Categories
Game Design Game Development Geek / Technical

MiniLD #20 Is a Go!

I’m hosting the MiniLD #20 this month, and it starts……NOW!

Theme: Greed.

Special rules: Only One of Each.

In programming, it’s easy to make lots of copies of objects. Well, I’m putting a stop to that! For this MiniLD, you’ll need to ensure that every object in your game is unique. If you build a wall, there better be a single wall (it doesn’t matter how complex it is) and not many tiles composited together to make a wall (unless all of those tiles are completely different from each other, which might make an interesting game…) Granted, maybe everything derives from a common object, but you can’t have two objects that are exact copies of each other. If that means you can only make a few objects, then work within those constraints. B-)

Optional secondary theme: Fishing. Just because.

You have 48 hours to make a game using the above theme and rules and optional secondary theme. Go!

Categories
Game Development Marketing/Business

Owning Your Own Indie Studio

Entering Startup

Richard Yale of Vortex Games Inc. kicked off a series of posts with Owning an Indie Studio – Part 1. It provides some great insight into another indie’s ambitions, hopes, and dreams, as well as some specifics when it comes to how he runs his company.

Startup costs? Hiring and managing employees and contractors? Income and expense predictions? It’s all there. He talks about being persistent and patient when searching for good contractors available within his budget, what kind of work he expects to do himself, and how long he expects his first two projects to take.

He finishes this first article with advice for other indies. He advises you to be strong in the face of adversity, plan your finances well, and shop your game ideas around to friends and family to see what appeals to people other than yourself. My favorite part:

I have learned so much from just jumping in head first and I’ve learned that it isn’t as horrible as some people make it. You learn, you live, you try, and you adapt. Make the most out of it! Sure it is stressful, frustrating and hard, but in the end it’s worth it every day I lay down to go to sleep.

And this post was only part 1 of the series! I look forward to reading the rest.

(Photo: Modified from Entering startup by dierken | CC-BY-2.0)

Categories
Game Development Games Geek / Technical

Indie Game: The Movie

A friend of mine sent me a link while saying, “I’m sure you’re already aware of this.”

Well, I’m glad he sent it because I wasn’t aware of it, and my life is better for knowing.

The link was to Indie Game: The Movie, which is a “feature documentary about video games, their creators, and the craft.” It’s set to be released in 2011, and the Kickstarter project is well funded. There is a bit of a teaser available featuring Edmund McMillen, of Super Meat Boy and Gish fame:

Indie Game: The Movie – Growing Up Edmund from IndieGame: The Movie on Vimeo.

Are you excited about this film? Are you one of the 250+ people who helped fun it on Kickstarter?

Categories
Game Development Marketing/Business Personal Development

My 16 Answers

In my post You’re an Indie. Now What?, I linked to Seth Godin’s 16 Questions for Free Agents. Below are my answers.

1.Who are you trying to please?

The short answer: my customers. But I think this question is really about identifying who your customers are. After all, you can’t please everyone, and if you try, you’re probably making something watered-down that pleases no one.

So who do I want to please? One, I’ve always wanted to make sure that I make games that I can also play, so cross-platform compatibility is very important to me. I use GNU/Linux at home, and I am frustrated when a game is released that is Windows-only. It’s even more frustrating for a game to be ported to the Mac but to hear that the developer refuses to support GNU/Linux. That’s like finding out that an old high school buddy traveled across the country to visit a mutual friend but refused to visit you because “it’s too far” even though you live just two blocks away. Web games are usually better at cross-platform support, but when they rely on Windows and Mac-only plugins, again, it shuts out people like me.

Two, even though I’ve quit my day job and no longer have to be there for 40-60 hours a week, I remember not having a lot of time to play games, at least not as I used to when I was younger. Years ago, playing 4+ hours per day after school was easy. Today, I don’t think I even WANT to dedicate that much time when I have so many other things I want to do. But I don’t want to play Bejeweled for 10 minutes. I want to play bigger, more complex games. Thinking games. Involved games. I just don’t want to need to dedicate hours upon hours to playing them in order to get satisfaction. So if I make a game, I would like to appeal to the gamers who wish they could game more often but find it difficult to do so. There are casual games, but sometimes they’re too simple for our tastes.

