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

The long tail. Rock Legend game sales statistics

I used to publish games sales stats years ago, but haven’t for an age. I thought given its 3 years old, it might be interesting to look at the sales stats for Kudos: Rock Legend. KRL is a sim/management game based loosely around my experiences of being in a garage band. You choose members of a rock band through auditions, put together the songs, buy the equipment, book the gigs, and basically try and go from the garage to the stadium. It’s a 2D sim game I released in 2007, and I sold it both direct, and through some casual portals. The game was not a hit, but it wasn’t a disaster either.

The costs involved in the game were not huge, roughly $3,000, which is peanuts by game production standards, and it’s even pretty darned low by modern positech standards (GSB cost way way way more than that :D). Obviously, that doesn’t include my time, or marketing expenses, and the game took about 6 months fulltime in direct development, plus quite a bit of time post-release to promote and sell it.

Here are the sales stats: (click to enlarge)

The total income from the game is $51,174.43. That probably sounds pretty good. I’m sure peoples immediate response is “$50k for 6 months is $100k a year! But it is not so. Deduct the $3k, then deduct at least another $3k marketing/ads. Now deduct roughly 10% for payment processing and bandwidth. Now another 20% in corporate tax. That’s… less. Don’t forget the post-sales means it’s more than 6 months anyway.

But the good news is that long tail. Looky at the far right. The game continues to sell a few copies each month. If you have 10 games like that, then you are making a living (not an awesome one, but not a bread-and-water one either). KRL is not a whizz bang 3D game, so it doesn’t age quite as badly as most games will. I suspect in another years time it will still be earning 60-70% of what it does now.

KRL is not a huge ambitious mega-project like GSB. A single dedicated coder can do a game like that in a reasonable length of time. If you want to know what it’s like, try the demo.

And to anticipate some questions:

Yes, it is in retail in russia, I recall that making a few thousand dollars. It also made a few thousand on the casual game portals, although my cut is tiny.

The game is not on steam, they have only accepted one of my games (GSB). It is on sale through impulse, but doesn’t sell hugely there. I’d say how much, but their reporting is down right now :(

Re-thinking the lineage court case

Have you seen this?

http://www.wired.com/threatlevel/2010/08/lineage11-addiction/

Craig Smallwood, the plaintiff, claims NCsoft of South Korea should pay unspecified monetary damages because of the addictive nature of the game. Smallwood claims to have played Lineage II for 20,000 hours between 2004 and 2009. Among other things, he alleges he would not have begun playing if he was aware “that he would become addicted to the game.

Now clearkly, the internet world is awash with people saying “what a dumbass, its not like they forced him to play!” and “thats like suing mcdonalds for being fat”. But it may not be…

Is he addicted? This is 10 hours a day for 5 years. That’s pretty heavy usage, when holding down a job too. That’s getting home at 6pm, and playing to 4AM every day 365 days a year (ok, more time available on weekends, but still…).you bet he is. But the big question is are NCSoft to blame? People talk in glowing terms about ‘addicting gameplay’ (grates teeth… we say ADDICTIVE), it would be a brave defence lawyer that tried to argue that making a game addictive was not a core element of MMO design. The entire business model relies on you coming back every month to pay again.

Ok, so that’s fair enough, making a product good enough to encourage replay is fine, hardly criminal. However there is something magical about an MMO that *may* mean that courts take this stuff seriously:

They know how addicted he is.

They know in exact detail that account X logs on 10 hours a day for 5 years**. If it’s a micro-payment MMO, then KNOW that one guy has spend >$50,0000 a year (or whatever). This is totally different to the store that sells alcohol to an alcoholic for cash, they don’t know how much he drinks.

I don’t think the case has merit, and I agree with a lot of the criticism of it, but in these days where companies show adverts to test-subjects inside MRI scanners, and people get better every year at crafting more elegant skinner-boxes dressed up as facebook games, I wouldn’t be at all surprised to see judges mandate that all MMO games need to have systems in place to prevent people getting this bad. The industry will complain it’s being held to a higher standard than alcohol or other addictive pruchases, btu I suspect the court system will argue that only the games industry has the technical capability to regulate against true addiction. Addiction isn’t a topic for mockery. I’ve known people addicted to heroin (scary stuff), I’ve known people who used to smoke now and then, casually, and clearly just didn’t have whatever gene makes nicotine addictive. I’ve drunk a hell of a lot in my youth, but bounced out of it before sliding into addiction, as various friends did. Something that you personally can take or leave is another persons crippling addiction, and we shouldn’t dismiss them as idiots because we don’t share the exact genetic makeup that gives us that same vulnerability.

It’s an interesting story to follow, in any case.

(don’t yell at me. I’m not saying that NCSoft are guilty, or the guy should win. I’m saying there are real issues here, and the industry needs to look at them sensibly)

**I know it could be a shared account, but it could still raise a flag. If its the same character being used, without logging in or out, it’s pretty safe to say the same person is behind the keyboard.

Size Doesn’t matter

I’m not the only indie developer writing on this topic today, check out the links at the bottom of this post.

