Categories
Games Geek / Technical Marketing/Business

Copyright Not a Minefield Just for Indies

I originally talked about the dangers of working with existing protected works as an indie developer. Having the means to afford a legal team isn’t a guarantee of immunity, either.

In the Gamasutra news entry Ghost Rider Creator Files Suit Against Take-Two, Others, it seems that Gary Friedrich is literally suing Marvel, Take-Two, and others for making a bad movie based off his work. While the suit claims he has owned the exclusive rights to Ghost Rider since 2001, meaning that the movie was an infringement of his copyright, he is also accusing the defendants of “waste”.

Imagine if you owned the rights, trademarks and copyrights, regarding a popular character. Then imagine that someone makes a movie about the character, butchering parts of it, and then doing a terrible job of advertising. Now your own rights are worth less than they did before the movie was made because people associate this movie with your work. And you never gave them the rights to make the movie in the first place!

It just goes to show you what a minefield licensed properties can be. This situation reminds me of the SCO/Novell/IBM/Linux debacle.

Categories
Game Development Personal Development

Thousander Club Update: April 16th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 76 (current year) = 338.25 / 1000
Game Ideas: 616 (previous year) + 24 (current year) = 630 / 1000

Crunch time at the day job is still taking its toll, but I think I’ve learned a few things about increasing my productivity in general. Or maybe I am just putting into practice what I’ve already learned. Either way, I have some new habits that seem to translate into progress, and I can’t wait to have free time to spend on GBGames again. In fact, I figure that I can still dedicate 15 minutes a day , which should translate into almost two hours a week. No matter what, I should work for 15 minutes on my own project before going to the day job. I think the toughest part will be stopping after the 15 minutes are up. B-)

In the meantime, I have been doing a halfway decent job of coming up with some game ideas during the few breaks I’ve given myself. When I used to be on track for the Thousander Club, I would come up with at least three game ideas per day. I haven’t been doing so since I hit the previous crunches last year. I want to try to catch up with the ideas as quickly as I can, but if I can’t, I should at least try to get back into the habit of coming up with three ideas each day.

Categories
Game Design

Game Design Element: Realistic Risks and Recovery

Recently, Jay Barnson wrote RPG Design: Quest Abuse in which he details the problems with the quest system in CRPGs. Some of his comments sounded familiar, and so I looked back through the archives of Gamasutra until I found what I was looking for.

Back in 2000, Ernest Adams wrote A Letter from a Dungeon from the point of view of a video game hero who does not feel heroic at all. There were multiple issues that led to this feeling of inadequacy, but I want to address the problem of risk.

And as if that were not enough, we also have spells of resurrection! Yes! The greatest miracle of all, which I had thought solely the province of God, is available in this place for the price of a few gold coins. I myself have died half a dozen times, through want of attention to my body’s condition in the heat of battle, and in a moment my companion brings me back to life. I sip a healing draught and we proceed as if nothing had happened. Death holds no terrors for me here, and in a place where there is no death, can there indeed be a hero? Courage is the conquering of fear, yet I have no fear; no reason to fear, and therefore no need for courage. The stirring stories I read as a child in school are meaningless here; they provide no example to guide me. Richard the Lionheart did not cast a spell and fly home to England whenever he felt tired! He is no adventurer who returns upon a moment’s whim to sleep in safety every night.

Indeed, master, I am no adventurer. I no longer know what I am.

I am sure that permadeath in some games attempts to address this issue. If death meant that you had to start over, and there was no easy way to prevent it short of copying save files in and out manually, then you might feel more invested in your character. Death would be a major risk, and you wouldn’t be so willing to charge into a room full of zombies just to see what was there.

But what about injuries? What if you played an RPG in which there were no magical healing potions? Heck, what if any game you played didn’t offer an item that absurdly heals your player, good as new? Seriously, why would dog food and bandages also provide cosmetic surgery to fix the shrapnel that used to be your face? If you get hurt, you are hurt until your character can realistically recover. A few scratches wouldn’t be a problem. A broken leg would slow you down quite a bit and probably keep you out of action for some time.

Now, it isn’t heroic to hang out in the hospital while your leg heals, either. Time can pass in an instant, but perhaps there you will miss out on some opportunity to strike against the Big Bad’s forces. If realistic risks are a key element in the game, must time also play a key role? After all, in real life, if you get hurt, it isn’t the fact that you’re hurt that is the problem. The problem comes from what being hurt prevents you from doing. If you cut your hand badly, you won’t be able to write with it until it heals. If you could still write, it wouldn’t be a serious injury anymore.

Recovery time plays a key role in whether you think taking some action is worth the risk or not. If you don’t think you can recover at all (permadeath), then you will have to think long and hard before taking an action. If an injury would prevent you from playing in the big game, you might be disinclined to risk it. On the other hand, if you only risk a few scratches on your arm, those scratches won’t stop you from doing anything if importance. You know, unless your day job involves looking beautiful on a runway.

But if recovery would be instant, then anything short of death is not a factor in your risk assessment. What’s the worst that can happen? Death due to your inability to find something to let you recover!

