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

Why you definitely should polish & update your game

I know there have been surveys and studies in the past that show how many indie games on steam have sold a very small number (like under 10) of copies. Its no secret that many indie games are total flops. Its also no secret that the indie games market has skewed in recent years to be more hit-driven than in the past. There are a relatively small number of games making huge sales and a LOT of games making virtually no sales. I think that a lot of devs attitudes to this are somewhat fatalistic, and probably counter-productive and I want to explain why.

The general, subconscious ‘common-sense” supposedly rational mental model to how work equals success looks something like this:

But in actual fact, it seems to me that the real graph, in the real world is actually a lot more like this: (excuse my quick crappy hand drawn mess)

Which is something we are absolutely not used to dealing with, because we do not naturally encounter anything like an exponential curve in our primitive ape-like brains. here is a great article explaining just how ‘against common’ sense this is:

(Scroll down to ‘All of This Could Happen Soon‘ to see an amazing animation that shows just how much exponential curves totally fuck with our brains).

This should be intuitively obvious. Our primitive ancestors did not ever have to deal with exponentials. We hunt for an hour and find a single wild squirrel to kill and eat (my knowledge of primitive man is…sketchy). We hunt for 2 hours, we find and kill 2 squirrels. At no point did we ever hunt for 8 hours and then find/kill 32,600 squirrels. This is not in our experience. In fact, its not been in human experience, in the day-to-day sense, until EXTREMELY recently. Until the internet, we had ‘natural barriers’ to extreme success. To be popular as an entertainer in Michigan, you needed to live in Michigan, or have a sales team/rep in Michigan, or at the very least in the USA. Now anybody can make and sell anything anywhere. The total audience size for your product is probably a few BILLION people. Sell a $20 video game and you can potentially make $40 billion. Its extremely unlikely…but its POSSIBLE.

And even if you never achieve that, you have to accept the fact that other people are doing it. Fortnite and Minecraft are not selling to hundreds of thousands, but to hundreds of millions of people. NOBODY is safe from the financial and marketing reach that those games have. That includes you.

To put it another way: the natural result of global reach due to the internet, is that the big can get bigger, and bigger and they can and WILL compete with you. There is no local home-team advantage. There are no barriers. We are in the age of exponential entertainment. EVERYBODY knows about Game of Thrones, The Avengers Movies, Harry Potter et al…

So thats just fab…but how does that help a struggling, probably failing, probably bankrupt indie dev?

You have to learn to embrace and enjoy exponential growth.

In practical terms, what it means is that every improvement to your product yields an increasing relative improvement in sales. It also means that the very earliest upgrades and improvements to your product are the least rewarding, in comparative terms. When you check out the graph above you can see that if we make linear steps to the right along the X axis, each step yields a higher and higher boost in sales.

To put it yet another way, the first patch for your game will boost sales by a tiny, almost unnoticeable amount. The 99th patch for your game will double its sales. Yes really.

I am fully on-board with this mentality because my latest game (a car factory tycoon game called Production Line) is about bottlenecks. Like all factories, a factory in production line will move at the speed of the slowest link in the chain. The first few improvements to your line will maybe only raise production from maybe 1 car/hour to 2 cars an hour. The final ironing out of bottlenecks will take you from maybe 250-300 cars an hour.

Think about the effort required to improve fortnite by 1% in terms of content, quality, or presentation. Now think about how to improve your game by 1%. Its probably not a MASSIVE difference. Game engines and game design are very similar whether a game is a smash hit or an also-ran. But a 1% boost in your games sales will buy you a coffee, whereas a 1% boost in fortnite sales buys Belgium.

The problem is…people give up. They put in ALL THAT EFFORT to update their game with less bugs, more polish, more features, or a tweaked balance/difficulty/onboarding process and they earn an extra cup of coffee a month. WHY BOTHER? That is 100% the way most rational humans think. They then abandon the game, and start a new one from scratch, or leave the industry.

Do Not Do This

Read every article you can about compound interest. Then read about the chess rice wager, or simply watch this video to understand exponential growth:

And yes…its seems MAD doesn’t it? Like there is NO WAY that simply doubling something regularly so rapidly builds a pile of rice so high it stretches to the edge of the solar system. Those numbers MUST BE WRONG.

A bit like…. the sales figures of minecraft and fortnite.

