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

Server Move

The positech server, which hosts the website, this blog and various other magic, has hopefully today moved. If you commented on a blog post or forum thread, and it disappeared, that is why. Sorry about that.

This is part of my sudden desire to organise and professionalize everything here, so that things run more smoothly. The new server has more hard drive space, better backups, and double the memory. This should ensure a smooth release of Gratuitous Tank Battles in 2043 when I finally finish it.

I have many tedious admin things to do now, plus I have a potentially really cool thing happening which i can’t discuss yet. Sorry! Plus…. If you are in London, come along to the ‘bit of alright’ thing tomorrow to hear me waffle about stuff. I blogged about it, but I think the blog post got lost in the shuffle. Typical eh?

Processes

I’ve started reading a book, and ordered another one, that focus on the topic of business processes for small companies. Essentially the theme of them is that far too many small businesses are built around the hands-on skills and knowledge of a single person -> the founder, and that this can act as a roadblock to the company expanding and flourishing.

This rings very true to me. People sometimes suggest I get a full time artist or coder, but I never do, and what I really need is either a clone of me, or an all-rounder who can do a bit of everything, marketing, business stuff, design, coding, testing and artwork. Such people are not easy to find. A lot of indies use interns or junior / student employees, but I always try to ensure I get the very best, and the very best are normally not looking for a job, they freelance, and are booked up a year on advance.
If I can’t expand by hiring, something I can do is to try and streamline all of the different systems that make up positech. My current systems are a mess. I run backups when I feel like it, I check my ad and marketing budget stuff at random intervals. I have no organised calendar for anything, no dates on GTB milestones, no quarterly assessments of sales, it’s a mess.
So this is something I’m going to work on fixing, over the next few weeks. I’ll hopefully identify a few areas where some new software or cunning scripting can save me time, and make sure I am more organised, and that everything is better documented. One day, I might even end up with some staff.

In the meantime I showed Gratuitous Tank Battles running on a big TV to two fellow indie devs recently. It looked good on the TV, ran without issues, and I think they likedit, which is reassuring :D

Sith business cards

I’ve never bothered getting personal business cards printed until now, so I figured that I might as well get some l33t ones, and I always liked the design of the swarm horus frigate from Gratuitous Space Battles…

You can’t tell from the picture, but they are metal, with etched-out lettering and cut-throughs. They are a bit thin, so don’t feel especially metal, but they look pretty l33t. I was trying to imagine the sort of business card anakin skywalker would have. That’s pretty much how I chose my car too. Yeah, I’m sad.

The perfect games industry pricing model

In all these days of bundles and steam sales and DLC and blah blah, people are happy to shout loudly about what they think about any particular pricing model or experiment, but I don’t come across much discussion about pricing models in theory, from first principles.

So I’m going to ask, in theory, given magical powers to make anything work (like workable DRM, or perfectly rational customers etc), how would we sell and price PC games?

Thinking about that makes us consider what the theoretical demands should be of a perfect system. What do we even mean by perfect? I would humbly suggest the following basic principles:

  1. The financial success of a game is strongly correlated to the amount of fun and enjoyment that it has provided, as a whole to the gaming population
  2. The financial success of a developer is independent of any personal relationships or circumstances. Games should not be hits because the developer plays tennis with the owner of another company etc.
  3. Gamers should feel that they are receiving a fair deal for the money they pay
  4. There should be a strong system of market signals. Good games should make piles of cash. Poor games should fail, thus encouraging future promotion of good games.
  5. There should be a level playing field. It should not be possible to purchase success, through sheer weight of advertising
  6. It should be financially viable to produce niche games, not just blockbusters.

Do these principles seem sound? Any I’ve missed? Given that we accept these (for the sake of further typing…) what sort of system would exist, or what changes need making to the current industry to move us closer to it? I feel that the existence of a few major distributors and publishers that have gatekeeper status seriously undermines 2) and to some extent 5). I think that piracy of games seriously undermines 1) and can cause problems for 6).

My main concern is with 1). If 2 games cost $10 and one provides an average of 22 hours of play time per purchaser and the other provides 3 hours, we really should be finding a way to get more money for game 1’s developers. The solution to that could be DLC, where the 22 hour players are happy to pay more because they are still into the game. Does that seem fair? It certainly seems more viable that game setting it’s price at 7 times that of game 2. Of course, it could be said that game 1’s better quality will lead to great word of mouth and 7X the sales, but I’m not sure that works in practice.

More widespread use of demos would help with item 3) surely? or could we make an argument that DLC helps here too, because with DLC as an option, players are spending more closely what they choose to buy? Maybe we should go so far as to say that F2P and microtransactions solve all of these problems? except that kills of 6), because the many players + few whales strategy doesn’t scale down easily to niche.

No wonder game pricing is such a mess.

Humble Indie Bundle 4

So have you all seen this?

Quite a few people probably guessed it was coming due to my tux image tease, but GSB is part of the Humble Indie Bundle. Yes, that means there is a linux port of the base game, for people who prefer to run native linux builds I do NOT have the final linux installer yet, so if you want a linux build and you bought GSB direct from me (so I can verify the sale), then you will be entitled to it for free, once I have it. Don’t email me asking for it yet, because I can’t reply with a link, and it will get complex and bottlenecked. Obviously I’ll blog it when it’s all ready.

A few words about the bundle, and Gratuitous Space Battles being in it (as one of the ‘beat the average’ games).

Some people have expressed surprise about this move, because I rant about devaluing of games, and bundles a lot, so why am I doing this?

Firstly, it’s the beat the average game :D You can’t pay $0.01 and get GSB, can’t be done, so there is that in there.

Secondly, GSB is actually quite old now. It got updated a LOT, but it’s release was September 2009. It’s been full price everywhere for a long time, so I’m much more flexible regarding stuff like this at this stage in the games sales cycle.

Also, there is a new game coming in the first quarter of 2012, it can’t do any harm to remind people about GSB, and to get people who sat on the fence for those two years to grab a copy at a discounted price. Hopefully when GTB comes out they will be more inclined to buy it at full price rather than wait another two years. I hope!

I often talk very frankly about sales figures and games revenue, but that’s regarding direct sales. Humble Bundle is a proper publisher arrangement with contracts etc, so don’t ask me for financial details about splits etc, because I can’t talk about that.

As I typed this, the total raised has passed a million dollars. That’s good thenĀ  :D.