There is a bit of a trend, as I see it, an unwelcome one, for the subject of game ‘length’ to be the dominant topic in the reviews of new games. I don’t think this a good direction for the industry to move in.
As an ‘older’ gamer, I recall a time when the whole idea of game length was silly. How long is pacman? how long is space invaders? As long as you have time for, clearly. Now you may argue (and some do) that the only reason that early games worked this way was the artificial constraints caused by a lack of processing power and file storage. These days we can have games with hand-crafted, bump mapped worlds made in incredible detail, and this is clearly better and more immersive and thus games should be measured in this way.
Now I’m not vaguely going to suggest that more-detailed, more immersive worlds are not a good thing. They clearly are. What I’m against is the weighing up of a games value (both artistically and in monetary terms) by sheer length and content.

Firstly, it would be insane to judge movies or books the same way. Andrew Marrs ‘The History of Modern Britain’ weighs in at 602 pages for £8.99, whereas Malcom Gladwells ‘tipping point’ is an all-too short disappointing gameplay experience at just 259 pages for £7.99, representing far worse gameplay for your gaming cash.

Sounds totally bonkers doesn’t it?

Is Halo a better game than World of Goo? Personally, I probably enjoyed WoG better, but I haven’t finished either game, so I have no idea which is longest. Clearly, game length didn’t vaguely factor in for me. And That doesn’t put me in some minority either. A huge chunk of gamers never finish games. I’ve been gaming since pong and only ever ‘finished’ 3 games in my entire life. I got bored with Half Life (yes really) and Half Life 2, and Bioshock, and almost any game you care to mention. When I read about how some l33t haxxor ‘finished’ a game in 8 hours, I find it laughable. Imagine bragging about ‘finishing’ war and peace in 2 days. The idea is to enjoy the experience, not race to the end as fast as you can.

Even worse than paying for games where the effort is spread out over 100 hours, when i know I’ll get bored at 20, is games where, in a desperate bid to make the game sound ‘longer’, the designers introduce tedious sections where you plod back and forth between the same points to get their moneys-worth from the scenery. It’s obvious, it’s tedious, and it’s embarrassing. Please stop.

I don’t judge food purely by quantity. Anyone can produce a ton of bland rice for a trivial cost. We tend not to judge things purely by quantity, and when we do, we can at least admit we are being shallow. So lets stop doing it with games. Tell me if a game is good, tell me if a game is dull, but some meaningless statistic about how many levels, or how big the installer is, or how long it took you to ‘finish’ it is meaningless to me. Size doesn’t matter.

Other blog posts:

http://24caretgames.com/2010/08/16/does-game-length-matter/
http://2dboy.com/2010/08/12/too-short/
http://blog.wolfire.com
http://brokenrul.es/blog
http://gamesfromwithin.com/size-matters
http://macguffingames.com/2010/if-size-doesnt-matter-where-do-you-get-the-virtual-goods
http://mile222.com/2010/08/a-haiku-about-game-length/
http://nygamedev.blogspot.com/2010/08/coming-up-short.html
http://retroaffect.com
http://the-witness.net/news
http://www.copenhagengamecollective.org/2010/08/17/size-does-matter/
http://www.firehosegames.com/2010/08/how-much-is-enough/
http://www.hobbygamedev.com/
http://spyparty.com/2010/08/16/size-doesnt-matter-day/

New GSB Website

I’ve updated the gsb website. For the first time since positech started, I’ve actually got a proper web-designer to do  a webpage, rather than me knocking it up myself in basic html and crappy coder-art. Even then, it was a single page, which I cloned and fiddled with for the rest of the site, because I’m so cheap :D

I think it looks way better than before. There are a ton of minor formatting things to fix, and no doubt a lot of the graphics on the ‘other’ pages need tweaking now. If you spot any broken links, then let me know. I’m aware that ‘about’ and ‘faq’ are the same thing. Maybe ‘about’ should go to this blog?

here it is:

http://www.gratuitousspacebattles.com

Strategy game specs are going mad

I just saw the recommended system reqs for Civilisation V.

  • Operating System: Windows® Vista SP2/ Windows® 7
  • Processor: 1.8 GHz Quad Core CPU
  • Memory: 4 GB RAM
  • Video: 512 MB ATI 4800 series or better, 512 MB nVidia 9800 series or better
  • What?

    WHAT?

    512MB video cards and quad core, for a turn-based strategy game? The min specs…

  • Operating System: Windows® XP SP3/ Windows® Vista SP2/ Windows® 7
  • Processor: Dual Core CPU
  • Memory: 2GB RAM
  • Video: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better, or Core i3 or better integrated graphics
  • That’s still crazy. We are talking MINIMUM specs here, for a geeky turn-based game. GSB has high specs (for me) because of the real-time battle playback shinyness, but I’d still think they are lower than this.

    I like games like CIV, but ultimately these games are not about the graphics. I just cannot imagine where the processing power is going. This trend to make the campaign maps of strategy game run at 10 FPS just boggles my mind.  What about all the strategy geeks with old PCs or laptops and no interest in buying new ones? Don’t people want their money?

    Someone with the min spec above, tell me how GSB runs for you. Please tell me it runs fine or I’ll look a right dork :D