Categories
Game Design

No Twinkie For You!

I didn’t know if he was still writing them, but Ernest Adams has just published The Designer’s Notebook: ‘Bad Game Designer, No Twinkie!’ VII. The series has always been enjoyable and informative.

In this installment, he focuses quite a bit on interface issues. I haven’t played a lot of the example games listed, but I couldn’t believe that you couldn’t configure the controls for Driver until after you finish the first race. And if your game does allow the player to configure the controls, let the player have some way to save and load the configuration!

Adams also announced the new edition of the book “Ernest Adams and Andrew Rollings on Game Design”, which has a new name, Fundamentals of Game Design.

Categories
Marketing/Business

Business Sense: Games and Photography

At Joe Indie, Business is Business compares newbie game developers with newbie photographers, something I would not have thought to compare.

Newbie Game Developer: How many games do I need before I can start making money from them?
Newbie Photographer: How many images do I need before I can start making money from them?

Joe Indie’s article shows that it isn’t just indie game developers who have problems with “business sense”. The article links to photographer/blogger Dan Heller’s site, and I noticed that his other page on the subject of business sense was also pretty informative.

For instance, section 4.1 is titled “Jumping in too soon” and warns against creating solutions for a problem that doesn’t exist. For photographers, indie game developers, and really anyone with a business, your products or services should solve a need. Creating world-class, high-quality images or games is great, but if no one is really interested in what you’re offering, you’ve just wasted your time. I believe you can sum up Heller’s words as market research.

The comparison to photography businesses, however, has led me to think about a number of aspects of my own business.

If you shoot specific subjects, like horses, or fashion, or food, or sports, or Bucks County, Pennsylvania, your revenue is going to be based in large part by how well positioned you are with the media companies that buy such specialized images within any of these industries.

How would you change that sentence so that it applies to indie game development? Perhaps I am creating a congruence where there is none, but so far there does not seem to be much difference between the photography business and the game development business. As David Michael says in his article’s title, business is business.

Categories
Game Design Game Development

Converting Table Top Games to Video Games

Table Top versus Video Games: Part 1 – The Dice kicks off a three-part series on converting a table-top game to a video game. To make a successful conversion takes a bit of dedication and hard work. This series provides some idea of what it would take.

The other two parts:
Table Top versus Video Games: Part 2 – Jabber, Jingle, Google and 360
Table Top versus Video Games: Part 3 – Reaching Your Audience

Categories
Game Development Personal Development

Thousander Club Update: July 10th

For this week’s Thousander Club update:

Game Hours: 126 / 1000
Game Ideas: 432 / 1000

Target: 504

There are 61 days left until the deadline for entering a game in IGF 2007: Countdown to IGF 2007

I took most of Saturday to work on Oracle’s Eye Prime. I really like having entire days of development since I can get quite a bit accomplished in a short period of time. The project is coming together, although progress is still a bit slower than I would like. A few more Saturday’s like this last one would probably help quite a bit. Currently I can load sprites and entity objects dynamically through a configuration file, and there is a way to allow the entities to respond to input. Eventually game development will involve less coding and more configuration file editing.

Categories
Marketing/Business

Lawyer Analyzes the EULA

A Lawyer’s View of EULAs sheds some light on the world of law and lawyers. I have also felt that Legalese isn’t that hard of a language to read, but then found myself drowning in possibile interpretations of the smallest words. A comma in the wrong place can change the entire meaning of a legal document, for instance, whereas in correspondence it is almost inconsequential.

EULAs are especially tricky because they deal with copyright law, most of which isn’t actually governed by written laws so much as court case decisions.

Categories
Game Development

Indie Game Dev Podcast: Interview with Positech Games

Action has released another podcast, this time interviewing Cliff Harris of Positech Games, creator of Democracy and the upcoming Kudos.

It’s nice to get a voice to go with the posts on IndieGamer forums, and the interview is pretty eye-opening. If I can boil it down to anything, it is “Finish your game projects and you’ll be ahead of 90% of the people out there.” At the end, cliffski gives quite a bit of advice for indie developers.

Also, for another interview with cliffski, see Interview with Positech Games Producer Cliff Harris: Kudos Game Production

Categories
General Politics/Government

Copyright Extension Debate: Urban Legends

Jerry Brito’s Not an Urban Legend exposes the holes in the arguments for a need for extended copyright.

The arguments made to extend copyright vary slightly, but you’ll almost always hear that without the protections of copyright, people wouldn’t have the commercial incentive to create. It’s convenient for the people making such an argument to ignore the fact that Walt Disney pretty much built an empire by creating new works from works that were no longer protected. When Disney was creating works, the public domain wasn’t more than a generation old. Today’s Walt Disney must wait many, many more decades before he/she is allowed to do the same, and yet arguments are still made that extending copyright is a good thing.

Jerry Brito basically pointed out the flaws in one such argument, made by James DeLong of IPCentral. DeLong claimed that the idea that older creations are not forgotten by their creators and so are not deteriorating into nothing due to the inability of preservationists to copy them into a less fragile medium. He points to entire packs of older movies being sold on Amazon as proof that copyright holders are “diligent [in] panning their slag for gold.”

But I would point him to another series for sale on Amazon called Dover Thrift. It is a series of books, priced at about $2 each, the underlying works of which are all in the public domain. That is, they are being printed—and someone is making money—without copyright.

Therefore, what I argue for is not no copyright, but rather sensible copyright. I argue for taking into consideration the public domain, and not just the interests of creators, when setting copyright terms. What should be the balance is up for debate, but an informed debate requires that we face facts and not simply dismiss those facts as urban legends because they are inconvenient to our position.

Sensible copyright would be nice.

Categories
Marketing/Business

More Effective Landing Pages

The article How to Get 35.8% More Downloads From Your Landing Page (& More Test Results from Monster) should be helpful to those people looking to increase visibility for their business and their products. It gives some tips on getting the prospective customer to feel a bit more at ease when interacting with your website. Fewer barriers to the download mean fewer barriers to the sale.

Categories
Game Development Personal Development

Thousander Club Update: July 3rd

For this week’s Thousander Club update:

Game Hours: 112.75 / 1000
Game Ideas: 410 / 1000

Target: 483

There are 68 days left until the deadline for entering a game in IGF 2007: Countdown to IGF 2007

I went out of town for the July 4th weekend, but I still managed to work a few hours during the week before I left. I feel like I am being more productive in the past few weeks, although I suppose I should check the actual numbers to be sure.

Categories
Game Development Personal Development

Agile Individuals?

Paper Burns: Game Design With Agile Methodologies gives a nice insight on the benefits of using SCRUM and other Agile methodologies to develop games. You can make games in weeks and months rather than quarters and years. After rereading a bit about the use of SCRUM at High Moon Studios, I was wondering how I could apply it to my own development. After all, I still don’t have Oracle’s Eye finished, and I started that project last August.

But like a lot of things I learn about, it seems to apply best to teams of people rather than individuals. In fact, I don’t think I’ve ever heard of techniques or methodologies for individuals to develop software, let alone games.

Are indie developers expected to just wing it with subpar techniques and figure out the best way themselves? Are we supposed to hire partners/coworkers in order to make decent progress? Or are there tried and true methods for single-person development teams? Pair programming is obviously out, but can’t other methodologies be tweaked a bit to provide a benefit for the lone wolf?

If you work alone, what tips do you have to share?