Categories
Game Development Marketing/Business

The Long Tail of Casual Games: You’re Doing It Wrong

Raph Koster linked to a Forbes article complaining that casual games aren’t exploiting the long tail.

Well, duh.

Indie game developers seem focused on making games that will be accepted by the portals. They think, “If you don’t use the portals, how will anyone hear about your game? Making a game that the portals won’t take is the Kiss of Death. Well, except for all the successful games that don’t use portals. But those are exceptions, of course. They don’t prove anything.”

The portals only take a few types of games. If you make a casual RTS, good luck finding a portal that will take it. They’ll argue that their customers aren’t looking for that kind of game.

Well, who cares if most of their customers aren’t looking for that kind of game? The point of the long tail is that each game is just a database entry anyway. It doesn’t cost any more to offer a wider variety, and you still make the sales. Half of Amazon’s sales come from its major hits, but the other half comes from everything else combined. Imagine if Big Fish or PopCap offered more than match-3 and hunt-the-item games.

But then again, the long tail is really only a big benefit to the portal anyway. Being part of the long tail might mean more customers, but as Cliffski has complained many times, if you sell through a portal, the portal gets your customer’s info. You don’t. All you really get is a portion of the sale, and maybe that is a sale you might not have had if it didn’t get the exposure the portal provides.

[tags] marketing, long tail, casual games, indie [/tags]

Categories
Game Development Games Linux Game Development Marketing/Business

Online Development Platforms

A few months back, I wrote about how I couldn’t use Flash for game development, mostly because of the poor Gnu/Linux support. The comments to that post have since made me rethink this position, but I’m still researching my options.

Unfortunately, my only real options are Flash and Java. I went to the Linux Game Tome forums and asked for advice on web-based game development. The opinions were mixed, as expected. Some people love Java, some people hate it. Some people didn’t like the proprietary nature of Flash, and some people said that it’s the nature of the web to support Flash.

The Indie Gamer forums had a separate thread going about online 3D game development, and it seems that there is an overwhelming vote in favor of Flash. I questioned how people could dismiss Java so quickly considering Jagex created Runescape, which was the top MMORPG until this past year. People seem to think of it as an exception, but I think it shows that Flash doesn’t have a monopoly on browser penetration. Adobe will tell you that 99% of browsers have Flash while less than 90% have Java, but when it comes to people who will play games in a web browser, do those numbers still hold? Jagex doesn’t seem to be hurting from not using Flash.

In general, Flash is the most ubiquitous platform, and I’m sure its Gnu/Linux support will get better over time. Java’s browser penetration isn’t that far behind, though, and it isn’t clear if it is at a significant disadvantage. Both have open source development tools available for them, but Flash is still a proprietary platform.

I still haven’t made my decision, and I could avoid this decision by choosing to make a persistent browser-based game (PBBG) instead. Still, I’d like to make games that are easy for others to play, regardless if they are using Windows, Mac, or Gnu/Linux. For now, I will continue to make desktop clients.

[tags] web game development, indie, flash, java [/tags]

Categories
Game Development Games Marketing/Business

New Indie-centric Escapist Issue

A new Tuesday means a new issue of the Escapist, and this issue is focused on indie game developers:

This week, The Escapist celebrates these sweet potato moments in our beloved industry. We go looking off the beaten path, in the rough and out in left field for the people “Going It Alone.” In this issue, we explore the wild and crazy world of the indie game developer. Enjoy!

I haven’t read all of the articles yet, but I saw that Jay Barnson of Rampant Coyote wrote about quite a few other indies in Going Rogue.

How could anybody abandon the steady paychecks, access to the best tools and engines, large teams of skilled colleagues and the glory of working on one of next holiday season’s blockbusters for a chance to labor in relative obscurity on tiny, niche titles?

B-)

[tags] indie, business, games [/tags]

Categories
Game Development Personal Development

Thousander Club Update: August 4th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 86.5 (current year) = 495.75 / 1000
Game Ideas: 710 (previous two years) + 36 (current year) = 746 / 1000

I spent part of my weekend working with UnitTest++ and [tag]TDD[/tag]. I wish there was more documentation about integrating it with Makefiles. I spent most of my time trying to figure out how to get the Makefile to automatically build new .cpp files as I add them, as well as knowing how to build the test binary without using my main project’s source file that holds the main() function. I decided to try something simple, similar to the Bowling Game Kata, so I picked a Guess The Number game.

