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

Where did the extrovert game devs come from?

To cut a long story short, personal interaction with me can be pretty random. Some days, if you meet me I will be confident, outgoing, friendly. I will smile and shake your hand. I will probably be very sarcastic (tis my way…) and make jokes. I will try to be helpful. Other times, depending on the circumstances, I may be VERY shy. Its very unlikely I’ll start a conversation, or have much enthusiasm for keeping things going. At a lot of social events, if I haven’t seen someone I know within 10 minutes (max) I’ll leave, even if it took me an hour to get there.

Generally, when it comes to business, I far prefer email to all other forms of communication. I don’t need to meet you to sign a contract. I don’t even need to speak to you. Email is perfect for me, its excellent in all ways. Ironically, in groups of people that I already know, I can often be gregarious, maybe even loud. It is sooo random.

I do muse if people who are like me are naturally biased towards becoming programmers, especially in games. Games programming is about creation, and creation is about control. I wouldn’t choose to create a situation I didn’t want, or people I didn’t like, or locations that freak me out. As a coder, I have total control over the entire world, the entire ecosystem, I can see what everyone is thinking, because I coded their AI.

For a long time, I got the impression that almost all indie developers, and maybe most game developers in general were people like me. Quiet people. people who didn’t draw attention to themselves. hard workers, but the quiet studious types who beaver away in some dark corner of a room somewhere learning C++ or developing a game engine. In short…people like this:

Then after Indie Game:The movie came out, indie became cool, and it seemed the total opposite happened. The last game conference I went to, I recall seeing some distressingly stylish and attractive and confident young game developer strutting the stage with a headset mic on, behaving like he was a veteran of TED talks. What the hell happened? Where did all these extroverts come from? Maybe I am wrong, and being superficial about it. A friend told me that a famous game dev (who I’ve met a few times) is NOT AT ALL as outgoing and confident as he appears at shows, its all an act. if so, its a good one. Is that the case for everyone? Is there some genetic link between being an extravert and making a retro puzzle platformer game in the same way there seems to be between introverts and simulation game coders? (molyneux excepted). Modern game devs seem to be more like this:

FWIW, if you ever saw me give a talk, it was likely this one at the GDC rant (its the biggest audience I spoke to I think, maybe tied with steam devs days #1 marketing talk). Here is the talk:

I was so nervous beforehand you have no idea. I actually thought I might vomit. No, you can’t tell (hopefully), but there you go. Maybe we ARE all faking it?

 

My 2016. A year in review.

Its not even Christmas yet, but fuck it, I’m typing this now. So how was 2016 for Cliffski/Positech?

Lets start with the easy stuff: Statistics! Oh how I love statistics. Looking at steam, my companies revenue comparing the last 365 days…

Steam revenue is down 19%. Steam units sold are down 16% suggesting not much in the way of price pressure downwards. Income from other channels, like direct sales, GoG, Humble seem pretty steady.

We released 2 games this year: Political Animals and Democracy 3 Africa. neither of them set the world on fire, although D3:A is currently profitable (yay!). PA may break even in the long run. We also released Democracy 3:Electioneering, which didn’t do quite as well as I hoped, but I’m still glad I did it, as I enjoyed making it, and it kind of ‘fleshed out’ an area that was missing in the games coverage of politics in general. Democracy 3 & Big Pharma continue to sell well, as do some older titles.

In other business news, we got a retail deal signed for Big Pharma and Democracy 3 in Poland, which was some cash & some nice shiny boxes for my shelf :D. D3:Africa was my first experiment at trusting someone else to write code that I would put the positech development name to, which was a big step. In PR terms, we were a bit too low key. I didn’t give any major talks this year, nor show any games personally at shows, although Jeff showed off Democracy 3:Africa. There was GDC, and a trip to Steam Dev days, both of which were worth doing personally, even if not really justified in PR terms.

We also invested in new games, notably shadowhand, which will be released soon, and despite being quite late development wise, may prove to be a bit of an indie hit. Its the sort of game that does very well through word of mouth. I have my fingers crossed for that one. Also… I started work on Production Line officially (I had been developing it slowly for ages secretly). Roughly a year ago it looked like this:

It now looks better.

In Business…but not games news…we carried on investing in renewable energy stuff, which gives about a 7-10% return, which is pretty good in these days of low interest rates. Technically my best non-games investment was probably a robotics tracker fund that is up 34% (yay!). I’m a big fan of diversifying investments and income sources, as I hate to be too dependent on just one business relationship. This does mean I now spend more time on the phone talking to banks and accountants than I would like, and I don’t consider either activity to be much fun, but its probably well worth my time.

In personal terms, my usual resolve to be ‘calmer’ each year hasn’t completely worked, although I do get less angry about things than I used to, especially in person. Due to hurting my arm just before summer started I totally failed to do archery this year, but have discovered the joy of casual puzzle games on an ipad attached to an exercise bike, which seems to be my best bet at losing weight. My BMI is 23.5, which is healthy, but I hate having any sort of belly. For years I was a boatbuilder, and we had muscles, not flab.

