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

Press button, get banana

I’ve been playing the star trek online beta (let’s just say I won’t be buying) and I also not long ago experimented with farmville, for research purposes (far too cute  a game for me). I am not a fan of these sort of games, in fact, they depress me…

MMO’s in general (not Eve) and many facebook games annoy me because they seem designed by business types who want to maximise player-time and revenue, rather than real fun. There seems to be a tendency for business types to equate an ‘addictive’ game as being ‘good’. Not fun, enjoyable or rewarding just ‘addictive’ will do.

We are at the very very early stages of research into how people react to games. 50 years ago, I could watch you through one way glass playing a game or watching TV, and make notes. I could maybe ask you subtle questions about your experience, and do some guesswork to interpret the real answers.

These days (if I wanted to) I could log every mouse movement, every delay, every button click, every action, and analyse you along with thousands of other players to work out all kinds of subtle effects.  It’s theoretically possible for a game to auto-adjust its gameplay to maximise revenue, and player time. This isn’t commonplace, but if people arent already working on it, I’m amazed.

Yet this saddens me. I play games for fun, to feel like a President or a Starship Captain. I don’t play games just to kill time or spend money. In short, the aims of the more cynical game developer (Get them to keep playing, tell their friends, and spend money) don’t marry up with my aims (have fun!).

Right now, it’s fairly easy to look at farmville and see it as a cynical viral marketing/push-button-get-banana business, that I stop playing the minute I see how shallow it is. But in 10 years time will it be so easy? I saw a furniture companies ad earlier today that was targeted directly at me, based on items I’d looked at days before on their website. Will Farmville IV be so perfectly targeted, so acutely balanced based on 50,000,000 playthroughs, that my brain is just incapable of letting me stop playing?

I don’t buy anywhere near as many games as most game designers. I get halfway through the demo and find myself having an internal conversation that starts “Am I having fun right now?” and the answer is often no. I might be wanting to see what item I unlock next, or what happens when I reach the next level (often nothing special), but is the actual process, the actual journey fun? often no.

I am not aiming to make addictive games, or viral games, I’m trying to make fun games. They probably aren’t as profitable (nowhere near as much), but it makes me feel better. You press a lot of buttons in GSB, we don’t always give you a banana, but I hope the button pushing was fun in itself.

Todays’ Specials

This is the one silly gratuitous thing I’ve bought for the office in the new house. I’m not very organised on the whole, and I tend to have sporadic moments of sudden ideas, and no consistent way to keep track of the huge huge list of things in my head. Clearly the solution is a great big chalkboard on the wall behind me.

I’d forgotten how horrid the noise of writing on a  chalkboard is :D There is a company that will print anything you want (logos etc.) onto a chalkboard, although it’s surprisingly expensive. I spend so much time doing the actual coding, and am so busy that I really need to grasp at anything that makes the coding time more efficient, and I think this will help me think more ‘big picture’ and still remember what I was thinking 10 minutes later :D

And my next guest…

I did a pre-recorded interview for Canadian radio today. The show is question is this one:

http://www.cbc.ca/spark/

Because it’s a big proper national radio station, they wanted decent quality, so I had to go to the nearest radio studio which turned out to be the historic city of Bath, set for many a Jane Austen novel, and home of lovely bath stone, used for practically every house around here. It also meant having lunch in ye famous Bath Pump Rooms, a very old (1789) building, which just goes to show the elegance, care and grandeur with which people built everything back then. These days we build featureless glass boxes. Bah.

The show itself was quite good fun, I did feel a bit like frasier crane sat in front of a microphone with a light on the wall saying ‘on air’ (although it was pre-recorded). The show was about piracy, and involved me because of this blog post. I’m fine with doing that, but it’s a bit frustrating to be ‘the piracy guy’, just because I’m open about discussing it. There are a ton of hot topics in games I’d love to talk about, the mis-management of projects, development costs, sexism in games, game violence, game pricing, blah blah. Maybe next time :D

Eat your own dog food

I’m not literally talking about what lister had to do: (2 minutes 30 in)

Nope, I’m talking about the phrase often used in software development, or any business these days, which means ‘use your own product’.

I think there is likely a decent correlation between successful businesses, and those that eat their own dog food. I play my games a bit, not enough tbh, although that primarily a lack of time. I’m going to set aside a few hours today to just play through some challenges. I have found so many bugs, and had so many ideas, post-release, just from experiencing my own games with the mindset of an end user.
If you are an indie dev, and there is something, anything, no matter how small that disappoints, bugs or annoys you about your game, then fix it. Fix it now.

    Today

. Tomorrow you will find something else that needs fixing, and fix that too. This is how games go from good to really good.

Of course, sadly not everyone eats their own dog food. I bought two products recently that did not. One was a picture frame with a tiny hook on the back to place over a nail. The hook was tiny, and bent easily and was in the middle of a large frame. The sheer physics of it made it literally impossible to hang it on the wall by the hook. They *never* ate that dog food.

Then I bought a TV cupboard thing, one of those ones with a shelf for all of the DVD player stuff, and a hole cut out the back for the cables to tidily go through.
The hole was too small to put a plug through, and most EU appliances now have moulded plugs you can’t remove. The hole was effectively useless. They *never* ate that dog food.

Bon appetit!

Is the casual boom over?

There was a time a few years ago when casual games seemed to be the BIG THING. Almost everyone was making a game where you matched 3 things. Then they all cloned Bettys Beer Bar (You might remember the first clone – Diner Dash). Then they all cloned Zuma, then… etc. I lose track of who everyone was cloning after a while.

This wasn’t the golden age of indie game development. In fact, it was the golden age of actual indie game developers rolling their eyes and wondering what the hell people were thinking, when developer after developer announced their ‘innovative’ new clone of whatever was #1 on bigfishgames last week.

Not surprisingly, a lot of casual games bombed and made virtually no money. At least, for the developers. The aggregators, who owned the platform like BigFishGames and Relfexive probably made a fortune. I wasn’t immune, I had Kudos and Rock Legend on a number of those portals. I still get the royalty checks for them, although it’s nothing to get excited about.

Nowadays it seems everyone is cloning farmville, and I think I might have glossed over the bit where everyone was making a browser based MMO game. In 2010, I’m sure there will be a new goldrush (maybe the new mac thing) where indie developers all chase trying to cash in on the latest #1 guaranteed way to make millions.

Because I don’t make games aimed at casual portals anymore, or even ones they would be interested in stocking, I’ve taken my eye off the ball. I have zero interest in games like that right now, I always only make the sort of game I personally think is cool at that point in my life, but I am curious as to the state of the market. Has it collapsed? Or are more and more people each year still shelling out actual money for the latest reskinned dress-up or clickfest time management game?  That would be (as a game designer) a bit depressing, but  it wouldn’t stun me…