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

The Truth behind some of the Democracy 3 Achievements…

As you may know we recently updated Democracy 3 to include 12 new achievements. Here is some information on some of them, for people getting stuck…

ach_dividedsociety Divided Society.
0.2% of players have achieved this (so far). You need Equality to be below 10%, and keep it there for six turns
ach_educationalfailure Educational Failure.
0.1% of players have achieved this (so far). You need Education to drop 10% its initial level and stay that bad for 6 turns.
ach_narcoticeconomy Narcotic Economy.
0% of players have achieved this (so far). You need 10% or more of your state income to come from recreational drugs taxes…
ach_lonelyatthetop Lonely At The Top.
0.1% of players have achieved this (so far). You have to fire more than six ministers in a single term (not reshuffle).
ach_economicstability Economic Stability.
0.5% of players have achieved this (so far). You need GDP to vary by no more than 15% over the course of 16 turns (4 years)
ach_dividedsociety Apathetic Electorate.
0% of players have achieved this (so far). You need to win 2 or more elections with less than 50% overall voter turnout.
ach_bananarepublic Banana Republic.
0.2% of players have achieved this (so far). Maintain poverty above 45%,50% of people farmers and >50% trade for 4 turns.
ach_truepatriot True Patriot.
0.3% of players have achieved this (so far). You need 75% of people to be patriots, and them be 75% happy for 2 years.

So how are you getting on? finding the new achievements a bit tough? :D You can grab a copy of democracy 3 from the links below…

bmtmicro gog humblestore steam

Tech Companies: Hire some staff. And train them…

Tech companies drive me bananas. IO deal with lots of them, as a developer. I won’t list the ones I’m talking about, but we all know the names of the big ones. Most (not all) of them seem incredibly incompetent when dealing with small business partners, and of course…customers.

More than one big tech company has assigned me an ‘account manager’ who insists on telephoning me to ‘catch up’ or to ‘discuss how I might use the service better’. Not when I want to talk to them, but when they decide to phone me. I’ve threatened one such company that if they ever phone me again I’ll stop working with them.

(Obviously its insanely crazy for an INTERNET company to decide that they should talk to their customers by phone rather than…I dunno, maybe email? a far superior asynchronous means of communication that comes with free perfect logging of all information… but I digress…)

Much more annoying than this weird phone fetish that these companies occasionally have is when they decide the best way to deal with customer support is not to have any, or at best, to deal with it at the end of a two hundred step process of making people go through menus and drop down lists. I’ve just been trying to communicate to one such company about a problem they have, which they assume is mine (but is not), and there is literally no way to email them. None. nada. I have gone through the endless drop down lists for the ‘frequently asked questions’ about my problem, but it isn’t there. And like many of these genius companies, they have firmly refused to have a ‘my problem isn’t listed here, please contact me’ option.

Odf course its absolutely hilariously when companies like this have some major bug or website glitch causing mayhem, but nobody has any way to tell them about it. Pure Schadenfreude. I could reply to one of the many emails I get from them DEMANDING that I sign the updated 45 page legal agreement that changes every week, but obviously thats from one of those lovely ‘donotreply’ email addresses…

What I don’t get is the reasoning behind all this. If these tech companies were operating on tiny profit margins and had no money, and desperately needed to cut costs and run slimmed down operations…then sure. But these companies are often making billions, or tens of billions of dollars every year. Hiring some staff to reply to emails is NOT expensive, it really isn’t. And even hiring high quality staff, sending them on dedicated raining courses about the companies products, and giving them decent employee perks and bonuses and so on…it really isn’t going to break the bank for these guys. (They do not do this. I’ve never spoken to anyone at google who knows how their systems work even half as well as I do, a casual user…).

And yet instead…they sit on vast piles of cash so huge that it defies calculation, money that they neither return to stockholders or invest in new ventures. Its like they are trying to pretend that the money does not exist and that the *worst possible thing* they could do with that money is to give people jobs doing something their customers would appreciate.

I just do not get it.

 

Website tweakage

So….it always bugs me, when I live in this glorious 2560 res world of mine, when I visit a website that has this tiny thin little column of ‘site’ in the middle and then…blankness. I get it, designing a website that scales in the x axis is a pain. and yet…

I have managed it, and recently tweaked it a bit more. Here is the positech.co.uk website at low res:

website3

…at medium res (oooh extra boxes!)…

website2

…and at big big res: (oooh even more)

website1

Basically I don’t want people to have to scroll when they don’t have to, and if the visitor is staring at the screen I want it full of screenshots and logos for all of my games. Hey, people still buy Kudos 2 in non trivial numbers, kinda :D

Plus I need to have a site that supports more games as positech gradually (like a snail carrying heavy shopping) expands… By the Summer of 2016, I hope to add Shadowhand to this site, PLUS another game that I have not announced yet, PLUS maybe be teasing yet another game that…I haven’t announced yet. Strength through diversity and all that kind of thing. Plus who knows, I may finally get some crazy VR thing working and put that up there :D.

Democracy 3 Updated after over a year!

