Categories
Games General Marketing/Business

Casual Game Stats

Here is a Wired article from 2004 that talked about the “new” and popular casual game market.

The news this year:
Games industry revenues will double over the next five years: Study
Video Game Business to Double by 2011, Driven by Online and Mobile Gaming
Study: Women Gamers Outnumber Men in 25-34 Age Group

It’s interesting how much more information we have now. Of course, it really only helps MSN Games, Real Arcade, and the developers who rely on them. It doesn’t say much about what a company like Introversion Software or Positech Games can do.

Categories
Geek / Technical Marketing/Business

Tech Support for Games

It was posted a long while ago, but I liked Gamasutra’s Customer Support Confidential: Customer Support Orientation Guide: An Introduction.

It reminds me of my days at the help desk. While it focuses on the horror story side of tech support, I think that there is a missing component here. Maybe it is because it is geared towards a large casual portal, but I think indie game developers need to look at the upside of customer service.

After all, isn’t tech support just another opportunity to deal with your customers? And isn’t dealing personally with customers one of the benefits of being an indie? You won’t see any of the mainstream publishers getting awards for great customer service anytime soon. In my personal experience, I’ve been ignored, but only after I had to repeat my story to three different people. It was one company, but it was also supposed to be one with a great reputation of doing right by customers. This company made one of the biggest games of the past few years, and I refuse to purchase a copy to this day. Maybe they’re not hurting, and maybe I’m the one who suffers by not being able to play a great game, but I was not satisfied with how they handled my issue.

Anyway, as an indie, you should love it whenever a customer contacts you. If there is a problem, own it. Fix it. Make your game better. You not only help this customer but also the next player. And give credit to customers for enhancements and fixes. People like seeing their names in lights. My girlfriend had her name printed on a website when she emailed to ask a question, and she was pretty excited. Heck, my parents made copies of the newspaper when my letter to the editor was printed.

If you do tech support for a large company, you will probably not care. You’re putting in your hours and getting paid for it. But as an indie, it’s your company. You know you care about your customers, so show some of that care when you interact with them.

Categories
Game Development Personal Development

Polishing Passes

In the #gamedevelopers channel, the topic of game development contests came up. I mentioned that I would like to join one. The last one I was in was GiD #13 in June of last year, so I should do something similar again. One person mentioned that she didn’t like such contests as she didn’t have time for them. I argued that I could get some good practice in, but she responded with:

<turbo> no practice. just do and redo
<turbo> we like to call them polishing passes 😀

<turbo> it does get better every time round

I really liked this idea. It’s basically how I was treating Oracle’s Eye. When I started it, it was just supposed to be a quick project to give me more experience with game development. Eventually, I realized that I could make a commercial project with it.

Now I was aiming for a bigger target. I assessed what I already had, and I realized that I needed to up my game (no pun intended…ok, it was) in more ways than one. So I updated and changed and added and deleted until I had a better version.

Was I gaining experience? Yes. But I didn’t consider it practice. I was simply doing. And when I revisited some aspects of my code, I ended up making it better most of the time. Each pass made it better. It is kind of like writing a term paper for class. If you get it done early enough, you have time to go through it and check for errors, awkward sentences, and possible confusing ideas.

Polishing passes. Do, then do again. Each pass should result in more polish.

EDIT: Now I no longer misquote turbo. B-)

Categories
Game Development Personal Development

Thousander Club Update: April 17th

For this week’s Thousander Club update:

Game Hours: 65 / 1000
Game Ideas: 252 / 1000

Target: 252

I managed to get to 64 hours earlier in the week. Somehow, even with an extra day this weekend, I had trouble getting to 65. I was hoping to even do another five hours to get to 7%.

I start a new job today. I won’t know what it will be like as far as the impact on my time, but the worst case scenario is that I’ll have to increase my effeciency and effectiveness. The commute is much better than my last job, so if I trade an hour on a train for an hour of work, it shouldn’t make much of a difference.

Categories
Game Development

Indie Game Dev Podcast: Interview with Maw!soft

There is a new podcast at the Indie Game Developer Podcast site. It’s an interview with Rohit from Maw!soft.

Rohit talked about how he got into game development and what his favorite games are. He talked a little about Boxen, the newest version of which I’ve seen evolve at the Chicago Indie Game Developer Club meetings. He also gave his views on the need for a single leader for a project.

By the way, I didn’t know that Maw!soft was pronounced that way.

Categories
Game Development Games Marketing/Business Politics/Government

You’re Playing CPG

Why We Need a Corporation for Public Gaming argues that we need a publicly funded organization dedicated to making high-quality, educational games for the public good.

The author, David Rejeski, made comparisons with the television industry, noting that noncommercial programming did not do very well without government involvement. A Corporation for Public Gaming would fund the educational games that aren’t as commercially viable as another FPS.

…The interactive nature of games, their ability to present complex and dynamic information, and, increasingly, to allow thousands of people to meet in sophisticated virtual environments means games can accomplish what TV never could in terms of addressing educational and social challenges.

