Categories
Game Development Games Marketing/Business Personal Development

Cliffski Was Civil with Pirates?

If you’ve ever discussed copyright infringement, indie game business models, or even chess with Cliffski, you would know that he vehemently HATES so-called piracy. In fact, if you even argue that it isn’t the same as stealing and that piracy is a silly name for it, get ready to be flamed.

Or maybe you don’t have to worry about it as much. In a move that surprised many, he wrote a blog post asking “Why do people pirate my games?” in which he invited people to explain their true motivations. In fact, it would have been expected if he would have turned around and tried to prosecute anyone who admitted it to him, but instead, true to his word, he kept an open mind, and came away with some lessons.

He details what he learned in Talking to Pirates, and he’s changing some aspects of his business.

A big one: No DRM.

I only used DRM for one game (Democracy 2) and it’s trivial. It’s a one-time only internet code lookup for the full version. I’ve read enough otherwise honest people complain about DRM to see that its probably hurting more than it help’s. I had planned on using the same system for Kudos 2, but I’ve changed my mind on that. I have also removed it from Democracy 2 today. I now use no DRM at all.

Again, I’m surprised that of all the indies out there, Cliffski was the one to not only ask why people prefer to not pay for his games but also listen to the responses, but I’m pleased. I know that I’ve made these arguments, that people don’t like DRM because they don’t like being treated as a criminal, but I’ve been dismissed before as not knowing what I talk about. Now Cliffski comes and does this, and getting rid of DRM is justified as good for business? Huh. Who’d have thunk it?

I suppose even if he didn’t get this beneficial feedback, his sales would still pick up significantly from getting the publicity from Slashdot and Digg. Whether or not he expected to get this much traffic from this article, or such good feedback, I don’t know, but hopefully we’ll find out soon.

Categories
Games Geek / Technical

Playing Older Games

For some reason I woke up this morning wanting to play a game I haven’t played in years. That game is The Magical Quest starring Mickey Mouse.

If you’ve never played this game, probably because you think you’re too old for Mickey Mouse games, you missed out. This game was surprisingly well made and had a number of my friends in grade school and high school asking to play it. These were the same friends who would pop you in the face if you dared to question their tough guy image.

My favorite level was when Mickey donned the mountain climbing gear. It was like playing Bionic Commando! Rather than go through all of the obstacles, I enjoyed falling below the (floating?) mountain and swinging my way below the level. You bypass everything, and there was something satisfying about knowing I did.

There are other games from my past I’d like to play today. I want to get back to my save game in Homeworld so I can continue through the series. I still haven’t finished any of the Wizardry titles. Conquest of the Crystal Palace music still gets stuck in my head occasionally. I want to get my Atari 2600 out and play Berzerk, one of my favorite games from my childhood.

While new games are constantly getting released, there are still some older games that never get old for me. How about you? Are there any games you still play long after it disappeared from store shelves and the game-playing public’s mind?

[tags] games, classics [/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 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
Games

Understanding Video Games

I went to the comic book store the other day and bought Understanding Comics: The Invisible Art by Scott McCloud. I’ve seen this book referenced in video game articles before, and the idea of a comic book that explains the medium of comic books sounded great.

I was on IRC when I said it would be great to have an “Understanding Video Games” game as well, and sure enough, someone sent me a link to Understanding Games: Episode 1. Episode one focuses on the rules, which are fixed and apply to everyone. Interactivity is needed, of course.

Episode 2 is about the motivation of the player. Why are you playing this game? What feedback is the game giving you to let you know what effect your actions have? Whether a goal is game-provided or provided by the player, a game needs one so that the player has a purpose.

Episode 3 demonstrates player learning, specifically through trial and error. This goes hand-in-hand with the feedback mentioned in Episode 2. If the player performs an action, there should be some feedback to indicate that something meaningful has happened. If the effect is positive, the player learns that the action is a good one, and if the effect is negative, the player learns that the action is not good to do. Such feedback should allow the player to discern patterns that will help in decision-making.

And finally, Episode 4 covers player identification. It’s fascinating how the theme of the game affects identity. Also fascinating is the idea that abstract characters can represent more people than realistic characters. Anyone can identify with Pac-man, but not everyone can identify with Lara Croft. Control schemes also affect identification. Black & White didn’t let you control the creature directly, which upset quite a lot of people expecting to BE the creature instead of the owner. In a similar way, The Sims had people complaining about the same problem, but something about the fact that the game played as a doll house simulator probably let the indirect control scheme appeal to more people.

