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

The post where cliff moans about the paddington movie

Disclaimer: I’m pretty drunk.

So I just watched the paddington movie (its about a bear). And it was ok, it was funny it places, it was clever in places. I enjoyed it. But I have issues with it. Rather I have one issue with it.

I was annoyed by the family.

On the surface, paddington gets adopted by an ordinary English family. Hilarity ensues. Paddington brings the family closer and everyone ends up happy. Hurrah for bears.

On the other hand… Bear gets adopted by a middle class English family. Hilarity ensues. Hold on… Nope, Paddington gets adopted by a typical 2.0 children white heterosexual nuclear family where the parent works in risk management. Families house is (drawing on my local(ish) knowledge of London) worth about 1.5-2 million pounds, (Roughly $3,000,000). Family is basically fucking loaded. Money is no object. The cleaners and other domestic staff this stupendously rich family employ are kept cleverly off-screen. This is clearly life in ‘Windsor gardens’, where the only concerns are that daddys job is a bit boring (although obviously colossally well paid) and that their neighbor is ‘a bit nosy’. Welcome to England in 2015. Yeah bollocks.

This film reminded me of ‘Home alone’, the first film I saw which made me think ‘how the fuck do this family afford this lifestyle’, and made me think about something I’ve only realized now I live in a nice village, where I’ve met my first proper screenwriter neighbour. I grew up in a VERY wealthy part of London (we were the odd ones out…) which was apparently famous for being full of screenwriters.

I think the problem is, that screenwriters write about the home life they know. And most screenwriters are not worrying about how to pay for the electricity this week. At least not the ones who get the job of writing movies. And probably this doesn’t matter, maybe I’m drunk and overthinking it, but I can’t help but think that the VAST majority of people who go with their parents to see paddington, will not *in any way* recognize the blissful ‘money is no object’ family life that is pictured as ‘normal’ in Home alone, and Paddington and stories like Mary Poppins and Peter Pan.  They will, as I did, see it as some ideal goal of wealthy family life that ‘other people’ have and that they recognize as lacking. And that’s not a good thing. If you want to see what London is actually like, try ‘attack the block’. More accurate, even though it has aliens in.

Yeah, I am the kind of guy that can watch a children’s movie when drunk and still find things to be negative about. Bah :D

 

 

Big Pharma is on sale RIGHT NOW

Yup you read that, the strategy/management/cure-em-up developed by Twice Circled and published by us is now taking pre-orders with beta access from the ‘official’ site. You get a steam key with your purchase, for people worrying about that (but its not active yet). This is another of those ‘externally developed but published by us’ games, which I’m really quite getting into these days. I have to admit I am horribly, horribly addicted to Big Pharma already. Its got the balance of strategy, difficulty and fun absolutely spot on, and I even find myself humming the music when I’m not playing. I think its going to be pretty popular. Check out the buy link:

If you aren’t sure what the hell I’m talking about, check out the trailer below…

As ever with new indie games, getting people to hear about a new release is just HELL. The best system seems to be to beg people to tweet, retweet and like/share it on facebook, reddit and similar sites, so if you do any of that for this game, know that we really appreciate it. And if you have a youtube channel and want to monetize lets play footage of the game, know that we are fine with that too. If you have a bazillion followers on youtube, and you want a free copy of the game, then email cliff at positech dot co dot uk. And any journalists wanting to cover the game, or interview Tim (or even me!) about it, please do get in touch. Looking for the press kit? It’s here.
And if you get stuck/have feedback, we have a forum for the game set up here.

Game Royalty Futures

Welcome to the futures market. This is (sort of) a thing now. Let me explain.

You are a farmer. This is a risky business. You plant loads of seeds, then do whatever farmers do while seeds grow, you harvest the crop and sell it. Hopefully, it makes enough to support a reasonable lifestyle. Classical economics suggests that your profit will be only high enough to prevent other people getting in on this ‘farmer’ thing, and pushing prices down. Theoretically,. you will earn the average wage, +/- some adjustment for skill requirements etc.

