Categories
Geek / Technical

Avast, Ye!

It be Talk Like a Pirate Day again! When you be fraggin’ your buckos, be true t’ the day and yell out a good “YARRR!”

What game is a pirate’s favorite game to play?
Arrrrrrmadillo Run!

What other games do pirates like to play?
Darrrrrwinia was a close second. Arrrrrrrkanoid clones, too.

What’s a pirate’s favorite resource to gather in RTS games?
Gold, of course.

[tags] talk like a pirate day [/tags]

Categories
Game Design Game Development Games Marketing/Business

The Complexity of a Casual Game

Since so many people seem to be surprised that Spore, a game that mixes all sorts of game genres into one game, didn’t create the ultimate experience for each of those sub-games, and Will Wright’s recent interview with MTV in which he claims that Spore was meant to be a casual game:

“I’d say that’s quite accurate,” Wright told me. “We were very focused, if anything, on making a game for more casual players. “Spore” has more depth than, let’s say, “The Sims” did. But we looked at the Metacritic scores for “Sims 2?, which was around 90, and something like “Half-Life“, which was 97, and we decided — quite a while back — that we would rather have the Metacritic and sales of “Sims 2? than the Metacritic and sales of “Half-Life.”

And one way of getting there is to present a narrower range of options than a hardcore player might be expecting?

“Yes,” he said. “Part of this, in some sense was: can we teach a “Sims” player to play an RTS [or Real Time Strategy game]? … I think the complexity we ended up with was toward that group.”

So reducing the range of options is one way to make a game more casual, but what options are we talking about? I think there are two ways in which you can look at a game’s complexity: input complexity and rules complexity.

With input complexity, the available interface options are limited. For a complex input scheme, look at NetHack. There is a command for drinking, and one for eating. One for putting on armor, and one for equipping weapons, and one for putting on a ring, and entirely different commands for taking them all off again! Attacking can use any number of commands to kick, throw, fire an arrow, zap a wand, or swinging your weapon. NetHack is definitely NOT a casual game, but look at FastCrawl for a more accessible game. Instead of requiring the player to know every function of every button, key, or icon, you limit the interface. Technically Tetris can be played with three functions: move left, move right, and rotate piece. It’s not a mindless game, though. You can employ various strategies at various stages of the game. There is complexity, but it is hidden behind a simple interface. This combination makes it an accessible game, as the success of the GameBoy with children and adults alike can attest to. For another example of a simple interface, see Fishie Fishie. From the creator’s page:

Yesterday I played a game that had three different buttons for “jump”. Three! I mean, really, what’s happened to the world? How am I supposed to keep an eye on the kids, stay up to date with current affairs, and remember which button to press when I want to esape the toothy maw of an airborne crocodile? In protest I built Fishie Fishie, a game you play using exactly one button.

Rules complexity deals with what’s happening in the game itself. If you’ve ever played the Buffy the Vampire Slayer board game, you know what I mean when it comes to complexity. The interface is simple and familiar enough: roll dice, move players, attack other characters. But then you have to keep track of hit points, goals, who is a vampire when, and yes, the current phase of the moon! And if you’ve never played Dungeons and Dragons, just keep in mind that choosing your character’s class, alignment, feats, skills, and armor is what you do BEFORE you start playing. If you’re playing a cleric, trying to turn the undead will result in moans from the other players since play basically STOPS until you do all the complex calculations to figure out how many ghouls at what strength you turned or destroyed. Now compare these rules to the “0 player” Game of Life. There are only four rules, and yet the ways these rules interact, the dynamics of the game, are rich and complex.

Buffy could have taken a lesson from the card game Fluxx. In Fluxx, the rules change constantly as you play since played cards can add, change, or remove rules. Even though you would think it would be too complex and only appeal to the geeky, in my experience it seems that everyone loves it. I think a key part of it is that the rules aren’t hidden away in a manual but right there on the cards in front of you! You can walk away from the game to get a snack while the rest of the players take their turns, and when you get back you know exactly what the state of the game is just by checking the cards. An otherwise complex game made casually accessible by its interface!

