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

New forums coming, plus modding justification, youtube DMCA

About two weeks ago someone pointed out to me that the positech forums were ‘disabled’. I assumed that they had been auto-disabled because their phpbb3 version was old, and I had put off updating it. So I set about doing the (incredibly buggy and tedious) update process, and it got confused, and borked some things, and then started running slowly, with the database being a different version to the php files, and me wanting to basically burn the whole thing to the ground. Its 2018, and phpbb3 frankly still looks like its from 2005, and I hated updating it, and I hated having to fiddle with the (frankly random) UI for assigning permissions which seems like it was written by seven different coders, none of whom speak the same language, and who definitely dislike each other…

So to cut a long story short, I hunted around for decent, managed forums, found a package I really like (although its eye wateringly expensive TBH), and decided top go with that, and they are currently trying to migrate it all, so that every post, image, avatar, user account and so-on, all get exported and we can just pretend this whole phpbb3 thing was a mistake made in our past, which will always haunt us, but something we agree never to talk about in polite company. I’ll keep you updated.

Now i am fully aware that the ‘general consensus’ is that forums are a waste of time because you can just use reddit/discord/steam/someone else, but frankly the idea of working for years to build a nice big community that will then get suddenly overnight locked behind a paywall (as facebook did with its groups), or which someone could suddenly just close (like people whose twitter accounts vanish) or where someone can start dictating different terms (like youtube are doing to monetization)… well that doesn’t sit right with me.

Make no mistake: community has value. it has a LOT of value, which is why silicon valley is often assigning such sky high insane valuations to social media networks with no business model (snapchat), in the belief that just ‘capturing the place where the community is’ has incredible long term value for a business. My forum has been neglected on and off, but now it has a total of 75,000 posts in 10,000 topics, none of which is spam. This is all discussion of MY games, and is an SEO goldmine in terms of making my site a go-to site for discussion about them. This has VALUE. It also will have more value if I give it more love. So… in the near-term expect to see me banging on about my posh new forums, and how I will be taking part in discussions there more often.

Recently I did a blog video:

And in that video I talked about the modding support coming to the game, which prompted a few people to say WHY! WHY are you doing modding support now, when nobody asked for it? The answer is quite simply that hundreds of people asked for it, they just did it through the in-game questionnaire on developer priorities. I present to you the charts from the last two versions.

So yup, mod support is coming, and its cool, although not the final version by any means. And yes. I AM keeping an eye on the ‘vehicle types’ demands and plans are underway.

I recently read a question online from a developer who found youtube videos with links to pirated copies of his game, wondering if he should politely ask them to remove the links, or if he should get a lawyer and get them to write a DMCA request for him etc. There was some VERY POOR advice given to them,, but I thought I’d chip in and say YES TAKE THE LINKS DOWN! And its easy to file a DMCA request with youtube without needing a lawyer or more than 2 minutes, you do it here:

https://www.youtube.com/copyright_complaint_form And select copyright infringement.

And you don’t need a lawyer, and if everyone who had an indie game occasionally checked youtube and did this, a lot of these people would lose their channels, which would be *no bad thing*.

 

Twenty Years Old

Not me…hahaha! I wish. My company is now twenty years old. That isn’t twenty straight years of indie game development with no breaks, but its twenty years of existence. Our first ‘real’ game was ‘asteroid miner’ which was released around 1998 and looked like this:

You cant even buy it now, it used directx5 and doesn’t work on many PCs. It was ok, but kinda sucky by today’s standards. Multiplayer asteroids with mining, basically. I did the art myself. Impressive huh? It sold a few copies in shareware, and then it got bundled into a collection by a retail company called egames. After that I made a game called StarLines INC, which eventually got renamed Starship Tycoon, and got revamped and improved graphics. I think I actually used some paid art for that one. it did much better, and it looked like this:

I still like the idea for the game. maybe when i retire I’ll do a re-make?

I then got distracted by doing some really bad top down racing games called Kombat Kars and Rocky racers, I even made a minesweeper clone, and some space shooty things called Space Battle 3001, and Saucer Attack. Not long after all that I think is when I ended up working at Elixir, then left there and made ‘Planetary Defense’ which looked quite reasonable:

Then I got a job at Lionhead. I think by this time I’d already made Democracy 1. I quit lionhead, and made Democracy 2, and Also Kudos and Kudos 2. These started making proper money, to the extent that I didn’t vaguely regret leaving my job. I then made Gratuitous Space Battles:

