<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4338724676892513065</id><updated>2012-01-31T00:45:04.815-08:00</updated><category term='skyrim'/><category term='guitar hero'/><category term='addiction'/><category term='rpgs'/><category term='linking to things i like'/><category term='death'/><category term='shareware'/><category term='zombies'/><category term='why did my computer just melt'/><category term='ego-massage'/><category term='that guy'/><category term='losing lots of money'/><category term='internet hate machine'/><category term='rock band'/><category term='work i didn&apos;t get paid for'/><category term='nerd'/><category term='fad'/><category term='queen of fun'/><category term='tldr'/><category term='ranting'/><category term='blatant pr'/><category term='minecraft'/><category term='iphone'/><category term='developer diary'/><category term='avadon'/><category term='sales'/><category term='both artsy AND fartsy'/><category term='travel journal'/><category term='star trek'/><category term='xbox'/><category term='gold rush'/><category term='review'/><category term='teh casualz'/><category term='bioware'/><category term='VEGAS'/><category term='i suck at pr'/><category term='whistling past graveyard'/><category term='humor'/><category term='grumpy gamer'/><category term='advice'/><category term='i act like i am smart'/><category term='world of goo'/><category term='dungeons and dragons'/><category term='braid'/><category term='nethergate'/><category term='loser'/><category term='think of the children'/><category term='shameless self-promotion'/><category term='mourning'/><category term='bees'/><category term='squid'/><category term='movie'/><category term='interview'/><category term='watchmen'/><category term='physical activity'/><category term='drm'/><category term='tech support'/><category term='i am completely freaking out'/><category term='design'/><category term='testing'/><category term='whomwhomwhom'/><category term='flumph'/><category term='i am a parent if you can believe that'/><category term='pricing'/><category term='stories are for losers and squares'/><category term='ssssssss BOOM'/><category term='introduction'/><category term='nobel prize in awesomeness'/><category term='what cruddy graphics'/><category term='apple'/><category term='you made my virtual pet starve you jerk'/><category term='piracy'/><category term='tasty meat'/><category term='i hate art'/><category term='high-functioning alcoholics'/><category term='omigodomigodomigod'/><category term='l2pn00b'/><category term='not wrong to expect to be paid for your work'/><category term='flamebait'/><category term='pubic hair and semen'/><category term='everyone will hate this'/><category term='cowardice'/><category term='sale'/><category term='spiderweb software'/><category term='business stuff'/><category term='fart'/><category term='introvision'/><category term='sales figures'/><category term='games'/><category term='penny arcade'/><category term='indie'/><category term='nerdjoy'/><category term='avernum'/><category term='nerdrage'/><category term='view from the bottom'/><category term='dragon age'/><category term='geneforge'/><category term='back in the day'/><category term='jetpacks'/><category term='steam'/><category term='10000 hours'/><category term='adolescent power fantasy'/><category term='i&apos;ve wasted my life'/><title type='text'>The Bottom Feeder</title><subtitle type='html'>Thoughts on Indie game design. Humor. General crabbiness and bad feelings.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default?start-index=101&amp;max-results=100'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>127</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-7664922373473956431</id><published>2012-01-13T11:53:00.000-08:00</published><updated>2012-01-13T11:53:30.208-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='dungeons and dragons'/><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='flumph'/><category scheme='http://www.blogger.com/atom/ns#' term='whistling past graveyard'/><title type='text'>Now You (Yes, You!) Can Design Dungeons and Dragons!!!!!!!</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-_3_jzMwOTOY/TxCLECT6API/AAAAAAAAAGk/DXAN1Uy9sfI/s1600/D%2526D+flumph+paladin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="291" src="http://1.bp.blogspot.com/-_3_jzMwOTOY/TxCLECT6API/AAAAAAAAAGk/DXAN1Uy9sfI/s320/D%2526D+flumph+paladin.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&amp;nbsp; &lt;br /&gt;Dungeons and Dragons was actually in the news this week. There was even a big article in the &lt;a href="http://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake-uses-players-input.html?_r=1"&gt;New York Times&lt;/a&gt;. Turns out, they are going to redesign the game from the ground up. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Again!?!? Wasn't the last time in 2008? Answer: Yes, it was.)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The impending redesign wasn't the big news item, though. Redesigning D&amp;amp;D isn't news. Happens all the time. What did attract a lot of attention is how they are going to redesign it. They are going to have a “hearts and minds” campaign, ask players what they want in the new edition, and supposedly make it from the ground up while actually taking into account feedback from their fan base.&lt;br /&gt;&lt;br /&gt;I assume, of course, that this is all simple marketing-speak, part of a clever and successful way to get attention, and not an actual, realistic plan of action. I assume this because it's the best possible scenario. Actually trying to design a game this way is a terrible, terrible idea.