Categories
Game Development Games Marketing/Business

Hollywood Video Games Suck

The brave and noble bloggers of the Round Table this month have written some great posts about film-to-game adaptations. I was originally going to write that games are usually just another brand-associated piece of merchandise, like the candy bar, the Happy Meal toy, and the coloring book, but some people covered it. I was going to write about how game developers can actually make a good game based on a movie, and demonstrate it with my memory of what people said about Beavis and Butt-head, but someone mentioned an even better example in the Chronicles of Riddick games. I noticed that people are putting a lot of the hate on E.T., a game which I loved playing as a kid, but as someone long ago already wrote about how good a game it is, I don’t think I have too much to add to it other than to say “Hey, if you didn’t play it, don’t knock it until you tried it!” I could write about the Charlie and the Chocolate Factory post-mortem I attended, about meeting a programmer who left the company after that project, and my experience with playing the game, but someone has already discussed how hard it is to make a game based on a movie while satisfying requirements from the publisher, the movie production house, and the estate of whoever owns the rights to the story, especially when the movie itself is on a short production schedule.

What will I write about? How bad games based on movies are bad for the industry’s public image and are possibly detrimental to its growth.

Yes, even a bad video game with a movie tie-in will sell more than a good video game without one would. I understand that the funding from those games can go into paying for good games to get made. It makes sense.

But what about Joe Hypothetical, the person who loved WALL·E, and just now bought the game? According to my latest issue of PC Gamer, the game is horrible. Now, maybe it just isn’t made for people who would read PC Gamer and so the review might be biased, but according to Metacritic, the WALL·E reviews are mixed. IGN’s reviewer loved it. But let’s say for (my) argument’s sake that the game sucked. What about Joe?

As much as Joe loved the movie and might wish the game was awesome, he might admit that it was horrible. So what’s Joe going to play next?

Well, nothing. If this big-budget game sucked, a game he paid upwards of $50 for, why would he pay that much again to play a game that was made without the backing of Hollywood? He’s not a glutton for punishment. Leave that kind of “fun” to the nerds. And so Joe won’t play games in general, he won’t pay for games, and will continue to be a non-gamer, which is of no benefit to the game industry as a whole.

Maybe it won’t be that bad. Joe might be one of those people who play casual games on portals to kill a few minutes here and there, and so maybe one game won’t spoil him completely. But it will sour him on the experience of paying the equivalent of 5 tickets to a movie for a game, enough to give him pause whenever any game is released, even if he might be interested.

Meanwhile, WALL·E sold over a million copies, so at least Hollywood got its take.

Take 2 and Rockstar Games get a lot of flak for making games that put the video game industry in a defensive position from morality critics, but what kind of message do other publishers send when they agree to release games by the movie’s release date, regardless of the quality of the game? I understand that there are pressures and requirements and that the developer is trying to make a good game out of a bad situation, but why would the publisher agree to allow games that look bad on the company and people involved? Is it really just because it is a lucrative position to be in?

Wait. I just read that question. Duh. If you are measuring your company on the quality of your games, then it would be absurd to release crap. But if you were measuring your company based on how many units you sold, then “quality of your games” isn’t decided by PC Gamer reviews. What reviews? People voted with their wallets, so clearly this game was of quality enough.

It’s just frustrating to think that opportunities are wasted and yet rewarded so much. I can’t see how it is good for the game industry overall if you have millions of people out there who think that games are nothing more than simple and frustrating diversions, especially when good games can be made with a bit more effort and a bit more push-back by the publisher.

[tags] video games, hollywood, marketing, business, game development [/tags]

Categories
Game Development Personal Development

Thousander Club Update: September 22nd

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 120.5 (current year) = 529.75 / 1000
Game Ideas: 710 (previous two years) + 63 (current year) = 773 / 1000

I’ll be in crunch at the day job for at least one more week.

For this past week, I made sure that the name Minimalist was replaced with Walls everywhere, including the documentation. I also worked on making the sound effects easier on the ears. One of the complaints from Ludum Dare #11 was that they were too harsh. DrPetter from #ludumdare said that the files are just too loud but seem fine otherwise, so I tried to make them quieter, but then they seemed to be too quiet. B-(

it’s always kind of hard to decide on an overall master volume for a game – you don’t want to scare people with blaring noise, but still it’s inconvenient if they have to pause/quit and go crank up their volume settings

Which is probably why I would outsource my audio work to someone who knows what he/she is doing. B-) I did manage to get it to a volume that sounds right to me, but I notice that there is static when the game is played on my laptop versus my desktop…even though the wav files sound great in Audacity on my laptop! Maybe I’m not using SDL_Mixer with the right settings? I tried changing from 32 bit to 16 bit samples, but it didn’t seem to help. Any ideas?

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

Categories
Game Development Personal Development

Thousander Club Update: September 1st

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 117.5 (current year) = 526.75 / 1000
Game Ideas: 710 (previous two years) + 36 (current year) = 746 / 1000

I spent part of my week making the goal look obviously different from the obstacles in the game. If you’re wondering why I bothered, you should read Game Design for the Color Blind Player.

The goal for Walls, now with animated goodness!

I spent the other part of my week in crunch at the day job or resting from it.

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

Categories
Game Design Game Development Geek / Technical Linux Game Development Personal Development

LD#12 Results Are In

The latest Ludum Dare results have been announced. Congratulations to Hamumu, Fiona, and Notch!

I didn’t do very well with Tower Defender itself. Each rating is scored of 5:

Overall: 2.33
Fun: 2.05
Innovation: 2.95
Theme: 3.62
Polish: 1.76
Graphics: 2.57
Audio: –
Humor: 2.64
Technical: 2.10
Food: 4.07
Journal: 4.33
Timelapse: 3.80

Overall, my game placed very low. Still, I managed to come away with the gold medal for my journal and the bronze medal for my food entries. My timelapse video came in 4th place. I rule at participation.

I intend to rule LD#13 in December, though. I’m going to spend the next couple of months getting ready for it.