A perfect example of a game that allows you to get involved without needing to spend inordinate amounts of time to do so is Neptune’s Pride by Iron Helmet. It’s a real-time strategy that doesn’t require quick reflexes or quick thinking to do well. In fact, the faster you are, the less you’ll have to do since most of the time you’re waiting to see how your strategies play out. While it has a fun social element, allowing you to trade and backstab and do all sorts of diplomacy-related things, I like that you can log in only once a day or every 5 minutes and not gain or lose much over your opponents, and yet it is deep.

So the customer I’m trying to please right now is someone who wants to play deeper, more intricate games but have the same time commitment as he/she would with more casual games, and he/she wants to do so on the platform of his/her choice without absurd arbitrary limits.

2.Are you trying to make a living, make a difference, or leave a legacy?

I don’t believe these are mutually-exclusive. In fact, I have a hard time seeing how you can make a sustainable living without trying to make a difference or make your mark on the world. That said, the question of “what are you trying to do” is an important one to answer.

I won’t be satisfied with merely getting by. Granted, my income is nearly nonexistent at the moment, and there is definitely a desire to change that, but I don’t want to make bad long-term decisions just to make a quick buck now. I want to be creative and encourage others to be creative. I want to pursue curiosity and support others in their own pursuits. I want to make something that gives people a reason to think and talk about it.

3.How will the world be different when you’ve succeeded?

Earlier this year, I thought long and hard about how I wanted my life to turn out. I knew I was in charge of making decisions that would impact my quality of life, and if I didn’t become more self-aware and more conscious, then life would impact me instead.

In an earlier post, I mentioned going through some exercises in the book Life on Purpose: Six Passages to an Inspired Life. If you want some great advice for getting some guidance in your life, I’d highly recommend reading that book and actually running through the exercises yourself.

My current identified life on purpose is a joyful life of freedom, continuous learning, encouraged and supported creativity, insatiable curiosity, and prolific creation, all driven by passion and a desire for excellence, powered by a healthy body and soul.

The thing about a life on purpose is that it isn’t just about me. It’s about everyone else, too. I want my life to be a joyful life of freedom, and I want others to experience that, too. I hope I’m always learning in my life, and as important as it is, I hope the same is true for you.

While I anticipate my life on purpose will change as I grow, currently the above statement indicates how I hope the world would be changed when I’m through.

4.Is it more important to add new customers or to increase your interactions with existing ones?

It’s a question I’m wrestling with. There are only three ways to increase your business, according to Jay Abraham’s book Getting Everything You Can Out of All You’ve Got: 21 Ways You Can Out-Think, Out-Perform, and Out-Earn the Competition: increase the number of clients, increase the average size of the sale from a client, and increase the number of times a client returns to buy again.

So clearly adding new customers is important, but increasing interactions with customers is also important. Of course, just starting out, I have no customers. Having one customer is more important than giving great service to no customers, at least if I want to see revenue.

But there are two speeds when it comes to adding new customers to your business: fast and slow. Amazon.com needed to get big fast and gave very little thought to company culture. Ben & Jerry’s wanted a certain culture and built up slowly.

As an indie, I’m not interested in producing five or 10 games a quarter in the hopes that one of them becomes a hit and makes up for the investment in all of them. I’ll leave that business model to the major publishers. I’d rather have customers that are willing to talk to me about what they like and what bothers them.

So while it is more important to add customers, I don’t want to try to “get customers” at the expense of the longer-term relationship I could have. I don’t want people feeling ripped-off. I want to know that the people playing my games are satisfied, that they have no problem telling their friends and family about my games, and that they look forward to my games.

5.Do you want a team? How big? (I know, that’s two questions)

No. Ideally my team would be just me.

I’ve realized over the years that I can’t do everything myself, though. While I’ll take advantage of contractors and freelancers, I’d still prefer to keep my “team” small. I am not interested in turning GBGames into a massive company.

6.Would you rather have an open-ended project that’s never done, or one where you hit natural end points? (How high is high enough?)

