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

The movie industries broken business model

I don’t understand the people who run movie theaters/cinemas…

In the year 2016, I have a bloody good 40″ TV in my living room. It has a perfect picture, and with Blu-ray, its as good as the movie theater. I have multiple hi-fi speakers and a subwoofer, and don’t really miss surround sound. Also I have a lot of stuff the movie theater does not have:

  • A pause button
  • Complete control over volume.
  • Complete veto on who I watch the movie with
  • Complete scheduling freedom
  • Total control over lighting and temperature.
  • My cats can be with me.
  • Zero travel time, zero parking issues
  • Reasonably priced food
  • The best seats in the house.
  • Probably cheaper.
  • Ability to fast-forward the trailers and ads.

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By any conceivable measure, watching a movie in my living room is a superior experience to going to a movie theater. The movie industry still tries to get me to go with the two tiny…tiny..advantages they have:

  • A short (and shrinking) period of exclusivity
  • 3D!

As someone who is stereo-blind, the second advantage is a disadvantage. The first….well thats all they have. Frankly, its not enough. 3D is generally not making movies better, its been adopted to help combat piracy, in the ridiculous assumption that movie piracy is a bigger threat to the business than the adoption of high-speed streaming, fiber-optic to the home and cheap big flat screen TVs have been.  How could they do a better job of all this? Here is what I would do…

Take a lesson from ‘secret cinema’ and make going to see a movie an EVENT, not just an inferior experience…

  • I’d dress up the movie theater staff as characters from the big new hit movie
  • I’d sell memorabilia, toys, t-shirts, posters, everything…associated with the movie at the theater. Surely this is a no-brainer?
  • I’d have a bar…a decent bar, with cocktails and drinks named after movie characters, big screen TVs showing ‘the making of’ and other fan-content so people can get hyped with a pre-movie drink.
  • I’d massively encourage cosplay. Best outfit on each screening gets their ticket price refunded + posters & swag.
  • I’d increase the price of the ticket. This is an event, not just a movie.
  • All seats are premium seats, All seats are comfortable and adjustable.
  • Give everyone the option to pay extra and take a blu-ray of the movie away with them the moment the movie ends.

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Maybe that wouldn’t work, maybe it makes no business sense. But as someone who went to secret cinema (expensive) to see Dirty Dancing (not a movie I care about) and had an AMAZING time, and would easily pay double to go again… I look around me and I see movie theaters that are almost always 90% empty, and secret cinema going from strength to strength. People want experiences now, not just an inferior viewing of a movie.

You always have to give people a reason to buy your product. The movie theater has virtually none right now.

 

Donating Democracy 3 revenue to War Child

Watch this video:

Starting Today, and running for twelve days, Positech is donating all its steam revenue from the Democracy 3 franchise to a charity called war child. Thats the full price of each game, minus steams cut.  Hopefully we will raise about $20k. As gamers, we spend a lot of time (me included) shooting guns in virtual wars. Lets spare some time to consider the impact of real; life wars that are happening right now on children around the world.

Things are actually getting better.

I know its trendy to moan and complain about life, and the government, and how things are SO BAD and are GETTING Worse. I used to do this when I was 16 too. Then years later you look back on life then and realize things are definitely NOT getting worse, and it was a combination of selective news-reading / alcohol / puberty / political bias that makes you think that way.

Everyone who is young thinks things are getting worse and they have never been this bad. In the UK at least…that’s probably not true. I’m not saying the UK is perfect, far from it! But I took the time to research some stats, and went only to official stats sources, no spin or selective reporting. here is what I found.

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So not everything is bad! Remember to look at the big picture when you think ‘things are getting worse, its never been so bad!’. Everyone thinks that in the short term.

