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

Much Needed Break

So…I’m about to head off on a much needed holiday somewhere nice. Right now it’s raining outside here. Haha, I shall think about the British rain while I’m here…

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This will be the last time I actually have a real holiday before I release Gratuitous Space Battles 2. A small army of highly skilled assistants are working away on various cool art things while I’m not here. Unlike most geeks, I’m very into the whole ‘unplugging’ thing. I’m not taking a laptop. I have a ‘smart’ phone I guess, but I never use it for the internet. I’m taking it just for emergencies. I think it’s good to break away from the world of computers and games and get some fresh input into my mind. Maybe it will inspire me to make a different game, or who knows what. I’m away for almost three weeks, the longest holiday I have ever had, as I recall. I wonder if the cats will recognize me when I return.

The Lone-wolf coder in a basement in Minsk.

I have a growing fear that the games industry, specifically the way indies are handled, treated, and reported, may be leaving a group of people behind. There are more indie devs now than ever before. I personally think we have an indie game crash coming. I see a lot of indie games that are unmarketable, unsellable, not viable as a commercial endeavor that supports a family. Yup, its great to be 20 years old and young and hip and hanging out in coffee shops with a laptop, and only needing money for coffee and wifi, but thats not a career, thats a hobby..

But regardless of inevitable indie crashes, I’m more concerned that game development, or rather indie-game development has become incredibly narrowly focused. If I was paid to enforce stereotypes for a tabloid newspaper, I’d probably say that all indie game developers are white, late-teens to twenties, english-speaking, liberal hipsters with iphones, who love breaking bad and game of thrones, who wear ‘ironic’ glasses, and spend a lot of time on social networking sites. They spend 25% of their time tweeting about cool game developers they have met and the other 75% of the time re-tweeting political/activist rants and memes.

hipster

They are developing a mobile game, or an ipad game, and its a platformer, or a puzzle game, or a walking simulator. Their marketing budget is of course zero, because they are *that* anti-establishment. They wouldn’t dream of charging > $5 for their game, and they are sure that somehow they will become a millionaire by age 25. They have spent a lot more time hanging out with other indies or going to conferences than they have, or ever will do programming. Obviously they code in Java or C# or something even higher level, and obviously they use unity. Their business plan on PC is ‘steam’.

Now obviously that isn’t *that* true, it’s a stereotype, but it’s a bit more-true than is comfortable. And the reason this matters at all (I have nothing against platform games, twitter, unity, or anything in that list), is that any group that can be described like this immediately becomes a group that repels outsiders.

Oleg is a 52 year old divorced ex-welder from Minsk. He taught himself C++ from books, and does not know anyone else who is a programmer. He lives alone, in Minsk. He does not speak English. He is very hard working, and very good at business decisions. He is an exceptional programmer, and has a fantastic eye for game design. He has never been to the USA. His project is a highly innovative strategy game that is better than anything else currently available.

minsk

The problem is Oleg doesn’t stand much of a chance at indie parties, and more worryingly, I suspect doesn’t stand a chance in the indie press. The indie press have decided what indies are like, and Oleg isn’t one, or at least not one that they will write about, and they sure as fuck aren’t going to fly to misnk to meet the guy, nor are they likely to ever hear about him, and more importantly his amazing strategy game.
Why?

Because Soooooo much press coverage comes from game shows, where indie devs show and ‘pitch’ their games to the press. That relies on them being Charismatic, friendly, extrovert, confident English speakers. That is A TINY TINY TINY subset of humanity. (Also it doesn’t help that Oleg is fictional…). I figure your chances of getting attention for an indie game if you are a white liberal english-speaking 21 year old guy in san francisco are 100x that of oleg. Am I wrong?

Journalists, prove to me I am totally wrong. Show me all those big articles on amazing indie games by people who don’t speak English. I bet there are some fucking amazing games out there we aren’t hearing about.

 

What the michelin guide tells you about marketing your indie game

So what is the michelin guide? well wikipedia tells us that it is…

“a series of annual guide books published by the French company Michelin for more than one hundred years. The term normally refers to the Michelin Red Guide, the oldest European hotel and restaurant reference guide, which awards Michelin stars for excellence to a select few establishments. The acquisition or loss of a star can have dramatic effects on the success of a restaurant.”