We raised some money for War Child this year, haven’t got final figures yet, but probably about $14k. We also finally met some representatives from the Cameroon organisation we built that school with. Hopefully we will do more of that soon.

One thing that *is* business related that I started doing weekly development videos for YouTube showing progress on Production Line. So far I have done 9, and I expect that to be more like 50 by the time the game *ships*. I’m well aware of how important youtube is, and how many gamers prefer content to be in video form. I don’t want to be one of those dinosaurs still updating their geocities page in 2016 and wondering where everyone has gone. I’m hopefully getting better at it, despite not having a face or voice for such things.

If I have learned one business lesson in 2016, its to take my time more with games, and to get opinions from gamers early. This was the first year we started using professional player research companies, and I intend to embrace this sort of thing more with a  paid-alpha program for Production Line. The other semi-business lesson I learned was related to the stock market, and thats to set a stop loss when my shares are high, but never sell them otherwise. I am very guilty of ‘banking my winnings’ too early.

If there has been any *theme* to positechs 2016 its been one of holding steady. We have not expanded to a great extent, and we have maintained a fairly constant release schedule and work schedule. Earnings took a dip, mostly due to a lack of a *big-name* first party release. With luck, that will be next year with Production Line.  On reflection, 2016 went very very quickly. It seems like only yesterday I was stood in a car factory in Michigan doing research.

Hope you all had a good year.

 

Production Line video blog: #9 Researching robot upgrades. MORE ROBOTS

Can you believe I have made it to NINE video blogs and still haven’t set up an alpha purchase date yet? Neither can I. Here is the aforementioned bloggage:

Work seems to be progressing quite nicely on the game. I added some placeholder music, fixed a bunch of relatively minor GUI bugs, and now have those floating currency things back (working better), and proper locks on researchable stuff. I also switched from reporting daily sales to hourly, and also to a system where if you don’t produce power it gets purchased for you 9expensive, but necessary at the start).

I’d love to know what people think, and happy to answer questions in the next video even if I don’t do so in the comments.

Cheers

Interim shadowhand update

Just reminding everyone that YES…we are still publishing Shadowhand, the innovative card-game/rpg/visual novel that features a female highwaywoman… Just to prove it…here is a video by programmer Jake Birkett talking about all the various clothing options for the main character…

First World Geek problems

This has been a few days of severe first world geek problems. I am well aware how pitiful my woes will seem to people. I find great humour in the idea of pitying someone for a minor blip in an otherwise pretty cushy life, and find first world problems to be a bountiful well of amusement. I am still slightly amused by this gif, even after all these years:

So anyway, let me tell you a tale of woe, and you can laugh and experience the pleasure of schadenfreude in blog form. Also why can’t wordpress spell check schadenfreude?

Yesterday, when checking my email first thing in the morning, I had no internet connection. This is *no big deal*, as occasionally our line drops. We live in the countryside, our internet is delivered by tiny tiny copper wires over telegraph poles, rather than nice modern fiber cables underground. Do not get me started on how expensive this would be to fix (the current quote is about £50k). Anyway…it normally connects pretty quickly. But this time…it did not. taking note that my usually responsive ISP had not replied top recent emails from me…I used my spider sense to detect something was wrong and phoned them, only to get a distressing message on an answerphone. here it is in web page form:

To pit another way: “Fuck you. We haven’t been paying our BT bill, and now you are fucked. ahahahaha”. Yuip…my ISP apparently went bust yesterday.

So yikes. I immediately phone BT to see just how quickly I can get set up with them “10 working days”. Ahahaha. No thanks. So I call someone else, in this case ‘Zen internet’ who also say ’10 working days’. Realizing this is not a joke, but actually the norm in the UK in 2016 (that of course does not prevent it being a joke as well), I sign up to them. Shortly afterwards I spot another ISP saying they are managing to transfer people from my ISP within hours. I switch to them! And then cancel Zen (this took ages, phonecalls…emails…). Then today I get told by the new ISP that no…in my case it will in fact be ten working days.

Christmas with no broadband. OH MY GOD.

Anyway, during all this, I went and met a buddy for lunch and a chat about games & stuff. On the way home, I take a corner a bit too tight in a car park and scratch & even slightly dent my shiny black electro-beast of a car. I have already got a quote for previous dentage, and reckon in total, I’m looking at a £2k+ repair bill.

Fuck.

My Cool image as the person with the shiny black techno-space-car and the ‘fastest internet in the village’ lies in tatters, with small children dancing around it, jeering like some twisted version of a marillion music-video directed by an angry Tim Burton.

So hmmm. Things going a bit badly on that front. On the GOOD front, I’ve got a lot of work done on production Line, to do with Robots and upgrades, and actual ‘game’ stuff. Its feeling a lot more like a playable game than before, which bodes really well.  My internet is currently running through a usb-dongle to a mobile phone-created tethered hotspot. I do hope I don’t run out of my 2 gig allowance before I  …</end of signal>