Which was a big hit, my first game on steam, my first game to earn a million dollars. Then came Gratuitous Tank Battles and GSB2, and the publishing of redshirt, my first 3rd party game. At roughly this time I made Democracy 3, which was an insane hit and also made millions of dollars, and not that long after that I think I published Big Pharma (I think this was the third million dollar selling game), then came Shadowhand and Political Animals, and Democracy 3 Africa (The first game where I employed someone to write code)

Along the way we have twice donated a chunk of earnings to war child and built two schools in Cameroon. Positech has made a profit every year and made enough to live on since Gratuitous Space Battles, which I guess is quite an unusual feat. I’ve avoided growing the company at the rate at which most people would. At one point I was developing (coding one game) managing the coding of another and publishing two others, all without any help on the admin side, and that was too much for me. Unless I was to hire a personal assistant or someone similar, I’d never be able to scale to that many games at once again.

So now in 2018 my focus is on first-party games (not publishing). We are developing one game (Production Line) and there is another game that will be announced once there is something to show. I have a full time coder working on that project. In terms of people management and time-management and project management I guess I’ve learned the following things:

1) At a certain level, time really is money. I’ll pay very high amounts of money for software or services that save me time. I’ll also not waste any time. Unless you are Gabe Newell, or someone who I KNOW is going to earn me lots of money if I talk to them, I’m never going to ‘hop on a call’ or ‘catch up’ with someone for ‘networking’ purposes. I’ll not schedule a meeting with any company whose business I haven’t already skimmed by an emailed proposal. I pay people to clean my car and my windows, because the opportunity cost of me doing is > the cost of hiring someone.

2) Dealing with people is the most stressful part of expansion or development or project management. No technical bug, hardware issue or monetary/scheduling problem is anywhere near as tricky as dealing with humans with emotions. I’m a bit ‘on the spectrum’ and not good at dealing with people anyway, let alone people I’m paying money to. I’d hire someone I could get along with with an average skillset over someone who is a pain in the ass but with l33t skillz.

3) You have to speculate to accumulate. its a cliche because its true.

4) Don’t feel bad about just saying ‘no’.

5) Some things that make money just aren’t worth the hassle to make that money. This includes porting a strategy game form PC to ipad, or…linux in any of its forms. If you prot games ‘for fun’, thats different, but I don’t.

6) Unicode is hell.

Two things I’ve managed to do that effectively grow my company but don’t require me to hire people is to invest the income, and to spend on advertising. I can double my ad budget with a mouse click, whereas doubling my games dev output requires interviewing hiring and managing another person. I know which is easiest. Over the years, Positech has invested in other indie games (in a hands-off capacity), Solar & Wind farms, tidal energy projects, a number of US tech stocks and ETFs/Funds, some commodity ETFS, UK & global equities, P2P lending to both businesses and individuals and corporate bonds. I even dabled in shorts and leveraged investments, even did some day trading of CFDs. This has gone on long enough that right now its fair to say that Positech is 80% Game Development, 20% investment vehicle. I enjoy picking stocks and shares and average 10% return per year, over the last 4 years, which is pretty good.

Its been a good twenty years so far. I’m happier as a person, and definitely calmer, and work just as hard as before. The industry has changed beyond all recognition, but its definitely possible to make a good (even great) living from indie games if you do the right things and make the right decisions and work like crazy.  UK retirement age is currently 67 but probably 70 by the time I retire, so I am likely only half way there.

Yikes.

 

 

 

Coding your own ‘middleware’ is easier than you think

I have a system in the early access version of production Line that when an error happens that I assert() on, it logs that error out to a debug file, along with a timestamp, and the file name and line number of code where the assert failed. This is easy to do (google it). I recently changed this code so it also posts the error message, line number and filename data to my server (anonymously, I have no idea which player triggered it). That code basically just uses the WININET API to silently post some URL variables to a specific php page. That page then validates the data to make it safe, and runs an SQL query to stick the data into a database on my server.

IU can run SQL queries on the server to see what bugs have happened in the last 24 hours, which ones happened the most, what the version number of the game was, and how often they are triggering etc.

This has proven to be awesome.

The default solution these days to this kind of stuff is to buy into some middleware to do this, but thats not how I roll. I also have some balance-tracking stats analysis stuff that does the same thing. I can tell if the game is too hard, or too easy, or if players dont get to build electric cars until hour 300 in the game…and all kinds of cool stuff. This is the sort of thing that middleware companies with 20 staff, a sales team and a slick marketing campaign try to flog to you at GDC in the expo. Its really not that hard, it really is not rocket science. I get the impression that the majority of coders think that writing this sort of stuff is an order of magnitude harder than it actually is.