The point of the kata is to study the form of how to write tests, make them fail, then make them pass. What it doesn’t show me is how to write code that actually runs the game. Am I expected to write a test before I write my main() function that actually makes use of the game? After 12 passing tests, I have a fairly complete GuessingGame class, but I don’t have a working game. I can see how easy it would be to write the code to make a working game, but I don’t see how I can write a test first since I’ll just be copying lines of code from the tests into main(). Is this considered an integration step, where it is likely that there won’t be test coverage? I’m ordering the Kent Beck book Test Driven Development: By Example (The Addison-Wesley Signature Series) but as I haven’t read it yet, I’m mostly going off of what I learned from watching Robert Martin during a talk on TDD a couple of weeks ago.

Of course, experimenting with TDD means I haven’t spent time on updating Minimalist, my Ludum Dare #11 entry. The game is mostly finished, and really it is all a matter of making sure it runs on as many systems and for as many players as possible. I’m looking to have an official release at the end of the month.

On a productivity note, my email inbox and my desk inbox have been brought down to 0 for the first time in a year! It feels so good to know exactly what I need to process when I sit down in my office.

Even so, I took a productivity hit this weekend. On Friday, I found that my laptop turned off. I came home from the day job, found it off, and turned it back on. It said that it’s battery was low. I figured that one of the cats must have knocked the AC adapter loose, so I made sure it was plugged in and went out again. I came back to find the computer off again. I saw the power brick’s green light was off and that it was cold. It was also beeping as if it was about to explode at any moment. Since my laptop was still under warranty, I found Dell’s contact info and expected to go through a lot of customer service representatives, explaining the same situation over and over. Instead, I was surprised it was as easy as it was:

Me: “I just discovered that my laptop lost it’s charge, and it seems that my power brick is not working anymore. It has a tiny beeping when it is plugged in.”
Me: “The laptop itself seems fine, but I have no way of keeping it charged.”
Me: “As I understand it, it is still within warranty, so I was wondering what I could do.”
Agent: “I’d be glad to have the ac adapter be replaced, what address do you want me to send it to?”

Wow! After the details were settled, I went to put my laptop away and found out why my AC adapter stopped working. One of my cats had chewed through the cable!

Hopefully I will get my replacement AC adapter today. My desktop is alright, but my laptop has more screen real estate for viewing my code all at once and much more RAM to run more applications at once. It also has my most up-to-date GnuCash files, which means I can’t do my general accounting until I get my laptop running again.

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

Categories
Game Development Geek / Technical Personal Development

Test-Driven Game Development

It’s been a long time since I last looked at Test-Driven Development, or TDD. It has been years since I first read about it, and since then I learned about C++ frameworks, but I’ve never used it. It always seemed like a great idea, but optional. Agile or extreme programming sounded cool, but without paired programming, what is a lone indie to do? I had written about Agile individuals years ago, but I lost interest in finding the answers.

Not anymore. I had the chance to see Robert Martin of Object Mentor give a few talks about clean code and TDD, and he made quite the impression on me. He said that software developers give off an air of being unprofessional, but there are things professional programmers do, and TDD is one of them.

Writing tests is one of the practices in Agile development and extreme programming, and the benefits of writing tests are demonstrable. Besides allowing you to have reasonable confidence in the quality of your code, it can actually help drive the design of it, too. I want to emphasize this point since I apparently missed it years ago when I first read it. The design of your code, the actual decisions you make regarding when and when not to use a class, an interface, or a virtual function, gets shaped by your tests! I’ve read more than a few articles in which the author claimed that TDD’s effect on the design was the most important benefit.

That said, aside from High Moon Studios, you don’t hear too much about game developers making use of TDD. If business software developers are seen as unprofessional, what do game developers in general come off as?

I’ve been rereading Noel Llopis’ articles on Test-Driven Development, and I recently downloaded UnitTest++, which is a C++ unit testing framework. I joined the mailing list, which shows that a few other studios are making use of it. Still, I would love to hear more about game developers who have used TDD and other professional developer practices. EDIT: Oh, there is Agile Game Development. A game tends to change towards the end of the project, and having tests ensuring that everything is still working when you make those changes seems desirable. Quicker iterations, better code quality, ease of refactoring, and better code designs should help wrestle those multi-year projects down to manageable levels.

[tags] unit tests, tdd, game development, agile [/tags]

Categories
Game Design Game Development Games Geek / Technical Personal Development

Ludum Dare #12 is Coming Soon!

That’s right, Ludum Dare, the 48 hour game development competition, is back! Currently the themes are in voting, but the game development competition begins August 8th.

