Game Design, Programming and running a one-man games business…

Visiting the solar farm, 8 months after energization

Because we happened to be (vaguely) in the same part of the country, we decided to go pay a quick visit to the solar farm. Its been energized for about 8 months now, although there have been 2 periods of downtime for some work since then, so we still do not yet have a nice clean 6 months of data to extrapolate from. Also I had my drone with me to take ‘finished farm’ pictures :D.

The situation with the farm is that it is 99% finished. There is some tree planting to do (one of the planning constraints), which will have to wait until later in the year, and also it has a problem regarding shutdown. When the site loses power (due to a grid outage), it then does NOT come right back online automatically, which is frustrating. It should, and its back to negotiations between the construction company and the DNO as to why this doesn’t work yet, and fixing it.

From my point of view, there are also two other things that are still *not done* yet. These are, to get a maintenance contract in place (we are still waiting for quotes from fire suppression system inspectors) and also to get ofgem to finally accept that this is indeed a solar farm. That last point is especially irritating, but I finally think, 8 months after switching on that we are close to the end game on that one. The bureaucracy is insane. Why they need to know how many panels are on each string of each inverter is beyond me. The DNO didn’t even care about this, and we connect this kit to THEIR network… As a reminder, this is so we get accredited to produce REGOs, which are certificates to prove a MWH of power was renewable. You can sell those certificates for about £10 each to companies who want to claim their power is 100% renewable.

Anyway…

Its always pretty cool to see the site, and remember that I actually own it! I love my 10 home solar panels, so going to see the other 3,024 is pretty cool. I was surprised just how NOISY inverters are in summer. I assume this is active cooling, as we were there early afternoon in June. If you think your home inverter for your panels never makes a noise, thats likely because its a 4kw one, and 100kw ones have way more juice flowing through them. I think I could hear the inverters from about 15 feet away.

Broadly things were ok, I was VERY happy to see how clean the panels are, 8 months into energization and probably a year into mounting, so this bodes well for minimal cleaning costs. How grubby panels get really depends on circumstances. This is a livestock field, so crop dust is not constantly blowing near them, which probably helps. I did encounter a bunch of things that I had to complain to the construction company about. I guess its just like having builders come work on your house, but 100x bigger in scale. I really hate that side of the project, but it comes with the territory. It was also good to meet up with the landowner, who is a great guy, very understanding, and a great ‘man on the ground’ who can tell me about any problems directly without it being filtered through a third party.

One of the main reasons I wanted to take a look again was to try and get better drone pictures, as last time the site was not 100% finished and my drone had software issues (DJI apps suck!). This time it worked, and I took some, as you see, but it was pretty windy. Being on a hilltop does not help, and I braved the ‘LAND DRONE IMMEDIATELY’ warnings as long as I could, but they are obviously not pro level snaps :D. I also found one broken panel, from when the site suffered storm damage, which shouldn’t be left there really. It was interesting to see a folded and broken solar panel though. You don’t see many of those.

Overall I’m happy, the site is generating nicely in summer. the end of this month will be when I can do a proper financial analysis, as the output mirrors around midsummer so 6 months data gives me a great yearly prediction. I really want it to break even!

Is this game you designed actually any fun?

When you develop an entire game by yourself, there is a staggering amount of work to do. Coding, business stuff, marketing, testing, balancing, designing. And I think that the majority of people who ‘want to make video games’ tend to over focus on the design bit. The whole ‘I have an idea for a cool game’ bit. It might surprise people to know that this is the bit that I am least fond of. In many ways I am a cross between an AI/Engine coder and an entrepreneur who realizes he has to design games to sell that code inside. The whole ‘working out how the game will play’ side of things has always been hard and frustrating for me.

You might find this an odd thing for me to say for two reasons: Firstly, I’ve made a bunch of (I think) pretty innovative games. Kudos was the first turn-based life-sim game (AFAIK). Democracy was the first commercial game designed around a neural network and based on the aesthetics of infographics. Gratuitous Space Battles was the world’s first auto-battler game. There is no shortage of innovation there. Secondly, not many game developers would ever admit they don’t enjoy the game design bit. Thats the bit we are supposed to excel at right? Admitting you don’t enjoy that bit as much is almost blasphemy.