Perhaps Buffy fails to appeal to playing fans not because it is too complex but because this complexity is hard to understand just by looking at the game. Every time you pull the game out of the closet, you have to re-remember the rules before you start, and usually that means someone has to read the instructions, if they still exist. Throughout the game, you have to periodically consult the instructions to clarify what to do in certain situations. With Fluxx, you can just start playing.

So can you make a complicated rule-set accessible by limiting the interface? Can you reduce the rules of the game to a handful and make an otherwise complex game easier to grok? It seems that if the rules are simple, the interface can also be simple, but if the rules are complex, the interface doesn’t have to be. If you believe that reducing complexity is key to making a game more casual-friendly, I believe you can still make otherwise hardcore games more accessible by making the interface intuitive and simple.

[tags] indie, casual game, game design [/tags]

Categories
Game Development Personal Development

Thousander Club Update: September 15th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 119 (current year) = 528.25 / 1000
Game Ideas: 710 (previous two years) + 63 (current year) = 773 / 1000

Ugh, I’m still in crunch at the day job, and it looks like I’ll be crunching for some time.

Still, I managed to update the main title of Walls so that it no longer calls itself Minimalist, and I added a copyright notice to this screen as well.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Development Games Marketing/Business Personal Development

It Took 4 Years to Make a Game in 10 Days

Anthony Salter has become disheartened when he sees what some game developers are able to create in 10 days for the TIGSource Demake Competition. When you see HouseGlobe, the demake of the award-winning space RTS Homeworld, in action, you’ll be in awe. 10 days?!

If you read the comments, though, you’ll see the secret.

We made House Globe in 10 days, yes, but this is what we had before we started:
– A DirectX/OpenGL engine with Lua scripting and sound/music support
– TCP/IP hand-shaking between instances of the said engine
– Tools for creating/loading textures to the game

What I mean is, like the previous posters said, if you have the tools you can really pick up pace. So please consider that it took us 4 years to make all these tools.

Most of the work over the 10 days was just creating art and sound and play-testing. The tech was already there, and the game was written on top of that tech fairly easily. Contrast the work of Oxeye Game Studio with how my Ludum Dare entries went (see my post-mortems for LD#11 and LD#12), and you’ll spot the difference right away. I’m still learning how to manipulate technology to do things that resemble a game, and OGS has already done that work over the last few years!

I think this example ties into the idea of the overnight success taking years of hard work, and it shows that I definitely need to stop letting things get in the way of my part-time game development if I hope to ever make other people look at my work and drop their jaws the way I did when I saw HouseGlobe.

[tags] demake, indie, game development, business [/tags]

Categories
Games Marketing/Business Politics/Government

Spore’s Reception

The Brainy Gamer writes about Spore and the rush to judgement against it. It seems that after all of the hype, the critics think the game is quite lame. Basically, it’s too simplistic for people who are used to playing games that need all 15 buttons on a controller (even though those same “hardcore” people would whimper if set in front of NetHack). Will Wright has said that Spore was meant to be more accessible. Essentially, Spore is a casual game that you didn’t find on Yahoo! games or PopCap.

As Anthony Salter said:

Will Wright has created the ultimate casual game.

That costs $50 and requires a pretty hot computer to play.

It’s this schizophrenia that is driving everybody crazy.

He likes the game. Mike Abbott likes the game, saying “Approaching Spore as a game with its own utterly unique agenda; and accepting, even admiring, its insistence that this experience be accessible to gamers and non-gamers alike – both are pivotal to understanding what Spore is all about.”

Do I like the game? I haven’t played it. Apparently Spore has some crappy so-called DRM solution attached to it, and it’s definitely not available for Gnu/Linux, so my choice is to boot up Windows AND suffer this DRM crap, or play a different game on my preferred system. It’s too bad. If things were different, I’m sure I would have liked Spore, too, but I refuse to pay for a steak dinner delivered on a garbage can lid.