See…I can do optimism. I just generally choose not to :D

Political Animals: The 15th day post-mortem

15 days ago Positech released Political Animals, a fun PC strategy game based around cute animals fighting for political victory in a number of islands. The game had a general theme of corruption and ethics, and challenges the player to win an election by being the good guy/girl even when your opponent may be playing by different rules. The game is for PC/OSX and was released on Steam, Humble Store, GoG and direct from us through the humble widget. Without further ado, the website for the game is here: www.politicalanimalsgame.com

15 days after release is not nearly long enough to have a complete and fully-rounded insight into the ‘story’ of making and releasing the game, but its a good opportunity to get this stuff down in a blog post while its all fresh. So here is the warts-and-all post mortem on publishing and releasing the game. (You can read ryan sumos take on the same topic here).

How was it made?

My email account has 687 emails in the ‘Political Animals’ folder, dating back to September 26th, which was shortly after meeting Ryan Sumo for the first time in person at a UK games show. He was the artist on Prison Architect, and I know the Introversion devs well enough to shamelessly gate crash the odd meal with them, which is how I ended up sat opposite Ryan. (Interestingly I published Big Pharma after being sat next to Tim at another indie meal. Notice a pattern?). I love to think the world is a pure meritocracy, but to be honest, the fact that Introversion knew Ryan, and thought he was a good guy/reliable did influence me quite a bit. Physically meeting someone who can show you their game on a laptop is very,very different to a blind email pitch, there simply is no denying that. Anyway… to cut a long story short, me and Ryan exchanged a few emails and builds and eventually signed a contract at the end of October 2015.

Our plans for the development period of the game were pretty darned accurate. Initially we thought we would be releasing around the end of September/Early October 2016, and we missed that by just one month. Thats really not too bad for game development. Budget-wise, we also came in roughly close to what was planned. Making a game in the Philippines (where Ryans new studio:Squeaky wheel is based) is cheaper than the UK and we didn’t spend a vast amount on outside contractors. What we did do, is spend a lot more than expected on expos. Its amazing how keen I am for a game to be shown at a show when someone else has to go there instead of me! In total, I appeared at just one show, because it was in the UK and thus easy for me to arrange, plus I wanted to meet Ryan again, and meet another member of the team (marnielle).

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I still have memories of us driving to a hotel bar to get a decent coffee and both of them going WHOAHHHH! when I accelerated my car a little bit :D.

There was some back-and-forth on design issues during the game, but actually not too much. I wanted the name changed from Party Animals to Political Animals, but the vast majority of the design stuff was entirely left to Squeaky Wheel. We hired a professional user-testing company to try the game out on innocent members of the public, which I found both helpful and reassuring (feedback was good). We were able to launch the game before the US elections, and everything looked pretty positive with some youtubers sounding very interested before the game was released.

How did it do?

Hmmm.

One thing I try to avoid is lying to myself or telling myself I did well when I didn’t. Its a pet hate and also a sign of being crap at business. Smart people learn from their mistakes, and you can’t learn from something you don’t think exists. I think that commercially, this failed, but ‘artistically’ it was a success. Also… to further add a disclaimer before I mention the sales… I am wholly convinced by the brilliant arguments of nicholas taleb, who points out that a string of successes means fuck all, if they were lucky, and a string of failures is no bad thing if you were unlucky. In other words, if you made all the right decisions, then took an informed, calculated and sensible risk…and you lose, then thats perfectly fine, and you should recognize this fact. He explains it better than me.

So far…Political Animals has not sold well. Its sold ‘ok’ for an indie strategy game on steam. You can see on steam spy how it did, if you are curious. We got some very positive lets play cover in the opening week (and beforehand), but the praise from youtubers somehow did not translate into purchases, although it did translate into a LOT of wishlist adds, which bodes well for the long term. Also we are on GoG, Humble Store & direct too, so steam isn’t the whole story here.

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On paper…I have lost a big chunk of money on the game. My current hard statistical predictions suggest I will never recoup the cost, although those may well be out of date due to changes in the way steam promotes games since I collected most of my data. I would not be surprised to see that change. Mentally, I am resigned to losing a mid five figure sum on the game. if that turns out to be pessimistic, then yay!

What did I do right?

Picking Ryans game was a sensible move. He came recommended by good friends, he had worked on a bunch of games before. He seemed a nice guy. His team were affordable, being based in the Philippines. Ryan had a very clear idea of what he wanted in the game, and the team seemed to agree with this internally. Nobody resigned, nobody got fired, there were no arguments. Communication was good, Everyone seemed happy. Don (programmer):

don “I really think that we did our best in developing Political Animals. I was the last addition to the team and I didn’t have a hard time adjusting to my new teammates.”