However, serious games, like serious TV, are likely to remain a sidebar in the history of mass media. Non-commercial television floundered, despite millions of dollars of investment by the Ford Foundation, until the government stepped in and created a viable and long-lasting alternative. With similar vision and foresight, and a relatively small amount of funding, this could happen with video and computer games.

Some people complain that public television holds a political agenda, and so people might worry that games will be made that also express certain political viewpoints. “Not with my tax dollars!” is the cry. I haven’t really looked too much into public television’s supposed problems, but I believe that unpopular viewpoints need to be expressed. Unpopular pretty much means that it wouldn’t have funding from anyone.

If the industry is going to go where the money goes, then it isn’t likely that many serious games will get the funding they need. The CPG would also be an interesting development because it would also raise awareness in the general public about the nature of video games. Most people still believe that video games are just for kids, for example.

Categories
Personal Development

Dealing with “I Can’t”

When I program, I tend to hack things out rather than follow some set plan. The reason is because I’m not very good at writing plans yet. If I try to make a plan, I end up questioning everything and never get anything started, let alone completed. It’s known as analysis paralysis. Basically, you become so afraid of doing something wrong that you end up not doing anything at all.

So I hack. In this way, I’ll have something to work with. Maybe when I started I was clueless about the problem domain, but every moment I spend taking actions means I learn just a little bit more about what I am doing. Some planning can be good, of course, but if I don’t know what I am doing, there is only so much I can plan. Hacking is like chipping away at a stone.

Of course, hacking only gets me so far. By definition, hacking means I am blindly working, and so I can expect to hit a wall or two. Sometimes hacking allows me to make a lot of progress quickly. Other times, I can’t seem to figure out how to do what I think I need to do. It’s at those points when I start to doubt my abilities. I begin to think “I might not be able to do this.” Eventually it can become “I can’t do this.”

So how do you deal with “I can’t”? I realize that such thoughts are due to doubt. It’s kind of funny since the point of hacking, for me, was to avoid not knowing what to do. So to have more productive thoughts, I change “I can’t” into “How can I?”

“How” is much better because it forces you to think. Whenever I start to question if I can do a task, I always ask myself, “Well, how would you do the task?” It puts you into an entirely different level of creative thinking, and I’ve found that being creative is always motivating.

For example, I was working on a project recently, and I hit one of those walls. I couldn’t figure out how to design some classes to get the kind of behavior I wanted. Up to that point, the code was flowing, and then…nothing. So I started to ask “How can I do this?” And I started getting detailed. What is it I am trying to do exactly? I know the basic idea, but how do I get from here to there?

I suppose you could say that this is the kind of thing I should have done in the first place. If I knew I would have had such a problem, I probably could have prepared for it. Since I didn’t, I think what I’m doing will help me gain the experience I need. Eventually I’ll be able to anticipate all manner of problems, but for now I’ll have to hit those walls before scaling them. The important thing is that I don’t hit that wall and decide that I’m permanently stuck.

Edit: It seems that Steve Pavlina’s article for today also covered this topic, but in a more general sense. Check out How to Squash Negative Thought Patterns for a good way to change “I Can’t” into “How?”

Categories
Game Design Games

Documenting Game Innovations

Danc at Lost Garden wrote about GameInnovation.org, arguing that we need better, standardized language in order to discuss game design. If everyone has a different definition for “challenge” or “reward”, then you can’t hope to have a meaningful conversation with other game developers.

The goal of the GIDb is to classify and record every innovation in the entire history of computer and videogames.

The Game Innovation Database is in a wiki format, which means that anyone can contribute. I especially like the Challenge Page, which asks questions such as “What was the first digital RPG (role-playing game)?” and “What was the first game with autofire? “. You can browse by game or by innovation, and of course you can edit something if you think an article is lacking, missing, or just plain wrong.

Categories
Game Development Personal Development

Thousander Club Update: April 10th

For this week’s Thousander Club update:

Game Hours: 63.50 / 1000
Game Ideas: 221 / 1000

Target: 231

I only did a few hours of work this week, and I fell behind in game ideas again. While this week was packed with errands and projects that were not related to game development, I think a big part of the problem is that I haven’t been waking up as early. I used to wake up around 5:30AM, which gave me time to work on game development before going to my day job. In the past two weeks I have been getting up late. Sometimes I didn’t get up until 7:30AM, which is when I usually finish getting ready and start coding.

I think it is because I haven’t been going to sleep as early, either. When I wake up late, I always feel that I need to make up for the development time in the evening, which means I might not go to sleep right away. It’s a terrible cycle, and it is one that I intend to break.

Categories
Marketing/Business

GBGames LLC Officially Formed

As of March 22nd, 2006, the articles of organization for GBGames LLC were officially filed by the Illinois Secretary of State.

I know that for months I have been talking about how easy it is to submit the paperwork, but somehow I still managed to put it off until a few weeks ago. I was surprised at how quickly it was filed since I didn’t pay extra to expedite it.

In any case, it was a great feeling to open the envelope and see the letter informing me that my company is real and official. I have officially joined the ranks of Americans who can say that they owned a company. w00t!

Now I only have to do something with it.