If realistic risks are a part of your game design, then you probably need to provide ways to minimize such injuries. After all, how many stories have you read in which the hero gets injured throughout his adventures, and I mean besides Don Quixote? Getting injured in your game would probably become as serious as death is in games today. After all, if berries can’t instantly heal you, then you only need time to recover, but the world isn’t going to wait to get saved. You can’t put the world on hold while you recover, and the world will need to seem alive enough to have changed when your character is well enough to move.

If you focus on the mechanics of realistic injuries in a game, it might sound like a step backwards. Having to stop adventuring because you broke a leg or otherwise injured yourself badly doesn’t sound like fun. The legend of King Arthur isn’t riddled with pauses in the action due to injuries. Even if a hero did get injured, it wouldn’t stop him from acting heroically. Still, I think the idea that the player has to keep risk of injury in mind while playing adds a bit of strategy.

In some first-person shooters, falling from a great height does nothing. You just bounce away, shooting everything in sight. In a realistic FPS, however, falling from even a seemingly short distance can still injure you, and you can’t do much more than limp away. And you continue limping until the match or your life ends. It results in slower games than the arcade, twitch shooters, but winning a particularly scary Counter-Strike match can give you a feeling of heroism that I just can’t compare to a Quake 3 free-for-all. In Quake 3, I can just throw myself at the enemy like cannon fodder. The risk is that while I am waiting for respawn, someone else will get more kills. I can’t play this way in CS. Death means I can’t do anything until the next match, leaving my team that much more vulnerable. I would have to be a lot more courageous to try to charge into a room in CS than to do the equivalent action in Quake 3.

Can an RPG make use of realistic injuries without ruining the fun? I think it is possible. It is easy to see how the implementation could be flawed, but if our current systems are already flawed, why not think about other possibilities? While there are many issues addressed by Jay Barnson and Ernest Adams, perhaps giving more importance to risk might improve RPGs. Charging into a dungeon and killing hordes of zombies would be a feat of courage and strength, an uncommonly heroic thing to do, rather than another run-of-the-mill side quest. After all, what makes someone a hero is that they are doing something uncommon. If everyone did it, why would you look up to one more person who did? Being an indie game developer wouldn’t be so heroic if everyone did it.

Granted, I don’t play nearly as many RPGs as Jay Barnson does, so maybe I missed the games in which such elements already exist and my post is like someone complaining that there aren’t any match-3 puzzle games. If such RPGs do exist, I would love to hear about them.

Categories
Game Design Game Development Games Geek / Technical Marketing/Business Personal Development

Chicago Indie Game Meetup Tomorrow Night

It’s been a long time coming, but the next Chicago Indie Game Developer Meetup is here. Check that link for contact information to learn the super secret location.

It’s at Rohit’s place at 7:00 PM. That’s all I can say.

Categories
Game Development Marketing/Business

New Gibbage Website Offers Cash to Indies

Announced in the Indiegamer forums, Gibbage is now sharing its money with indies.

For most, going ‘full-time’ indie is a mere pipedream. Without cash upfront, it’s difficult to be able to dedicate the amount of time and resources necessary to make something truly awesome. Frankly, this is a tragic loss for us gamers, because what these people can do with a couple of lines of code and a copy of Photoshop is nothing short of astounding.

From now on, every penny of profit this site gains will be plugged directly into funding future independent game projects. That doesn’t mean me hacking together some rubbish code while slurping on caviar you’ve kindly provided, that means hiring professional artists and coders to make interesting, high-quality, funny, funky and brilliant games for you to enjoy.

Basically, Dan Marshall is making enough money to survive that anything he gets from Gibbage will be given back to the indie community. If he sees a struggling indie doing cool things on a practically non-existent budget, he’ll contribute part of the earnings to that budget, which will presumably make the cool things even cooler.

It’s an interesting idea, and Dan, the mind behind the popular Gibbage game, is certainly taking a brave step with it. It seems to me that he has taken on the guise of an angel investor who is very aggressive about giving away his money. He explained a bit of his plans on IndieGamer.

Categories
Game Development Personal Development

Thousander Club Update: April 9th

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 75.5 (current year) = 337.75 / 1000
Game Ideas: 616 (previous year) + 12 (current year) = 628 / 1000

It’s the tail end of crunch at the day job, and I was in Ohio recently. No real development updates this week, which is frustrating. It is definitely not what a game developer would do.

Categories
Game Development Personal Development

Thousander Club Update: April 2nd

For this week’s Thousander Club update:

Game Hours: 262.25 (previous year) + 75.5 (current year) = 337.75 / 1000
Game Ideas: 616 (previous year) + 12 (current year) = 628 / 1000

If you’re reading this, it is because I have been in Ohio for the past few days for a wedding and have not had a chance this weekend to update my blog. While I didn’t anticipate working on code during my trip, I might have been able to work on plans for my next project. The hours above might not be accurate, and if they aren’t, I’ll update them when I get a chance.

Before Friday, I was able to create and use multiple sound effects for my Space Invaders with Audacity. I’m pleased with my progress. It’s really starting to feel like a “real” game. B-)

Categories
Game Development Personal Development

WWAGDD?