Open-ended project that’s never done? I’m pretty sure Duke Nukem Forever covers that. B-)

Joking aside, I’m making games, and I’d rather have projects I can say are finished. While I could see making social MMOs requiring updates throughout the life of the game, there will still be a 1.0 version released.

7.Are you prepared to actively sell your stuff, or are you expecting that buyers will walk in the door and ask for it?

“If you build it, they will come” is widely regarded as a lie, and so if I expect to sell anything, I need to be prepared to actively do so. I won’t last long if I am sitting back and waiting for the customer to do the hard work of discovering my game, determining whether or not he/she wants to play it, and paying for it.

8.Which: to invent a category or to be just like Bob/Sue, but better?

While creating innovative and unique games sounds more creatively satisfying, I don’t want to make them so foreign that people don’t know what they’re playing and therefore won’t. At the same time, I don’t want to merely clone other successful games. Even if they could be financially successful, I wouldn’t be happy with it.

9.If you take someone else’s investment, are you prepared to sell out to pay it back?

Yes? By taking someone else’s investment, don’t I have an obligation to do things with the expectation that I will pay it back? If someone gives me $10,000, I’m going to want to do something that makes back at least $10,000, and I suppose that could be seen as “selling out.”

As of now, the only person’s investment I need to worry about is my own. Of course, I’d still like to be able to pay myself back (and then some!), so my behavior will still be geared toward getting my business profitable. It is a business, after all.

10.Are you done personally growing, or is this project going to force you to change and develop yourself?

Is anyone ever done personally growing? My business will definitely force me to change and grow much more quickly than I ever had to before.

11.Choose: teach and lead and challenge your customers, or do what they ask…

While I’ve been writing about having customers who are willing to tell me what they want, I am not going to be bending over backwards to make games that appeal to all customer requests. I’m the game designer, after all.

Also, part of my life on purpose includes continuous learning, and again it applies to everyone, not just me. And so I choose to teach, lead, and challenge my customers. What I choose to teach, however, is a different question.

12.How long can you wait before it feels as though you’re succeeding?

Before I quit my day job, I determined how much my burn rate was based on my current savings. I figured that the worst-case was that I had only a year before my savings ran out, but if I had to, I had even more time if I didn’t mind dipping into retirement savings.

And even if my savings did run out, I would find a way. I’m indie now, and I don’t see myself going back. At the moment, I feel that, if I had to, I could wait indefinitely.

13.Is perfect important? (Do you feel the need to fail privately, not in public?)

Heck, no! I’m planning on blogging about my failings. B-)

14.Do you want your customers to know each other (a tribe) or is it better they be anonymous and separate?

I’d love for my customers to interact with each other if they choose to. Going along with my answer to #4, I want these people to enjoy being customers. I don’t want them to be one-off cash register chimes.

15.How close to failure, wipe out and humiliation are you willing to fly? (And while we’re on the topic, how open to criticism are you willing to be?)

I’m all in as far as quitting my day job and relying on myself to earn a living goes, but per project? I don’t think I would try to spend everything I have on my first project. While it might result in higher quality art and sound as well better quality work (I’m not so arrogant as to think that I couldn’t hire someone to do a better job of programming than I), that’s it. If the game doesn’t earn me a living, it’s over for me.

So realistically, I’m going to be more cautious and less willing to spend money when I don’t need to. I need to be careful that I’m being too cautious. After all, if I can pay someone to do something in 30 minutes that would take me weeks to do a poorer job of, I should pay the money. But if I wipe out, I’m not going to do it in one big expensive effort in the first month of being indie.

Humiliation and criticism? I’m open to the possibility that people will laugh at my efforts, but I’m not going to let them discourage me. Cynics do not create.

16.What does busy look like?

I’m going to assume the use of the word busy here does not imply that you’re spinning wheels as opposed to moving forward.

I think there won’t be any one activity that I can point to and say, “If I’m working, this is what I’m doing.” I can’t expect to do well if I focus exclusively on product development because there won’t be any marketing or sales efforts. People won’t know what I’m offering or why they should pay for it. If I only do market research, then nothing is ever going to be produced. And if I only sell, then I’m not going to be creating anything, either.