[tags] spore, game journalism, drm [/tags]

Categories
Game Development Personal Development

Thousander Club Update: September 8th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 118.5 (current year) = 527.75 / 1000
Game Ideas: 710 (previous two years) + 63 (current year) = 773 / 1000

I’m still in crunch at the Day Job, and so there is very little time left in my week to do much else. Still, I managed to work on Walls a little bit, although I would like to implement more than one feature or bug fix a week.

[tags]game, game design, productivity, personal development, video game development, indie[/tags]

Categories
Game Design Game Development Games Marketing/Business

Indie Business Rules: Relationships and Service

Jay Barnson wrote Business Rules for Indies, in which he tries to apply Jack Welch’s “cardinal rule of business” to indie game developers.

Never let anyone come between you and your customers or your suppliers. Those relationships take too long to develop and are too valuable to lose.

While game portals are a good short term solution for developers who are trying to reach a large number of players and paying customers, they aren’t so good for the long term.

In business, finding a new customer willing to pay for your products is much harder and much more expensive than selling your products to existing customers, who have already shown a willingness to buy from you. But if you sell through a portal, you don’t have a customer. You get paid, but by the portal, as a cut of the sales. If you were to sell directly to your customers, however, you not only get the sale, but also a relationship with your customer.

If you sell a game through a portal for $20, you get paid a small percentage. The portal gets the lion’s share, but of course the portal is the one with all of the traffic and customers, and so you are essentially paying for the chance to sell greater quantities than you could on your own.

If you sell a game directly for $20, you get to keep the income. You might not get as many sales on your own, but what you do get in this situation is customer information. YOU know who is willing to buy the kind of games you make, and so YOU can sell them expansions, sequels, and affiliate products. You can address them in newsletters and tell them about new sales you’re offering. That $20 is just the start of how much that customer might buy from you over the lifetime of your business. You trade short-term financial gain for future profits.

The theory sounds all well and good, but with so much competition out there, how can you hope to get ANY attention unless you’re on a portal? And if you’re on a portal, you aren’t allowed access to customer information, and in some cases you aren’t even allowed to let your customers know who made your game! The portals have become the new form of publishers, which is what being indie was supposed to get you away from.

Dan Cook’s The Casual Games Manifesto addresses all of this and more, but the essence of the article is that you need to develop a relationship with your customers, whether they found you directly or through a portal. Can you integrate your games into a service that YOU and YOU alone provide? Then the portal becomes your access point to customers and not just a distribution channel.

The Casual Games Manifesto got me thinking about specific changes I can make to my business model. If I make one game, and it takes me three months or three years, I have to compete with all of the hundreds of games released in that time. But if I create a game tied to a service I provide, am I competing with the same games anymore? I think what might make such a change hard for indies is that providing a game service requires outsourcing or hiring others to build and manage it. Then again, are you doing this as a hobby that pays a little bit for your pizza and beer, or are you running a serious business?

Either way, don’t feel that you need to let the portals come between you and your customers. If you don’t want them to, you have options.

[tags] indie, business, portal, game development [/tags]

Categories
Geek / Technical Marketing/Business Politics/Government

Google Chrome EULA is Sane!

Yesterday I wrote about Chrome’s evil EULA terms, and posted a link to Tap The Hive about the news.

Well, it looks like Google fixed the EULA language.

Here’s an official response from Rebecca Ward, Senior Product Counsel for Google Chrome:

“In order to keep things simple for our users, we try to use the same set of legal terms (our Universal Terms of Service) for many of our products. Sometimes, as in the case of Google Chrome, this means that the legal terms for a specific product may include terms that don’t apply well to the use of that product. We are working quickly to remove language from Section 11 of the current Google Chrome terms of service. This change will apply retroactively to all users who have downloaded Google Chrome.”

And the new EULA terms?

