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

Dubious uses of anonymous file hosting

I saw that a well known ‘anonymous’ file sharing site won on appeal their right to continue ‘unknowingly’ hosting copyrighted movies, music, games etc, this week. A great victory against ‘the evil megacorps’ that already have too much money blah blah.

Except of course, that the site in question is a huge company, one of the biggest online users of bandwidth, and likely all of it’s ‘sticking it to the man’ directors are millionaires. Undermining the system from within?

I have no problem with people using online dropboxes. Quite a few contractors in my industry use them to transfer finished art assets to customers, for example. And every time someone, fairly reasonably points out that 99.99999% of rapidshare/megaupload etc’s content is copyrighted, they always wave their arms at the odd graphic designer who uses their site for legit reasons.

I think the solution is simple. Continue for it to be legal to host file drop-boxes, with the normal DMCA takedown procedure, but make it non anonymous. Ensure you need to buy a one-off account, for maybe just $1, with a proper bank account. A traceable one, basically. One that, if *horror of horrors* someone uploaded a copyrighetd movie/game, they could easily be traced by their bank details, and prosecuted for damages.

I’m sure people will say ‘what about whistleblowers’, and yay, what a great point. By all means, allow anonymous uploads. Cap it at 10MB a day. 1 MB is a comrpessed copy of War & peace. Exactly how many classified documents do you need to upload in a day? You can still leak those emails to the press, you just can’t upload  Spiderman3_HD1280_RiPpEdByMe_3434.rar.

There is absolutely no justification to allow unlimited uploads to a server you run in the multi-gigabyte range from someone anonymous. Especially in the form of password-protected rar files. Try going along to one of those self-storage places and saying

“I want to store 4 lorryloads of stuff in your warehouse, and I want the only key. By the way, yes I look a lot like the guy who stored stuff here every day for the last 2 weeks, and every single time it turned out to be stolen goods, but clearly it won’t be this time, honest guv!”

At some point, hopefully, the era of ‘anonymous file hosting’ will be put to rest by lawyers. I doubt it though. Lawyers are good at earning themselves money, not seeing the right thing done. I won’t shed a tear if one of those companies gets a huge business-destroying fine though.

But forums are great (bring a dagger)

So jeff thinks game devs should rarely read their forums. I disagree, although he makes some good points. The best point, is about taking things personally, and getting angry. I often get angry on forums, but rarely my own :D.

I’ve found my forums to be fantastic for four reasons:

1) I find out about bugs quickly from people who won’t email me

2) Other people find solutions to their problems really easily in a sort of self-updating FAQ method.

3) People who are considering buying the game can see it’s popular, and read real opinions on how it plays from actual buyers. As long as your game is good, this is a win.

4) I get great feedback on what works, and what doesn’t, and find out how people want the game to expand and develop.

That last point is vital. When I designed GSB, the challenge system was a bit of an afterthought. it wasn’t the core of the game, which was supposed to be offline. Eventually, that challenge system got vastly expanded and improved based on forum feedback. I also improved a number of things that people had asked for, but which had not bothered me, such as the ship design hull picker.

The big danger, and Jeff mentioned this, is that you can’t get too swayed by the forum posters into switching design decisions. There is a big temptation to do this, but be wary. If I look at the percentage of GSB buyers who are forum posters, it’s pretty small. They are a tiny percentage of the playerbase, and not the group that I should really take design cues from. Some of their ideas are truly cool (someone mentioned fighters that could repair other fighters recently), but the key is to knowing when you have spotted an idea that really is good, and when you are following the crowd.

There is a solution:

You develop a huge, planet-sized ego such as mine. This solves everything. That way, you can easily brush aside 5 page forum threads saying how you need to change the game to do X, because you know you are right and they are all wrong. It’s pretty much essential as a game designer working on an original design, to be pretty full of ego.

Most really good design decisions seem pretty insane. A turn-based life simulation game doesn’t sound like a top hit, nor does a politics game with a complex charting system of icons as a GUI. Nor does a space battle game where you can’t control anything. They all seemed to work for me. A virtual dolls house worked well for one guy, as I recall. You need confidence and ego to push those ideas through.

The only problem is, if you *do* have that frame of mind, you will not work well as a team. You need to be indie, or promoted rapidly to lead designer. Otherwise you will go mad. I was in a meeting with Peter Molyneux once, where he was explaining how the game would work, and I interrupted him mid-flow with the phrase “surely it would make more sense to do it like this…”

It was briefly, like that moment where Worf Challenges Gowron for control of the klingon empire. Sadly, my Daq Tagh was next door on my desk. Bah.

That was the last design meeting they let me in :(

In retrospect, I see that I am exactly the same sort of person myself, so no wonder I ended up as an indie developer. Also, let me be clear that I’m not saying you need to be a total bastard, and angry, or difficult. You just need to have the confidence to know when you are right. My aim is to do that, but to still be nice to people. I still manage it, 9 days out of ten :D

How to sell the sequel to your game?