But, if I can identify goals I want to accomplish, and if I make sure to do those activities that will help me accomplish those goals, then I can know whether I’m being busy or wasting time.

What are your 16 answers?

Some answers were harder to answer than I anticipated, while others were questions I’ve never thought about before.

If you’re an indie, have you taken the time to answer those 16 questions? Care to share them?

Categories
Game Development Marketing/Business Personal Development

Going Full-Time Indie

Empty Cube

Last Monday, I gave my two weeks’ notice to my day job. I’m going to run GBGames, LLC full-time.

After 5 years of part-time development and not much to show for it, I was frustrated. I had no urgency. I found myself losing focus often, even after I admonished myself for doing so. Week after week, I’d get disappointed in my lack of productivity. I’d identify the problem as a lack of seriousness or a lack of clarity or a lack of efficiency, and I’d claim, “No more! This time, it’s for real!”, but then I’d find myself at the end of another week with little to no forward progress and hardly any change to my work habits.

Well, no more! This time, it’s for real! B-)

I’m cutting myself off from the peace of mind of a regular income from a salaried position, with nice benefits, at a really good company, with great coworkers. I could work in much worse environments. I was able to spend money on food, clothes, utilities, and toys without generally worrying if I had enough money to cover it. The people were great, and the company policies were what you thought of when you thought of best-practices.

So why walk away from that? Because I’m also cutting myself off from an obligation to be anywhere for 40-60 hours a week. Those hours are mine now. I have the freedom to use them however I want. Instead of being a cog in an otherwise pretty great wheel, I’m making my own wheel.

Of course, with that freedom comes great responsibility. I’m solely responsible for the success or failure of my business. My future income depends more on my marketing, sales, creativity, and productive output than the time I spend sitting at a desk. It’s going to be hard work, and I’ll encounter challenges the likes of which I’ve never seen.

But it’s time. I have an opportunity to make a mark on the world. I am done with feeling like the lion’s share of my attention is being given to what I should to be doing to the detriment of what I want to be doing. I’m only going to get older. I turn 29 in a couple of months, and before I know it, I’ll be 30. And then 40. And 50. And so on. If I’m going to run my business full-time, it might as well be now, when I have less responsibilities and obligations. I’ve prepared for years to do it. I’m as ready as I’m going to be.

Let’s go, World. I’m ready to rock.

(Photo: Empty Cube | CC BY 2.0)

Categories
Game Design Game Development Games Geek / Technical

Encourage Creativity: Addicube

Encouragement

One of elements I’ve identified for living my life on purpose is encouraged and supported creativity. Even though it is part of my life purpose, it doesn’t mean it is just for me. Part of the point of a life purpose is that it applies to everyone around me, too. I’m not only focused on making sure my own life has encouraged and supported creativity, but I want to make sure that the people around me are encouraged and supported as well.

So when I learned that Corvus Elrod, former writer of Man Byte’s Blog and current writer of Semionaut’s Notebook, was partnering up with Charles Berube of The Wasabi Project to create a game called Addicube, I thought, “That sounds great!”

But then I learned that the project won’t get started until it is fully funded. See, the project is currently waiting for enough funding through Kickstarter.com, which is a funding platform which allows projects to ask for donations from fans and friends. If enough people donate, the project happens, but if there isn’t enough funding, then no one pays any money. Well, back in January, having newly created my life purpose statement, believing in Corvus Elrod, and knowing that I wanted to encourage and support creativity, I pledged my support at the Benefactor level. Sometimes “That sounds great!” is good encouragement, but money helps, too. B-)

As of this writing, Addicube on Kickstarter has 51 backers and 89% of the $3,500 it needs to be completely funded, but there’s a deadline. If Addicube gets enough funding by April 25th, then Elrod and Berube will get started.

Frankly, I want Addicube to happen, and I’d like to ask you to help. The deadline is looming, and they’re so close to having the Kickstarter project fully funded.

Please go to Addicube on Kickstarter, learn more about the game, and pledge $5, $10, $25, or more. If you really want to make an impact, pledge to be one of us Benefactors at $250+. Let’s encourage creativity and get this game made!

