Categories
Marketing/Business

Indie Power Trip

Don’t Fear the Indie is about what it might be like to have your own income independent of your regular job. When an employer gets nervous about a potential employee who gets income on his/her own, it’s scary.

Nothing, it seems, scares employers more than employees with independent income.

Why? Because independent income removes one of the primary levers employers use to control their employees: the paycheck.

It basically complements what David St. Lawrence says about corporate life. The days of long careers at a corporation that takes care of you are long gone, and the only really safe (and sane!) thing to do is work for yourself.

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

Quake 3 Source Now Under GPL

It’s been in the news for some time, but it is still very cool news: Quake 3: Arena Source GPL’d

id has been pretty good about releasing the source to their older game engines. It’s not a new idea for the company. Apparently you still have people who think that the GPL is about stealing someone’s work, as this comment shows:

A Shame
Why did not you buy this game ?

Quake 3 is a great game, it costs few bucks

You want games for free, so I ask you to work freely, without salary.
Give your goods for free if you ask the games for free !

Huh?!? id released the source code to their engine under the General Public License. The game data and scripts remain proprietary, so you can’t legally play the GAME unless you pay for the proprietary data . It isn’t like some GPL zealots hacked into their servers and placed the code under the GPL. It isn’t like Carmack will come out with a statement like, “It is with great regret that I must inform everyone that we’ve lost our source code to the scourge of the GPL; however, we will not give up. We will fight back, and we will win!” It was a conscious decision to release the source, and no one is under the delusion that it is a free lunch except for people who think that the GPL equates to legalized piracy.

The Complete Text of General Public License
The GPL covers whatever an author wants to cover. Some games, source code and data, are covered under the GPL entirely, but the terms are restricted to the engine’s source code in this case. Therefore, the GPL dictates the terms of copying, modifying, and distributing the Quake 3 Arena source code. Not how you actually use the program. Not what you can do to the art or music that comes with the game. Copyright law gives id exclusive rights to the Quake 3 Arena engine source code. If they want to allow people to read the code, change the code, compile the code, redistribute the code, etc, they have the right to do so. The GPL is simply one of a number of standard documents to express what rights they are allowing others to have.

Don’t worry. No one is ripping id off.

Categories
Games Marketing/Business

It’s Your Turn…Oh Wait…

I have a free account on itsyourturn.com, which is a great site to play games like Chess and Jamble (a Scrabble-like game) among others. Basically, you can play against real people without requiring them to be there in real time. You make a move and an email will be sent to your opponent if he/she does not move within a few minutes. It’s a great way to keep up with people, too. You can send messages to your friends, startup new games, or just talk about whatever. There are tournaments and multiple variations on games. I don’t play against many people, so I almost never hit the free account’s move limit, but you can pay a membership fee to get more benefits.

I always suspected that IYT was a small team. I knew it couldn’t be some large corporation, but I always wondered if it was just a few people working out of an apartment or something. It didn’t seem like an overly complex website, either, so it didn’t seem to require much more than maintenance. The site never betrayed any information. There was never an about page, never any info on the people behind it, etc.

Then disaster struck.

Friday August 19, 2005

We have experienced a major disk crash, and our backup is also unusable.

While we are trying to retrieve what’s left on the disk, the prognosis does not look good. We will be down for a few days at least, and this may be as long as 2 weeks. If it takes that long, your membership will be extended by a similar time.

It’s still down as of this writing. More updates were posted periodically, but the best ones weren’t the cold/professional “We’re working on this issue as fast as we can. Thank you for your patience”. The best updates were along the lines of:

When these things happen, some of you email us and ask us why aren’t we smarter or why don’t we work harder. We understand that this is a huge inconvenience for you, that you paid for this product, and any abuse we receive is well-deserved. Please understand that we do not do this intentionally. Given a choice, we would prefer not to have to go through this. We experienced what was almost a “perfect storm” of events that destroyed both our main disk and our backup file (which are on completely separate RAID disk units) at the same time.

We are working as hard as we can to get the site back online as quickly as possible. Please check here for more updates (I will try to post updates several times a day, but please understand that we are spending most of our time trying to fix the system).

“…any abuse we receive is well-deserved.” When was the last time your game company admitted to a fault and said, “Yes, we were bone-headed, and nothing we can say will make up for that”? They even opened up a blog to let people not only know what was happening but also let them comment about it!

In the first couple of entries, comments were VERY negative; however, very supportive fans arrived in force. A number of people expressed anger over a number of a issues over the years (and some very personal attacks were made as well), but most of the people informed the company that they will be patient and will renew membership.

