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

The indie illuminati

There are very few overnight successes. Sometimes people mistake grizzled and battle-hardened veterans for an overnight success because they didn’t see them coming.

I think there must be some tipping point where people go from ‘very well known amongst the local creative community’ to ‘household name’. At that point, everyone wonders where the hell they came from, and people who hadn’t heard of them tag them with ‘overnight success’. Very soon, then get grumbled about, and considered to be ‘above the rest of us’ and so on. Eventually, they get packaged up as ;’the illuminati’ or ‘the bilderberg group’ or whatever. Sometimes this is justified. Sometimes it isn’t. I think mostly it isn’t.

I was chatting to a world-famous indie superstar recently, and he pointed out how he used to think that ‘cool indies’ were cliquey, until he got to know them, and then just realised they were just a group of friends chatting. This seems to often be the case. I bet this happens a lot at indie meetups and games conferences. The thing is, if you know people, you have one experience, and if you don’t, you have another, and we are such basic, chimpanzee like animals that we vastly exaggerate our perceptions of events.

if you attend some indie conference and you don’t know anyone, your perception is often this:

“Everyone is so cliquey, they all know each other. Nobody wants to talk to me. I have no idea who to talk to. Will anybody want to talk to me? Look! it’s that dev who made X and here is chatting to that dev who made Y! neither of them will have heard of me, I’m such an outsider. bastards etc…”

whereas dev X is probably seeing the exact same situation like this:

“Hey cool, it’s that dev who made Y, how are you doing? fancy a beer, have you seen that dev who made Z? she said she was coming. Its so cool to meet up again, I’m glad I know someone here. I’ll stick with them.”

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The thing is, there was always an event where X met Y and Z met X. There are no secret handshakes. nobody insists on seeing your steam royalties report or metacritic score before they will share a beer with you. Indies tend to be very nice. They also tend to be a bit shy and insular. We sit alone all day, what do you expect? It’s easy to mistake this behavior for cliquishness but it isn’t.

A game developer that came to an indie pizza meetup once said to me ‘you aren’t as scary in real life as I’d assumed’. This was kinda weird, I’d never considered myself scary. Even when I’m carrying a chainsaw I’m more scared of it than anyone should be of me…

Anyway… what am I saying? basically I’m saying that the ‘cool’ indies probably don’t think they are cool. They probably stick together in their clique because they are as terrified of meeting new people as the people who are terrified of introducing themselves. I’m rubbish at it myself. I still remember the first time I met Paul from mode7, Jake from greyalien games, Cas from puppygames, Mike Bithel, Mark & Chris from Introversion. I think in every case, either they said hello to me or someone else introduced us.  And yet now, I’m aware of the fact that I might be one of these indie Illuminati that seems cliquey to outsiders. I’m not. I’m just shy. It’s easy to get that confused.

if you want to worry about real cliques, worry about politicians. Thats the real clique. In the UK they all went to the exact same school and did the exact same course. THAT is a real clique.

Steam workshop support is now live for Democracy 3

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Right, it’s early days… but steam workshop support is active and live and anyone can use the content there, and upload it. I have one modder with an upload problem I’m investigating, but generally I think it works.

I urge all modders who have already listed their content on the modding forums at the democracy 3 website to re-upload their mods to steam workshop if they have a steam copy (or a steam key from a direct copy!), as I suspect workshop might get quite popular.

I’ve put together a guide on steam (under guides/modding or configuration) and also put together this here short explanatory video:

If anyone has any problems uploading or downloading just give me a shout. I think modding democracy 3 has a lot of potential, and I’d love to support the modding community as much as possible. BRING ON THE MODS!

Democracy 3 patched to 1.09

So here we go, it’s PATCH DAY. Everybody put on your patch day trousers and mix up those patch day cocktails. oh yeah woohoo!