While I enjoyed the four episodes, I wasn’t sure if the series really captured everything that is sufficient and necessary for what makes a video game. I couldn’t help but feel that the definitions were excluding an obvious game or if they included things that shouldn’t be games. I think what bothered me more was that it didn’t really comment on the possibilities of the medium of video games the way “Understanding Comics” does with regards to comics. Still, it was enjoyable to see and interact with an explanation of video games in video game form. I just wish there was more.


[tags] video games [/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
Games Geek / Technical Politics/Government

Happy Independence Day!

July 4th is the day that Americans celebrate independence from England and the decision for the United States to find its own way in the world.

For revenge, GirlFlash decided to host Mini LD48 #2.

also, sorry if I am interrupting anybodies Independence day plans, but I’m English and this is how I get even =p

I won’t be participating. Well, maybe I’ll participate. It feels like a challenge.

Anyway, Independence Day is not only an excuse for grills, a day off from the day job, and time with friends. It is also a great time to reflect on what it means to be an indie game developer. Indies exist in many industries. Indie film, indie music, indie TV shows, indie books, and indie poetry all exist. Indie games are a natural addition. What drives people to forgo steady incomes and decent benefits and go indie? The urge to create something can be quite strong, and an indie might know that that something won’t get created unless he or she does the creating. The major Hollywood studios won’t green light all films, and the major game publishers won’t make all games. For quite a lot of people, these aren’t hurdles. The film or game will get made anyway. Funding comes from MasterCard and Visa. Sleep can be optional on some days. Poor substitutes for the high quality production equipment can be used to great effect. And the film or game will be finished.

The indie life. It’s exciting, it’s emotional, and it’s full of drama. There can be lean times. There’s the potential for great success, and there’s the risk of losing it all. But would you trade it for anything else?

If you’re already doing your own thing your own way, you probably have your own independence day to celebrate. If you’re still supporting your efforts through your day job as I am, then perhaps you’re looking forward to creating your own independence, and hopefully sooner rather than later.

Happy Independence Day!

Categories
Game Development Games Geek / Technical Marketing/Business

Linux Game Publishing Announces Copy Protection Scheme

Linux Game Publishing, the company that ports games from Windows to Gnu/Linux, has announced that it is introducing a copy protection system. Naturally this news resulted in quite a bit of speculation, and rumors were flying about how invasive this copy protection will be.

LGP sent out a press release to explain why it was introducing copy protection now after years of avoiding it. Similar to Reflexive’s claims of a 92% rate of piracy, LGP estimate that more people downloaded illegal copies of the games than paid for them. The estimate is based on the number of support requests for a known bug introduced into LGP-seeded copies of games on download sites. While such a practice is controversial, I’m still surprised that people who download illegal copies have the audacity to request support from the company. I wonder how many more people downloaded the games and didn’t request support. I also wonder how many of them concluded that LGP’s offerings were buggy, which is the risk with seeding purposely-bugged downloads to dilute the illegal download offerings. According to CEO Michael Simms, the seeded downloads were meant to dilute the illegal downloads with bad copies, and the requests for support were not expected at all.

Adding copy protection will give us benefits as a company. Firstly, it will allow us to recover some of the lost revenue, by means of additional license sales, either via online vendors or direct through the copy protection system. Secondly, it will allow LGP to show a solid revenue protection system that will increase our credibility as a porting company in the eyes of licensors, allowing us to attempt to obtain higher profile games.

The press release also explains how the online verification system will work. While there seem to be some advantages, including the ability to download the games in case your original CD was damaged, many people will understandably feel put off that the game is trying to phone home. LGP has responded by allowing people with no network connection to continue to play since the game has internal checks, but if you did have a network connection and the system found your copy to be invalid, then you won’t be able to play until you connect to the servers to prove that you should be allowed to play.

It seems that LGP is taking great pains to ensure that the copy protection system won’t cause problems for legitimate customers. Still, now that copy protection has been introduced, there is a difference in value between the legal copy and the illegal copy. Copy protection systems are just software, after all, and software solutions will always be circumvented. If the downloaded copy can be played without the player worrying about connecting to the servers, and if most people are downloading the illegal copies, what’s really changed? The people willing to pay will be inconvenienced, even if only slightly, and the people unwilling to pay will have a superior offering, even if only slightly.

I am not sure how much of a benefit the copy protection system will be to converting more sales, but the idea that LGP can convince developers to port their higher profile games might be the greatest benefit. If EA isn’t dealing with LGP because there is no system in place to prevent copyright infringement, then having some system, even if it only works as badly as EA’s own systems, might convince EA to negotiate. Higher profile games might result in increased sales in general.

