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

Gratuitous Space Battles 2 Ship Customizer! Oh yes…

Behold the latest video. I think you will like this one. Plus, this is with my spangly new (pricey) microphone. can you tell the difference? Not sure I can, but let me know if it’s any better!

I’m sure people will have some questions. If you don’t see this is a big cool new feature that totally changes GSB, then watch it again :D It’s going to be awesome fun seeing what people can do, especially given how crazy people went with mods for GSB1 and that was without any ability to change graphics within the game. Let me know what you think…

Marketing games in 2014…hmmmmm.

I’m always a bit paranoid about being out of date. I don’t want to be the guy who is putting the finishing touches to his betamax product line just before he hears about VHS. I don’t care so much about coding tech, as I think the costs ofg switching tech to the latest version outweigh the benefits. Especially if you do whatever Microsoft say is cool, which changes every year. Is silverlight still a thing? hell…I remember when VRML was the tech of the FUTURE.

But like it or not, the internet changes, gamers change, and we have to roll with it. Subscription MMO’s are dead. F2P is the default now. That’s a BIG change. iOS games went from being non-existent, to gold-rush, to a great way to lose money in just a few years. Internet ads have gone through so many fads it’s hard to keep up!

So where do we find ourselves? I’d guess we find ourselves in 2014 with these priorities:

  • Video content is king
  • Social media is king
  • Buying your way to attention is getting very expensive
  • Huge centralization of online community control.

I am not a youtube user, on the whole. I watch the odd trailer and technical video, but I never watch let’s plays. I am too impatient for that. I don’t want to hear someone talk about the main menu screen for 5 minutes, I might only *play* a game for 5 minutes. And when I’m relaxing, I’m in a room with a TV on, so I prefer text only. But like it or not, video is huge. As a result, I spent a lot more now on producing video content than I did before. I have an actual video camera (a cheap one, but at least a proper one) and a decent microphone, ready for test-driving tomorrow. I’m going to try and release more and more video content.

Social media is a big thing, but tbh I don’t mind. My twitter account seems weirdly popular, and this blog is even more popular. This has never been a strategy, it’s just me being me, so that worked out quite nicely. I’ve made a bit less use of facebook, reddit etc, because I just have so little time, but I can see they are important.

Simply sitting in a dark room without either of those and just buying advertising space is getting harder. Ad-costs are high. A lot of billion-dollar companies are throwing cash at each other in a mud-fight, and us indies can’t afford to get in the middle. Some of the CPC ads can still be worth doing, but CPM is going up and up. Anyone who thinks $5-10 CPM is ‘a good deal’ is smoking something. It absolutely isn’t, unless you are selling accident insurance.

There are very few places now to be heard. A lot of those big gamer sites you enjoy are owned by parent organizations who own three or four or more of them. Big media companies like buying other media companies. I think starting a new site these days is very very hard. You struggle so much to get the slightest attention. Right now there are probably just about enough media outlets for indie PC gaming to keep up a sense of competition, but if things consolidate more I’d start to worry that we are back to 2 or 3 companies deciding your fate as an indie games business.

Interesting times…

Dirty Dozen promotion post-mortem

I can’t give you exact sales figures, because they are confidential. But that sale did ok. It wasn’t launched at the best time, but it did nevertheless make as good money as the majority of the ‘indie bundles’ out there, ignoring the humble one of course :D.

I’m definitely going to run another one, later in the year. I think I’ve done enough work to know that the model works, and setting it up will be easier next time around. Now that the sale has run once, I can say to developers ‘the sale earned an average of $X per developer last time’, which might bring in some developers who would otherwise turn it down. Funnily enough, I still get developers who refuse to be listed on showmethegames. I don’t understand why. Maybe they hate traffic, or money, or me. Whatever.

Anyway, it will still be the only ‘100% developer share’ bundle that is not PWYW. So it should continue to attract devs that want to build up their direct sales and who don’t want their games available for under a dollar. It’s a nice little side project for my spare time anyway.

Gratuitous Space Battles 2 : First battle video!

Well I’ve been working on this beast long enough, so it’s time to share my efforts with you wonderful people of the internet. I have a whole bunch of stuff I’ll eventually talk about and show to you, but I thought I’d start off the Gratuitous Space battles 2 videos with a decent 9 minute explanation by me of the stuff that is new (so far) in the graphics engine for the GSB 2 battles. There is a lot to talk about:…

I tend to do more written stuff than videos just because I find the majority of video content moves ‘too slow’ for me. I want all the information and spectacle of stuff condensed as much as possible because I take information in very very fast. If someone has a really slow speaking voice it’s even more agonizing. But hey, I’m not the audience, you are, and the good people of the internet seem to prefer video content to written, so I’m going to try and do my bit to keep up with your youtube-watching ways. or twitch, or whoever is cool this week :D

It’s difficult because I hate my own voice, and I have broadband (ha!) delivered by a sliver of copper the size of an angels nostril hair, so my upload speed is about 45kb/s on a GOOD day. This vid took nearly 4 hours to upload. Grr. Luckily I should have a chance of getting fiber here in December.

Anyway, enjoy the vid, post any comments here or on youtube or on the GSB2 official forums. I have more stuff to show off in a few weeks!