But hey. Hold on. Sometimes you have a good crop, sometimes a bad crop. Good crops are happy years, great years! but sometimes there is a bad crop. Sometimes a very bad crop. Some years, you are truly fucked. In theory, you save in the good years, and spend the savings in the bad years. Most people suck at that. Besides, what if your first 10 years are bad years? There is a solution, and some people think its fine ( I do) and some people think that its evil, and smells like predatory capitalism.

future

The solution is called Futures (although it sort of is, and isn’t, yes, this is very simplified).  Lets pretend I’m an evil mustache twirling capitalist. I go up to the farmer and say ‘Guess what! I’ll pay you for next years crop NOW. I will pay you 80% of what you probably get for it. Deal?’.

On the one hand, thats a rip-off, I’m creaming off 20%. On the other hand, suddenly the farmer has a completely risk-free job. he doesn’t care what happens to the weather and his crop, he can sleep easy at night. Basically the rich capitalist dude has leveraged his greater stock of capital to take a risk the farmer cannot afford to, or does not wish to (maybe the farmer is old, and risk-averse, and the capitalist is some young adrenaline junkie).

I LOVE things like this. I love the existence of such phenomena. I don’t know why. Something about the maths, and the calculation, and the balancing of risk vs reward just sets off serotonin generators or some-such. I find it fascinating. The same with options (which are risky as fuck) and other such financial messing around.

Anyway… is there a market for this in game development? I think there is. Its been with us (in some respect) as publishers for ages, and I hear people are doing this with finished games now too.

So look at it like this…. you have made your game, it took you two man years, you worked hard, its finished, its good. You think it will do well. You are hoping that it will pay for the development of your next game. Think through the scenarios.

Leonardo Dicaprio in The Wolf Of Wall Street

If I paid you $200,000 to take all the future royalties of your game right now, would you take the deal? (You keep the IP, sequel rights etc…). I get to control pricing and bundles.

If I paid you $180,000 to take 90% of the royalties would you take the deal?

Its day 1 on steam and the game has earned $2,000 in the first 24 hours. Both offers still stand. Interested? (I get that 2k as well).

It’s day 30 on steam, no discounts yet, and the game has earned $20,000. Yesterday it earned $150. Both offers stand. Interested?

Don’t forget that you get the ‘time value of money’ if you take the deal. In other words, you get $200k right now, which you can use right now, as opposed to drip-feeding in royalties over time.

I’m not saying thats a good deal or a bad deal, obviously it MASSIVELY depends on the game. I just find the poker-playing / calculation of such deals to be fascinating.

How much would you pay *me* right now to own the future royalties of Gratuitous Space Battles 2? (they aren’t for sale :D) or Big Pharma? :D

 

 

The impossible question: How many copies can you sell?

If you aren’t already aware, I’m the guy who made the Democracy series of games. They are my top selling games so far. Because they have done well, my natural timid brutishness makes me think I’ve ‘maxxed out’ their sales, but the occasional binge reading of Peter Thiel books or articles on silicon valley websites makes me wonder just what percentage of the market I have reached with that game.

A quick look at steamspy will tell you that there are currently this many owners of Democracy 3: ( I make no official comment as to their accuracy :D).

d3
So lets assume  assume its vaguely right and 370,000 people have bought it. Lets also assume that given the various discounts over the years, on average people have paid 50% of the face price of $24.95, so that gives a total income (gross) of $4.6 million. Sweet. Assume roughly 70% of that for the developer is $3.2 million before taxes. Thats a big hit in indie game terms, but exactly HOW big is it? Lets look at a few other stats, with the same data.
Space engineers has the same price, but 1.2 million owners, theoretically thats around $10.4 million for the devs. Jesus. Even more crazy but how high can we go? And are the games in any way comparable?