Wow. You can’t buy that kind of loyalty. Something goes wrong, and the team of IYT are honest and open about it. No hiding or trying to be “professional”. Some people get turned off by the company, but most people stand by it. IYT may have had a huge disaster, but they did the right thing by being open about it. It’s actions like this that result in the real fans standing up and coming to the rescue. That’s passion.

Categories
Marketing/Business

Incorporating GBGames

Usually when I talk to people about making games, I will say that I have plans to start my own game company. In general, I had the idea that I would start out by filing as an LLC, which is a limited liability company. I didn’t think that incorporating was necessary or even desirable, as I would be a one man company. An LLC allows me to keep it as simple as a sole proprietorship while getting the liability protection of a corporation.

Which is all well and good, but I haven’t really been doing anything about it. I can’t always plan to start my own game company. At some point I have to actually start it. Looking at my written goals, I don’t see anything that says, “Incorporate GBGames by MONTH DATE, YEAR”.

I think the reason why I didn’t put it up as a specific thing to do is because I just assumed I would handle it when I had games to sell. Why create a formal company when I’m still trying to make something for the company to make revenue from?

Then a friend of mine incorporated his company recently. I can see that many of his expenses can actually be applied towards his taxes, many expenses that I myself have. Also, he is really kicking into gear with his business. At the moment I can take my time since nothing is pressing me to make games or try to sell them, but if I had a formal company, it would force me to actually do something. I’d get a feeling of urgency since I have a business to run. So maybe incorporating now wouldn’t be too early.

I’m not sure of the answer, so I need to update my research on this topic. Did double taxation laws change this past year? Are LLCs still the best compromise? Any reason why a formal corporation would be better? Should I form a company before a product is actually created? What responsibilities do I need to take on if I do create a formal company? There are quite a few questions, but at the very least it gives me a new set of topics to blog about. B-)

Categories
Marketing/Business

Fool the Game Press

It’s long, but don’t let that fact turn you off. Read How To Use And Abuse The Gaming Press And How The Gaming Press Wants To Use and Abuse You to get not only good tips on how to get better press coverage for your game but also to read some interesting anecdotes about Introversion Software, Peter Molyneux, and what it is like to work in the gaming press.

From my own experience working as a reviewer for Game Tunnel, I have to say that I was always impressed by companies that sent out packages, complete with press releases and hint guides. While most companies only offer a download option, receiving actual, physical mail was always cooler. I don’t usually get packages unless I order something, so receiving big packages filled with the latest gaming goodness always stood out for me. Of course, I’m not a member of a major game magazine who may receive lots of mail and think it is old hat. Still, sending your game means that it has a chance of getting covered. Why reduce your chances to 0% by not sending it at all?

Categories
Game Development Marketing/Business

Success With Style

I didn’t know that Donald Trump had a blog, and I never really paid attention to him anyway. “You’re fired!” was never really a catch phrase I cared about, and I always thought that he was just an incredibly rich guy. No reason to care one way or the other about him, right? I find it funny how many of the comments on his blog are just people throwing compliments left and right. Not just compliments, either. Worship is probably not too strong a word to describe it.

Anyway, I did enjoy reading Success with Style, where he essentially talks about how true beauty is deep. Success comes with style, and style isn’t something you can slap on as an afterthought. It has to be there throughout the design and development of whatever endeavor you are taking on.

While he wasn’t talking about game development, I think that if you were to make a game and try to add higher poly counts or orchestral sounds without truly paying attention to how it fits into the game, you would have something superficial, and people will know. Generally, it is understood that a good game isn’t just good graphics, although I have been surprised to find people who thought it was the most important thing in a game. Of course, it isn’t like there is a definite formula for making a good game since the definition is different for so many people. Still, I think that if you keep style in mind, how can you go wrong?

Now we just need to decide on exactly what style means, and we’ll be all set. B-) Maybe this is related to a timeless way of game design?

Categories
General Marketing/Business

Sheep or In The Know?

An iPod Sheep Fights Back at Creating Passionate Users made me laugh. It was funny to me because it was a shrill defense against the accusation that only sheep would pay so much more money for an iPod (or Mac hardware in general) just to look cool. The Ignorance Premium, as Hugh McLeod refers to it as.

Why is the iPod so successful when perfectly fine alternatives exist? I don’t pretend to know, as I am one of the three in the world who don’t own one. But as I understand it, it is supposed to be the best form and function. It’s not just cool. It’s sexy.

And almost everyone has one. That’s what is so mind-boggling about it. If everyone has one, then how can everyone be sexy? But there it is. And people are willing to play extra for it.