 

Will the indie games market crash and burn?

This is something I give a lot of thought to. Partly because I see other people talking, sometimes worrying about it quite a lot. I should put my own position and experience into perspective here, for anyone who is new to the blog. I started making indie games in 1997. Since then I worked for about 5 years in total in AAA dev, the rest of the time I’ve been part or full time indie, and I’ve been full time for a good nine years. I made Kudos Democracy and Gratuitous Space Battles.

The market for indie games has changed beyond all recognition since I started. When I started, the site you aimed to get on was not steam, but download.com. The other big site was Tucows, and later came Yahoo Games and Real Games (remember the real player?). Buying online was treated with suspicion. Online sales services paid you by a mailed check. Everyone bought direct from the developer, and normally got a code to unlock the game, which came packaged as a zip file.

a simpler time...
a simpler time…

How times have changed!

The market for games in general, but indie games in particular, has snowballed since then. The general short-term lazy answer to this is ‘because of steam’. Sure, steam helped, but selling indie games online paid off my mortgage before I even got a game on steam. Sites like Yahoo Games and Big Fish Games did very well indeed for the developer. I remember getting a $20k check for ONE MONTH from yahoo games. happy times… The reason I’m, saying this is not to boast, but to point out that the existence of online portals that market and sell indie games and make good money for developers isn’t that new. The thing that is new is the scale. Those $20k checks are no longer a big deal. You know whats cooler than $20k? $200k! or maybe even more!!!!1111.

The problem is, we have a LOT of indie developers who have joined the story in the third act, when the $200k is the norm, and $20k is nothing to write home about. Not for them the idea of coding from your spare bedroom with expectations only of meeting the bills. Now the indies expect to get that $200k a month. They cut their clothes accordingly, with rented offices, new PC’s, appearances at all the trade shows at around $10k a time after travel & marketing stuff is taken into account. The minimum team size now seems to be about 4 full time devs, plus contractors, voiceover talent etc. Budgets start at $50k and go up and up and up. But it’s fine, I hear indie games make $200k a month…

A small indie team circa 2014
A small indie team circa 2014

And the thing is…. some do, or they have done for quite a while. There are plenty of stories about the money indie devs are making. I’m not doing bad myself, and the only reason I keep quiet about the money my games make is I think it’s VERY misleading data for people starting out. I read a great article recently about devs who worry when they ‘inspire’ people to quit their job. This is indeed worrying. People suffer from enormous confirmation bias. They want to hear that they can get rich making games they love, who wouldn’t want that? I did my bit by giving two really downbeat and depressing ‘de-motivational’ talks at world of love and its follow-up where I point out the harsh business realities of selling an indie game and making a living. Generally, people don’t want to hear that.

indie attitude
indie attitude

The stories about steam and humble-generated millions, plus notches sales stats have persuaded a huge number of people to go full-time making indie games. Good luck to them, I wish them all well. I love indie games, I’d rather the next Call of Duty game was cancelled and the money spent making 200 small indie games instead. That would be great from my POV as a gamer. But…. I worry that the current setup is not sustainable, because so many people have entered the business during boom time.

Bluntly put, Boom time is where the middlemen get rich selling services to the suckers who just joined in before the crash. Do I think there is a crash coming? Yes. Why? Well it’s got nothing to do with steam ‘opening the floodgates’, which is firstly just exposing the reality of the market (and hopefully calming the boom) but secondly going to be fixed by them soon anyway…

The guys selling shovels got rich...
The guys selling shovels got rich…

The simple problem is a lot of indies are running at a huge loss and they don’t even realise it. Their expectations are sky high and their experience of the business is zero. Your first game will probably LOSE money. Mine did, and my second, third, fourth and fifth. The good news is, I made them all part time and had no kids to support anyway,m and the budgets were tiny. I used coder art for them all. Once I finally worked out how to do things I did my first full-time games, then my first with non-coder art, and so on. At each stage, I spent another 25% or more than the last game, and expected maybe 25% or more sales. I NEVER assumed the next game would make the same as the last, let alone more, and I certainly never required it to in order to pay my bills. I was slow-and-steady, and cautious.

And I’m still here.

But I strongly suspect a lot of indie devs won’t be in 2017. The ratio of developers who will earn $100,000 next year to the percentage who think they will is…probably quite scary. If you are new to the business, and are making your first game, and expect it to make money, don’t forget that many of those devs you read about are like me, with 17 years experience selling indie games (and in my case 34 years of programming). Keep your confirmation bias in check and look out for developers with the same experience and background as you to draw real conclusions about expected sales.

the average indie biz plan
the average indie biz plan

I encourage people to reach for the stars and follow your dreams. I do, but I also make damn sure I’m prepared. I always like to be assured of victory and guard against any possible failure.  You *can* be ambitious AND cautious. I think there *is* a crash coming, when all those ‘first indie projects’ finally ship….to not *that* much in sales, and a whole swathe of developers realise that they need to go work for a bank programming stuff they hate for a while as they build up the experience.

I don’t like to be the prophet of Doom, but I do see a lot of business plans and projections from indies that are frankly terrifying. Do your homework.