So back to indie games… the point of the update that only has the impact of earning you a cup of coffee, is that the extra player (just one) per month builds a bit of momentum. The next update gets you another cup of coffee/month PLUS the extra 1/4 shot of coffee from a partial signal boost from the extra player and so on and so on… until every time you update the game you get a huge boost in the success and sales. This can take a while, and MOST people give up.

I am currently working on update 81 for production line. You can read the list of updates to the game on steam here: https://steamcommunity.com/app/591370/allnews/

Its a very, very long list. Its also enabled me to run a lot of steam visibility rounds on the game. I think the last one was number eight, and every time I run them, they are being shown to a bigger, and bigger audience, which helps grow the game even more because now we have more sales and thus more eyeballs and thus more sales and thus more…

The average indie gamer with mediocre or disappointing sales is at the 3rd or fourth square on the chess board. they have their 16 grains of rice, and they go take a job at facebook which pays them 64 grains of rice, which is obviously a better deal. Meanwhile Tim Sweeny and notch are sat on a pile of rice larger than Everest wondering why everybody else gave up so early.

TL;DR: The first post-release update for your game is the least effective in driving sales. This should be mathematically obvious, as its being delivered to he smallest ever number of customers. Giving up at that point is common sense AND totally and utterly wrong.

Democracy 4 Update

YES! We are working hard on this, although its been mostly under-the-hood tech and background stuff so I haven’t been updating people much on progress because there has not been *that much* we wanted to show yet, but that is going to be changing a lot real soon…

So, for those in the dark about this, Democracy 4 is the upcoming sequel to Democracy 3 (what a shock!) which is positech’s best selling game so far. Its a politics strategy game where you play the role of President/Prime Minister of a real world country and have to keep the economy in decent shape while staying popular enough to be re-elected, AND presumably helping change the country for the better (in your opinion :D).

For people who have never played the original games, the user-interface is unusual because its basically just a complex connecting web of icons. here is a screenshot from the main screen in Democracy 3:

And here is the current (work-in-progress) equivalent for Democracy 4:

Obviously the general style, fonts and so-on have all changed, but also we have moved the voter groups from the middle to the left. This gives us some interesting options, because this is now a list that can be (at the players discretion perhaps) sorted by popularity, or by membership, or any other metric. Or sorted alphabetically even, none of which were options in the old UI.

its really hard to see in a static screenshot, but the big under-the-hood changes for D4 are that its unicode from the very start (hello Russian and Chinese!), and also most of the UI is being done with vector-art rendering, meaning everything is pixel perfect regardless of screen resolution or zooming/scaling. For a game that is mostly UI, this makes a BIG difference. basically no more blurry UI elements anywhere :D. Its also cross platform from the start.

So far we are still at the ‘getting the core engine working right’ stage along with the ‘commission loads of art’ stage, so although a lot has been done, there is not a LOT that we want to show you in terms of new events, policies or situations yet. However, that will be coming soon. We already have a bunch of new ministers and voters…

Once we are putting in new simulation content, I’ll start doing regular blogs (probably video ones too) that detail the progress made on the game. I’d love to be able to tell you an exact date for us to go early-alpha (likely direct sales), Early-Access beta and final release, but I just cant be sure about those dates just yet. Obviously I’m well aware that 2020 is a US election year and we want to be coming out before the election :D Stay tuned for more updates etc, you can follow me on twitter, or join our mailing list (see sidebar) if you don’t want to miss anything.

Does indie game development have an ageism problem?

Hi, I’m an indie game dev. I have been since the early days when we had to sell our games at a market stall on punched cards. Actually no, that was a JOKE but still…

I remember before the invention of the compact disc. I remember the fall of the Berlin Wall & nelson mandela being freed. I recall Ronald Reagan being elected president. My first car had one wing mirror and a manual choke. I went to see Metallica’s ‘master of puppets’ tour. I grew up during the cold war and recall Brezhnev as leader of the USSR. I remember TV with only three channels to choose from.

To put it another way…I’m 49 years old. I’m a proper Gen Xer. Not gen Y, or gen Z, or millennial. Gen X, the cool generation. What little hair I have left is about half grey. I read dead-tree newspapers at the weekend and proper books. I saw the original theatrical release of ‘star wars’.