(Photo: Encouraging note | CC BY-SA 2.0)

Categories
Game Development Marketing/Business

Quick and Dirty Market Research: A Better Way Than Build & Pray

If you want to create a failing indie game development business, you need to create a product or service that no one will care about, and it’s easy to do so. Just follow these steps:

  1. Get inspired to create a game.
  2. Create the game.
  3. Release the game.
  4. Start figuring out how to market the game.
  5. Start again from step 1.

If you follow the above steps, you’ll spend time creating and releasing games that you may or may not find enjoyable with features that you love. By the time these games hit the market, they will probably sell badly. Note that the marketing step doesn’t happen until after you’ve released the game.

Anyone who knows anything about business will tell you that those steps are backwards. If you want to be successful at business, the marketing comes first. Maybe you’ve heard this advice before, but it’s easy to dismiss or misunderstand. How do you market something that doesn’t exist yet?

That first step above says you get inspired to create a game. The problem is that most amateur game developers will do so in a vacuum. They’ll come up with ideas that appeal to their own desires, ignoring what anyone else, specifically customers, might want.

For example, if you love playing games such as Bejeweled, you might want to create your own match-3 game. Naturally, if you love playing a certain type of game, you will probably enjoy making one, so this new project feels like a good fit. Bejeweled is simple, fun, and popular. You could probably make a better game, right?

What you shouldn’t do is start building a game immediately. You may be able to crank out something “just like Bejeweled but with better [insert feature here]”. Maybe your version of the game uses high quality 3D graphics. Or maybe you provided joystick input with force feedback support. Or maybe you simply made the playing field bigger. In any case, you have this feature that makes your game unique. You liked it and wanted it enough to put it in the game.

So here’s a question: when you finally ask someone to part with his/her money in exchange for the game, do you know if that customer even cares about what you are going to offer?

Amateur game developers will work for possibly months to years on a game before releasing it, and then they hope that customers like it enough to pay for it. That’s the Build and Pray model. And while it might provide some success, there’s a better way.

Market Research

Market research should be the first step in your product development plan. It is another term that can be misunderstood and dismissed too easily. A lot of indie game developers might like the idea of market research (or at least the idea of the benefits of market research!), but they have no idea how to do it. What is actually involved?

If you want to see a great example of a company successfully leverages market research to create popular products that customers love, look at Zynga, one of the largest Facebook game developers. While some of their monetization practices have been controversial, there is no getting around how large of an audience their games are receiving. It’s no accident, of course. Zynga doesn’t just put out games and get surprised by success.

See the article How Zynga Uses Minimum Viable Products at Grattisfaction.com for some insight into their quick and dirty market research, or what Zynga CEO Mark Pincus calls “ghetto testing”.

The basics:

  1. Find out if there is interest in the market for what you want to create. You can do so using low-cost ads on high traffic sites. Tim Ferriss did something similar to come up with the title for his book, “The 4 Hour Work Week”.
  2. If you have a decent interest level in your idea, build a simple version of it.
  3. Test and measure to see if what you built is doing what you want. Are people responding favorably? What metrics will tell you the answer?
  4. Iterate. Do more tests. Repeat.

With the amateur Build and Pray approach, you are taking on a lot of risk. You get no feedback from customers until after you’ve expended a lot of energy and spent a lot of money. Once the game is released, you’re scrambling to let people know it even exists, and then hoping they like it enough to make it all worth the effort.

With market research, whether you do “ghetto testing” or something else, you’re minimizing your risks. Throughout development, you feel fairly confident that you’re building something that someone will actually want. You don’t haphazardly work on random features you think of because you’re focused on only those features you need to satisfy your customers. Market research helps you identify what you need to focus on and what you can ignore safely.

There is a lot more to marketing and product development outside the scope of this article, but if you do decide to create a new game, hopefully you can see that there are many benefits to putting your marketing efforts up front instead of waiting until after a game is finished.

Besides the “ghetto testing” method, what market research do you prefer to use to learn what your target market wants to play? Have you found it fairly easy or difficult to identify potential customers before your game has been created?

