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

Social games, unsocial methods

There is a current huge growth in ‘social’ games and ‘free forever!’ online games. I’ve seen a lot of online discussion trying to persuade people to jump on both bandwagons. I’ve never really liked them, or their methods, and today I encountered this:

(from) http://www.techcrunch.com/2009/10/31/scamville-the-social-gaming-ecosystem-of-hell/

quote:

A typical scam: users are offered in game currency in exchange for filling out an IQ survey. Four simple questions are asked. The answers are irrelevant. When the user gets to the last question they are told their results will be text messaged to them. They are asked to enter in their mobile phone number, and are texted a pin code to enter on the quiz. Once they’ve done that, they’ve just subscribed to a $9.99/month subscription. Tatto Media is the company at the very end of the line on most mobile scams, and they flow it up through Offerpal, SuperRewards and others to the game developers.

This does not surprise me. I had a go at super-popular ‘free’ social facebook game ‘farmville’ yesterday, to see what the fuss was about, and got a bad vibe from it immediately. This game is ‘free’, but that’s not strictly true. The game is totally designed around selling you in-game advantages by buying game-cash with real cash. In other words, it’s a grindfest where you can pay to avoid the grind. The game is also VERY insistent that you constantly let it spam updates to your facebook status on how you are playing, and you can only really do well if you drag your other facebook friends into play the game as your ‘neighbours’.

This is both a great piece of game design, and a terrible piece of game design. It’s great in that it achieves it’s objectives, cunningly encouraging you to market the game yourself in order to get gameplay advantage, and trying to maximise the amount of money extracted from you.

But, Its a terrible piece of game design in that the objective of the game designer was marketing and money, not fun. That really sucks.  I actually ‘disapprove’ in haughty terms. Someone’s business model has to be pretty cynical for me to say that, as a lot of indie developers consider me to be too hard-headed and business like, and not as much of an ‘enthusiast’ as the typical indie dev. I think that’s reluctantly true to a point. I live in an expensive part of an expensive country, and can’t afford to take my eye of the bank balance. I’m the sole breadwinner, so it’s not like I’m enjoying a sabbatical or a subsidised hobby. I need to run Positech like a business, or else I’ll be flipping burgers.

But! my business model is defiantly old-school in one respect: I aim to design FUN games, that people enjoy enough to pay me money to buy copies. I don’t look upon the people who buy my games as people to be milked of cash, exploited, or ‘leveraged as marketing assets’. To me, the positech games buyers are like a big extended club or enthusiasts group. We all like the same sort of games, and I’m lucky enough to be in the middle actually making the things, and shepherding the feedback and the enthusiasm so that games get made that everyone enjoys.  There are other indie devs with a similar attitude, such as wolffire,2DBoy, taleworlds etc. I think that you don’t get rich this way, but you get to enjoy making fun games for a really positive community.

I wish the more cynical people who are just trying to squeeze facebook profiles to extract cash would go off and do pyramid selling and boiler-room-sharedealing scams instead :( Leave game-dev to people who really enjoy making fun stuff.

Are you a potato or a rock band?

Games and game developers seem to be caught in a price war these days. I hear a lot of developers expressing despair over the fact that games are always on sale, or discounted, or sold in bundles, and that ‘big name publisher X’ has just released its new game for 10 dollars, or 1 dollar, or 99 cents, or free!

Understandably, indie devs sometimes worry about how they can possibly compete with this. They worry wrongly, because they are misunderstanding what it is they sell. You might think knowing what you sell is flipping obvious, but it’s not. My favourite quote from ‘what they never teach you at harvard business school’ is from the guy who ran rolex. He was asked about the watch business, and he replied “I have no idea about the watch business. I’m not in the watch business. I’m in the luxury business’. he is absolutely darned right.

Most people making indie games don’t get that. They think their games are commodities, competing against identical other ones, like a potato. But they aren’t. games aren’t potatoes, they are rock bands.
Check this out:

As a clue, the first one a potato. Unless you are some sort of potato fetishist, you don’t know the variety. It might be maris piper, but who the hell cares?  It’s a potato, and we buy them as cheap as we can find them. Now look at the next one. Your reaction is likely

“What a bunch of dorks” or…

“Behold the kings of metal! Real men play on ten!”

But your reaction will NOT be ‘well they are a rock band, and depending on the price of their music I may purchase it, or a Dire Straits / Killers / Police  / Whoever album instead”

In fact, it would seem weird to feel that way about music. And this is how people feel about GOOD, ORIGINAL games. Generic Match-3 games are potatoes, and they will inevitably get sold for the price of spuds. But decent games (look at the premium pricing for COD:MW 2) and original games can charge what they think they are truly worth. They are rock bands. The existence of other bands is irrelevant. There is only one Manowar and there is only one Little Big Planet.

