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

Frictionless Feedback

One thing that a lot of companies don’t get is the importance of frictionless feedback.
All companies perpetuate the myth that they want to hear from customers. They pretend to value their feedback, and want to hear from them, regardless whether or not the feedback is good or bad. In very few cases is this really true. I’m not referring to actually abusive or threatening feedback, which obviously just gets binned.

Negative, but non-abusive feedback is good stuff to have, and so is positive feedback obviously. Any developer who has sat down and watched a ‘lets-play’ video of their game, or better still, observed strangers playing their game for the first time in real-life, can tell you that NO amount of brainstorming, agonizing or debating over design features is as good as watching people play…

Sometimes, people think that the only feedback worth having is the long and analytical email or forum post dissecting the games design and deliberating it’s strengths and weakeness, alongside constructuive suggestions as to how to improve things. Obviously this feedback is awesome, and much appreciated but it is not the only form worth having, because it’s delivery method implies some self-selection on the part of the player.

In other words, only a certain subset of hardcore, analytical thoughtful and time-rich gamers will ever commit their thoughts to keyboard in such an effective and clear manner.
What you really need to capture is the gamers who can’t be bothered to spend more than 10 seconds giving you feedback on your game, but nevertheless are buyers/potential buyers and have a viewpoint. they are gamings 99% :D
To do this, you need to reduce any ‘friction’ involved in that process. Is it easy to get feedback from your customers. Here is how I try to make it easy.

1) you can email me at cliff@positech.co.uk, and I will read it. I acknowledge almost all feedback, and I read all of it. Even if it’s a one-line email “The mechs are overpowered”, it still gets filed away and noted.
2) You can post on my forums at www.positech.co.uk. This is probably my best source of feedback.
3) You can comment on blog posts here
4) You can direct-message or just quote @cliffski on twitter. I read all that too.
5) You can comment on the facebook page for the game.

Ideally, I’d make it even easier, but true anonymous frictionless feedback is just open to spam. I experimented with anonymous guest posting on forums, but it’s a spam headache unfortunately. I guess the best thing to do is just make it really clear that feedback is welcome, good or bad and you can email me your thoughts on the game, and they will get read. Indies are lucky because people actually believe us when we say you can email the lead designer, rather than a customer service person.

I always wish when I read a comment on my games on some foum, that the person typing it knew that they could just copy and paste that opinion and throw it at me by email, and it would have 100x the effect on getting the game changed and refined than a post on a foumr (although such posts are to be encouraged too, anything that gets people discussing your game is clearly a good thing)
Any game developer hiding their email address behind a captcha or sign-up account is just throwing away a free source of honest feedback. Don’t do it. get better spam filters. It can be done, how else can I constantly type cliff@positech.co.uk on my blog and get away with it? :D

Gratuitous Air Strikes

It’s taken me a while, but I have air strikes in the game, although they still need balancing. Here is a brief demo video:

Air strikes currently come in 2 flavours (although it’s all controllable by text files so modders should have fun). And are presented to the player just like a deployable unit from the deployment bar. I might have to fiddle with that a bit later, because currently they ignore divisions, which might annoy some people?

Air strikes last for a set duration and then drop fairly high damage blasts onto random 9and not-so-random) locations within the given radius over that time. Balancing them will be a pain, but currently my thinking is relatively low cost, high-impact and long recharge times, so that you use just 3 or four of them (max) during a battle.

The difficult bit, as ever, is the knowing you have balanced them right, but I’m sure people will let em know if I haven’t. This is probably the last pre-release added feature for the game, the rest will be mod support, bug fixing and minor tweaks and refinements.

 

Better unlock information for gratuitous tank battles

One of the criticisms of more than one reviewer and beta player is that the post-battle unlock choices were not clear, because all you got to base your decision on was an icon and a name.

This was a fair point, and after a surprising amount of faffing around, it finally looks like this:

There should be a patch today or tomorrow with that (and may many other changes) in.

Why I ‘Like’ Developing Redshirt

(Guest post by redshirt developer Mitu Khandaker)

So, Cliff asked me to blog my thoughts on developing Redshirt so far. My response as I sat down to try write this was “Gosh, where do I start in talking about this massive project that has been my life since last summer?

After all, I’d been a videogames PhD researcher, and I’d worked on smaller things before (as well as bigger, non-gamesy things), but Redshirt is my first proper commercial game project. Its origin lies in an idea I’d had – social networks govern the daily lives of so many of us now, and give rise to their own set of micropolitics and behavioural quirks, so why not make a simulation game about that? I briefly talked about the story of pitching the game to Positech in my first dev video, and how it evolved into Redshirt, so I won’t go into that here, but, as of 15th June 2011, I put cursor to code.

Making the Best of Highly Illogical Decisions
I’d opted for Unity as my development tool of choice, because I’d used it comfortably for smaller, throwaway personal projects and was definitely enamored with how it expedites things. As someone who insisted on Notepad for years when I was doing web programming, I certainly understand the impulse to shrug off fancy IDEs and editors and such, but I knew with this project, I’d have my hands full with PLENTY of challenges anyway, so, I wanted to make life easier for myself by using Unity.

