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Game Design Game Development Games Geek / Technical Post-mortem

Lessons Learned from MiniLD #20

Two weekends ago, I hosted and participated in the MiniLD #20 competition.

Mini LDs are usually looser than regular Ludum Dare competitions in terms of rules enforcement, voting, time start and end times, and themes. The host can also enforce a different set of rules. For instance, one MiniLD involved using a specific palette of colors from a 64×64 image to load levels from, and it was interesting to see all of the completely different games share the same level data.

For MiniLD #20, I picked the theme “Greed”, with an optional fun theme of “Fishing”. The special rule I made: “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-)

While there was some griping about this rule from the participants, many of them pulled through and submitted a game. In all, 24 entries were submitted.

Unfortunately, The Old Man and the Monkey Thief, the game I was working on, wasn’t one of them.

Also, there were some complaints about how the MiniLD was handled overall, and while I wasn’t taking any of the complaints personally, I did think I let some people down. What follows is a post-mortem of both the game and the competition as a whole.

What Went Right

  1. Participation was high.
    I was very pleased to see that 24 entries were submitted. I know that there were more games being developed that weekend that weren’t finished, so overall, there were many participants, especially for a MiniLD. I was happy to see that the special rule didn’t scare off too many people. There were even a few people who have never participated in a MiniLD before. A trial by fire for them!
  2. Simple art was quick art.
    When it comes to creating art, I’m much better with a pencil than a computer program. I needed to create quite a bit of unique art, though, and I didn’t really have time to draw with a pencil much anyway. So what did I do? I took pictures with my camera and then traced those images in a separate Layer in the Gimp. That means this flask I got as a present for standing up in my sister’s wedding became a unique golden treasure in my game:

    Original Flask became Unique Flask and this spatula Original Spatula became this Unique Spatula Unique Spatula.

    Oh, my kingdom for an artist!

    But it worked well enough, and it was relatively quick. I even did a decent job creating the main character with a pencil drawing, did the layer tracing thing in the Gimp, and came up with a digital old man who didn’t look half bad!
    Original Old Man Unique Old Man Sprite

    Overall, tracing with layers in the Gimp made quick programmer art even quicker than it usually is! I didn’t have to worry about being bogged down in getting the lines or curves right.

  3. Being Prepared Helps Before the competition started, I did a quick MiniMiniLD for myself. I hadn’t done any code outside of a day job in many months, and my computer had been upgraded since then, so I wanted to ensure my development environment worked as expected. It would have been annoying to start the competition only to learn that my compiler or build scripts were unusable.

    Also, I’ll go into more detail below, but I’m glad I had my backup plans! When a storm knocked the power out for me and apparently 30,000 other people, I’m glad I had my Uninterruptible Power Supply to keep my desktop computer from getting more damaged that it could have been. Also, my laptop let me continue work for over an hour after the power went out, and so it was lucky that I replaced the battery the week prior. When the power didn’t come back in the morning, I took my laptop to a new, powered location, and I was able to keep working even though my apartment went over a day without power. It was a horrible situation during a timed competition, but I think I responded to adversity well.

    And it helps to have an encouraging girlfriend remind you that you can’t give up. B-)

What Went Wrong

  1. The power went out.
    I took a nap Saturday evening, woke up in the middle of the night, and started working on my project. I had a number of ideas I wanted to implement, and I was wide awake. Around 3AM, with a storm raging outside, I found that my laptop was providing the only illumination in my apartment. The lamps were off, the UPS was beeping, and my desktop’s monitor was dark. That’s OK. I can SSH into my desktop to shut it off…oh. Wait. The router was not plugged into the UPS either. I made a note to change that situation for next time.

    I lit a few candles, one in my office, and one in the dining room so I could see when I go out to get some water out of the fridge. Maybe 50 minutes later, the smoke alarm went off. It turns out that the dining room candle was on fire.

    Now, I don’t play with fire much, but it wasn’t the fire itself that scared me. It was the fact that the candle, the thing that is meant to be used to hold a flame, was on fire! Another note for next time: don’t put out candle fires with water. The flames exploded upwards before dying out, and suddenly it was dark. I could hear the heated glass and metal parts of the candle holder tinkling, and I had no idea what was going on. And of course the office candle was also out since the melted wax drowned the flame. I had enough with fire for the night, so I didn’t bother relighting them.