And if you need some incentive to join this time around, check out Phil Hassey’s LD#8 entry…now on an iPhone! Wouldn’t you like to be able to make a great game in a weekend and then take it farther?

I’m still working on my LD#11 entry, Minimalist, and I hope to have a better version available before the end of next month. I can’t wait to find out what the theme for LD#12 will be.

[tags] ludum dare, game development, compo, indie [/tags]

Categories
Game Development Personal Development

Thousander Club Update: July 14th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 80 (current year) = 489.25 / 1000
Game Ideas: 710 (previous two years) + 36 (current year) = 746 / 1000

I spent the better part of my development time playing Minimalist and trying to determine how the game play could be improved. After a discussion in #ludumdare, I realized that the current implementation wouldn’t translate well to the iPhone or the Wii since the cursor can essentially warp from one area to another. Players would be able to instantly hit the goal. I realized that someone with a Wacom tablet would essentially have the same advantage, so I’m thinking that the cursor should act as a separate entity from the player’s mouse cursor, with acceleration and velocity, to prevent such cheating. It would also prevent people from moving the mouse cursor outside of the play area, which I didn’t think was such a problem, but a friend pointed out that it broke the spirit of the game to allow it.

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

Categories
Game Design Game Development

Watch Will Wright Talk About Game Design

I just finished watching Will Wright talk about game design at an SDForum Speaker Series event. It’s an old talk, but it still gives you insight into his thought process when designing games such as The Sims.

It’s a long talk that starts about 14 minutes into the video, although I still enjoyed watching Bill Budge, of Pinball Construction Set fame, introduce Wright.

Wright talked about emergence in more detail than I’ve seen elsewhere. He explained the thought process behind the design of certain elements in The Sims and SimCity. He talked about feedback loops in everything from the basic interactions all the way down to the player’s mental model of the game world. It’s amazing to think about creating interesting yet simple rule sets that take advantage of the player’s ability to identify the possibility space and game play landscape. Wright takes a lot of these complex ideas and explains them well.

Even the Q&A session at the end was fascinating. Someone asked Wright to give the top three good trends and top three bad trends he sees in game development. We can see how some of those trends are working out today, especially in games like Spore.

Watching such a talk can only get you fired up to work on your own game designs, so set aside some time and enjoy!

[tags] game design, will wright, [/tags]

Categories
Game Development Games General Marketing/Business Politics/Government

Corporations and Copyright

A few weeks back, Cliffski wrote about how some people complain about corporations and copyright as if they are all part of one big organization out to screw you over. He reminds you that not all corporations are huge, multi-billion dollar enterprises such as EA, British Airways, or Microsoft. Some corporations are as small as the local bakery or in the case of Positech Games and GBGames, one person in a spare room at home.

Cliffski doesn’t want you to paint all copyright owners and corporations with the same broad brush. Just because some companies are evil, it doesn’t mean that all of them are. Still, I wish he would be more consistent with his arguments. If you don’t argue that all copyright violators are the scum of the earth….well, you’re either with us or against us, it seems. I think the broad paint stroke shouldn’t be OK on either canvas, but that just makes me a terrorist pirate sympathizer to some people.

Still, I agree with Cliffski’s main point, that copyright isn’t evil, and corporations aren’t either. But when organizations such as the RIAA, the MPAA, and the BSA, musicians such as Madonna and Metallica, and companies such as Wal-mart, Best Buy, and Target use copyright law to abuse their customers and fans, what is a regular person supposed to think?

Copyright is a confusing topic for people who are familiar with it, so of course the lay person won’t know much about it. Copyright, trademark, and patent laws are usually thrown together as “intellectual property”, and the three are always being confused for each other. How many times have you heard someone say, “Oh, that’s a great name for a band! You should copyright it!” or “You write great poetry! You should patent it!”? How often were you the person saying such statements? By the way, I wrote an article on copyright law that should give you a better understanding than most people seem to have. You can find it at What an Indie Needs to Know About Copyright.

I don’t know how UK copyright law differs from US copyright law, but the purpose of copyright here isn’t to provide an incentive for the creator. The purpose is to promote the sciences and useful arts. Providing incentive is the means to that end. You’ll find people who supposedly support copyright who argue that it is there solely to protect the works of authors so they can make money, even though it isn’t the case at all. So there is confusion on all sides, it seems.