Basically it’s the go-to book for foodies. A michelin star restaurant is pretty pricey. A restaurant with two stars is VERY pricey. A restaurant with more than 2 stars is stupidly pricey. With the price, hopefully comes quality. It is basically THE goal for a chef to get his or her restaurant in the guide. In short, it’s a guidebook for very expensive high quality restaurants. And what does that have to do with marketing and selling your games, indie or otherwise?

Fuck all.

But…it is very applicable when you look at the motivation. Michelin make tires. You can’t eat tires, they don’t go well with food, there is no obvious synergy there. You don’t order a confit of duck and a side order of all-weather snow tires. There is apparently no clear link… But there is. There are two of them, neither of which is apparent.

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Link one: The indirect market. When the guide was introduced people had cars, but there was frankly not much motivation to use them. The train was the preferred method for long distance travel. Michelin made tyres, so they wanted people to buy more cars, and also…use them more. That means they needed a way to persuade people to travel more. A travel guidebook is one thing, but the michelin guide is much cleverer because it introduced a ranking system. Restaurants were no longer ‘good’ or ‘not bad’, but ranked in a very specific system that was based on the top-end. The chances of your local pub or restaurant having a michelin star were practically zero,m but LOOK! here is a list of all the ones that are great, some distance from you, and here is a scientific sounding accurate ranking that persuades you that they are so good, it isn’t worth traveling to! get in the car! Don’t forget to check your tyres!

tire

It’s genius marketing, because it is so indirect, and so subtle. On the face of it, that nice michelin company are giving away (they later charged for them) a free guide to restaurants! whats not to like! clearly they just love food and want to give something away! In those days, the technology was pretty simple, but a cynical 2014 version of the guide would probably use cookies to encourage you to go to the furthest restaurant from your house :D

So what is link two? Well if you read any of those neurosciency advertising books I like you already know, but it’s this: Association with quality. In the world of food the word michelin == quality. People struggle for years to be awarded the honor of putting ‘michelin’ next to their name, because michelin means quality…michelin means quality…. ooooh do you need new tyres? what brand are you interested in sir?

So bringing this back to indie gaming, how does it help? Well firstly it explains a bit how clever some ads are, and secondly, it shows how subtle and long term and in what roundabout ways clever marketing people think. Most indie devs will not even consider advertising, or sponsoring something, or doing *anything* that doesn’t lead to a click and a sale *right here* *right now*, but thats not how marketing works. The michelin company were prepared to start a whole sideline in promoting good food to hopefully build up a motoring culture that would indirectly boost their business. Thats really clever thinking, thats really long term.

We should be more like that when planning strategy.

Democracy 3: Clones & Drones

So, with great pleasure…after an incredibly long wait…I’m happy to announce we have a new expansion pack for Democracy 3, called ‘Clones & drones’. First…. the trailer!

A little explanation: This is an expansion that adds in the challenges of the near future. I’m not talking space battles and attacks by aliens, but more the kind of thing we might expect in 2020, 2030 maybe 2040. So we have to start worrying about stuff like Food Prices rising, rare-earth metals running out, technology causing unemployment, climate change (of course!) and the impact of stuff like driver-less cars, maybe even flying cars (oh yes…), longer lifespans and human cloning. Plus more depressing things like the collapse of effectiveness of antibiotics (we use them too much, basically), the danger of another, much bigger, flash crash. There is also the eventual problem of population rise (would we ever condone a one-child policy I wonder?) and hopefully one day, a trip to mars.

For deep tedious psychological reasons, I tend to be a pessimist about the future. I worry about climate change, the ease with which weapons of mass destruction (not so much nuclear, but biological) can be delivered by future terrorists, the almost inevitable erosion of privacy by technology, the further concentration of wealth and rise of corporate superpowers. For the record, I think Climate change trumps all of them, for the potential to really fuck us all over. However… your mileage may vary. Maybe you see an Iain M Banks or Star Trek future of abundance,  shorter working weeks and eventual lives of recreation with a robot workforce, extended lifespan and nuclear fusion providing limitless energy!

Whether your future glass is half full or empty, you will probably have fun trying to navigate the world of Democracy 3 through those years. Keep an eye on Food Prices and global temperature, it can be a real pain. I hope I’m around in 50 years to look back and laugh at what I thought would be the political issues of the year 2064.