Nevermind the DRM. Nevermind the issues with replacing a battery. Nevermind the need to choose between hard drive OR music player. Nevermind the lack of .ogg support. Nevermind that you can’t transfer music between friends that the local band told you was perfectly fine to do. People will pay a premium for the “best” music player, best being defined somewhere, I’m sure.

I’m fairly cost-concious. I didn’t shell out extra for a Starter jacket when I was younger even though everyone else had one and they all made fun of me for it. I didn’t think much of “diamonds” in my gym shoes, especially since those shoes were always heavier than mine. I didn’t even want to pump on my shoes. And I didn’t rush out to buy an iPod, partly because I haven’t been all that into music and so didn’t exactly have a portable CD player to replace anyway, and partly because of the neverminds I list above.

But wait. There was one thing that I fell in love with when I first experienced it. When Starfox 64 came out for N64, I remember praising the Rumble Pak that came bundled with it. Friend didn’t “get it” when I told them about it. “Wait, let me get this straight. While you play, this thing makes the controller shake? Um…so?” Since only a few games had rumble compatibility, no one was rushing to get one. Of course, once I let someone play, they quickly loved it too. Today, if a console doesn’t have controllers that “just shake while you play the game” it would be found lacking. I even bought a Logitech joystick that had force feedback.

But hey, I’m totally different from those iPod sheep. Force feedback was cool. B-)

Categories
Marketing/Business

We Don’t Trust You

Jerry’s Brain And The Heresies It Contains at The Social Customer Manifesto asks why some great thinkers of the past few centuries are getting ostracized. In the end, it boils it down to the idea that those in charge (business, government, society, etc) do not trust you.

There are myriad examples where “We Don’t Trust You” is the rule in business with how customers are often treated:

* DRM: We don’t trust our customers with music and movies
* Product Warning Labels: We don’t trust our customers not to harm themselves
* Fitting rooms: Take a card to prove the number of garments you are taking inside
* Onerous contracts: We don’t trust you to do what you said you’d do
* Misinformation or lack of information, and feeding uncertainty: We don’t trust customers to make good decisions based on good information.

To be honest, I think the product warning labels are a bit of a stretch. When you can sue for having hot coffee (not the GTA issue, the McDonald’s issue) spilled on your lap because there was no warning label saying it was hot, that doesn’t instill a lot of trust in the American customer. But why do we have to bring a numbered card in the fitting room? Why can’t I take the new Dave Matthews Band CD and listen to it on an iPod? For that matter, why can’t I take an MP3 of the Minibosses from one iPod and transfer it to another? Why do people who buy Half-Life 2 have to wait hours, assuming no errors or problems occur, before getting to play the game?

It’s because of trust. Or rather, a lack of it. Whether someone comes up with an alternative theory of the universe (“The Earth revolves around the sun”) or an alternative theory of how software should be treated (“Software should be Free”), that person becomes someone you shouldn’t trust. After all, who is he/she anyway?

Categories
Game Design Game Development Marketing/Business

Girl Friendly Games?

People keep talking about making games more girl friendly. When women make up over 50% of the world but only a small percentage of your customers, more women gamers means more sales. Naturally, there is an emphasis on attracting women to video games. But then people guess at what to do. More cute characters would be good. What girl doesn’t like Hello, Kitty? Or what about making games geared towards girls? Barbie games? Yeah, right.

Instead of trying to attract women exclusively or specifically, why not simply make the game more accessible in general?

An example:
Debian Women is a project to get women more involved with Debian.

We will promote women’s involvement in Debian by increasing the visibility of active women, providing mentoring and role models, and creating opportunities for collaboration with new and current members of the Debian Project.

Debian’s mailing lists are known to be elitist, which turns off many newbies. People were leaving Debian for Gentoo which has newbie-friendlier web forums, and in general there are more men than women involved in computers. Still, it turned out that this community project didn’t just attract women. Debian Women also attracted men who were tired of hearing “RTFM” when asking for help. When Debian became more accessible, it allowed everyone to participate, not just more women.

Awhile back I went to see Sheri Pocilujko of Incredible Technologies give a talk on Female Friendly Gaming. When I asked her about the basis for her ideas, she admitted that there were no studies to support them. She was basically going on anecdotal evidence. Still, I think what she noted and suggested makes sense. She noted that making games more attractive to women in these ways also attracts men. I paraphrase them here, but the basic idea is to make your game more accessible, not more pretty. Women, non-gamer men, etc. Even the hardcore “mainstream” gamers of today aren’t as hardcore as they were years ago. Playing a game that has the interface of some old NES games would be a painful experience today for many who have been spoiled with modern advances.

