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

Everything about business is messy

I’ve always known this, but it hit home recently, for various boring reasons. I’m a bit of a maths and stats and numbers geek. I’m actually not that good at pure maths, but I do love spreadsheets and statistics and so on. Can you tell from my games? I thought so. Anyway, because of that, I do a lot of planning, and strategizing, and thinking and extrapolating about business. The holy grail of course, is to think you have found a ‘formula’ that means you can make something for $X and sell it for $X+1, and thus earn billions and be a success. yay!

The trouble is, although it never seems it when you look at spreadsheets, nothing is reproducible in a linear fashion in the world of business. Say my ad campaign costs $0.40 a click and I estimate (through complex formula) that I get $0.44 value for that. That doesn’t mean I should double or quadruple my ad spend. Not vaguely. It just means that I am making money in these exact circumstances right now today. Doubling the ad spend widens the market and dilutes the targeting. it could then *lose* money.

In the rare circumstances where there is a huge market for generic product X, and the market is unfulfilled by others, and nobody else is looking to enter the market, and you can double your output of X with the same cost per unit, and currently X earns you money, then that is a done deal, but this NEVER happens.

Gratuitous Space Battles was a huge hit, back in 2009 or whatever, so a sequel is a no brainer in 2015. Although it isn’t because the market is totally different, the game has to (by definition) vary from the original, so the product is different. The economy is different, and so on…

This is why Positech is basically just me, in terms of full time game production people. Expanding sounds easy. I would like to expand. I have the capability to expand and make more games, definitely not short of ideas. But that would ideally mean cloning me, and sadly thats not possible yet. I have to find someone who likes the same kind of games as me, is VERY good at C++, speaks English, is looking for a job, is willing to work for someone else, who is affordable, who I get along with,  who is trustworthy, who works hard, who is reliable and will do what they are employed to do.

Future positech employees
Future positech employees

If you think there are lots of those people, you have never tried to hire one.

Business is messy, messy,messy. People are unreliable, or they decide to quit and work elsewhere, or they get ill, or divorced messily and lose focus, or they win the lottery, or their partner gets a promotion and they have to relocate, or they are argumentative, or they are less experienced than they claim or…one of a billion things.

If when running your games studio you think ‘omg this is a nightmare, why am I dealing with all these crappy problems that you never see Elon Musk or Steve Jobs moaning about’, don’t panic. Business is always really messy, and fiddly and frustrating. Thats why most people take jobs with someone else.

Selling peacock feathers to sexually frustrated gamers.

There is an economic concept called a Veblen good. This is a product which is desired *because* it is expensive. Like a rolls royce, or a gold plated apple smartwatch, or other frippery. Its ‘utility’ if it can still be described as such, is a price signal to other people. Its basically the same as a hat that says ‘I have lots of money’, and in a more primitive way, its a peacock, or one of those monkeys that shows its buttocks at potential mates. Its purpose is external, to tell other people about your worth.

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Most goods, thankfully are not Veblen goods, but goods that provide utility. My keyboard provides the utility of letting me communicate. It has a logo on it, but frankly nobody is going to have sex with me because I own a corsair keyboard, so its primarily being sold for what it can do.

This subject occurs to me today because in my various musings about DLC and micro-transactions I realize that what I hate is ‘Veblen DLC’. In other words, if your micro-transaction gives me some convenience feature, or some new content, the ability to play on new maps etc, I’m cool with that, but if its just a vanity purchase then…I kinda hate that. I noticed it when browsing the in-game ‘store’ for company of heroes 2. I’d happily buy new maps and some new tanks etc, if available, but the focus seems to be on silliness like different textures for my tanks, or even a gold-plated ‘faceplate’ for my stats banner. I am not short of cash, but the idea that I’d pay money to announce this to some random person over the internet through the proxy of a different ‘faceplate’ texture is kinda sad.

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And yet… the gold-plated apple watch. This is a real thing. And ultimately, its all peacock feathers. Big companies, worth real billions of dollars put together marketing plans to persuade us (subconsciously) that members of the opposite sex will throw themselves at us if we have high status, and this high status can only be achieved through this car/handbag/sunglasses.

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Although its less clearly about sex, groups of males together competing to be the best are ultimately competing to show dominance and strength to attract a mate. Ultimately, unless conflict and competition is about food, its probably subconsciously about sex. This is no different to what all animals do, its just with humans, some of us ‘monetized it’, presumably so we can earn higher salaries and do the same thing ourselves. That £1.59 faceplate is actually a peacock feather, a way for a sexually frustrated young gamer to show they are the alpha male.

So next time you see someone wearing a gold apple watch, remember. its just a monkey showing their buttocks.

Overcomplex mechanics can be a *good* idea.

Something I like in games, but see very little of, is over-complex mechanics. Some people will suggest that ‘it is by definition the case’ that over-complexity destroys fun and leads to a worse game. I would like to disagree.