    So I sat down at my laptop and continued to work. I lowered the brightness and shut down many unneeded applications and was able to eek out 10 more minutes of battery life. Then I had nothing else to do but go to bed. Of course, I was wide awake. I could have searched for the flashlights in the dark or tried the candles again, but I decided this was a forced break and went to bed. My DS was still charged, and I played Advance Wars: Dual Strike for a bit before sleep took me.

    The next morning, there was still no power. I learned it wasn’t just my apartment. It turns out that a huge part of Des Moines was without power due to the storms. The library is closed on Sundays due to budget cuts, and I wasn’t sure where the nearest wifi-enabled cafe with power was. Luckily my cell phone still worked, so I had people I could call and a basic way to do searches. My girlfriend was out of town, but I had the key to her apartment, so if she had power, I could work there, too.

    I had options, but I’ll admit that I felt a bit defeated that Sunday morning. I wasn’t as enthusiastic about getting up and running again as I’d like to be able to report. Maybe it was because I was exhausted. Maybe it’s because my home office chair is hard to sit in for days at a time. Maybe I just missed seeing people. I was a new full-time indie, and I was secluding myself in my office for way too long as it is. Maybe I just needed exercise. Maybe I assumed the power would come back within hours and I wasn’t sure if I should venture out or stay home. Whatever it was, my motivation had dipped to the point that I was dragging my feet to decide which of these options I’d use.

    When I talked to my girlfriend, she was very encouraging, especially as she heard the reluctance in my voice. This weekend was MiniLD weekend, so there’s really no excuse for me to not do what I can to continue. I packed my laptop, the laptop riser, some game dev books, and some papers and notes, and I headed over to her place. I didn’t have the key to the front door, but the doorbell is linked to her cell phone, so she buzzed me in remotely. And she had power at her apartment! Glorious power! I was able to continue work.

    Of course, I lost a lot of my waking hours. While I don’t like shifting blame, especially since I had options, there aren’t many options at 3AM during a storm. Now, if my life depended on it, I’d have no qualms about waking people up at 3AM, but for a MiniLD? Still, while the power outage disrupted my work, it didn’t stop me completely.

  2. The Urgent took priority over the Important.
    Some things I did other than work on my MiniLD project: called phone company tech support to find out why picture emails weren’t going through to recipients, played a video game, fight a literal fire and not just a metaphor for urgent business matters, read interesting blog posts or watched interesting YouTube videos, chatted on IRC with other MiniLD participants… Now, chatting on IRC is part of the fun of working in a Ludum Dare competition, but links get posted. I found myself distracted by links from Twitter, too. Being new to Des Moines, I spent part of my time looking up local game developers to connect with.

    All of these things are fine on their own, but since I was supposed to be focusing on my game project, they were distractions, and I failed at putting them off until after the competition.

  3. I burned myself with my own special rule.
    Only one of each was meant to challenge developers to try to do as much as they could with less. Unfortunately, there was some confusion as to what was on or off limits. Could you have the same sprite displayed two times if one had a red color overlay while the other had blue? What if you just add noise so they look different?

    Now, I think the idea of using noise to get around the limitation was clever, but outside of that, there were two options: do lots of unique content, or do a game involving only a few unique items. The latter would definitely be doable and be more along the lines of what I was hoping for.

    So of course I ended up making a game that required lots of unique content. B-(

    Now, being the host, I knew about the special rule long before anyone else did, but I didn’t think about the kind of game I would make until I started the competition. In hindsight, I should have cheated and thought my game idea through before the theme/rule announcement.

    The Old Man and the Monkey Thief was supposed to be about an old man who goes to sleep one night only to wake up and find that all of the unique treasures he collected over the course of his long life were stolen by this energetic, ninja-like thief. The old man then had to go into the world, collect these unique items, and use them to save his wife. I figured he could use the fishing pole as a way to retrieve otherwise inaccessible items, and so the secondary theme was satisfied.

    What I didn’t realize was how much work it is to program unique items! I spent a huge chunk of a day getting the fishing hook and the key to work. By the time they were implemented, I was afraid to add a third item because of how much work would be involved, and time was running out. Now, this is 48 hours. Imagine being a game developer on a 3 year project and learning that you need to implement another item without letting the deadline slip. I got some insight into that kind of despair.

    Essentially, having only one of each item meant that they were either reusable, like the fishing hook, or one-offs, like the key. Either way, this rule encouraged feature-creep if you intended to make a game with a lot of unique content. If I could do it all over again, I’d have tried to do more with the fishing pole alone rather than try to have more than one usable item. Less is more, and I probably should have made a note that it was my original intent with the rule.

