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

The aging gamer

There was a debate on a forum recently about ‘the lack of middle class games’, which attracted me, because I thought it would be a (possibly amusing) discussion of games aimed at middle-class, and indeed middle-aged people. In fact, it was about mid-tier games, inbetween indie and PC. Ho hum. I was expecting mortgage-repayment sims and puzzle games based around getting planning permission for a loft conversion…

I think there is little debate that the average age of gamers is rising. This should also be combined with the realisation that a lot of younger gamers don’t think games should cost any money (witness huge sprawl of F2P games. Such games are anything *but* free, but that’s a separate topic). These two factors are combining to suggest that there is a very large, and relatively lucrative market for gamers aimed at people in their 30s, even in their 40s, with disposable income.

Everyone seems to be falling over themselves to make games for the attention-deficit-got-no-money-angry internet kids generation, but in so many ways this seems like suicide. Lets look at reasons to consider our perfect gamer to be aged 30+, with a decent job, probably a mortgage, blah blah.

  • They have less time (work + family) so don’t expect a 60 hours+ RPG for their money.
  • They have more money.
  • They probably bank online, or worry more about viruses / the law etc than kids, so likely pirate games much less.
  • As people with jobs, they don’t resent paying other people for their work.
  • They have probably been gaming for years, and are fairly tech savvy, understand how to install and patch games etc.
  • They have played enough games to be honestly open to playing something new.
  • They remember crappy 1980s graphics, so won’t vomit if forced to play a game without bump mapping.


He didn’t get where he is today by playing World of Warcraft…

These all seem like good reasons to target these gamers. The thing is, what games do they want to play? I’m 41 (oh my god!!!) and if I’m honest, probably pretty darned middle class,. I have a nice house and car and listen to radio 4. The evidence here is pretty overwhelming.  Do I think gaming is targeted at me right now? Not really. Some games such as this and maybe this, seem open to targeting my demographic, but generally, if I want to play a game, I need to disengage the grown-up bits of my mind and think ‘lets blow stuff up! cool!, or similar.

As a middle ground, I think a lot could be done to mitigate the extent to which my demographic is turned off by games. I think playing a fantasy RPG is perfectly reasonable, but if all the female characters have breasts like barrage balloons, and everytime you kill someone a fire-hydrant of blood spurts out their neck, then this is not so much *cool* as it might be aged 14, but more *tragic* and ultimately embarrasing, once you reach the age where you worry about your pension plan.

Who out there is making a game aged at people in their 30s-40s? post a link in the comments if you think you are successfully targeting the older gamer.

Website tidying decisions

When my site got hacked recently (bah…) I had to go through a lot of html checking it over. As I did this, I began to realise just how much of my site is effectively useless. I’ve been running it sicne 1997, so there is some crap there, like this early game or a whole bunch of ultra-low selling affiliate links. The affiliates sell very little, and I’ve handed over my ideas for an indie games website to showmethegames now, so they are redundant.

My first thought is to junk almost all of it, keeping  just the sites for GSB, Kudos 1 & 2, Democracy 1 & 2 and Rock legend, maybe Starship Tycoon and planetary defence. I can just delete the rest, and have a tidy site.

My second thought is that this might be bad, from a search-engine optimisation POV. suddenly googlebot will see a whole bunch of dead links, will this affect my page rank? Should I do some clever htaccess crap? or is it just fine to junk it all and let my normal 404 to the homepage redirect handle it?

Does anyone have experience of tidying up a really old site? is it worth doing?

Blog failure turns to happiness, plus can you handle all this?

Thankyou Scott Fadick!, for alerting me to my blog giving some arcane error. I assume it was hacked, because I haven’t changed a thing, and wordpress was hugely out of date. Anyway, a simple one-click update to the latest version (things really have improved since I last went through wordpress upgrade hell), and it all seems fine again. Let me know if it isn’t.

That awful dread feeling I had when I’d finished a long (but very productive) days work, had a quick game of Battlefield:BC2, and thought it was time for a glass of wine and an episode of spooks…. and then to think the evening would be spent fiddling with databases and php….Bah. What a pleasant surprise to have it fixed so easily.

The trouble with being an indie is that such problems all become yours. If you are thinking of leaving a coding day job for indie software business, consider this:

  • Do you want to be in charge of the design, code and management of your company’s website?
  • Including the blog?
  • And the forums?
  • Do you want to be the one who talks to the accountant and works out stuff like VAT and corporation tax?
  • Do you want to be in charge of choosing which subcontractors to hire, and haggling over how much to pay them?
  • Are you confident your idea for a product is so good it can pay for your family for the next 2 years?
  • Are you confident enough of financial success that you can set aside money for a pension, and if you are in the US, for private health care?

For a lot of people, the answer to all of that is ‘yes!’, but they fall at this next fence:

  • Can you get out of bed promptly every morning, and go sit at a desk and do a full days work in your own home?

Most people can’t. It’s generally hard, although I have various tricks to make me do it. One day, I’ll give a talk at some games conference about it. or maybe a series of blog posts. Hmmmm.

 

The viability of small, short games on the PC

Increasingly, my thinking is that ‘knocking out’ a quick, easier to make, low budget indie game does not make economic sense. That has never been my plan, but I’m getting even more convinced that to do so will not work.

Obviously there are arguments in favour of a low budget quick, small project (I’m defining that as under 6 months development time for 1 person). I’d guess they are as follows:

  1. Spreading the risk. Multiple games per year, so chances of having a zero-profit year are lower
  2. Multiple rolls of the dice. You have more chances to hit on a perfect design and implementation
  3. Lack of burn-out. You finish a game before you get bored with it, everything always feels fresh
  4. Keeps you in the public eye. Your hardcore fans can buy a game from you every 6 or even 3 months.

I think this is outweighed by the downsides:

  1. Lack of polish. It can take 50 people 6 months to polish a AAA game. If your game is all done in 3 -6 months, there is likely no polish, no testing. You are selling a half-completed game
  2. Lack of wow-factor. Like it or not, many people ignore a game that isn’t awesome in screenshots and videos, and which doesnt have a huge feature list. You won’t get *less* press coverage, you will likely get *none*.
  3. Lower price point. If your game looks like it took 3-6 months, good luck charging $20. It *might* work, but you will likely charge less. Lower prices mean many marketing possibilities, like advertising are no longer cost effective.
  4. Lower mindshare, market-share and virality. If your game is played by 500-1,000 people, it is unlikely to build up momentum in gaming communities. A bigegr game selling 10,000 copies starts to get multiple mentions on forums, people hearing about it from multiple sources. 100,000+ and the effect is much much stronger.

I know some devs making a living from small, quick-development games. Personally, I think that they would make a better income from bigger, higher budget titles that they spent longer on. Obviously YMMV, and your aims may differ. I know many devs suffer from critical burnout, and love short dev cycles. I think my limit is 2 years, I’m not massively keen to continue tweaking and adding to the GSB code base now. However, I am assuming that the new game (sort of code worded LB) will be of a similar development scale and polish. Hopefully much more :D

Show Me The Redesign!

After a long period existing as a rather ugly thrown together mess, my little side project indie games database / promotion website ‘Show Me The Games’ has got a decent revamp:

http://www.showmethegames.com

I think it looks way better:

What do you think?