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

Sense of progression

Increasingly I find myself drawn to games that have a sense of progression, a feeling of permanence, or some other ‘value’ beyond the immediate sensation of fun. I guess I’m a pretty ambitious, and long-term thinking person, so that naturally spills out into my gaming habits. I want my gaming time to be an investment.

Generally, my games have failed in this area. The very name of GSB suggests that it is pointless, a one-off bit of fun, to be enjoyed purely for the spectacle and the giggles. There is a high score table for the survival mode, but there are no achievements. There are unlockable items, but not a huge proportion of the options are locked. The game is more like a chest full of toys, than it is a linear, scripted and proscribed ladder.

Obviously there are gamers who prefer that. You’ve probably seen Dara O Brian lamenting the fact that he buys a game, but isn’t allowed to play it?

However, although I have some sympathy with that view, I also think that the worst cases of it can be worked around. I always remember my frustration in the D-Day landings part of Medal of Honor. After 15 deaths, I thought “Why the hell doesn’t the game kick in a script where a nearby soldier drags me to safety at this point? We all know I failed metaphorically here, so let me continue with the fun.”

The design of my next game is very much in flux, it’s more like GSB than any other of my other games, but it is not a straight GSB sequel or spin-off. It might be, in some ways, a bit simpler, but it will also have a lot more possibilities in others. It will have more of a feeling of progression than GSB did, and I am pretty sure it will be all the better for it.

Gratuitous Poster

My office wasn’t looking enough like a games studio office, so I got a nice big blown-up poster of the GSB campaign game background framed for the wall. This picture makes it look crap (reflections and blurriness), but it’s actually pretty cool.

stercesynamoot

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  -... ... -.-. .... ----- ----- ----- ..- --...

How to get a reply from tech support

I’ve worked as first, second and third line tech support for IT companies, and I also run an indie games biz and handle my own support, so I’m in a reasonably informed position to dosh out some handy advice here to people who run into a tech-support brick wall. here goes:

  1. If sending email, ensure there is a subject line. I’m serious. blank subject lines aren’t going to leap out from someone’s inbox. I get quite a few of these.
  2. Make sure you state up-front and clearly what product or service you have a problem with. In my case, that would be *which* game. It saves a lot of guesswork on time
  3. State anything unusual about your setup. I get a lot of people who only mention they are running the game on Linux (officially unsupported) under WINE after about 6 emails. That’s silly. Let the tech support guy be the judge of what is relevant to the cause, don’t assume.
  4. Find out your rough system specs first, and state them in the email. Everyone will need to know what version of windows you have, and for games, what video card. Find this out *before* you email them, because they are going to ask you anyway.
  5. Don’t get abusive. Especialy not in the very first email. People who are there own boss, like me, will just delete those emails. At the very  least, you go to the back of the queue.
  6. Don’t write a novel. The guy scanning tech support issues is busy. Don’t include too much fluff.
  7. Include any previous correspondence, quoted below or attached. In an ideal world, all tech support staff can instantly see a log of your problem and previous emails. In practice, esp for small companies, we don’t have a system like that. And even when we do, scrolling down an email to see what was said is quicker anyway. This saves us a whole bunch of time.
  8. Understand the problem from the other guys POV. Every consumer computer on earth has a different combination of hardware and software and configuration. It’s not ‘stupidity’ that has resulted in a software crash. They are likely more annoyed at the software having bugs than you are so remember by default, they are on your side.
  9. Use email if you can, and there isn’t a dedicated support form. Email is easily stored and searched. I get tech support requests by forum PMs, by twitter, facebook messages, blog posts and everywhere else. At least try to find the contact email address for support, as this will get the quickest response. My email is cliff@positech.co.uk. Good companies do not hide their email address.
  10. Don’t assume you are being ignored. It’s a big world and tech support may be asleep while you are awake (I’m in England). They may also be investigating the bug before getting back to you. Some problems are fixed in 2 minutes, some take 3 months.  If you need to chase up a problem be polite, and remember 7.

Of course, this doesn’t always work. Some companies, which I won’t name, but they are global internet companies, ignore all communication that isn’t by phone. *Sigh*. But you certainly can’t be *worse* off for keeping this stuff in mind.

Show Me The Space-sim!

Theres a new interview over at my little side-project site ShowMeTheGames today:

http://www.showmethegames.com/starwraith_interview.php

it’s an interview with the guy who makes a very nice looking space sim that reminded me of freespace and Elite. Like me, he is a workaholic one man indie maniac. Check it out.

Today has been non-GSB work, for the most part. It seems like patches 1.51 and 1.52 didn’t end the world, which is nice. Recently there was a cool review of GSB over at eurogamer, feel free to comment on it if you have an account:

http://www.eurogamer.net/articles/2010-12-09-gratuitous-space-battles-review

Today was spent partly buying food from the market (one of the best things about working from home is you can go shopping when everyone else is at work), and partly doing the SMTG interview, plus also some basic work on mystery game IV. That involved taking some existing code from GSB and pulling it apart for the bits I wanted. It also allowed me to do a serious re-write of some of it, which it badly needed.

It’s amazing how a supposedly simple class in C++ can grow and grow and grow until you swear to yourself to make it more modular next time around…