Democracy3-Brand

So… As I’ve talked about in the past, I came to the conclusion that I should release a new patch to beef-up the quality of Democracy 3, fix some long standing issues, improve and re-balance some features, and so on. (Right now this is for Windows…other formats coming in a few days…). Here is a run-down of everything thats changed in video form:

And here it is in non-video form for people who prefer screenshots :D

First big change is new achievements. We added 12. We also put an achievements link button on the main menu for a change, so you can now get to it from there as well as the in-game button:

blog2

We then revamped that page that tells you about security threats to your government. Rather than leaving you to ‘guess’ about how that ‘security effectiveness:poor’ value is calculated, we now show icons that link to all the contributing policies, and show how strongly they are implemented:

blog3

The voter group screen got some reformatting, so it extends vertically if needed, plus it also now has an extra window, when needed showing which pressure groups and terrorist groups are being fed into by anger among the selected voter group. This should make the link between angry voters and security threats a lot more obvious and clear.

blog_1

The finance screen now shows information at the bottom that illustrates how effectively your government money is being raised and spent, which is directly tied to the minister in charge of each department. This was always the case, but we make it clearer how much of an effect this has now…

blog4

…And we also have added a bunch of new events… not going to tell you what they are…but here are the images :D

blog6

The screen that shows the popularity of policies is now totally re-coded to the calculations make a ton more sense…

blog5

And we have also done a fair bit of tweaking the GUI here and there, and made a small number of minor balance changes. Hopefully this has made the game better in small but noticeable ways./ I hope you like the patch :D If for some CRAZY reason you don’t already own a copy of the game, you can grab it from BmtMicro, GoG, the humble store or steam:

bmtmicro gog humblestore steam

How to be really bad at game development

I know we all have to start somewhere. I started with a game that looked like this:

asteroid_miner

But that was 1997, unity didn’t exist, steam didn’t exist and buying games online was a no-no for most people. Plus I had a fairly well-paid day job working for an exciting it company in places like this:traderTimes have changed. The competition is more global. More people have access to the internet, to unity, to computers fast enough to actually develop on. Plus Notch made everybody think you could become a billionaire from indie game dev, and now everybody wants to do it, despite endless horror stories of how people fail and lose money doing so.

So given all that…why do people keep making so many basic, obvious mistakes such as…

MISTAKE #1: Your game idea is bland.

You are a plucky hjero who has inherited a magic sword and will claim your rightful place as the king of la-la-land by defeating the evil prince doodad who is some relation to you. Blah Blah. Why don’t you just replace your whole plot with <INSERT HEROES JOURNEY HERE> and be done with it? Perhaps you have been really radical and made a game where you build a world out of blocks? or your character runs sideways and jumps over stuff and collects other stuff? Or maybe its a space strategy game where you build an empire, mine resources and research technology? RADICAL!  Peter Thiel has the right idea when he says competition kills profits. Seriously, WHY would I buy your space 4X instead of Galactic Civilisations 3?

not actually peter thiel
not actually peter thiel

MISTAKE #2: Your game will market itself.

No it won’t. Do you have ANY IDEA how many emails about new games land in the inboxes of the editors of Rock Paper Shotgun or Kotaku or similar sites? ANY IDEA how many offers of free games the popular youtubers get? Do you think they ignore all of them in preference to randomly googling ‘new indie game’ to try and find your opus? hint: no.

google

MISTAKE #3: Listen to the wrong advice.

Do you know whether or not you should charge $10 or $5 or $25? Whether you should bother with the smaller stores or not? whether you should advertise? and if so where? Whether its worth having your own website & domain? how about if steam achievements & trading cards are worth it? or if a mac port is a good ROI, or if you need a contract with your artist? I can tell you who knows the definitive answers to all your questions: THE INTERNET! Yes it’s true! random strangers on reddit and twitter are absolute experts on all these topics and will share the fruits of the careful peer-reviewed research with you. You can be 100% sure that they have powerful insights based on multiple experiments they carried out with their own hit games. hint: this is sarcasm. Take careful note who you listen to. And when a sentence starts with ‘everybody knows that…’, its likely bullshit. Smart people know that they don’t know anything for sure.

MISTAKE #4: Make what is easy.

Most of the post-mortems and reddit threads that start with ‘I made a game and it flopped badly’ contain the words ‘mobile’ or ‘retro’ or even ‘clone’. Its just simple economics that dictates that profits will drop to zero when there is no barrier to entry. If you don’t understand this, read up on it. When its very easy to use unity to make a generic side scroller game for mobile, guess what happens? the profits drop to the level where a kid with a laptop living in Vietnam can just about pay for his computer/internet connection/food. Food is cheap, and mum probably provides it anyway. If you cannot live on the income of a vietnamese teenager, then do not make a game a vietnamese teenager is going to be able to clone. (You *might* get lucky like flappy bird, but thats what it is: LUCK. You get better odds putting a bet on a roulette wheel.) Do you know why there are not dozens of Democracy 3 clones? Because it is crushingly hard to make a game like that.

flappy

MISTAKE #5. Copy AAA.

I worked at two big AAA studios. They were good ones, widely respected, makers of quality games, not cheap knock-off studios who churned out movie tie-ins. They were profitable and successful (for a while anyway :D). I enjoyed it, I found it fascinating, and I learned a lot.

About programming.

I learned very very little about how to run a business and make a profit. I won’t bore you with my anecdote about the finance director saying ‘no cliff, we aren’t going to do what valve are doing. this steam idea of theirs wont go anywhere’, but suffice it to say I learned a lot about what not to do. Just because triple A studios rent an office doesn’t mean it makes sense for an indie. Just because they have a big team doesn’t mean you need one. They sent 6 people to every trades how in existence? that doesn’t mean you have to. Ask how successful indies do things, don’t think you can just copy AAA but do things smaller. Not everything scales down.

moly

Obviously I don’t have all the answers. If I did, I’d be sat on a purpose-built island covered in wind turbines and shaped like the emblem of the klingon empire. I have, however been making indie games since 1997, and I’m still doing it. And I’ve done ok :D.