I know the team seemed a bit stressed at some points, especially with all the travel but…thats game dev :(.

We went to a LOT of shows, and I think this was worthwhile. Tristan (Designer):

tristan “I was optimistic about the game launch, because we have had good feedback during the shows”

We spent money on user testing, which may have been a bit too expensive. Creative control was predominantly with the developers, and on issues where I thought they were wrong (I dislike the music, for example), it seemed I was the only one feeling that way. The game was made in unity and I’m not aware of any major technical issues. Translation went well, and we encountered very few bugs. We launched on time, and pretty much on budget. Everything flowed pretty well. In a break with normal practice, I handled the website design myself, and it seemed fine.

What did I do wrong?

We released the game at exactly the wrong time, with the wrong art style, and didn’t promote it with social media enough. We MAY have priced too high as well.

I assumed that releasing an election game in the lead-up to the most exciting US election in history would be awesome. I assumed that in October 2015. By October 2016…things were different. It was definitely an exciting election but for all the wrong reasons. Corruption wasn’t something we could laugh about in regards to a cartoon mouse, it was something on our TV screens..every…single..day. Political debate on social media was everywhere and corrosive. Far from being able to say “Cool someone just emailed us about a politics game! how timely!”, I think journalists ended up saying “FFS..A GAME about politics? enough already…”. In short, I think my assumption that releasing this game at this time would be a good thing was 100% wrong.

On the flipside I think releasing the same game NOW would be even worse. I make a living from political games, and I am SICK of politics right now. One can only imagine how the average gamer must feel about it…

To my credit, I’m not putting this down as a mistake. The game was being made already. Short of delaying it, and sitting on it for six months, I’m not sure we could have prevented this. Events overtook us. Events dear boy…

The art style was wrong. the art style is in fact…awesome:

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…but it made it look like a kids game. We realised this and fought to get more screenshots out there with charts and graphs to emphasise the strategy nature of the game, but I suspect this was a losing battle. It *looks* like a casual children’s game on mobile. It really isn’t, but in some peoples minds it probably seems like it which also devalues the game… which brings me to…

The game released at $14.99 with a 10% launch discount. I think this is probably the right price *for the game*. I think this was the wrong price for a game launching at the wrong time with the wrong art style. I had made two mistakes (not changing the art style right at the start and then launching the game at the wrong time) and then compounded them by not compensating for this with pricing.

The final mistake we made was a failure to really embrace social media. Ryan went to a lot of shows, as did other members of his team, so there was a lot of personal meet & greet style stuff, but in social media terms, we didn’t ramp it up enough. We had a facebook page, and a twitter account, and even some cool twitter accounts for the candidates, but frankly we didn’t produce enough youtube content, and didn’t build up enough of a critical mass on twitter and facebook. I suspect that the team are not massive extroverts, and I’m not one either, and this probably showed. With rural English internet preventing me from using twitch, and useless Philippines internet preventing the devs from doing it either, we were already fighting with one hand behind our backs on that score.

Ryan:

ryan “I feel like I also slacked a little bit in terms of contacting press. While I did my best, I do think I could have tried a little bit harder. Perhaps knowing that Positech had brand recognition made me complacent.”

and Marnielle:

marnielle “I really didn’t know what to do during launch other than sharing the game to social media like a mad man. There’s a feeling of regret. I feel we could have done more.”

Conclusions

I made a calculated bet with a lot of my ducks in a row. I am the indie politics game dude, this was always going to be a synergy win. It was a good team who did a quality job to make a game on time and budget. In other words, almost everything went right. We were unlucky with our launch timing, and maybe fumbled the art style & social media thing. I will definitely spend more time thinking about this sort of thing with future releases. Lessons have been learned. Pretty fucking expensive ones in my case, but as Quark says: “The riskier the road, the greater the profit”.

Political Animals is available RIGHT NOW:

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