(Photo: http://www.flickr.com/photos/x-ray_delta_one/3935419035/ | CC BY-SA 2.0)

Categories
Game Development Marketing/Business

Read Up on the Video Game Industry’s Indies

Entrepreneurs, business owners, and other indies have given me a good piece of advice that applies no matter what is going on in the economy: keep on top of the industry. Subscribe to magazines. Go to conferences. Read relevant blogs and books. Be familiar with what your industry is doing.

Why does it matter?

There are a few reasons. First, when you’re in business, you need to stand out and provide unique value. If you don’t know what everyone else is doing, how will you know where to direct your efforts without finding yourself accidentally duplicating someone else’s efforts? Worse, what if you think you’ve created an incredible game only to find that it pales in comparison to an existing game on the market? Being aware of the competition is not only good for helping you avoid problems, it’s also good marketing. What is everyone making, what do the customers demand, and what can you do about either?

It also helps to be aware of trends. You can ignore these trends or go with them, but knowing about them allows you to make an intelligent decision about it. For example, these days a lot of people are throwing their hat into social networking. With millions of people in a highly specific demographic using Facebook all looking for a fun, socially-engaging game, they are an audience with a need that indies and major companies are hoping to fulfill. Some indies are creating games to take advantage of this trend, while other indies are focusing on what they’ve been doing. Both paths are valid and profitable, but imagine if you didn’t know about the social media trend and you could have made a great MMO to take advantage of it. You miss out on opportunities you didn’t even know existed!

There are other benefits, but the point is that being informed, even if only to be aware of things on a superficial level, is way better for your business than being clueless. That isn’t to say that you need to spend more time reading about the industry than making a contribution to it, but knowing something gives you an advantage over someone who knows nothing, all things being equal.

One way to learn about who is in the industry and what they’re doing is to go to conferences. While conferences abound, they’re focused, usually annual events that happen a few days out of the year. So what do you do between conferences? Read up!

What should you read?

I subscribe to PC Gamer magazine, but aside from a few pages dedicated to indie games, the lion’s share of the coverage is for games with multi-million dollar budgets as well as the marketing budgets to buy ad space. Some people swear by Edge Magazine, Game Informer, and other popular game enthusiast magazines.

That’s great for learning about whatever major retail games are being released, but what about games being made by indies? You have a few options. Some are free, and some cost you money. Now, don’t let a subscription fee stop you from getting access to good information! If you’re running a business, sometimes you need to invest in your education, and it should be tax-deductible, too.

First up, the indie game review site Game Tunnel is a popular and free one. Full disclosure: I used to be a staff reviewer for Game Tunnel. This site has developer news, reviews, editorials, forums, and interviews. Add the news feed to your RSS reader, and you should be good to go.

Next, The Indie Game Mag focuses exclusively on indie games and their developers. While it has some free content, there is also a set of paid subscription options. I took advantage of their Pay-What-You-Want Valentines Day Special (which expires on February 14th) to get a subscription after I was given a free copy of Issue 8 to read. I was impressed with the developer-focused articles, such as the 6 part series called Beginner’s Guide to Indie Game Development by Mike Gnade, and the in-depth review of Gratuitous Space Battles by Positech Games. I printed out my copy, and the images and layout were still well put together in dead tree form. Becoming a subscriber gives you access to back issues and resources that are especially useful for indie game developers and marketers (that means you if you’re running the show!). You can also get access to the magazine anywhere you use a computer.

IndieGames.com is brought to you by the same people behind Gamasutra.com (another good resource, by the way). It focuses on finding the best indie games anywhere they can be found. It isn’t unheard of for 48-hour game dev competition entries to be featured alongside of artistic and commercially-available games.

And of course, The Independent Games Festival is held every year at the Game Developers Conference. If you want to see what indie game developers are making a creative impact in the industry, checking out the entries for the IGF is one way to do so.

What do you read?

So I’ve cited a few big resources that I read to keep up on the industry. What do you read? Do you have any must-haves in your RSS feed that I’m missing? Any books or blogs?

Categories
Game Design Game Development Marketing/Business

Is Single-Player Gaming Dead?