What happens if LGP ceases trading

LGP has pledged that should we, for any reason, cease trading, and our keyserver is removed, then we will, using any means possible, provide patches to remove the copy protection from our games, or provide back doors, or other such methods to allow games to be played. All LGP employees have the authority to produce, on their own, and without the order of the company, such patches, should the company be unable to produce them or to request their production, on the event that LGP ceases trading.

I suppose this part should make me feel better, but if a company is going out of business, I’m curious when anyone will find the time or the incentive to provide these patches. Then again, LGP has always had front-facing employees who interact with the community, and if Loki’s demise produced an icculus, perhaps LGP’s will as well. Now, if your illegal copy is already missing the copy protection, you don’t need to worry about LGP’s health as a company. Of course, if you do download the illegal copies, you’re not concerned about rewarding LGP’s work in the first place.

More discussion is taking place on the LGP Copy Protection Mailing List.

I’m surprised that copyright infringement is such a problem with Gnu/Linux users. I would think that they would be the ones who respected and understood copyright better than Windows or Mac users in general. After all, the GPL and similar licenses use copyright to ensure Free and Open Source Software stays that way. I encounter claims that Linux users don’t respect intellectual property, and learning about the extent at which LGP has had to deal with these kinds of people, it makes it very hard to defend the general user.

I still want to believe that most people are honest. In light of the evidence provided by LGP, Reflexive, and others, am I being overly optimistic? I definitely don’t want to turn into the kind of developer who assumes everyone is guilty until proven innocent. They always seem so angry all the time, as if people want to rip them off if given half a chance. That definitely doesn’t seem to be a healthy outlook on life. Still, I suppose we’re finding that if a person has the incentive and the opportunity with little concern for the consequences, it seems more often than not he or she will take the opportunity. And then in a company’s efforts to reduce the opportunity and increase the consequences, the honest customer gets burned.

There has to be a better way.

[tags] indie, gnu/linux, games, copy protection, LGP, Linux games, piracy, copyright, customer service [/tags]

Categories
Games Geek / Technical Marketing/Business

The Death of the Video Arcade

Video Arcades’ Last Gasp from the Chicago Tribune is a well written article on the end of the video game arcade. Home consoles have been providing less incentive to go out for your video game fix, and it is expensive to own and operate an arcade. The only people who seem interested in going to them are older people hoping to reminisce.

“See, it’s not that the industry is gone,” said Mike Rudowicz, president of the American Amusement Machine Association, which represents manufacturers and distributors. “It’s that we’re a cottage industry now. We have around 3,000 family entertainment centers, but those are mostly not arcades. A vestibule in a movie theater—that’s an arcade now.”

Growing up, I didn’t get to spend too much time in an arcade. My first experiences with games like Pac-man, DefenderI, Donkey Kong, and Berzerk were playing them on my Atari 2600, all of which I still own. I didn’t even know that the Berzerk cabinet talked until a few years ago, and I got a chance to play the original when the Game On! exhibit passed through Chicago. Now the Buckner and Garcia song makes a lot more sense.

Kiddie Land had an arcade, and that was where I first played Star Wars, Popeye, and Pole Position. I went to the arcade so infrequently that each time I tried to play a racing game, I always had someone remind me that I needed to step on the peddle at the bottom of the machine. I also used to try to help people who were playing. My uncle once got upset because I helped him eat a power pellet when he was trying to wait for the ghosts to get closer, and a friend of mine was upset at the bowling alley when I helped him throw all of his limited and precious grenades. I learned quickly that you do NOT help people play their games.

I do remember going to the Fun Zone near my house with a friend after high school was over, and it was a great way to pass the time. I was a bit sad that all of the classic games were stuffed off into a corner, such as Pac-man and Donkey Kong, most of them off or silent. I wasn’t too big of a fan of the fighting games or the racing games, and so my choices were fairly limited. Then the Fun Zone got turned into a bookstore for the nearby community college. Dave and Buster’s and Gameworks each have their own collection of classic arcade games, but they’re clearly not the main attraction anymore. To compete with home consoles, arcades tried to provide unique experiences by becoming bigger and more elaborate, but there hasn’t been as much interest, partly because the atmosphere changes.

I’m planning on getting a group together to go to Nickel City in Northbrook. According to the article, the classic games cost nothing to play, and I hope they have Ms. Pac-man there.

[tags] arcade games, video games, business [/tags]