Or so I thought, anyway. The thing is, Redshirt relies heavily upon its user interface; it is, by nature, a very UI-centric game – which meant that Unity’s notoriously lacking built-in GUI system wouldn’t cut it. Unfortunately, the available third-party solutions also didn’t do exactly what I needed them to do, or were otherwise incomplete in many ways. I ended up writing so much custom functionality anyway, and doing more work on fixing the UI than I’d anticipated; there was that time, for example, when I spent a whole long weekend fixing scrollbars. Scrollbars, of all things.

Of course, once they were done, I felt a massive sense of achievement – and, that’s something else this project has taught me. The motivational peaks and troughs that come with getting things working which no other sane person will even think about twice.

I’ve Got a Bad Feeling About This
While I expected plenty of challenges (and wow, did I get them!), I did not prepare for stretches of time where progress just felt so slow. This happened around months 3-6, and things felt largely like trying to run through a pool of really thick, viscous liquid.

Around this time, I’d been busy working on implementing the Spacebook (more work than I’d thought it’d be, naturally!), but a lot of the other functionality remained unfinished, and things were taking massively longer than I’d projected.

I’d drawn out a huge, elaborate, multi-faceted system in the game, a lot of which still needed to be properly implemented. But, after numerous discussions with Cliffski, we decided it simply needed to be pared down for the sake of actually finishing the game on schedule. And, y’know, for my own sanity, too. This actually turned out to be a good lesson in practicing/really thinking about subtractive game design (http://www.sirlin.net/articles/subtractive-design.html). (For the record, the main thing that was taken away was the currency system on board the station, because it wasn’t adding much valuable depth to the game, really. Who needs these things in a post-scarcity society, right?)

Often, things still feel fairly painfully slow to progress, but either I’m used to the feeling it now, or I’m slowly coming out the other side, and seeing things come together. Either way, the thing that gets you through those periods is really loving the concept of the game, and what it’s trying to achieve, and knowing it just needs to get made.

The View from Orbit
Of course, the perversely funny thing is that all the focus I’d been putting on worrying about systems, and how they would interact, sort of came second to the feeling of the game ‘evolving’ when things happened which I thought should be inconsequential, or secondary. Like adding sound, or avatar animations, or seeing the UI mockups from our wonderful artists. It was an odd sort of experience, which made me refocus on the fact that games are these magical things that somehow feel like more than the sum of their parts.

And, oddly, no matter how much work you put into your own project, when someone else does a good job on part of it – like with the game’s logo art, for instance – it somehow makes it feel more real!

All of this means, though, that I’m getting to a stage where I’m beginning to feel that there is an actual game amongst all the mess I’ve been staring at for months. That is a good feeling! Right now, as I write, the majority of the core functionality exists for the game already; I’m working on character creation, and adding a few things to the Spacebook feature. Next, it’ll be a matter of adding a load of content – and, at the same time, beginning to incorporate the flashy new UI designs. Then, it’ll be more art, and a whole lot of testing, no doubt.

On the whole, I’m happy with how Redshirt is shaping up, and I look forward to sharing more about the game soon!

Responding to beta preview opinions…

Soo… GTB has got some nice beta coverage in a lot of different places. The response has been overwhelmingly positive, but paranoid and delicate little chap that I am, I naturally get drawn towards criticisms or suggestions for improvement. One that I had not expected, (but in hindsight agree with) came from the rock paper shotgun preview which stated:

“GTB’s eight episode campaign might be playable from two perspectives, incredibly challenging at the highest difficult level, and supplemented by an arsenal of user-made maps and challenges that grows by the hour, but you may still find yourself feeling short-changed.
Though community-crafted levels are always a convenient click away (assuming you’re online) and are rated and commented upon by downloaders, sorting wheat from chaff can still be hit-and-miss.
Cliffski’s inspired Blackadder-meets-Rogue-Trooper fantasy needed more space and time to grow. “

Because I’m not someone that ever pays attention to numbers or stats regarding game content (36 hours gameplay? for who? at what difficulty? at what speed?), I tend to have a bit of a blind spot to that topic in my own. To my mind, the campaign is just a teaser saying ‘here are some of the things you can do with maps’, assuming that even if 1% of the buyers ever made a map worth sharing, the number of maps would be huge.

However, it is fair to say that people don’t necessarily want to play user-made maps, and that obviously the person most fluent with the editor is me, so it makes sense to provide enough maps for people that user-made ones are entirely optional.

To that end, I’m happily chiseling away at the coalface making more maps. I’m 90% done on two new ones, a daytime snow map, And a nice evening desert battle.

I’m trying to be as inventive as possible. The snow map, for example has two main routes. One is short, but surrounded by concentrated enemies, the other is torourously long but the enemy locations are more scattered. So far, after many test battles, I can’t say that either route is an obvious choice, it all depends on your play style and unit choice.

I’ll almost certainly add more maps before release, especially once I get into the swing of creating them. The shadowmaps and the balancing take most of the time. So if you already bought the game, you have 8 campaign maps, and 2 more will appear in patch 1.04, hopefully this coming weekend. I’m hoping to add some more after that too, but I always try to be very conservative when it comes to promising stuff until it’s actually done.

If you bought / are considering GTB, how important is the number of singleplayer campaign maps to you?