Sharing the experience

Back in October, Raph Koster wrote about a PC World interview with the lead designer of Dragon Age, a major single-player game from Bioware. Mike Laidlaw on single-player games talks about the idea of creating such games today, when games such as World of Warcraft and even Facebook games such as FarmVille dominate by leveraging their social components.

Social networking games are the current big thing. For indies who would prefer to keep making shareware, the idea that someone could make a ton of money through a relatively simple MMO is as frustrating to hear about as major game developers who learned that Tetris, as simple as it was, sold much better than anything they were working on. I know more than a few indies have grumbled that while selling virtual items and subscriptions to an MMO is piracy-proof, they don’t want to make those kinds of games. With major indies reporting piracy rates of for-sale games in the 90+% range, sticking with single-player games sounds like a tough bet.

So what do you do if you want to make single-player games? Give your player a way to share his/her story.

Instead of a game that tells the player the same story that every other player will hear, give the player the means to create his/her own story. Make the experience of playing the game personal. And make sure the player has a way of sharing that experience.

NetHack is a perfect example of a single-player game that lets you experience a story to share with others. The in-game story is minimal, the NPCs aren’t very complex, and there’s not a lot of dialogue. What the game does do is provide plenty of fuel for stories that players love to share with one another. Yet Another Stupid Death, or YASD, is a common phrase for NetHack fans. I’ve even posted my own stories of these deaths. See Engraved Note to Self and YASD, the First for 2008 for short stories about my own travels in the Mazes of Menace.

Of course, those stories aren’t shared inside of NetHack. While you can watch others play online, most people talk to each other or write about what happened. The game doesn’t easily facilitate communication between friends.

But your game can. Dragon Age apparently has a Social Engine, but as Koster points out, most successful Facebook games are successful because of the player’s ability to interact with others. Even if your game is meant for one person to play, it doesn’t have to be a solitary experience.

Dragon Age has its Social Engine.

There are iPhone games that allow players to send progress updates to Twitter.

Facebook notifications let you know if someone has challenged you in Sea Friends.

Can a friend go to YouTube to view a replay of the way I handled a tricky boss? Can I show off an achievement? Could my friends send me time trial challenges?

What does your game do for allowing shared experiences?

(Photo http://www.flickr.com/photos/wanderingone/ / CC BY 2.0)

Categories
Game Design Game Development Games Marketing/Business

Marketing Is More Important Than Product Quality

GamesIndustry.biz recently published a post called Marketing influences game revenue three times more than high scores. Research has shown that the belief that game reviews have an impact on the sales of a game is a false one.

Or at least a poor quality game with big marketing dollars behind it will sell much more than a good quality game with poor marketing.

On the one hand, it’s discouraging. Gamers already complain about bug-ridden games, the need for patches, and subpar playing experiences. I was shocked to find that FIFA ’09 for the Nintendo DS had crash bugs in it, and according to at least one comment in a game review out there, it seems that FIFA ’10 has its own share of show-stopping bugs. That the FIFA games are at the top of the charts in terms of sales has to make game players feel disheartened. And when game companies start shoveling anything they can out the door, customers will feel the need to be more discerning about their purchases. The video game industry already had a crash when anyone could and did make an Atari game. People stopped trying to find fun in video games when most of the products were horrible. And, of course, marketing dollars become even more important, which means the larger companies with the greater capabilities win.

On the other hand, none of this is really news, is it? Ask anyone who knows anything about marketing, and they’ll tell you that marketing is way more important than most people think it is. If you create a fantastic game that no one wants, of course it won’t sell. If you create a game that a lot of people want, even if the attempt isn’t the best, it will sell. Part of product development should be market research: finding out if anyone cares about what you’re creating.

It’s true across all industries, and it’s true for the video game industry. That said, what can an indie game developer do?

Generating Buzz for Indie Games and Advice for Aspiring Indies have some marketing tips which should fit your budget. It also helps to remember that major publishers such as EA and Nintendo need to make a lot more money than you do, and so your marketing budget doesn’t need to match theirs in dollars. You can spend much less and still make enough money for your business. Also remember that your time is a resource, and there are plenty of ways to improve your marketing that just happen to take more effort than money to pull off.

Marketing will have a huge impact on your sales potential. Don’t ignore it.