Because I live in a village whose average community gathering looks like a Dark Crystal cosplay convention, I’m known as ‘that young man’, whereas in fact, not only am I ‘middle aged’ but as far as the indie development community is concerned I am…almost dead.

When I think of indie game devs my age or older… I mostly strike out. I know Jeff Vogel certainly looks around my age, but honestly who else? maybe Jeff Minter? was it it about indie devs called Jeff? The other UK-based indies I know of are all younger. yes even the slightly grey-haired Cas from puppygames or Jake ‘I don’t dye my hair yet’ birkett of grey alien games, both younger than me. Even ‘elder statesman indies ‘introversion‘ are all younger than me.

Now I get it…someone has to be the old timer, and I guess its me, and frankly I don’t give a fuck. Middle age is frankly awesome. You can go out for a meal without caring if your clothes are fashionable or if your ass looks too big or if anybody fancies you. Car insurance is trivial, and I bought my house when they cost about as much as a mouse mat. Oh I forgot…you don’t remember mouse mats do you?

..anyway…

I don’t CARE that *I* am old, but I do care that the age-range of indie devs seems to be…roughly 16-21 years old. I exaggerate for hilarious comic effect, but here is a random group of people. See if you can guess which one is NOT an indie game dev.

Hahaha, we old people are so funny. However, maybe this isn’t funny at all. Maybe in all the excitement and righteous identity politics crusading of the last decade or two about making sure indie game dev is ‘inclusive’ we forgot one group of people. One really big group of people. One really obvious group of people… older people.

(BTW dont go all angry on my ass about that pic. I used those 3 people because I know them, not because they are somehow indicative of anything other than being devs I know).

In theory, there should be OVER-representation of middle aged people in indie game dev. Think it through: We have WAY more development experience than you youngsters have. We likely already have experience of triple-A dev and have learned from their mistakes. Finance-wise, we are no longer paying off college debt. We bought our houses CHEAP and are not saving for a deposit for a house. We are likely married, and thus may be able to balance out the riskiness of starting a business with a 2nd income from a spouse…

Go a bit older, to my age and things may be even EASIER. Our kids have left home, the house is paid off, so is the car… and we have even MORE experience, both as coders/artists and as people who have seem gaming trends come and go. We have access to cheaper debt if we want a bank loan to fund our company. Hell..we may even GET a bank loan, unlike anyone with zero credit history. We have seen friends try and fail at running a business and can learn from their mistakes. We know a LOT of people in the industry….so…Where are all the 40+ indie game developers?

Mark Morris from uk indie devs ‘introversion’

Now I can immediately see a list of counter-arguments. We may be wary of ‘risking’ a stable home life with kids and a spouse depending on us. We may even have a pretty good job in the mainstream industry, and be relying on that for job security. We may have realized that gamedev is too risky and not as fulfilling as we once thought and now be working in the *much better paid* finance or web development industry. We may be burned out by overwork and want a quieter career…

But my own experience just doesn’t back this up. I could NOT switch careers now, from indie game dev at age 49, NOT because I’m too old to get a new job (I’m pretty qualified and very experienced now), but because nobody can afford to pay me enough to quit my indie game gig. To earn what I earn now, I’d probably have to get a job managing 20-50 people (or more) and it would involve the hassle of commuting, attending endless meetings and probably never typing another line of code…

…in other words, my current job is perfect for a 49 year old coder. Its frankly VERY well paid, its work-from home, so I can go walk the dog (I don’t have a dog), pop out for lunch (I do actually do this) and basically work when I feel like it. I can live somewhere remote in the countryside, and take holidays when I feel like it. Its bliss. Show me the stressed out financial software contractor commuting to central London to do a job he likely despises who does NOT instantly want to swap places with me. At age 49, this is great.

And yet at every indie gathering I attend, I’m the oldest. Why? It might be chance, but I cant help but think it might be a sort of unconscious prejudice. Lets be honest, when we imagine indie devs, we imagine someone in their early twenties with blue hair on a skateboard, an apple macbook covered in stickers with edgy slogans on it, and a latte in one hand and avocado toast in the other. Indie game dev is a young persons world.

2019 GDC indie party

Go to a party at GDC and you will find loud music, lots of alcohol and people excitedly yelling at each other. Later, if we are lucky, skrillex may play. yay? at the end of the evening we will celebrate the thirty under thirty. I expect to see twenty under twenty soon. Maybe a special event for pre-teen devs next year?