To me, a good game is either trivially simple and thus a time-waster (nothing wrong with that per-se), a game of reflexes and agility (most FPS games), or a simulation so complex that the actual rules and mechanics become background noise. This is, I believe, one of the keys to the success of Democracy 3.
D3 models about 2,000 voters, each of which has varying memberships of 21 voter groups. Each voter group has inputs from maybe a dozen decisions (policy sliders and situations) and ANY one of those objects can have an impact on any other, with an equation that might be linear, quadratic or more complex than that. Plus there are variable starting conditions, mods and DLC.

Lets put it another way.

You CANNOT master Democracy 3. You just cannot. Not in a million years. Nobody adjusts a slider knowing the effect it will have, they make a guess. They have a hunch, they have a gut feeling, and they go with it. They *feel* their way through the game, they do not think it. This is good.

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A game that is complex, but not complex enough, can be ‘mastered’. You can work out how to ‘beat’ it, if you put the hours in. Assuming there is no fuzziness, it becomes merely a matter of solving a very very complex equation, which ultimately, all strategy games are. Once the equation is ‘solved’, all other strategies become moot, you have ‘beaten’ the game, and robbed it of any remaining fun.

When a game is so complex this is not an option, you do not strive for it. You aren’t trying to crunch the numbers and keep a model of the simulation in your head because this cannot be done. As a result you go with a more emotional, more touchy-feely approach to true strategy, instead of number crunching. I am a believer in the idea that all games are really about emotion, and if I am simply playing to work out what the numbers are, I’m doing maths homework, not feeling like a general, or a city-planner or an emperor or a politician.

I’m thinking about this now as I develop my next game design idea, and its in my head when I play other peoples games. I think designers have become far too scared of complexity, assuming that because there are lots of games, all games have to be casual, so as not to scare people off. We are getting less Grand Complex strategy and more games like cow-clicker. I don’t think its an improvement.

And I also think we can cope. Life itself is incredibly complex. We juggle so many millions of variables in our lives, but we don’t end up with decision paralysis or an inability to enjoy ourselves. We routinely shop at stores with 100+ types of biscuit, but we cope with the variety and the options. We can cope with it in games too. Give me more options, more mechanics, more systems, more biscuits.

biscuits

Less is not always more.

 

“Attention marketing” is making us all look stupid.

I was watching a UK chat show last night on TV, with Johnny Depp and Benedict Cumberbatch on, and it struck me how ‘freaked out’ JD seemed at the way the crowd would whoop and holler at him, for seemingly doing very little. it was like he had suddenly realized how crazy fame was, and wondered what the hell was wrong with everyone. Fame sure is a weird thing. it always has been, and always will be. Am I wrong to think its getting *worse*?

Let me explain…

There is this buzzword out there called ‘attention marketing‘. Its basically a way to describe the way people and brands use social media to try and grab peoples attention, but I think its linkable to the phenomena of everyone seeing themselves as ‘a brand’ and the idea that attention is the new currency. Online, the chances of you earning any actual money are minimal, but if you can generate enough attention, then apparently that leads to fame and thus money in some nebulous way. It sure worked out for pewdiepie, and people who own amusing cats, or that woman who makes youtube tutorials about how to put on makeup.

And in a nutshell, the whole ‘makeup tutorial fame’ thing is about the pinnacle of what I’m writing about. After all, what does everyone want? ATTENTION. How do they get attention? well for women, there is some belief that makeup will get them attention, so what could be more ‘meta’ than getting attention for a ‘how to get attention’ video. And here I am, giving that whole concept much desired attention…

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The trouble is, we as humans can’t cope with this in 2015. In 1800, getting attention was easy, and yet mild. You stood in the town square with a red hat on and said ‘listen to me!’ and everyone in the village listened. You were recognizable, its you! the red hat dude! hey, what is that you are saying?”

But in 2015 the village is the internet and its population is mind boggling. Not only that, but everyone in the crowd has realized that the dude with the red hat did very well out of his attention, so now everyone has red hats, and some people invented pointy hats. Then some dude realized he got more attention because he had impressive teeth, then everyone got impressive teeth. Then you needed an unusual name, because everyone was called ‘John’. And then before you know it, you have to be called Benedict Cumberbatch or PewDiePie or Yngwie ‘J’ Malmsteen. Be honest, list all the famous John Smiths you can think of. List all the famous Mark Johnsons. Show me the actual famous people who look and behave normally. I spend a non trivial part of my lfie worrying my teeth are not white enough, because they are the color of teeth, not bleached white foglamps which have become the norm. How did we get here?

These days you have to dress ridiculously, act outrageously and basically push the limits of decency/sanity/coherence before people will even glance in your direction and go ‘meh’. There are exceptions out there. I’ve never seen pop star ‘Adele’ do or wear anything especially nuts, but she is the exception in a land of Grace Jones and Lady GaGa and whoever else I am too old to know the names of. Not that this is a new phenomena in pop music. behold the Crazy World of Arthur Brown:

…anyway…My fear is that this is ‘leaking out’ from the world of popular entertainers into…everyone. It seems like you cannot play a game any more, you have to record yourself doing it, and upload it to youtube with your ‘hilarious’ commentary track over the top. You then need to beg your friends for hits on the video, and likes, even though you won’t get any because they are too busy doing exactly the same thing.