Space Engineers supports 15 different languages, Democracy 3 supports a lot less, and not too well either. Is this something I should improve perhaps? On the other hand, it has no DLC, whereas there are 3 expansions for D3, so I’m not comparing apples with apples here. Plus, is the market for a deep political game like D3 the same as space engineers?
Well lets look at other politics games on steamspy:

The Political Machine 2012: 87,000 * $3.99. $347k max 170k gross, 0.03 x Democracy 3.

Tropico 4: 1,200,000 * 19.95.  24 million max, 12 million gross, 3x Democracy 3.

Tropico 5: 383,000 * 39.99. Thats $15 million max, 7.5 million gross.  2x Democracy 3.

CIV V. 7,000,000 * $30. Thats $210 million max, $105 million gross,  22x Democracy 3.372

The production cost of Democracy 3 vs all of those games is obviously way lower, but lets assume, for arguments sake, that the total potential market for Democracy 3 is one tenth that of Civ V, given that we can reach EVERYONE who might buy it. Thats $10 mill gross, or in other words roughly $4.2 million of developer revenue sat out there waiting. Hmmm…

Its VERY easy to live in a developer bubble where you assume that because you’ve written 100 blog posts about your game and read 20 reviews, seen 100 lets plays, that EVERYONE knows about the game. Get this for context… I was chatting to one of my closest buddies recently. He is my age, he plays games, but isn’t much of a geek. He didn’t know what twitter was or how it worked.

HE DIDN’T KNOW WHAT TWITTER WAS.

God knows how many bazillion dollars of free PR, and this guy had never heard of one of the largest more pervasive companies on the planet. Such people exist. More than you think. When you have conversations like that, it makes you realize just how trivial the number of people playing your game is. Lets assume steamspy is spot on (and ignore everyone who bought it off other sites), and say that 372,000 people own Democracy 3. Lets show them on the map:

belize

There you go. That’s the entire population of Belize. Wohoo. There are a lot more people to sell my game to.
Right now, my facebook ad campaign for Democracy 3 tells me my target group contains 8,600,000 people, based on the countries, demographics and specific interests that I selected. That’s people who use facebook, which isn’t everyone. Assuming one tenth of those people *will* actually buy the game if I can get them to take a look at it, then thats an extra 488,000 copies to sell. In other words, I’m half way through selling Democracy 3.

Nuts isn’t it.

Problems:

  • Some of these people may already have pirated the game.
  • Some of these people may have tried a demo or seen a video and not like the game
  • Some of them may only be prepared to, or able to pay a price below which it make no sense for me to sell (due to alienating higher price customers). The $0.99 buyers.

I’ve already hopefully screened out everyone else. They are all pc-owning strategy game loving English speaking desktop pc users in targeted countries, of the target age. Lets say that even given all of that, that in fact 10% is wildly optimistic and say just ONE per cent are actually interested… thats another 48,000 copies at an average of $12 a copy. That’s a Tesla model S with all the optional extras :D.

 

Gratuitous Space Battles Update 1.31

This is a good one…it introduces both custom ship battles / scenario designer, PLUS the option to turn off ship hull levels in the editor…which is cooler than you think… Here is the complete changelist:

Version Release 1.31 May
==========================
1) New custom battle feature, combined with scenario editor for custom challenges now added.
2) Game not longer checks for an achievement incorrectly if the player has not set up an online username.
3) Fixed lack of scrolling support on the mods browser.
4) Fixed crash bug when deleting installed mods.
5) Game no longer attempts to undo splitting a composite in the editor (which would crash…).
6) Fixed Graphical bug that drew large colored areas sometimes if limpets were launched but never drawn on screen.
7) Change to turret rendering to preserve detail colors.
8) Fixed crash bug in German Language version.
9) Removed that beeping sound nobody liked.
10) Added module data to design screen showing limpet weights and seek speeds.
11) Repair and refuel limpets now seek faster
12) Multi-point tractor beam now has less range and takes longer to recharge.
13) New option to disable Limpet GUI circles in battle.
14) Fixed bug when rotating a composite hull item then splitting or saving it.
15) You can now right-click a ship hull to hide it.

And here is a video with me explaining the best changes…