Oh also, production Line checks once per day on start-up to see if there is a newer version, then pops up a notice and a changelist if there is (for non steam versions). Thats home-grown code too, and its easy, EASY to do,m once you actually sit down and work out whats involved.

I know the standard arguments in favor middleware ‘it comes with tech support, its faster than coding it yourself, it allows you to leverage the experience and knowledge of others’, but I reject all of them. The only reason I know how to use WinInet, php and SQL and all that sort of stuff is because I taught myself. I taught myself ONCE in the last 36 years of programming, and I know how to do it now., I have my old code, and my own experience and skills. I dont care if XYZ Middleware INC is going to go bust, stop supporting my platform, double their prices, or stop answering emails, I have all this experience in house.

When you look at most middleware, its vastly bigger, more feature packed and complicated than you need it to be. Middleware has to be, because it has to be all things to all people. My stats tracking and error-reporting doesn’t have to work on IOS or on OSX or on mobile, or XBox or Playstation. it doesn’t have to be flexible enough to talk to four different database types, or support Amazons AWS. I don’t NEED any of that stuff, so guess what… the code to do what I *actually* need to do, is incredibly, incredibly simple. Don’t think about middleware contracts and APIs and excuses not to write the code, ask yourself ‘what exactly does the code need to do here anyway?’

I think when coders do that you will find, its actually way easier than you think. I did my error reporting code, both the client side and the server side, and tested and debugged in in about an hour. This stuff is not complex. Stop buying ‘fully-featured’ bloatware you don’t need.

GDPR, Cambridge analytica and hitting the wrong target (again)

This isn’t the first time the EU fucked up. Oh no. Remember that terrifying, scary time before we had the EU cookie law? that time you would surf the internet not knowing that many of the seemingly innocent sweet sites you visited did not use cookies, and how wonderfully safe and happy you felt after the EU introduced that wonderful thoughtful law that demanded that every single site on the entire web (as almost everyone uses cookies) pop up an irritating, patronizing window telling you that they used cookies? Isn the internet not much, much nicer to surf, and much safer since we had an extra mouse-click on the ‘WARNING COOKIES’ dialog for every website in the known universe?

No, of course it isn’t, that law was a complete and utter waste of everyone’s time, millions of peoples time, and continues to be, every day, as we all click on patronizing messages telling us what we already know. Its just one level above the dumbness of a warning saying “DANGER THIS SITE USES HTML”. It was a typical dumb techno-illiterate law passed by bureaucrats who didn’t even understand what they were trying to fix.

Thankfully they would never make the same mistake twice right?

Enter the GDPR, a new astonishingly useless piece of EU legislation that has resulted in the largest torrent of spam in my inbox since the invention of gmail. Suddenly everyone who I have ever had an account with has to spam me to ask me if they can continue emailing me, assuming that somehow I am incapable of hitting ‘send to spam’ and thus have NO WAY to control spam other than this clunky law of the EU. The GDPR has, as usual created a ton of work for everyone who runs a business with an online component (this is 2018 so that means everyone on the planet), whilst achieving absolutely fuck-all.

Essentially, the EU are looking at scandals like Cambridge Analytica and political social media manipulation and…. grasping at the nearest thing they have to ‘an internet privacy thing’ and passing that, without it having ANY impact whatsoever on the actual problem (which is mostly fake news), whilst taking a  wrecking ball to the idea of personalized advertising. I’m going to spell out in one sentence why this is dumb as hell:

Personalized advertising to reach genuinely interested customers is awesome. Personalized advertising aimed at undermining democracy is entirely different.

Why can’t lawmakers understand this? Trying to equate deeply targetted, niche advertising with political manipulation is completely dumb. Knowing that I’m a 48 year old white English male who drives a car, lives in a rural location, likes star wars, plays video games and works as a programmer enabled the ads I see to be relevant to me. Show me an advert for a new electric car thats in my price range… i’m genuinely interested. Show me an advert for a new virtual reality headset and I’m interested, show me an advert for baby clothes and I’m not fucking interested. Show me an advert for ladies bicycles and I’m not fucking interested.

We have learned many years ago that advertising is annoying because 95% of the time it was being shown to the wrong person. We are finally escaping that situation, with ads being shown much more in line with the genuine interests of the viewer. If you are over 65 I don#t WANT to bother you with my video game ads. If you only play FIFA, I don’t WANT to bother you with my strategy PC game ads. By ensuring advertisers have no access to personalized information, you make advertising WORSE.

The solution to true scandals like the whole trump/brexit/cambridge analytica scandal is simple. You ban political ads on social media. We already ban them on British TV, we can easily pass a law that bans them on facebook. Thats fine, easy, simple, and it does not require us to take the entire advertising industry, attempt to wreck it AND at the same time make the experience WORSE for both advertisers and consumers.