11.1 You retain copyright and any other rights you already hold in Content which you submit, post or display on or through, the Services.

So it’s safe to use Google Chrome again. Probably about 10% of the population can breathe a sigh of relief now, and the remaining 90% can go on wondering what the big deal was, although I think that says more about a general misunderstanding of copyright than anything else. But that’s another post on another day.

What I like about Google is that the company occasionally acts like a startup. They occasionally say “Whoops! We made a mistake! We’ll fix it!” And they make bone-headed mistakes like copy-and-pasting legal language that doesn’t really say what they wanted the EULA terms to be…something indie game developers do all the time. Google moves quickly for being such a large company.

Now if only they can take their belief “in access to information for everyone” and apply it to AdSense/AdWords. Why do I have to be left in the dark with so much of the data not provided?

[tags] google chrome, eula, business [/tags]

Categories
Geek / Technical Marketing/Business Politics/Government

Google Chrome EULA Is Evil?

So with all of the excitement about Google’s new web browser, someone decided to actually read the EULA and determined that it sucks:

11.1 You retain copyright and any other rights you already hold in Content which you submit, post or display on or through, the Services. By submitting, posting or displaying the content you give Google a perpetual, irrevocable, worldwide, royalty-free, and non-exclusive license to reproduce, adapt, modify, translate, publish, publicly perform, publicly display and distribute any Content which you submit, post or display on or through, the Services. This license is for the sole purpose of enabling Google to display, distribute and promote the Services and may be revoked for certain Services as defined in the Additional Terms of those Services.

So by agreeing to the EULA and using Chrome, you are saying that while you still own the copyright of anything you create, such as a blog post or a file you wish to upload, you are also granting Google a license to those works.

If you use Chrome to upload your latest game build to a server, Google now has the right to redistribute it at no cost. Yes, you still have your rights, but then Google essentially claims those rights as well at no charge.

Is Google serious? The sad thing is, yes, Chrome is probably much faster and much more secure than other browsers, but if most people can’t agree to such terms, such as people at work, at school, and in certain professions, then what good is it? Why does Google need all of these rights? When they do finally make Gnu/Linux port, count me out. I’ll wait for a non-evil version, whether by Google or by someone else. For now, I’ll stick with Firefox. Last I checked, Mozilla doesn’t insist that it needs to mooch off of my business in order for me to use it.

[tags] google chrome, eula, business [/tags]

Categories
Game Development Games Geek / Technical Marketing/Business

Scott McCloud and Google Chrome

I haven’t heard too much about Google’s browser project, Google Chrome, but I recently learned about this comic by Scott McCloud that describes the work being done. Pretty sweet. Combine Google’s goals with the goals of Mozilla Ubiquity, and the web will be a very foreign yet familiar place.

What does it mean for indie game developers? General stability improvements across all web browsers, richer application development, and a feeling of safety by users should all lead to more people feeling comfortable playing any kind of game they want.

My favorite thing to imagine is that game developers will stop making games for Windows exclusive and start making games for everyone. It’s currently too difficult to make web-based apps behave consistently because every browser implements Javascript and renderers differently. It’s why you still occasionally find bank websites that require you to use Internet Explorer even though they aren’t doing anything more complicated than YouTube, which works on any browser so long as you have a working Flash plugin. With Google’s work on Chrome, it looks like any browser can take advantage of the same APIs and libraries, which means a more consistent experience for all users.

But what about the games? I know id is already porting Quake 3 Arena to the web, and Runescape already shows that you can have a very successful web-based MMORPG, but what about real-time strategy games? Action games? Sports games? Heck, what about entirely new genres that take advantage of the new open standards being developed by Google and others? Intel’s research on portable gaming on a big screen might also have applications if we can start using our phone’s browser to play games in front of the MythTV box and TV, giving proprietary consoles more competition.

The future of web games is definitely going to look and feel different, and whoever shows us what it can be stands to gain a lot.

[tags] google chrome, browser, web game, indie [/tags]