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?

Categories
Marketing/Business

Reasons Why You’re Not Selling

Why Your Software is Not Selling attempts to answer the questions that almost all software startups ask. It’s a bit humorous, but it finishes with a list of reasons why indie companies have trouble with sales.

#8 is you made it too hard to buy. Recently I went to a soccer-themed store to purchase an Italian soccer jersey for my father. The cost was huge, but I was prepared to buy it. In fact, I was about to buy myself a United States jersey for the same price. It would have been a good day for them, and a bad day for my wallet.

Except I couldn’t buy the jerseys. The store only took cash as it didn’t have credit card processing setup. I didn’t have that kind of cash on me at the time, and for the prices they had, I don’t know of many people who would be willing to part with that much cash, either. They lost a huge sale that day because it was too difficult for me to buy what they were selling.

If it is too difficult to pay for your indie game, you can have the most compelling demo in the world with the best word-of-mouth marketing, but people would not be able to buy it. If you require the customer to register before submitting payment details, you will lose sales from people who don’t want to register just to buy a game. If your payment processor is specific to an American audience, how will someone from England or Germany be able to buy your game? How many barriers are you putting up for your customers?

I think #1 is the biggest issue facing startups: who are you? If your customer hasn’t heard of you, how can you expect that he/she might think to buy from you? It is a elaborate way to say that marketing is important.

Categories
Game Development Geek / Technical

Debugging

Richard “superpig” Fine has written a piece called Introduction to Debugging. While it is clearly biased towards using Visual Studio’s debugger, it does provide a general checklist of things to do when killing those bugs:

  • Issue recognition
  • Intelligence gathering
  • Diagnosis
  • Prescription
  • Response
  • Verification
Categories
Game Development

IGF 2007 Announced

Thanks to vjvj from the indiegamer forums, I learned that the website for IGF 2007 has been updated.

I thought I would be further along with my own development by this time, but I am still going to try to get a game submitted. I have until September 8, 2006 at 11:59pm Pacific Standard Time.

Check out the countdown, and another countdown for Chicago natives. Only 73 days left as of this posting!

Categories
Game Development Personal Development

Thousander Club Update: June 26th

For this week’s Thousander Club update:

Game Hours: 107.75 / 1000
Game Ideas: 408 / 1000

Target: 462

I’m still behind in game ideas, but I’ve been making some decent progress with Oracle’s Eye Prime. The code still compiles, at least.

I’m planning on picking a weekend in July and dedicating it to development. Working in short spurts of time is nice, but I can get a lot completed if I can work for longer stretches.