As is probably obvious, I’m autistic, and one of the ways this manifests is that I like, and even need… data. You can tweak your ad campaign or marketing strategy and see if sales go up or down by 1%. You can re-engineer your code and check that performance has gone up or down by 1%. But game design? How on earth do you know the game is fun? How do you measure if you are making the game BETTER with all those changes… or worse? And in the absence of such data, what the hell are you doing?

I think most fulltime game designers seem insecure, as they are always asking other people if what they are doing is any good! We have to, because its very very hard to tell. In some ways, designing a game is like writing a joke. You can put a lot of effort in, have some skill, lean on prior experience, but by the time you are finished working on the joke, it stopped being funny to you personally ages ago. If you spend your entire day staring at spreadsheets of weapon characteristics until your eyeballs are sore, the question ‘Is this spreadsheet fun?’ feels almost insane. There is a good reason many game designers are NOT avid players of their own games after release. We are too close to it, too aware of the mechanics, too aware of the areas we are not sure about. We saw the sausage being made, and we do not want a sausage sandwich for breakfast.

This might sound a bit depressing, and it would be more so if this was my first rodeo, but I’ve experienced it before as a musician. For probably 20 years, I was unable to just ‘enjoy’ music. I would listen to it from a technical point of view. I might marvel at the clean guitar tone, the incredible timing, the complexity of the arpeggios, but I was listening to it from a teacher and student point of view, not as an audience member. I can now mostly just enjoy music, but I’m still aware of the keys and scales and techniques…

Being ‘too close’ to your own work will always be a problem. You will not be sure your joke is funny, your novel is gripping, your music is cool or your game is fun. Its just impossible for someone so close to the system to evaluate it in the same way a customer would. There are however, ways to get around this!

One is obviously to ask a lot of people. Friends, family, fellow game devs. The trouble is that these people are normally pre-disposed to worrying about hurting your feelings. Not many people will say to me “Cliff, this sounds boring as fuck”, although over the years I’ve managed to find people who know me well enough to be aware they can be more honest with me than other people. Even so, its not disinterested feedback, and if all your friends are game designers too, you are hardly getting a representative slice of the consumer base.

A second technique is time. Take a weekend off, or a week off. Ideally a month off. Some novelists stick their work in a drawer for a YEAR and then come back to it fresh, and can evaluate it with a far better critical eye. Of course the problem here is you need to earn money, but if you can work on multiple games at once and swap them over, this might be an option. Its definitely a system that works.

A third technique is drugs. Yes I went there. I am quite boring in that my narcotic of choice is just good old fashioned alcohol. Its not like I am permanently drunk when designing (am I making this denial too strongly maybe?), but I *do* drink, and I do my best to learn to ‘channel’ the feeling of being drunk when thinking about game design. The reason? when you are uninhibited, you have a different emotional response, and I think that change in emotional response gets you closer to the enthusiasm of someone seeing your work for the first time. Drunk cliff can watch a battle in Ridiculous Space Battles and have no greater design insight than “WHOAH LASERS!”, and if thats the response to my game, then I am totally fine with that.

In fact ‘Whoah Lasers!’ is a good name for a game.

Anyway, I offer this blog post as counterpoint to the idea that game design is something that you can get from a text book and can be quantified and analyzed with ‘player verbs’ and ‘core loops’. Ultimately what you are trying to do is make something FUN and this is no different to making something FUNNY. Its folly to suggest there is an equation for either humor or fun. Making something with either of these attributes is hard, and fuzzy and it doesn’t come easily to everyone. Certainly not me.

But obviously I need to reassure you that Ridiculous Space Battles will be totally fun. Its currently 92.65% fun by I am optimizing it. You can wishlist it now etc. Wouldn’t that be fun! (am I funny?)