There are various ways to sell sequels to games. I’ve sold 2 sequels myself (Democracy 2 and Kudos 2). The approach I took was this:

  • Take what’s good about the original game, and expand upon it.
  • Fix any of the design or technical limitations of the original that were too big to just patch.
  • Add some new features, and polish the stuff that is already there. Maybe with a bigger budget this time.
  • Respond to tons of real paying-customer feedback to make changes and improvements to the user experience.

In short, make a better version of the game.

Or of course, you can be cynical as an ambulance-chasing lawyer, and just turn off the servers for last years version, and then sell the same game again with some extra bump maps and a new logo.

Seriously, running game servers is cheap. How do people think all those FreeToPlay games cope? This is so, so cynical.

Mp3 vs CD’s

Ok, so we all know that I am older than Elrond*, so I’m more likely to be ‘un-cool’ and buy stuff on an older format anyway, but having just bought a CD, I think my reasoning is pretty sound.

First, I have a partner with a car that has no mp3 player, so having a CD means I can play it in her car.

Secondly, I still have 2 CD players in the house. (maybe 3, now I think about it), and this way I can play the music in those, as well as on my PC.

Thirdly, I can always rip the CD to mp3 format anyway, and get all the benefits of mp3 playback.

Fouthly, I’m an ex-muso-snob with good hearing, and CD’s sound better than most mp3s.

These are pretty specific to the CD vs MP3 format, but one of the other reasons was more applicable to buying anything online, and even applicable to indie gaming.

Basically, I heard some music on a TV ad or show (can’t even remember) and it was by a guy who I heard sing news year eve on TV, and pushed me over the edge into thinking “yup, I’l; get that album”, While I thought this, I had a laptop, and a cat sat on my legs, preventing movement. The laptop didn’t have itunes installed, and frankly installing itunes annoys the fuck out of me.

Itunes wants to be in charge of me. I am the humble customer, and it knows best. It will insist on running all the time, as a windows service, whether I like it or not. It thinks it’s desire to run 24/7 is more important than my desire to have my machine setup slimmed down and reliable. Fuck that.
So I don’t have itunes on this PC. I do, however have a web browser, so I went to amazon and ordered the CD. It was easy, done in 2 clicks, and I didn’t have to install any clients, or run any software in order to get what I paid for.

In a sense, I just did the music equivalent of buying a PC game direct and getting a direct .exe link in return. It was way less hassle, and very satisfying, and also very encouraging, because obviously, this is what I do with Positech, as opposed to inflicting a ‘client’ on people, and it’s good to see that it has bonuses for the buyer.

Plus it was only £2 :D

*41

Ecommerce tracking. Oh shoot me now…

One of the really boring bits of my job which doesn’t involve explosions (all the best bits involve explosions), is the tedious process of working out which people who saw an advert or website coverage bought a game. Big companies have an army of calculator-brained accountant/web developer geek hybrids to worry about this nonsense, while the game designers do more important stuff like eat canapes and quaff champagne. In my case, I have to do it.

Bah.

(The sales tracking, not the quaffing)

Double Bah.

People who know me well, will realise that peversely, I love this sort of stuff. However, getting it working properly is a nightmare. I use google as my analytics provider, and BMT Micro as my payment company. I’ve been spending a lot of time trying to get it all to work properly. In theory this is what happens:

  • Visitor comes to the positech site from a google advert, google analytics drops a cookie on their PC.
  • Visitor buys the game(yay!) and is redirected to the BMTMicro site.
  • Javascript on BMTs site notifies google all of the data about the transaction, and who made it
  • Analytics ties this together and lets me congratulate myself on a l33t advert.

In practice, this is what currently happens:

  • Visitor comes to the positech site from a google advert, google analytics drops a cookie on their PC.
  • Visitor buys the game(yay!) and is redirected to the BMTMicro site.
  • Javascript on BMTs site treats all transactions as UK Pounds, regardless of currency. Lets hope nobody in zimbabwe buys the game or the stats are useless,
  • Analytics denies all knowledge of the fact that it’s the same visitor, convinced that everyone who buys the game must have appeared magically on BMTs website by beaming there direct from Tatooine.

I may have fixed this, by completely re-doing all of the javascript for the analytics on all the pages on the site I’m tracking, but it will take a few days for me to see if that’s really the case. To add confusion, I don’t have access to the code on the actual post-buy page, because that’s a secure page hosted by BMTMicro, so debugging this takes longer than usual. Google have written dozens of articles on how it works, almost all of which is contradictory. Thanks guys!

To really hammer home how clueless I am at that, I have picked up a stalker.

My stalker is an advert for an iiyama monitor that I looked at once, which follows me everywhere. It’s the digital equivilant of a girl you smiled at in a bar once who then follows you everywhere for the next 30 days. Creepy, and annoying, but more importantly, it’s evidence that everyone else has their customer tracking down to a fine art, and I’m still acting like some newcomer blundering about in clown shoes wondering who buys his games.

Bah.