The expansion works just like the others, so you can grab it direct from the developer(me!) here, which gets you steam keys too, or you can obviously buy it from steam, or the humble store, and soon, on GoG. It comes in Windows Mac & Linux flavors. I hope you enjoy it. ONLY YOU CAN SAVE OUR FUTURE!!!111ONEONEONE

Obviously the best thing you can do to save the future now is buy the DLC and the second best is to tweet about it, share it on facebook, or up-vote it on whatever social sharing site you people can access from your hover cars in the year 2050.

I will leave you with this:

The joy of building, and treating simulation and strategy games as toys

I had a few negative reactions (not many) to some of my early screenshots and videos of Gratuitous Space Battles 2 Screenshots like this:

dread1

Basically people didn’t like the ship designs and colors. The colors were too gaudy, and they hated any hint of a checkerboard pattern because it makes them think of placeholder textures. This amused me, because actually the designs are based upon the artist chriss foss, who I liked as a kid. He did some really distinctive spaceship designs. Some people may dislike them, but in a world of identikit spaceships, his stood out.

So much for blocky color patterns, but the other criticisms (that the designs were not good) is more relevant, and serious. It is, of course, entirely a matter of personal opinion. For contrast, here is a few ships from GSB1:

gsb1

Some of you may prefer that. So this blog post is here to make you feel better :D.

Firstly, do you know who designed the spaceships in all the GSB2 screenshots and videos? It was ME. ME!!!!! And I don’t have much of an artistic eye, or patience, or time. The basic components are done by the talented GSB1 artist, but then my totally clueless hands have been let lose on them, using an unfinished space ship designer, so this is what comes out. In other words, people with more of a sense of style, more patience, more time, and finished editor…should turn out MUCH nicer stuff. I’m also toying with the idea of actually paying someone to design the initial enemy ships for this very reason, although I’d love to try it myself…

The thing is, I am vastly more of a fan (as a player) of stuff that lets me put my mark on it. Sim City is great, but it’s even better when you have the building design tool. One of the appeals of minecraft is surely building things. People spend a crazy amount of effort just designing their clam logos for Battlefield 4. Give the player a ‘customize’ option, and you will lose them for an hour or ten. Even spore, a game that people rapidly dismissed as bad (despite earlier promise) had a huge number of high quality creature designs. And the ultimate example of people designing awesome spaceships so far is probably galactic civilizations 2, where people have clearly spent hours and hours designing the ultimate space battleship.

Yup, we may not all be experts, but I’ll take a ship I’ve customised over a ‘stock’ ship any day. People like to stand out, they like to create, they like to ‘play’. And this is where I like to think my games often cross the line from what people call ‘games’ into toys. I have never been a fan of scripting in games, or linear experiences. We have books and movies for that. Games give us freedom, freedom to experiment, to define our own rules, to invent, or at least they could…

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FPS Design over the years…

Back when I first started gaming, a lot of games gave you a sandbox experience. It was frankly easier and cheaper than level design, and limits of file sizes mean you simply couldn’t fit 200 hours of RPG backstory onto a floppy disk. This resulted in incredible free-form strategy epics like Lords Of Midnight. I really miss those times, and that encouragement for free-form experimentation. Kids these days do not really ‘play’ games. They ‘compete’ at them, to ‘win’, or to ‘beat’ them. This feels weird to me. I’m always playing to have fun, not to go along with what a designer has decided I will do that day. In the ideal Star Trek MMO, I’d just tend a ferengi bar, but the designer no doubt wants me to go ‘questing’…

Democracy is probably the most free-form of my games so far, but they all have a hint of it in them. Kudos didn’t really have a proper ‘end’ as such. there was no boss to beat or princess to rescue. It was a toolkit, a toy, and bunch of things to play with, woven together as a functional simulation that let you play out ‘what if’ scenarios.

That’s what GSB2 is. It’s a big pretty spaceship battle toolkit for you to have fun with. If anyone complains that they’ve ‘beaten’ it, or Democracy 3, then they haven’t understood the purpose of the product. A game is not a challenge from the designer to the player, but an environment created so the player can experiment and enjoy themselves. That’s why there are customizable spaceships in GSB2. It’s not about the designer, or the artist, but about the player, and I believe in giving the player as much control as possible.