Simply put, the people who think they will solve political advertising with GDPR are idiots. Its the wrong method, aimed at the wrong target, by people who have no idea how the modern ad market works. Its also hilarious to think Russian state-sponsored bot networks are going to comply with the GDPR. I voted to remain in the EU, but every time they pull something like this, they make the whole system look like a bunch of idiots.

I have a cold, I may seem grumpier than usual :D

Inertia. PUSH PUSH PUSH

A long time ago, wee released a game on the ipad. Its hilarious that I cannot even remember whether in this case it was democracy 3 or gratuitous space battles (edit: it was D3). At least one of those is no longer available, because its 32bit, and some genius at apple thinks that the millions of apple customers should no longer be allowed to play 32 bit games, because somehow, thats suddenly a bad thing (it isn’t). Isn’t it great when platforms restrict consumer choice? Its bad enough on PC, but on apple… you have no other store choice. This is why all my computers are windows…

anyway…

We had this theory back then, that if you can propel your game into the charts, its position in the charts would become self sustaining. It was a ‘fake it til you make it’ approach to marketing. It turns out, that back then, you absolutely could get any game you wanted into the charts (not #500, but #5, #10 etc) if you just spent enough money on adverts. So thats what we did. At one point I was spending $700 a day on ads, and earning $1,300 a day in sales. awesome. So we raised it. We hit $1,400 a day on ads and $1,638 in sales… Not so awesome, but maybe a road-bump. We had a hilarious day where we spent $2,300 on ads and earned $2,394 in income… hmmm. Then we had a few days where we lost money whilst spending $2,300 in ads.

And I panicked, and I stopped, and very rapidly the game dropped like a stone from the charts and all was forgotten. However…in the long run things did ok. Democracy 3 has made $80k profit(ish) on itunes (That includes all the DLC), which is pretty good. Thats after the porting cost (I didn’t do it myself) and all the ad deductions.

To be honest with you, its not a good port. The ipad has sod-all RAM, and Democracy 3 kinda needs a fair bit, and also its not mega optimized for rendering on super-low spec PCs. We could have totally re-engineered it, but that was outside the scope. if we do Democracy 4 on ipad, that would definitely be done better. (On newer ipads its probably fine, but the ipad 1 and 2…. not so smooth)

But anyway.. my point is that I think the inertia strategy *can* work, but its REALLY hard to get it right, because you have to fight INCREDIBLE human pressure to go ‘holy crap. HOW MUCH on ads?’ especially after release when you were really hoping to finally be earning money, not spending it. Most indies dont spend anything on actual paid promotion at launch, relying on the odd tweet or maybe a cool video (which nobody watches), so persuading them to try a crazy strategy like maybe actually LOSING money in the first month of release due to a massive ad spend is probably an incredibly hard sell, even to me (I’ve never gone that crazy).

But still at the back of my mind, I think its a winning strategy. Success *does* become self sustaining. I’ve heard a lot about PUBG, Fortnite and Getting Over it, because everyone is talking about them. Everyone is playing them because… everyone is playing them. Obviously they have to be good games too, thats a given but I am talking about the effects of a certain level of success becoming self-sustaining. Think about new movie releases, especially the big budget ones. Some of these will lose money, but none of the studios act like they will lose money during launch week. Its all billboards, billboards, TV ads* and Web banner ads pimping the latest smash hit! You only find out that the movie lost $10 million years later if its mentioned in some studio financial report. Fake it till you make it.

A lot of people thought steamspy was a great way to tell if a game made loads of money or not, but there is no insight into the development and marketing cost of those titles. Some games that made $1million in sales probably made $900k profit. Some probably lost $1million overall. FWIW, with my biggest selling game (Democracy 3), Marketing represented 6.7% of total profit, and 5.47% of total revenue. With Production Line, that percentage will be way higher (roughly 30% of profit), partly due to changes in the marketplace, partly due to PL still being in Early Access, so still having untapped ‘stored value’ and it not having a long tail yet.

My goal is to teach myself (and really believe it), that the percentage of your total revenue that goes on promotion and development is not the issue, this is just ‘cost of sales’. The goal, from a business POV is as high a profit as possible. if you have to spend $900k to bring in $1,100k, thats still way better than spending $0 and bringing in $100k. Its just much, MUCH scarier.

*ads on Tv are called Tv ads. Calling them ‘spots’ is an attempt by the ad industry to reduce the association with them selling you stuff. People are so easily played…