Try to make less potato-like games.

Why advertising is scary

I’m starting some very basic ads for GSB, in anticipation of actually releasing it soonish. As a result, I’m fiddling with ad settings a lot. I get quite into it. Modern web-advertising is far far better and different to the classic advertising on TV or billboards or magazines that have existed all these years. You can literally do this with web ads:

“Bid for $0.08 per click for ads of this size on this specific site if the viewers time-zone is currently 7.30Pm – 9.30PM, on a Wednesday, and increase that bid by 10% if they are under 35 years old and reduce by 25% if they are female, making sure they do not see this specific ad more than 4 times today on that specific site. Only show this ad to English speaking people in New Zealand.”

You might think that’s overkill, but the thing is 99% of your competitors are big companies (measured by ad budget) and they ALL have people dedicated to getting those settings right. Ever wondered how the hell you see EVONY ads everywhere? How can they afford it? They can’t, but if you are aged 18-40 and visit gaming sites on weekday evenings, that’s a much more affordable niche to bombard.

So we establish that ads are VERY targetable and configurable, but why scary? Because they work. Seriously. I know everyone thinks they don’t and that we are immune, but trust me, you are not. I used to think that people ‘like me’ were ‘above’ ads, and that because I knew so much about PR and marketing, that I saw through their tricks. Then I read this book.

Advertising works because it affects your brain just like any other input. You probably associate the sound of birdsong with calm and peace, because over many years, when you have heard birdsong, its been peaceful and calm, and so your brain lays down patterns of neuron connections that associate birdsong = calm. This is how you learn EVERYTHING. Including pleasure. The smell of muffins with strawberry jam is associated by me with pleasure because I tend to experience the visual appearance of them shortly before I experience the pleasure of the taste. Our whole brains work this way, and good luck re-wiring them.

This is why ads work. They show you a busty supermodel next to a sports car, and your ‘higher brain’ thinks ‘cheap trick’ but your subconscious brain thinks ‘cars are sexy‘. You can’t stop it. It’s literally impossible, if you have physically seen the ad.

This is where it gets scarier:

There is a part of your brain called the amygdala. It gets visual input before anything else, and passes it on afterwards. It takes actions before the higher level part of your brain kicks in, and it is the part that works on strong emotions. The strongest emotion is fear. This is why when you sometimes jump in shock when you watch a horror movie. There is no reason to do so. The TV cannot attack you, you are safe, its just TV, but all these thoughts come in long after the fear response. In short, the fear response will lay down strong neural connections before your higher brain even gets to point out how incorrect that is. This is why political ads rely on fear. Fear works.

GALACTIC WAR IS COMING! BE AFRAID! YOU MUST BUY GRATUITOUS SPACE BATTLES NOW!

WOMEN IN BIKINIS WILL LOVE YOU!!!11111

ahem.

Easy to contact

I feel strongly that this:

http://sethgodin.typepad.com/seths_blog/2009/10/promiscuous-dispersal-of-your-email-address.html

is true.

If you search my forums, you will notice I occasionally ask people to email me at
cliff@positech.co.uk
. I don’t use a NOSPAM or an image or try and get you to do some algebra before you get to see the mailto link.

People email me for a few reasons:

1) They are in the business and want to sell my games/do a deal/review my games/interview me

2) They have technical support issues

3) They hate me and want to tell me

4) They like my games and want to tell me

Only a stupid businessperson would not want to read 1) and 2).

3) is easily laughed at and deleted.

4) makes me feel good.

oh and….

5) Spam.

99% of spam is filtered out by spam filters. the other 1% is trivially spotted and deleted. I don’t think the odd click of the delete button is a hard price to pay to enable the people who play my games to get to contact the developer when they have to. I don’t respond to EVERY email, but I do read them.

Why don’t big companies do this?

Video TV thing

Theres a good endorsement of indie games in general (17 minutes in) here:

http://www.mevio.com/episode/187575/The+PSP+is+Go+free+Ultima+new+releases+and+Jason+Cross+talks+indie+games

And of course they cover GSB very positively (which is cool). Some of the video clips are oooollllddddd, which happens quite a lot with GSB. I guess that is inevitable when you trickle out video over time.

It’s good to see people talking about the game in a mainstream discussion of games in general, rather than just a niche indie thing.

I’m working on some new stuff for GSB, in terms of a purely visual feature (more or less) for the next patch. Details coming soon. I just had a whole day of tedious businessy stuff, because it was the end of my companys financial year, which in the wonderful UK means a ton of form filling and non-games-related bullshit that takes ages. It seems I made a profit again, which is a relief :D

In other news, here is the latest promotional vid for GSB to lure in your friends to buy a copy: