Categories
Game Design Marketing/Business

Blaming Innovation

Some of you may have been reading Spiderweb Software’s Jeff Vogel’s “View from the Bottom” series of articles. I think he is generally pessimistic when it comes to indie games, and his previous articles basically show that he thinks innovation won’t come from them. His latest article, #3, seems to make the argument that innovation isn’t rewarded, giving Jeff’s personal account as an example.

I really hate trying to do something new. Sure, it gives personal satisfaction. But you know what else is fulfilling? Staying in business. Not losing your house. And you can’t pay for food with Creativity checks.

If you are an indie and your game flops… well, small companies have a real hard time surviving the blow. And I don’t want to lose my house.

Remember that the next time you look to the independent developer to be the source of innovation in this industry. There is nothing scarier that aiming at a market that doesn’t exist yet. It might not exist at all.

It’s hard for me not to get upset about such words. Unfortunately, I also don’t have the authority to say anything to it. I don’t have my first game published yet, let alone sales figures to argue against Vogel.

Luckily, David Michael has something to say. Blaming Innovation is Michael’s take on the issue of innovation. He agrees that it makes sense to continue investing in what already works. Innovating means you’re leaving your established audience and trying to find new ones.

But if you never move past what you know works, you’re in what’s called a “rut”. And I’ve never heard that described as a good thing.

Sometimes you just have to face the uncertainty.

You might as well try to enjoy it.

I’d argue that finding new audiences is a good thing. Yes, you may have your loyal customers, and yes, innovating might turn some of them off. I think that if you have a core audience and great customers, you should reward them well.

But isn’t it possible that doing something refreshing and unexpected means you’re expanding and diversifying your base? Are you stretching yourself too thin? It’s possible, but it is also possible that by not innovating, you’re locking your potential audience to the same exact audience you already have. Game players grow older and stop playing games. Without new customers, you’re not only stuck with the same customers, but it’s also possible that your customers will leave you. Who will replace them if you don’t try to appeal outside of them?

Categories
Marketing/Business

Basic Marketing Plan for Indies

I have been using Steve Pavlina’s advice on business plans for indie game developers. I have found it to be a good guide, even though I think it is geared towards existing developers. There isn’t much talk about what to do if you’re just starting and you don’t have a product yet.

Luckily, Juuso Hietalahti recently wrote The Basic Marketing Plan for Indie Games. Even though it isn’t as detailed, it is a good supplement to Pavlina’s document.

Categories
Marketing/Business

Business Resources for Solo Game Developers

Inc’s One-Person Business Resource Center has a number of links for the person running his/her own business. One example is the article “Marketing on a Shoestring” which give some effective tips on marketing to your customers.

While the website is not targetting indie game developers in particular, I’m sure there is plenty of useful information.

Categories
Geek / Technical Linux Game Development Marketing/Business Politics/Government

Open Source Java

A friend pointed me to this article: Sun Promises to Open Source Java.

If Sun does make Java open source, it is good news for people who prefer to run Free operating systems. It’s one less technology that they have to do without. Existing open source solutions are always behind the one provided by Sun.

Now the choice for Free software developers is “Do I switch to Java or do I continue to use the language I have been using?”

It is interesting that Sun’s main concern is fragmentation of the codebase. When you give people the right to redistribute the source, it is bound to happen; however, the worst-case scenario nightmare that opponents of Free software think of is not typical. There aren’t exactly hundreds of forks of the Linux kernel, for example. Everyone basically works off of the main branch of development. If someone wants to take Linux in a different direction, they are free to do so. Of course, if everyone is sticking with Linus’ original project, then the fork won’t exactly be a problem in terms of “fragmentation”. And with Free software, forks are free to merge back into the original project anyway. Contrast the situation with software under the BSD license, which would allow someone to fork a project without giving anything back.

Categories
Game Development Games Geek / Technical Linux Game Development Marketing/Business

Linux Gaming Feasability

Hackenslash had posted Is Linux Gaming Plausible?. It makes for a good read, although I felt it was light on details and didn’t provide much of a definitive answer.

However, a major disadvantage for Linux gamers is the availability of DirectX in Windows, a multimedia tool that allows developers to create applications easier for the Windows platform.

“Unless DirectX runs on a different platform, it (Linux game development) might not really take off,” Gotangco said, adding that Linux gaming and game development would most probably remain an “indie” or independent industry.

DirectX is a Windows technology, and as such it is platform-specific. I don’t see Microsoft opening up access to their API to other operating systems. Since some major games, notably Doom 3 and Unreal Tournament 2004, have been ported to Gnu/Linux without the “advantage” of DirectX, it shows that Gnu/Linux game development is entirely possible and doable. Like DRM, DirectX isn’t a requirement for game development.

Multiplayer game servers are almost always provided for Gnu/Linux, and so the porting effort shouldn’t be too difficult for the client software. Unfortunately, when a developer uses a platform-specific tool such as DirectX, the porting effort becomes difficult. To create a version of the game that runs on a different system, you essentially have to gut your game code to remove the DirectX-specific parts and replace them with something available on a the target platform. Most developers will decide that the rewards would be too little to justify the expense of making such drastic changes to the code.

Still, I don’t believe that game development will be so dreary on Gnu/Linux.

A few Linux gamers actually have ways of circumventing the cross-platform issue of playing an enticing Windows game to Linux, without having to port it. One answer is just emulating the game for Linux. But according to Zak Slater, this isn’t an accepted industry and he said it is better for users to buy Linux versions or directly create Linux-native games.

I am 100% in agreement with Slater. I am not a fan of technologies like Wine or Cedega. It’s great when it works, but I would rather have native support for my platform of choice.

While the Linux gaming industry would not certainly be able become as big as traditional PC gaming, both Slater and Gotangco agree that Linux gaming is there to stay. They suggest that Linux game developer-hopefuls can get their Linux game fix from Icculus, Pompom Games (www.pompomgames.com), Tux Games (www.tuxgames.com), among others.

I’ll also note that the Torque Engine from GarageGames is both inexpensive and cross-platform, so games like Orbz and Dark Horizons: Lore can have native Linux-based clients right out of the box. With more indie games like those, I don’t think that we’ll have a problem if game development on Gnu/Linux remained an indie industry.

Also, using open source engines will probably become more common in commercial games. The infrastructure of a game isn’t the game, yet developers always spend a lot of time on recreating it. Using existing tools just makes sense, and using open source tools gives you a number of advantages, including the ability of your more technical customers to give you more than a simple bug report.

I believe that gaming on Gnu/Linux is definitely plausible. It’s very difficult to tell how many Gnu/Linux gamers there are since there are hardly any games available for them and they’ll likely pay for their games on the Windows system for lack of a better choice. They WANT native games for their preferred OS, and so far there aren’t many options.

Categories
Marketing/Business Politics/Government

Canadian Music Creators Against DRM

The Canadian Music Creators Coalition is a group of Canadian musicians and artists who have gotten together to say that they aren’t being represented by the multinational record labels.

[L]obbyists for major labels are looking out for their shareholders, and seldom speak for Canadian artists. Legislative proposals that would facilitate lawsuits against our fans or increase the labels’ control over the enjoyment of music are made not in our names, but on behalf of the labels’ foreign parent companies.

If you look at the link that says what they stand for, you’ll find that #2 says the following:

Digital Locks are Risky and Counterproductive

Artists do not support using digital locks to increase the labels’ control over the distribution, use and enjoyment of music or laws that prohibit circumvention of such technological measures. The government should not blindly implement decade-old treaties designed to give control to major labels and take choices away from artists and consumers. Laws should protect artists and consumers, not restrictive technologies. Consumers should be able to transfer the music they buy to other formats under a right of fair use, without having to pay twice.

Good on the Canadian musicians for taking a stand for themselves and their fans! And good on them for taking a stance against DRM. What customer actually wants technology that reduces the value of their purchase?

Also on the CMCC site is Steven Page’s A Barenaked Guide to Copyright Reform in PDF format.

Categories
Game Development Games Marketing/Business

New Indie Game Dev Podcast: VG Smart Interview

Action noted that the new Indie Game Developer’s podcast is up. This time there is an interview with Joe Lieberman of VG Smart. Joe recently published the book The Indie Developer’s Guide to Selling Games, which I hope to receive in the mail today. The interview features some excellent marketing advice, something every indie serious about business should have.

Also, Action requests that if anyone has finished a game or two, he’d like to interview you! To find out how to contact him, check out the link above. Perhaps we’ll hear your voice in the near future.

Categories
Game Development Marketing/Business

Indie Game Sales Guide Is Out

I just learned that The Indie Developer’s Guide to Selling Games is available to purchase. It comes in both PDF and dead-tree formats. The table of contents indicates that it is really a marketing book, although marketing and sales do go hand-in-hand.

I already enjoy reading Joseph Lieberman’s blog, so I imagine that the book will be a good read, too.

Categories
Marketing/Business

Startups Shouldn’t Worry About Copycats

Paul Graham’s Being Copied argues that startups shouldn’t worry too much about cloned competition in the market so much as making something worth copying.

On the Indie Gamer Forums and the ASP newsgroups, it isn’t uncommon for people to worry about competitors creating copies of their works and selling them. I’m not talking about large-scale copyright infringement in which people illegally sell your product. I’m talking about the difference between games like Luxor and Zuma. Legally, nothing is wrong as they are two different games as far as copyrighted materials are concerned.

Of course, if you’re an indie coming up with something new, you don’t want to work for months or years, prototyping the whole time to figure out what works and what doesn’t, only to have your best-selling product mimicked within weeks by multiple competitors. There are people who chase after money by going after where it already went. It’s demoralizing to know that you can’t do much to prevent someone from copying the good parts of your game. Essentially you went through a lot of research and hard work to make a great product, but once you actually release it, competitors will see it and copy it with little to no effort.

For someone just starting, however, Graham claims that copycats are not your prime concern. Until you create a product that is worth copying, you don’t have anything to speak of. When you do have a product worth copying, you’ll be ahead of the game. Your competitors will not only have to realize that you have a good idea and that it is possibly lucrative, but they then have to build their own versions and market them. Think about it. If you have a Space Invaders, Tetris, or Pac-man clone, you’d have a hard time marketing it. For one, you have all of the other clones competing. For another, the original is going to be more famous and well-known. So what’s the difference between those names and your game? Are Bejeweled clones doing better than Bejeweled? I doubt it.

You’ll have time to make initial sales and build up mindshare. Even though it is relatively quick and easy for competitors to create software, worry about the copycats later. For now, you need to build up a business to merit the worry.

Categories
Games General Marketing/Business

Casual Game Stats

Here is a Wired article from 2004 that talked about the “new” and popular casual game market.

The news this year:
Games industry revenues will double over the next five years: Study
Video Game Business to Double by 2011, Driven by Online and Mobile Gaming
Study: Women Gamers Outnumber Men in 25-34 Age Group

It’s interesting how much more information we have now. Of course, it really only helps MSN Games, Real Arcade, and the developers who rely on them. It doesn’t say much about what a company like Introversion Software or Positech Games can do.