If you were to write a poem on a napkin, you would own the copyright to that poem. Many people are surprised that it is so simple to own a copyright. You just create something! Bam! It’s yours! Perhaps because most people don’t think about copyright in general, it never occurs to them that they can own the copyright to something and NOT make money from it. When most people think of copyrights, they think of best-selling books or blockbuster movies or hit songs. They don’t think about the struggling author or the garage band or the amateur film director with maxed out credit cards. They don’t think about the personal blog or a custom song for a lover or a love note on a windshield. Even though they might not have a profit motive, these works can be protected by copyright as well.

Years ago, Jay Barnson wrote about his personal experience with his pirate story. He worked at a now-closed game development company which created some popular games. While he estimated that the infringement rate was around 30%, which I’m sure seemed high at the time, these days we’re seeing companies reporting that more people will play games illegally than purchase a legal copy. Reflexive estimated over 90%, and even Linux Game Publishing recently announced its discovery that more people made support requests for an illegal copy than for a legal copy.

Now, only major companies are playing with the numbers to make you think that each infringement represents a lost sale. Most people know that while infringement might be high and should ideally be nonexistent, it isn’t as if 100% of the illegal copies would be sales if the illegal option didn’t exist. Still, major corporations actually try to convince you that it is true.

Is it any wonder that most people don’t respect corporations in general? The major corporations act as representatives for all corporations, and people generally don’t like being accused of crimes before they’ve committed them. And if they don’t respect the corporations, why would they treat the copyrights these corporations wield any better, especially when they don’t understand what the heck copyright is in the first place?

Is copyright infringement a problem for corporations, including the indies? I would say so. While it isn’t 1-to-1, Reflexive’s experience indicates that taking measures to prevent illegal copies results in increased sales. And I think from that same experience, we can see that not all copyright infringement comes from freeloaders who will do anything to screw hardworking people over.

The economist from Freakonomics argues that everything comes down to incentives. If you accept this idea, then of course there is an incentive for people to get their games for free rather than pay for them. If it isn’t too much effort, and there isn’t a risk of getting caught or of dealing with repercussions, then a lot of people will probably do it, too. What’s strange to me is that publishers will make the legal option less and less appealing by piling on draconian copy protection and all sorts of features that their customers don’t want. Doesn’t such a practice give people an even greater incentive to get the illegal version that doesn’t have all of the junk associated with it?

I’m afraid that major corporations have conditioned people to expect such treatment as normal. Politicians want your computer to blow up if it has allegedly infringement material on it…even though copyright law is so complicated that it is very possible that the average computer owner won’t know what constitutes infringement. Laws are passed making it illegal for you to do things that were perfectly legal for you to do before, all because the MPAA, RIAA, and BSA don’t want you to be able to do them so they can charge for the privilege. After all of this, is it any wonder that people complain about “the corporations” and copyright?

Yeah, it’s a problem that people don’t think of the mom & pop store down the street as a corporation even though it is one, and yeah, it is a problem that people don’t understand copyright and how it works, but let’s be serious. If you think that they reached their conclusions, faulty or no, outside of the experience they have from major corporations, you’re deluding yourself.

As an indie, I know I’m going to have to deal with my customers’ perception, regardless if they are the right ones. I have to build my own reputation and hope that a company such as EA or Valve or Positech doesn’t do something stupid to reflect badly on the industry as a whole. Sony’s rootkit fiasco probably put people off buying music CDs, at least those from Sony, and even if it didn’t, I’m sure it didn’t help make the RIAA look better. It is sad when The Pirate Bay provides a better value than the legally purchased product, and the more that happens, the less likely someone will have an incentive to buy, especially from the one-person corporation with no legal department to provide disincentive.

[tags] indie, piracy, business, copyright [/tags]

Categories
Game Development Personal Development

Thousander Club Update: July 7th

For this week’s Thousander Club update:

Game Hours: 409.25(previous two years) + 79.5 (current year) = 488.75 / 1000
Game Ideas: 710 (previous two years) + 35 (current year) = 745 / 1000

I managed to improve the gameplay of my LD#11 entry, Minimalist. Originally, the game flashed colors to a beat that would get faster and faster. It was seizure-inducing, but more than a few people realized that the only thing that made them want to rush was the sound since there was no real urgency to finish as quickly as possible.

I took out the flashing colors, and now the obstacles grow, so if you don’t get to the goal right away, the screen will be filled with red. Your paths will close off.

I also changed the screen resolution. It was originally 800×600, but people with 800×600 desktops can’t play it well, so I changed it to 800×480. I was worried that it would get too small, but it seems to work well. People with the smaller EEE PCs might still have problems, but I can’t let it prevent me from moving forward. A newer version can always have a dynamic resolution configuration.

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