Sometimes I find myself in an under-motivated mood, and I have to use motivational modifiers to get my motivation over the difficulty class for game development. Usually I just have to remind myself that there is a reason why I started my own business. The reminder that my business exists is sometimes enough of a bonus to my motivation checks to get me started, and then one of Newton’s Laws of Motion takes over. “Just 15 minutes of game development” can sometimes turn into three hours.

If the fact that I have a business isn’t enough, I post plenty of other reminders around me. My cell phone has a note that I see whenever I pick it up. My desktop wallpaper is an image of my current project with text reminding me to finish the game. If I had music for the game, I would probably try to find a way to get it to be my ringtone and laptop’s startup sound. I have inspirational quotes from motivational speakers, game developers, and historical figures printed out and taped to the wall next to my desk.

If your mind is constantly bombarded by certain ideas and images, you can’t help but think about them. Similarly, if you just let anything get into your thoughts by chance or accident, you won’t be focused. If you go to Wikipedia or YouTube and find that what seemed like five minutes of browsing has become five hours, you know what happened. You saw one thing, then saw another, and then another. Three hours of fascinating clicking later, and you realize that you have just wasted a lot of time, time that you could have spent doing something more important.

Like game development. I try to make my home into an environment in which I can’t help but think about game development. If game development is always in my mind, it is a lot easier to keep myself productive. If I ever catch myself about to make a choice between game development and something else, I ask myself, “Self, WWAGDD?”

What Would A Game Developer Do?

Would a game developer come home from a day job and watch television? Would a game developer feel much anxiety about sitting at the computer to work on a game? Would a game developer procrastinate on game development in favor of chatting online with friends or reading random articles online?

No. A game developer would BE a game developer.

Now, I’m not talking about developing games to the exclusion of family, friends, and hygiene. I just know that I don’t act like a game developer nearly as often as I should, and acting more like one would go a long way to getting games finished and ultimately selling. Why did I watch television after dinner instead of working in my office? Why did I hit my snooze button multiple times in a row instead of waking up and getting an early start on my day? Why did I check my AdSense earnings and blog comments 50 times in an hour?

Because I wasn’t making game development a big enough priority. Because I was allowing insignificant tasks to consume a lion’s share of my time. Because I wasn’t being a game developer. A game developer would spend most of his/her time developing games, and if I want to be serious about being a developer, I would do well to follow a game developer’s lead.

And since I don’t know too many developers personally, I just have to ask myself periodically, “What would a game developer do?” The question usually reminds me that I am a game developer, and as a game developer I should DO game development when I can. I can work on lower priority things another time. So far, I think it is working. I have worked about 10 hours a week for the past few weeks, which is relatively good compared to a few hours per week that I have historically been able to do. With those extra hours, I have been able to make great progress on my projects. The best part is that I still have much more improvement possible.

Oh, and having played Dungeons and Dragons in the past few months, I’ve found that rolling 20s for motivation is a lot easier. B-)

Categories
Geek / Technical General

POTM for March: WordPress

The general idea of the Project of the Month is to donate some money to an open source project and write a blog post about it. Everyone knows about the major open source projects, such as the Linux kernel or Firefox, but there are plenty of examples of open source projects that impact you in some way that might not appear on most people’s radars.

This month I donated some money to WordPress, an easy to use and quite popular blogging tool.

Yes, it is quite popular, supposedly “the largest self-hosted blogging tool in the world”, but I figured that it was still not a household name and so was a valid project for the POTM.

My blog uses WordPress, and I have been pleased with how easy it is to use, update, and modify. While the default theme was pretty ugly when I started my blog in 2005, there were plenty of themes created by the WordPress community, which is great because I didn’t want to spend a lot of time creating my own theme.

There are a number of plugins for WordPress, and some of them are very useful. From blocking spam to adding special links easily on your blog, there are plugins for any number of purposes.

Relatively recently, WordPress.com was launched, which allows you to run a blog without needing to maintain your own host. While installation is incredibly easy, you may not want the hassle of maintaining your own website’s security just to run a blog. If you already have a blog using another system, WordPress has plenty of import options. You can import LiveJournal and TypePad, or even use an RSS feed as the source, among other options.

The community is great. I had to figure out how to get an RSS feed to Larry for just the POTM entries, and the IRC channel was a great source of friendly assistance. I don’t know if I have ever felt lost using WordPress since there is almost always someone around to explain something to me.

Thank you, WordPress community!

Categories
Game Development Marketing/Business

Mastering the Craft Registration Is Open

If you missed out on GDC (or not) and are involved in online game development, you might want to register for the Mastering the Craft Series. There is an amazing lineup of speakers, including Daniel James of Three Rings, famous for the online game Puzzle Pirates.

The program outline is heavy on infrastructure with seemingly little discussion about online game design.

Through four separate one-day conferences, the Mastering the Craft Series’ mission is to provide a focused venue to address very specific operational challenges in a spontaneous and engaging format.

Registration is $595, although rumor has it that there are discounts to be found…