Ahem…

I updated Democracy 3 on PC today. mac & Linux builds to follow soon. We took a tactical decision to skip 1.08 for mac & linux so as not to work my poor linux dude into an early grave, but they are getting version 1.09 as soon as we can get it done. here are the changes…

Version 1.09
============
Bug Fixes-
    Fixed bug where escape key allowed you to quit from policy screen without confirming changes.
    New system to detect if the game can’t run fullscreen the first time, and force a windowed run on second attempt.
    german characters now render correctly.
New Content:        
    Support for steam workshop.
    Better mod browsing interface and link to modding website.
    Ability to delete and thus uninstall a mod from the GUI.

Now I know what you are thinking. Possibly ‘meh’.  But have faith. That steam workshop support suddenly became my priority, so i fixed that so it’s in the game and working and all wonderful. It isn’t actually enabled for everyone yet, I need to do some tests first, and I’ll be adding some ‘test’ users to the group that has workshop access tonight, and I’ll put together a sample new country ‘posistan!’ and upload that, then open the floodgates.

To be honest, I underestimated how popular steam workshop would be. It solves many problems. You don’t NEED it at all, you can still sue my super steam-free modding support, it’s just that steam workshop simplifies and centralizes it all a bit.

What I’m saying here, if you can’t tell… is that I know I could be doing more balance-adjusting and stuff like that, and I *do* plan on doing some stuff like that, but I wanted steam workshop support in place first so modders can do their thing. I’ll return to balance stuff soon. And also German language versions in about 2 weeks. Oh yeah.

Expect another blog post soonish about exactly how I’ve integrated steam workshop support into the game…

Another view of marketing: The confidence game

Lets imagine a game with two participants. They have both produced products that will sell on the high street, but they need to bid for shop-rental.

Company A thinks it will sell $200,000 a day of it’s product (which it manufacturers on demand so there are no fixed costs), if it has the shop. (consider this profit, after costs of sales).

Company B thinks it will sell $120,000 a day of it’s product (similar in every way, but it is being cautious, maybe its not as good a product, or they lack confidence in it?) in the same shop.

How much does the shop-keeper earn?

Methinks he earns $120,000. How much does the product selling company earn? I think he/she earns $80k. why?

lets assume perfect information and a free auction. The 2 companies bid against each other for the shop. Company B cannot rationally go above $120k, because then they lose money. They rationally bid $119,999.99. They lose to company A, which bids the $120k, and then has a take-home profit of $80k per day.

In a different scenario, give the 2 companies estimates of 800k a day vs 120k a day. What happens now? Company A still gets the store for the same price, but makes 680k a day. The shopkeeper still earns the same.

What can we learn? Many things. Firstly, it is in the shopkeepers interests to have a large number of high earners wanting to rent their space, rather than a single winner. Secondly, if you are the person renting, you want to crush the competition, not just beat them. Selling 20% better than the next guy is NOTHING compared to the leverage of selling 100% better. The difference earned then is not the 80% you expect, but 400%. (assume paying 20% out for the rent, keeping 80% of revenue vs 20%)

Interesting conclusions, and maybe this explains why big companies make Call of Duty for $100 million, and not 100 1 million dollar games?

Replace ‘shop’ with web store or search engine ad, and it all becomes very very relevant and very very interesting. If you are an economics / biz geek anyway :D Why the title? I’m thinking that if you have that 120k to put down as a vote of confidence in your product, you win. You get the shop, and you earn the money. Note that Company B goes bankrupt with zero sales :D Outbid into extinction. Also known as starbucks approach to independent coffee shops. bah.

Is my reasoning/maths wrong? I have been drinking…

Huge Redshirt update!

We just updated redshirt with a galactic-ton of updates and improvements. Just re-download to get the new version, if you have already grabbed the pre-ordered beta from here.