  4. The little things.
    When I decided on the themes and special rule, I wrote up a blog post and scheduled it to publish when the competition started. There’s a problem with doing so on the main LudumDare.com site. Editors can see the post before it’s published! So I wrote the theme and rules in a post on my own blog, then used the LD post to link to it. Great!

    Except something went wrong. For some reason, the LD post didn’t publish, and it took some time to get it corrected. I was away at an event, but I checked in, found out about the problem, and got it working somehow. IRC participants learned about it, but people who were depending on the website being updated at the correct time were out of luck.

    I didn’t request a submission form for the competition until near the end when I realized that there were so many participants. Some people had finished before the form went up, so they had to retroactively submit their games. Not a big deal, but it could have been smoother.

    And the end? I could have handled the ending better.

    Since it was only a MiniLD, the 48 hours is a bit flexible. While it officially started at a specific time, the usual expectation is that you could do any 48 hour period in that weekend. Since I had power issues, and other people were also hoping for a little more time, I thought I’d allow the competition to continue into Monday.

    Then the fact that I’m running my own business took over, and other priorities came up. When I finally had time to dedicate to LD again, I learned that some people felt like the MiniLD had no closure. It was understood to be over, but there was no fanfare or official word. The submission form allowed for the entries to have ratings, but since voting was not enabled, participants couldn’t vote. MiniLD #20 felt like it just stopped, especially for people who weren’t in IRC and were relying on the main website for their up-to-date competition information. New LDers can’t be faulted for not understanding what was happening. I had every intention of providing a proper ending, but as the host, I dropped the ball.

What I Learned

  1. There’s more to being a MiniLD host than announcing a theme.
    Being a MiniLD host, I found I had some unexpected responsibilities. Namely, I needed to keep things going for everyone to ensure they had a good time! Now, I’m not being paid, and no one else is either, but I still feel terrible that people felt the weekend was somewhat spoiled due to my inability to prepare for those responsibilities. I plan on writing up a checklist for future MiniLD hosts. It may sound a bit formal for such a loose event, but I think it would help everyone have a better time going forward.
  2. Feature creep is insidious.
    Let’s extrapolate The Old Man and the Monkey Thief from a 48-hour project to a six month project. Thinking that I’ll add just one more item might mean I spend a few weeks to a month doing so. And if I have an item that can be used, that means creating objects and a section of the map that allows you to make use of it. For instance, I wanted the old man to find a unique tie, which he could use to tie up pieces of wood together to make a boat. Making a tie, suddenly the work is to create boat components and a boat, and why would the boat exist if not to allow you to get across water, and if you can cross water…. The point is that the scope of the project blows up quickly. I realized I was making a poor Zelda clone.

    On the other hand, if a game makes use of a single mechanic, suddenly it’s much more manageable. What if the entire game involved the use of that fishing hook? I probably could have finished a game using just that one mechanic.

  3. I need to work on my discipline.
    I found myself getting distracted too easily this MiniLD. When adversity hit, I didn’t respond immediately and affirmatively, at least not right away. One of my favorite quotes is “Discipline is remembering what you want”, and I need to remember what I want and why I’m doing what I do if I want to see myself through to the end of any future projects.

All that said, I think MiniLD #20 was a success for me. The Old Man and the Monkey Thief is the first game I’ve ever created that made use of a scrolling background. Previous games used a single screen. To determine where the old man can and cannot walk, I normally would check the tiles, but since I didn’t have tiles, I did something I’ve never done before. I created a black & white version of the entire world map, which the player never sees, and one color represented where the player could walk. Once again, a 48-hour game development competition allowed me to learn some new techniques. I also learned what areas I need to work on. Discipline and project planning in 48-hours is one thing, but discipline and project planning in months or a year? I won’t last very long as a full-time indie if I don’t figure those out.

Categories
Game Design Game Development Games Geek / Technical

Vote for MiniLD #20 Entries!

While MiniLD is usually much more loose than a regular Ludum Dare competition, I am running horribly late when it comes to closing this competition properly. That said, it’s time to vote!

Voting is only open to those who submitted a game. It’s an opportunity for everyone to congratulate each other, provide feedback, and play some quirky and interesting games! Even if you can’t vote, you’re more than welcome to check out the finished games yourself.

With 24 submitted entries, MiniLD #20 was one of the biggest! Considering the special rule of “Only One of Each”, a lot of people rose to the challenge. Some of the games are artistic and experimental, some were haunting, some were clever, and some were just plain fun.

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?