When making a choice, you should be provided with all the information you need so that uncertainty is minimized.
Research has shown that girls are less likely to get called on in class than boys. Boys continue to get attention even if they are wrong, but girls in general are more timid about being wrong and so avoid participation. In the end, boys grow up to be men who are risk takers while girls grow up to be women who are unsure. Women don’t take mathematics or science classes as much as men do. In fact, girls are raised to believe that “Math is hard”. There are other studies that show that females are raised differently from males. Males are prepared to be independent while women are prepared to be dependent. They grow up with certain expectations which turn out to be wrong when it comes to the business world. NOTE: while I normally like to receive feedback, my experience in LA&S classes in college requires me to point out to you that these studies exist and in no way do I imply that ALL women act a certain way. I am not claiming that women are always frail flowers or that they can’t be competitive with men, so please don’t respond as if I did. Thank you.

What is the point? The point is that when you are making a decision, whether in a game, in business, or in life, you have a certain fear. No one wants to make the wrong choice. The more information you have, the less uncertainty you have. When you provide a choice to the player, you should be able to provide all the information that the player needs. But too many games require the player to “know” something. Imagine if you were given a choice of three potions: red, blue, or green. It might be a legitimate fear that if you pick a potion, it might be the “wrong” one. What if you should have taken the red one but you took the blue one? What do those potions do? Why might you need each? How likely will you need each one? With this information, it is enough for people to stop playing. “Math is hard, so I won’t take it in college if I can help it.” It is said by men and women alike. There are just more men who happen to like math and video games. Maybe the analogy is flawed, but I think they are related. I think men play video games more often than women because they were perfectly fine with trial and error to learn how something works. Doing it wrong the first couple of times didn’t phase them. Women, on the other hand, probably got discouraged from initial failure and went back to their training: “Math is hard, so do something else.”

Provide enough information for the player to make an informed choice. Super Mario RPG is a great example of a game that provides information on screen when you need it most without making it annoying to experts.

All relevant information needed to play the game should be provided upfront.
Pocilujko related the story of a girl who bought a fighting game for her boyfriend. She practiced for weeks so that she could surprise him by being able to play the game with him. When she gave it to him, and they started to play, he defeated her soundly. He would even make use of moves that weren’t in the instruction manual. When asked, he just claims that he “just got it”, but the girlfriend was very put off of the game. She read the instructions, practiced, but the special moves were completely missing and she wasn’t aware of them.

I personally didn’t like playing Mortal Kombat or Killer Instinct because there was no way to learn the moves in game. You had to learn it from someone else or through cheat guides. That’s not fostering community so much as making a bad first impression. Super Smash Bros is a fighting game where the controls are the same for each player. Sure, there are slight differences in results, but the interface and mechanics are roughly the same. People pick it up quickly, although it would be better if there was a way to make it obvious which buttons do what in game as opposed to requiring someone to read the manual.

Don’t hypersexualize the female characters.
Women with unrealisticly large breasts might appeal to male teenagers, but most women (and some men) will take offense. You might have scrawny males, fat males, muscle-bound males, but women are almost always sexualized in some way. I’ve heard some people, including women, claim that making the men attractive will help too, but I don’t think that showing shirtless men will really attract the other half of the world to your game.

Characters should have a purpose in the game other than fulfilling the sexual fantasies of teenagers (in age and mental capacity). Won’t it be more compelling to more people to have interesting characters, or should you continue to cater to those who would rather spend their gaming time trying to zoom the camera down a polygonal blouse? Last I heard, The Guy Game didn’t sell well at all even though those were real women.

Make it easy for people to want to buy from you.
Another thing that Pocilujko talked about was marketing and selling. Girls don’t buy games at video game stores because the exclusively male team who invariably works there almost always make them feel uncomfortable. Instead, girls shop at Walmart or Target for their games. The people who work there don’t care that she’s a gamer, so she isn’t in fear of getting asked out on a date or being told that she should look for My Little Pony games instead of Doom 3. While a girl might play at a gaming kiosk, she might back away from it the moment males start to play or a male sales representative appears. Why? Comfort. Have you heard what 12 year olds say when playing a video game? Yeesh.

She mentioned being a salesperson for a Star Wars card game at one point in time. Not only did women feel more comfortable buying from her, but imagine how the men reacted. Here is a woman who not only knows about their game but is also interested in it. Quite a few sales resulted in those interactions, although I don’t think it is necessarily for a good reason. Still, people were more open to the female salesperson who was also knowledgable in the game than they would have been to the male version. Women specifically were more open to playing a game where the person teaching them wasn’t perceived as judgmental.

