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

An Englishman in New York

Yay. I went to New York. It was pure sightseeing. I saw times square, and went up the rockafeller tower thing. We rode in yellow cabs and drank ‘coffee’. We laughed at people who thought we were Australian. We got used to saying ’76th and Madison*’, like in the movies. We even saw people filming ‘a new NBC pilot’ in the streets, just like they do in the movies. Also we saw woody allen play jazz. It was cool. I was impressed with the fire hydrants. I was less impressed that in 2016 some hotels employ people as ‘elevator attendants’. I’m a C++ coder, I can handle a fucking button. I also marveled at the insane cost of room service tea, and the intensely groomed nature of pedigree dogs in ‘central park’.

God I miss real trees and hills, and nice views of sheep, and horses. And QUIET.

Its always interesting to see different cultures, partly because as an indie dev, I sell GLOBALLY. Understanding what variety there is among your customers is pretty important. The UK & USA are very different. I saw a hot dog stand with a sign that read ‘If you enjoy your freedom, thank a veteran’, which is interesting, because you would NEVER see that on a burger van in the UK. Which veterans do I thank? all of them? did the Vietnam war secure my freedom? I’m unsure. I’m also confused that a society so obsessed with freedom won’t let me just cross an empty road, and seems to revel in some petty rules, regulations and restrictions. I’m sure the UK seems mad as fuck to New Yorkers too, its just interesting.

Anyway… I probably checked my work email too much for a ‘holiday’ but that’s because I have new DLC for something coming up, new DLC for something else coming up, A new game (D3:Africa), new translations for old games, another new game (Shadowhand), new websites, another new game (Top secret) and probably a dozen other things, including a trip to the European Parliament to talk about Democracy 3. (Cool huh?).

Right now my main concern is how much battery loss my car has experienced while I’m away. Also, must remember which side of the road to drive on, when the car isn’t handling it.

*Given the relative smallness of New York vs coruscant in the star wars prequels, what addresses do they give? “Take me to the Jedi Temple, 445,234th and Madison”. Seems a bit wordy?

 

 

GDC 2016 Impressions

No fancy images because…I’m sat on the floor of a convention center tethered to a power socket on my laptop…and its fiddly to write this.

I’m at GDC, in the US of A, doing ‘press stuff’ and hanging out with gamedev buddies. I have the cheap-ass indie pass, so I can only get into a few talks, and I do not qualify for ‘free’ coffee. Whatever…

Frankly, apart from the indie soapbox, which was part awesome, part ‘wtf?’, I haven’t really been drawn to talks anyway. Theoretically I’m here to meet the press, and promote Democracy 3 Africa, but getting decent appointments proved tricky (I guess it sounds like DLC…and its not in VR…so…), so I don’t have *that* many of them. If I had to make a proper business case for flights+hotels+conference pass, it would be very tricky.

The highlights are basically having meals & drinks with fellow indies. There is something about game developers that makes them generally pretty witty, pretty easy-going and friendly. This isn’t true of all professions. I worked on city trading floors once. ahem.

Meeting the press is beneficial, and worth doing, but I also kinda feel weird trying to ‘sell’ to strangers face-to-face. Most devs don’t mind it as much as me, I presume. I do find myself thinking ‘if I broke my leg and couldn’t get to any press meetings, that wouldn’t be so bad right?…’. I guess that’s my very very unpredictable mood-swing introvert side coming out.

For those not here, the news is that Game Development is currently dominated by VR middleware and hipster beards. Those are basically the two major prongs of development right now. VR is BIG here. There is a whole VR ‘track’, which amusingly can only be experienced here, physically in San Fransisco, rather than remotely by tele-presence or VR-gogglez.

I do get an impression there is a lot of denial about the realities of the indiepocalypse. Part of me suspects this GDC is the last desperate roll of the dice for a lot of people who quit their jobs, bought a unity license and some stock art, and expected their first indie game to be a minecraft style blockbuster. It would be fascinating to know what percentage of indie attendees here are running down savings, or more worrying still, increasing debts to friends/family/credit cards. GDC definitely needs more talks like Jake Birketts ‘the no hit wonder’, which injected some typically British downbeat realism into proceedings. Better to be cautious and make a living than over-optimistic and bankrupt.

So..I have 2 press things, 2 meals, 1 party and 1 biz-meeting to go, then its off to detroit (I’d tell you why, but its a secret), and then off to New York, just for sightseeing and fun, before back into mega publishing crunch time. I miss the sight of fields, cows & sheep and trees. And my cats, obv.