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Here is the changelist:

Redshirt Beta v0.7

  • Now reduced to 160 days till the end of the game.
  • NPCs now have a variable for how often they check Spacebook. This defines responsiveness to status updates/wall posts/private messages.
  • NPCs will now check their Spacebook messages and sent friend requests more often!
  • Spacebook flirting consequences fixed!
  • How NPCs are feeling is now made more clear, especially after events/work/end of day.
  • Higher likelihood of receiving a Spacebook message from NPCs.
  • NPCs are no longer so hesitant about how many times they post about one person in a given day.
  • Romantic partners feel neglected if you don’t go on specifically romantic dates with them — they might message to let you know!
  • Now possible to die from too many sickbay visits close together.
  • NPCs get upset about one-way messaging the player.
  • Fixed end-game screen.
  • Station settings page on character creation — ability to define personality breakdown of NPCs (now have 5 fixed personality attributes in addition to previous 6 variable ones.) — personality attributes reflected on profile page.
  • Ability to define how often away missions happen, and how overzealous the holodoctor is in monitoring your health. :)
  • New NPC personality attribute: Bigotry affects:
  • — applying for jobs if you’re the wrong species.
  • — all relationship adjustments are reduced by 75%.
  • — liking a bigoted status means relationship minuses with friends of targeted species and other non-bigoted friends.
  • — whether they accept your friend request.
  • — how they feel about going to events with people of a different species, etc.
  • New NPC personality attribute: Chattiness affects:
  • — How likely they are to post statuses & messages.
  • New NPC personality attribute: Vanity affects:
  • — Whether or not NPCs feel offended that they weren’t invited out (only vain NPCs get upset now, no-one else.)
  • New NPC personality attribute: Quirkiness affects:
  • — How likely NPC is to do an event which they’re not usually interested in.
  • New NPC personality attribute: Fickleness affects:
  • — Makes for a more extreme personality — adds modifiers to everything!
  • — More likely to fall in love.
  • NPCs have one interest which they are very unlikely to ever change.
  • NPCs are now more likely to fall in love.
  • Being more effective at work doesn’t mean you get modifier to negative attributes!
  • SHOP & Inventory:
  • — Fixed free repairs bug! Repairing items now actually costs money
  • — Inventory arranged alphabetically.
  • — Added ‘repair all’ button to inventory
  • — FIXED BUG: Repairing item in SHOP doesn’t send you to top of SHOP.
  • — Ability to recycle items for 10% of their value if used up, or for however much time is left before it expires.
  • NPC rejecting an event invitation no longer gives two seperate hits to relationship.
  • Dead NPCs no longer invited to events!
  • Hurting someone you’re friends with (insults, romantic infidelity etc) now adjusts relationship proportional to how strong the relationship used to be.
  • Can now buy extra actions at any time of day.
  • Raised total rank cap to 14 (7 career, 7 charisma)
  • Fixed bug: new characters would sometimes accidentally share profiles with other characters.
  • Ambassadors are now rank 15.
  • Filled out all remaining content for random work shift occurrences.
  • Aspiration window now shows the rewards for completing the aspiration.
  • All Spacebook events are now listed in order of Action Points
  • Fixed ‘yellow alert bug’
  • Properly calculating interrelationships between invitees at events
  • Ability to navigate through older Spacebook entries (link at bottom) — can also use left and right arrows
  • ‘Get in a relationship with’ aspiration no longer gets triggered if you’re in a relationship with someone with a shuttle ticket
  • Fixed NPCs posting to someone’s profile/wall/timeline
  • Fixed bugs with switching recipient of a message while on message compose page.
  • Buying SHOP items now takes up 1 action point.
  • Visible SHOP Items and events are now limited by your current rank.
  • Linked skill/interest/etc requirements from career tree window.
  • Spacebook events/work outcomes text now skippable.
  • Being in a supervisor position adjusts relationship with the coworkers supervised.
  • Playing as Asrion means extra unwanted attention from various characters.
  • Being tagged in Spacebook status of any kind now properly adjusts relationship.
  • First instance of ‘What is this thing called love?’ aspiration to be in a relationship with already-friended NPC.