It is funny because this isn’t just a secret to getting more women gamers. It is a secret to any sale in any business. Make the customer more comfortable about buying from you, and you eliminate another barrier to closing the sale.

Long ago, games didn’t have a lot of room for storing things like a good interface or help text. Most gamers were game developers, which mean they were programmers. Interface wasn’t as important since the person playing the game knew how to use a computer. Today, there is no excuse. A lot of research has been and is being done, and many of these problems have already been solved quite well. Most people aren’t computer science majors and you can’t expect them to be.

Still, the problem is not making games more girl friendly. There are whole communities of female gamers, so it is obviously not an intrinsic problem with the gender. The actual problem to be tackled is in making games more accessible to girls AND boys who wouldn’t normally play. “Math is hard” isn’t just a problem with females, as I’ve said. People generally accept that casual games are supposed to be made more accessible to the soccer moms who play them, but I think that lowered barriers to entry are needed in normal games as well.

My own anecdotal evidence: a friend of mine once remarked that the interface for Harry Potter and the Chamber of Secrets on the PC was not intuitive. I didn’t notice the interface being a problem. Why? Because she doesn’t play computer games regularly and doesn’t know that the keys W-A-S-D are normal. I naturally moved my fingers to those keys whereas she was trying to use the arrow keys. It is not fun to be told by someone that you’re doing something wrong, no matter how nice they say it (and I distinctly remember being nice about it, for the record). Here was a kid’s game that was causing problems for an adult. How did children who don’t normally play games figure it out? Another story: I remember playing a game on the Apple II and getting frustrated with this same issue. I had to use I-J-K-M to move about instead of the arrow keys. “Who thought of that?” I remember thinking back when I didn’t know what “intutive” meant. I had to look up information in one of the computer manuals to find out how to move. The Computer was still new to me so I was already used to figuring out how it worked, but how many people would never play that game because they couldn’t figure it out?

I don’t think that game developers should try to cater to girls so much as they should target non-gamers. Female gamers exist and play mostly the same games that males play. It’s the people who don’t play games that need games that work for them. They need to know that math and video games aren’t painful, scary, or hard.

Categories
Game Development Games Marketing/Business

The Rising Cost of Making Games

With the newest game consoles arriving soon, there has been a lot of talk about the cost of making games. EA is insisting that next generation games will cost $30 million to develop. Outrageous! And then Will Wright comes along with Spore and describes a way to make huge games without spending money on creating your own content. I had covered Spore previously. Of course, not all games can be made in this way, and as I’ve read elsewhere, the use of HDTV by game consoles will mean that games will need better art. Blocky and polygonal models can’t hide behind low resolutions anymore. So the idea is that costs will rise for mainstream game development. I think it will be natural for most people to expect indie game development to follow in kind. Graphics on the par of Super NES won’t be good enough, and I don’t think it is good enough today either. Of course, I’m just guessing, so feel free to slap me down.

The Gamasutra interview with Epic’s Mark Rein on the topic of middleware solutions shows that Rein doesn’t think costs will rise that much. Since EA acquired Renderware, companies that compete with EA are looking to other middleware companies, so Epic’s tools have found a market. When asked about the rising costs of game development:

I guess one of the biggest things we’ve seen that’s bothered us lately is big companies like EA going and tossing out “it’s going to take $30 million to make a next-gen game” and we just don’t see that. I mean we’re making our next-gen games for 25-50% more than our previous generation games, and when we hear those kinds of numbers, we think that’s just bravado, that’s just them trying to scare their competitors out of the marketplace.

We don’t subscribe to that, we don’t think it has to be ridiculously expensive to make next-generation games, and we’ve done a lot of work – like our visual scripting system is a perfect example – in making our tools really optimized so that artists and designers can get the most out of the engine without having to involve a huge amount of programmer resources.

My favorite part was the last question. Apparently Activision and THQ have announced that their games will cost $10 more than before. Rein basically pointed out that the market will likely not allow games to cost that much more. He said there would be an increase in piracy and people revolting.

I think we spend enough money on games, and I just don’t think that’s reasonable. I think what you need to do is make better games, take your time, do them right, and sell more! I don’t think we’re ever going to have 20 million selling games, until we bring the cost of those games down, not up. I think the way to build the market is to decrease the cost of the games, not increase the cost of the games.

Make better games instead of making more expensive games? Who’d have thunk it?! B-) How does all of this talk relate to indie games? I think that making better games, taking your time, doing it right will allow you to sell more. Oh, and effective marketing to make sure that people know about your better and rightly made game in the first place.