 

Actually shipping a game.

I used to work at Elixir, famous for ‘Evil genius’ but also famous because two of the founders went off to start DeepMind, and become world famous AI gods. Anyway… when I was recruited there, I was surrounded by maths experts, people with AI phds and generally people smarter academically than me. I am pretty sure the reason i was hired was because unlike the majority of the coders there, I had finished a bunch of games already. Back then, most games got canned, or went on forever. Nobody shipped anything. Knowing how to ship was helpful.

Developer_-_Elixir_Studios_Logo

Welcome to 2016, and its no different.

The development schedules of most indie games amaze and astound me. Admittedly, I’ve been working on games a long time (I started coding 35 years ago) so I am pretty experienced, and probably work at a faster rate than most, but even so, I read about some indie games and find myself thinking ‘seriously, it still hasn’t shipped?’.

I’m not talking about those cunning indie hits like Prison Architect, which was such a dam-bursting vortex of sales in Early Access, that it made practical sense to keep it in development. I’m generally talking about the smaller games, and almost always peoples ‘first game’.

There are many reasons someones first game goes on forever, some of them technical, just a lack of experience meaning everything is being done for the first time and thus there are no shortcuts, you have to learn it all, and naturally your efficiency is lower. You may also be doing it (if you are sensible) part time with a day job paying the bills (not to mention the development cost), so you don’t have enough time to dedicate to it, and there is an inefficiency that creeps in when you work an hour a day, in short bursts. However, fundamentally, I think the problems tend to be psychological.

book

One reason is that people are terrified of criticism. When you are ‘working on’ your game, you can deflect all criticism with ‘thats placeholder’ ‘its not finished’ ‘this is just alpha’ and so on. Once you metaphorically stick it in a box on a shelf, you are saying ‘I made that, what do you think?’. Its kind of like standing naked and asking people to hold up score cards (I’m guessing…). Releasing a game means you run out of excuses and have to stand by your decisions. Thats scary. Especially if you have never worked alone before, and have NOBODY to shift blame onto.

Another reason is the inability to compromise on quality. This is the big one. All games are imperfect upon release. All of them. Its a fact, deal with it. So are all books, all plays, all movies, and everything ever made. Star Wars was the most successful film ever made, and was so flawed on release the director famously kept tweaking it decades later. ‘Revised and updated’ often appears in text books, and I lose track of how many ‘directors cuts’ and ‘special editions’ there are of Lord of the Rings.

Stormtrooper_Search

Ultimately you make commercial games to entertain people and to pay the bills. An unreleased game achieves neither. The worst, crappiest, half-assed bug-ridden unoriginal games released on PC are more successful than all those indie games that are stuck in perpetual development, because they are actually out there, being enjoyed. I’ve never once shipped a game and thought ‘this is absolute perfection’, because that way lies madness.

Now don’t get me wrong, some games definitely ship too early. Some games are unplayable on release with game breaking bugs, and gameplay flaws, and other inexcusable crap. This isn’t what I advocate AT ALL. Your game should be finished, polished, balanced and tested before release, obviously. But that doesn’t mean it contains every feature imaginable. It doesn’t mean that you change engine three times during development because you absolutely *MUST* have that latest shader tech.

duke

I honestly believe that there is an optimum development length for games, which will vary based on the game genre and the team, but I’m guessing its 18 months or less. For eighteen months you can retain your excitement at the original idea. The same team can tolerate working together. Tech will not advance *too* much. Press who cover the game’s announcement will still be vaguely interested when it releases. Game tastes will not change *that* much, and the temptation to completely rewrite the design or art style is lessened because there simply isn’t time. If you are making an indie game full-time and you are beyond 18 months development, ask yourself if you are really doing this as a sensible, managed project with a ship date, or just indulging yourself and putting off opening up your creative heart to the world.

People of Botswana: I am here to help.

Wow…its been a busy week, what with the PC Gamer weekender, and much other stuff, but somehow in all this I found time to bring peace and prosperity (also environmental chaos and fiscal ruin) to Botswana. All hail me:

I’m having more and more fun doing these kind of ‘lets play’ style developer blog things, and as my internet access in this barren field gradually limps towards acceptable speeds, uploading them isn’t the soul destroying nightmare that it once was. I still think I have a voice worthy only of silent movies though. Hope you enjoy the video, and expect much more news on Democracy 3 Africa in the next few weeks. Oh yes…we are definitely getting closer.