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

Gratuitous Expansion Pack Released!

Ok, so it’s finally here. The long awaited invasion of the space tree-huggers* is upon us: THE TRIBE!!!!!!!!! bwahahaha

Video!

I’ve never released an expansion pack for a game before, but I think GSB was the perfect game to do so. I have no idea how it will sell. I hope to at least pay back the art costs (which are not trivial). If it does that, then I’m a happy man. Basically this is an extra fleet for the game. In theory this would be moddable, but obviously this way other people will be more likely to also have the same fleet, and it uses the same super talented artist as the others so it has a consistent look. I’m sure there will be GSB players who will buy it immediately, and some who will not see the point, which is fine because that’s what DLC should be about: Options for the player. (someone make some DLC for Company of Heroes. Russian + Japanese + Italian armeis plz)

This doesn’t add any huge gameplay changing features. It’s not the direct-control or 4x meta-game expansion people sometimes suggest. It’s just mroe ships/modules/maps.

That’s not to say some big-ass future expansion that adds meta game stuff or whatever is not going to happen. Who knows where I’m heading next after Supply Limits?

I await the verdict of the interwebs with gritted teeth. At least if people complain about the price of DLC, ‘space armour’ sounds more l33t than ‘horse armour’ surely?

Check it out here:

http://www.positech.co.uk/gratuitousspacebattles/tribe.html

*used in a jovial fashion. I’m a bit of a green geek myself, so I’m not having a go.

Release day at last

This morning I officially declared Gratuitous Space Battles released, which means there is finally a demo, the price is up a little bit, and people can review it or try it without worrying that the current version is not representative. This game has been about a year in the making, and taken a huge amount of effort. It’s also cost more to make than any other game I’ve made, and was original IP, in a genre that I’m not especially known for, aimed at the hardcore(ish) PC gamer during a recession. In short, everything about this project has screamed “Don’t do it!”.

However, I’ve always made the games I really wanted to make. GSB was originally called ‘Dictator’ and was a sort of spiritual successor to Democracy. Things didn’t turn out that way, and I think I’ve made the right choices. It started life looking like this (once the idea of spaceship battles took over)

And ended up looking like this:

Which I prefer :D

I’d like to take this opportunity to thank everyone who emailed me, posted on my forums, and here on this blog who gave me good ideas and good feedback, and encouragement to make the game as good as it could be. I should also point out that this is far from the end of development on GSB. If the game sells, I can keep working on it, and hopefully it will continue to evolve and get bigger and better for a while yet. More on that later.

In typical crap planning, the release of my most ambitious game ever has coincided with my birthday, and with me moving house (any day now). So I’m sat in the only room in the hosue not full of boxes, and with not much but the PC and this chair not scheduled for imminent boxing. (I’m moving on Monday). I am also very tired.

Please be understanding if the website is unresponsive today or the demo has a bug in it. I’ll fix both if they need fixing, as soon as I can. (AFAIK both are fine).

And go buy it now :D

Cheers

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.