Indie development is COOL its FRESH its YOUNG! Its people all living together in the same house! its all game-jamming till 4am on a train! its loud music! its an obsession with ‘retro! (because to so many devs the 1980s feels like ancient history, known about only from fascinating documentaries).

This is worrying. We should NOT be gatekeeping indie game development to any small narrowly-defined group of people. The biggest irony about the game dev ‘community’ (actually a very cliquey set of people following each other on twitter) is that they INSIST that they are very very inclusive (and will be offended by any suggestion they are not), but in fact its really a club primarily of relatively well off western middle class twenty somethings.

If you want REAL indie development inclusivity , show me the people in their forties and fifties at your indie event. Hell, show me people over thirty. There is nothing magical about indie game development that means only young people can do it. Computer games are not THAT new.

Why epics strategy makes a lot of sense

Not writing about the ooblets thing here, but to address very briefly the core issue: lets talk about why games are epic exclusives, why people shouldn’t be angry and why epic are probably doing the best thing they can do here.

Before going any further I want to make some core assumptions. if you disagree with these stop reading now, because we have no common ground!

  1. Game developers are generally trying to make good, fun games, and stay in business, nothing else.
  2. Its good for gamers if the games marketplace is competitive, as this keeps the prices low, and the services high.

I don’t think either are controversial. if you are literally twelve years old, you may dispute 2), but…do some reading. Monopolies, whether they are near or absolute are a bad thing. Not because the people involved are bad, but just because competition keeps people hungry, keeps people innovative, keeps people working. There was theoretically competition in the marketplace to make cleaner-fuel cars for decades, until one company showed up to provide *real* competition, and then whoah, suddenly the customer has a vast array of cheaper-than-ever and better-than-ever electric cars! Disruptors entering a market make things better for ALL consumers, even if they still stick with the same supplier…

To put this another way, even if you love steam (I do!) and only buy your games from steam (95% steam, 5% origin here), and never, ever, ever will ever buy a game elsewhere…then competition (from epic etc) is STILL good for you, because it forces steam to stay competitive.

Anyway…

So Epic clearly have fucktons of money and want to spend it on creating a true, viable competitor to steam. This is VERY hard. Its almost as hard as competing with amazon prime or netflix. The only upside is that valve are a private company, so they can’t tap the equity markets for cash to run at a loss for a decade to destroy your business… but I digress… competing with steam is HARD, they have been around so long, with such a huge catalog. How will anybody EVER compete?

Well anyone as old as me remembers how valve did it. They were competing with retail, and NONE OF US wanted to use steam. The rage was incredible, I remember HL2s release. people HATED steam with a vengeance and yet…we all installed it because OMG HL2 AMAZEBALLS.

Epic are ‘doing a steam’ to steam, and they are doing it for two reasons, both of which I think are sensible. Firstly, they are doing it because they KNOW THIS WORKS, as they all saw valve do it a while ago. They have also seen many other stores launch…and fail badly without using the ‘exclusive games’ strategy. They know that this *can* work, and they know other strategies *tend to fail*.

The second reason is… this is the best possible way they can promote their store… in the eyes of gamers. yes I really typed that, yes I really mean it. Lets look at the three things epic are doing to drive interest in their store:

  1. Free games literally given away to gamers for nothing but signing up to a free account. Not shovelware, really DECENT games.
  2. A much better cut to developers that means they get to keep more of the money from the games they sell
  3. Advances (guarantees?) on royalties for being exclusive to the platform for a set period.

So.. 1) is epic directly giving money (effectively) to gamers, and 2) and 3) is epic giving money to game developers (quite directly!). How is this bad? And the big point I want to make is…what is the alternative way for them to make the store succeed…

ADVERTISING

Gamers have a choice. They can either say “Yay we love lack of competition! we have no idea how free markets work” or “We LOVE banner ads, video ads, super-bowl ads, poster-ads, in-stream ads. GIVE US MORE ADVERTS” or they can say “If you *have* to spend a lot of money on building a new games store, it would be good if you gave us, and the game devs loads of free stuff”.

I am amazed they do not rally behind 3). It seems the best possible choice they could make to keep gamers AND game devs happy. Literally the ONLY people who should be raging about their strategy are the account managers at the big advertising agencies.

Boo Hoo.

SCALE IT UP. SCALE! SCALE! SCALE!

I like the concept of scale. its why I’m obsessed with the ramp up of teslas gigafactory and car production, and why I am making a game about factories in the first place. I find factorio very impressive. I also find real world scale very impressive. Like REALLY huge wind turbines.

And REALLY huge solar farms.

So yeah… I like to address scale in my work (games!) too :D. I think that optimization and scale go hand in hand. its no good allowing players to create colossal factories if the option is only theoretical, given hugely slow code. So embracing scale FORCES you to write more optimized (i’d say ‘better’) code. I also think that in my tiny, tiny way, if I can get the CPU usage of my games down by just 10%, then thats a lot (high tens of thousands of players) of games running on PCs using less power. Thats good for the environment!

Anyway, on the subject of scale I just swapped my twin 27″ monitors for a single 49″ beast that weighs less and uses noticeably less power (yay progress!) and also way less cabling. I’m not sure I have the height just right yet, and it seems to tell some programs its a mere 3840 res and not 5120 res (which both my game, and many apps agree that it is).

First things first…. LOL huge monitors are awesome. I find myself daydreaming what it would be like to stick 11 year old me, used to playing pong on the CRT TV and stick him in front of a 49″ monitor with twin speakers & subwoofer belting out battlefield V. Its truly amazing. My 980ti cant quite handle a proper FOV in ultra resolution, so I may have to scale it down a little bit but hey…. its super fun.

This has led me to try out various games at that resolution including of course… Production Line! and it looks remarkably fun in 5120×1440 res (which it happily supports… (click to enlarge). BTW runs fine at 60fps with this map…

of course the target market for this is pretty small so far, but I definitely remember a time when the absolute maximum conceivable size for a monitor was about 1920, which is why loads of developers like me used to create 2048×1024 render targets, because obviously we wouldn’t need bigger (LOL), and TBH when I coded gratuitous space battles with 4096×2048 render targets for those show-offs with their fancy-ass 2560 res monitors, that again felt like a limit that *could never be crossed*, and yet here I am, in 2019 with a monitor that my own game from 10 years back (GSB1) now cannot quite cope with at 5120 res…

Scale in terms of coding to support silly monitor resolutions is one thing, but I also think its worth considering scale in other terms, such as users, bandwidth and so on. I doubt I will EVER make a game as successful as flappy bird, angry birds, fortnite or minecraft, but you have to wonder how many times devs got close to that and then kinda fell over (and failed to achieve their full potential) because they couldn’t cope with the scale.

Right now, positech has several obvious bottlenecks preventing us from coping if we suddenly had a mega hit (anything bigger than Democracy 3 probably). For one… I’m the only person doing customer support (yikes!), which means if you email support AT positech dot co dot uk and tell me the game doesn’t run on your linux toaster, its ME, the lead coder, lead designer, and lead biz-dev dude, who gets distracted by your email. Not ideal.

Another bottleneck is programming. Production Line is Windows only. I hate cross-platform stuff, but if the game suddenly sold 5x or 10x its current level, I’d be mad not to do an OSX port, and maybe IOS version (likely never linux…sorry but its way way too small). This would mean hiring someone to do a port, and the problem with that is it TAKES TIME right when you want to hit the zeitgeist with your hit game.

Because the costs of maintaining the infrastructure, both physical, and in terms of manpower, necessary for a mega-hit are so high, it makes zero sense for someone like me to really have it in place without a hit, although TBH I’m better prepared than most. My blog, website and reporting back-end is on a dedicated server, not some tiny VPS thing, and I have CPU time and bandwidth to burn.

The big problem (if I had a big hit and saw a need to scale) is that I’d need people FAST, and thats either hard, or expensive. If you live in downtown san fran, finding people is trivial, but their salaries are hysterical (due to property costs), so its swings and roundabouts.

I guess the sensible thing is to make sure you know WHO to talk to, in terms of outsourcing companies, and have made the contacts and pressed the flesh with them, without immediate plans, but with an eye to the future.

I guess I’m also saying that for companies that help with porting, or customer service etc, it makes sense to be polite and chatty and helpful to *as many indie devs as possible*, so that you are on speed-dial for them when their 16th game goes to #1 in the steam charts.

Maybe Democracy 4?