race-to-the-bottom?) when I see ‘bullshots’ (mocked-up screenshots) and sexist ads for games. I’ll never release screenshots that were mocked up in photoshop, nor will I stick a semi-naked buxom elf in my games, or my ads. I do, however, realise this puts me at a commercial disadvantage.

This is why it’s really good for customers and industry pundits to rail against stuff that is bad, like the aforementioned PR lies and sexism. note also Duke Nukems PR threats to journalists for higher scores, flying journos to the bahamas to review a game, and the old story of how people in gaming are worked to death for shit wages.

When that sort of stuff is made unacceptable, it’s not only a welcome kick to the bastard corps, it’s also a change that enables the ‘nice’ corps to stay idealistic, and not go down the understandable-but-still-evil middle route.

This coming week is solar week. By friday, it might become OMFGLOOKITSIMAGESOFANEWGAME week.

Zyngas numbers are scary

Lets look at how many people are logged into steam right now, in the middle of their BIG summer sale:

2.3 million

Wow etc. Lets all say how huge the steam audience is. It certainly shows how much bigger valve is than positech, that’s for sure :D. But hold on…

Zyngas IPO means some real stats on the people playing zyngas games:

148 million unique monthly players

Holy alphabeti spaghetti batman. That’s a lot of people. Even though the majority of them never give Z any money, it’s still a staggeringly good business. Granted, Zyngas profits aren’t that high given the silly value the company has been put at, but even so, lets forget the money for a moment, and look at the fact that there are 148 million people prepared to play zyngas games.

That’s incredible.

It’s just a pity that the company was founded by a guy who didn’t give a fuck about his customers, and even bragged about it. I don’t care if my next game sells 1/100th of GSB. I still won’t bundle some shitty toolbar with it.

I hate it when companies like that do so well, mostly because it sends out signals that encourage the good guys to do the same thing. That’s whats so cool about successes by minecraft, frozen synapse, world of goo etc. It’s so cool when game devs who are nice guys and genuinely love games do so well. You don’t have to be like zynga to make a career from making games :D

The unthinkable? GSB micro-transactions? or…?

I had plans to do another GSB expansion pack, with a new race, much like the Nomads.

And then….

GTB has basically taken over. Combine it with ShowMeTheGames (which isn’t getting enough attention as it is) plus lots of home-life related building-stuff, and I just am not getting enough sleep. But I do have

  • Lots of GSB players
  • An artist willing to make new GSB ships.

I like to maintain control of stuff, so farming out DLC production to someone else is probably a ‘no’ right now. The thing is, the time taken to make new damage textures, new weapons, balance them, and do the whole package would be a bit of a nightmare.

So I was thinking, especially on this day that Team Fortress 2 goes ‘Free To Play’, that maybe micro-transactions are the future, and I should just leap into the market for them with GSB. I could get new ship hulls made, and designed, and have them sold as mini-DLC. Of course, the problem there is that there are minimum credit-card fees that I get charged, so anything below $4 is basically a disaster in terms of profit, making the whole thing unviable.

So I am scratching my chin thinking how viable it is to just do a bunch of extra base-race ships for GSB and sell them as a $4 mini-DLC booster pack. New federation, alliance, rebel and empire ships, by the original artist. That would take fairly minimal work, compared to the design of a whole new race. But would it make any sense? would there be a market for it?

Would you pay $4 for a bunch of new ships? I know a lot of people would not be interested, but there don’t have to be thousands of people for it to break even.