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We have a generation of kids who think ATTENTION is what they need, even though its harder to get it now than it ever has been. Fame is considered desirable with no caveats, even though there should be many, not least the fact that failure and poverty are almost certainly the truthful outcome of desiring nothing but fame. This is a betrayal. It’s a betrayal of the young to teach them that they must aspire to something that few will achieve and is almost certainly fleeting and unsatisfactory in any case. I don’t have kids, but if I did, the LAST thing I’d want for them would be fame or attention. Success, sure, but success based on achievements and skills, and doing good work, and learning things, not just fame because you star in a tv show where other people watch you watch tv. (yes really, and it won a BAFTA.).

This desire to be noticed affects everything. David Starkey is famous, not as a historian, but as someone who gets angry in TV politics debates. Scientists on TV have to have quirky appearance or be good looking, and spend a lot of time being photographed on mountains wearing sunglasses. Whatever you do, try not to look ORDINARY. Look like an exaggerated scientist!, like these:

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I’m pretty sure all three of those dudes are actually respected scientists in their own right, so why the desire to dress up like children’s TV characters? isn’t getting a phd and becoming a professor good enough any more?

I find myself now finding ‘outrageous’ people to be paradoxically boring. Every youtuber sounds the same because they are all trying to be zany. Every music video is the the same because they are all ‘shocking’. In the desperate bid to get noticed, everyone has become predicable, fake and ridiculous.

And yes..I get the irony here. I have a nickname that is this blogs domain name (cliffski.com) and there is a posed photo of me at the top. Somehow, long ago, I started a blog before it was too fashionable, and I am now better known for this blog than my actual games. This is kinda weird, and yes, I feel very strange when strangers know who I am. In my defense, in my photos I am not dressed up as a chicken and I don’t deliberately exaggerate my ‘personality’ to make myself more ‘interesting’. I never care what I wear when I go to industry ‘events’. In fact, I find it encouraging that an average looking forty-something dude from England with no real distinguishing features can still even be noticed. At least for now. If not, I’m hiring a twenty year old model to run Positech and naming him Zackslicer Thunderpants. He will wear a Fez and have a strong mexican accent. Wish me luck.

Indie game developers move on. Or they fail.

I’ve been asked if I am still working on Gratuitous Space Battles 2. And I am not. I’ve been accused of all sorts of stuff as a result. I wont repeat that here. What I want to talk about is the economics of this question, why people get angry, and why it makes sense that I am not working on Gratuitous Space Battles 2 right now.

First some facts. GSB2 started work around November 2013. It was released on the 16th April 2015. So the dev time was about 17 months.

Now the game was in beta for a while before release, with sales from my site, and is on sale also at GoG and the humble store, but most people wont have any idea how well it sells on any of those, so lets just look at the steam sales as reported by steam spy:

Owners 10,876. Assume average of 50% off maybe? so assume $10 a copy? so lets say it made $108,000 and add in another $50,000 from other sources. However steam take their cut so thats really only about $120,000. Actually thats a bit shy of the real figure, which is just over $150,000. So I guess some people (mostly kids) are screaming at me at this point for being a greedy scumbag and so on, because I am implying the game failed or I can’t afford to keep working on it.

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The development & marketing cost for that game was $115,000. The *profit* so far is about $40,000. If I look at the hours I spent working on it, I earned about $12.74 per hour. That is assuming I stopped work on it when it shipped, even though I did not, and continued to add patches, fix bugs, add new features and polish existing ones for months after release. Something that made zero economic sense.

If you think $12.74 an hour is good for a software developer with more than twenty years experience you are flat out wrong. If you think that you can run a business in the UK earning £17,549 which is the sterling equivalent, you are flat out wrong.

Gratuitous Space Battles 2 failed, partly because it was released into a sea of space strategy games that are so numerous I cannot possibly list them all. I still think its a darned good game and am very proud of the engine that was coded for it. I think it is superior in every way to the game that came before it. I’m sure it will continue to earn some money in the long run on steam, but not nearly enough to make it anything other than a relative flop.

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And yet…people will still hurl abuse at me for moving on. Of course I am moving on, that is why I am still in business, and that is why I am able to pay the rent for the server on which this blog post resides. Some games are hits, some are flops. Almost all indie game studios have flops and it normally puts them out of business.  I am not asking for any sympathy, I do not want any, I am not blaming anyone but myself, and …oh for fucks sake, why even bother typing any further, as I know I will get nothing but abuse and vitriol for even posting this because many teenage gamers think that I should be working from now until my death bed to implement every possible idea, tweak, or change that they can imagine for the game because they paid $10 for it once.

That makes no economic sense, and when you harass and bully and scream at the devs of ‘your favorite games’ to do this, all you do is accelerate the date at which they go out of business and stop making games. If there is a way to turn off comments just on one post I’m going to do it here, but I expect abuse on twitter and so on anyway. Apparently thats what you have to put with for $$11.74 an hour in 2015.

FWIW positech overall is doing just fine, I’m developing a new game and publishing others. I am also personally fine, I just know many devs feel this way but are too scared to say so, I’m doing their venting for them :D