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://jeff-vogel.blogspot.com/2011/01/three-reasons-creators-should-never.html"&gt;I've written before&lt;/a&gt; about the considerable dangers of relying too much on your fan base to figure out how to design your game. And, as often happens, &lt;a href="http://penny-arcade.com/comic/2012/01/11"&gt;Penny Arcade&lt;/a&gt; did a fantastic job of boiling down what is screwy about this approach.&lt;br /&gt;&lt;br /&gt;But I just want to throw out two points.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. A cacophony of voices will never solve a hard problem.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Whenever you need to make a big, difficult decision about your game design and turn to the public for help, you will get a huge number of responses. They will all be passionate, many will be well-argued, and they will split evenly between all of the possible decisions.&lt;br /&gt;&lt;br /&gt;Think about it. If a decision is difficult (and making a game like D&amp;amp;D involves LOTS of tough decisions), it's difficult because there is no clear answer. You could go either way. And people giving you feedback will totally go in any imaginable direction.&lt;br /&gt;&lt;br /&gt;The real artistry in game design comes from making all of the possible decisions in a way that they all build towards one unified goal. You want all the decisions to add up to more than the sum of their parts. Some people are really good at doing this. We call them Game Designers.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2. The people giving feedback are not the people you need to listen to.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;When you throw open the doors, you will get feedback from the most intense, passionate fans. (Note I didn't say "smart" or "insightful." Some of them will be smart. Some won't. Good luck figuring out which are which.)&lt;br /&gt;&lt;br /&gt;But D&amp;amp;D's big problem is not that it lacks a core cadre of passionate fans. It's that any sort of person who doesn't live and breathe this stuff has long ago drifted away. Those are the people you need to hear from. But you won't hear from them. Because they don't care. And you need to know why they don't care, because people who cared once not caring anymore is the heart of the problem.&lt;b&gt;&amp;nbsp;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Of Course, This Doesn't Matter ...&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Because people don't put in the long years of work getting a plum position like "Dungeons &amp;amp; Dragons Designer" to then throw up their hands and say, "Hey. Let's see what the forums have to say!" This "hearts and minds" stuff is marketing. It should be marketing. There is nothing wrong with marketing, and making the fans feel involved is a worthwhile goal.&lt;br /&gt;&lt;br /&gt;I don't envy them their task. Dungeons &amp;amp; Dragons is one of the great games, and it's had some rough years. Sadly, it's a fair question whether tabletop RPGs will ever be more than a niche of a niche of a niche again, no matter how many times you redesign them. I'll have more to say about this soon.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-7664922373473956431?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/7664922373473956431/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2012/01/now-you-yes-you-can-design-dungeons-and.html#comment-form' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7664922373473956431'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7664922373473956431'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2012/01/now-you-yes-you-can-design-dungeons-and.html' title='Now You (Yes, You!) Can Design Dungeons and Dragons!!!!!!!'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-_3_jzMwOTOY/TxCLECT6API/AAAAAAAAAGk/DXAN1Uy9sfI/s72-c/D%2526D+flumph+paladin.jpg' height='72' width='72'/><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-3560952824451945072</id><published>2011-12-29T13:03:00.000-08:00</published><updated>2011-12-29T13:03:45.210-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='skyrim'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><title type='text'>Skyrim Is Buggy and Awesome</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-a9VsiaPGfMM/TvzVSYGqTRI/AAAAAAAAAGc/r60QcwwVQ7E/s1600/An%252Barrow%252Bin%252Bthe%252Bknee%252BSome%252Bfresh%252Boc_6ad7ab_2932806.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="243" src="http://1.bp.blogspot.com/-a9VsiaPGfMM/TvzVSYGqTRI/AAAAAAAAAGc/r60QcwwVQ7E/s320/An%252Barrow%252Bin%252Bthe%252Bknee%252BSome%252Bfresh%252Boc_6ad7ab_2932806.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I have been slow updating my blog recently. Part of this is fatigue from my &lt;a href="http://www.avernum.com/avernum/index.html"&gt;recent game release&lt;/a&gt;. But most of the blame, of course, falls upon Elder Scrolls V: Skyrim. Which ate the brains of everyone in our house.&lt;br /&gt;&lt;br /&gt;I love it when a role-playing game breaks big and actually infects regular humans. Sure, it's heavy competition for a while, but it also manufacturers hordes of new, fresh RPG fans hoping for more.&lt;br /&gt;&lt;br /&gt;We love the game despite all of its considerable frustrations. I love &lt;a href="http://www.youtube.com/watch?v=ccBQZVpVvAE"&gt;this video&lt;/a&gt;, because it captures so much about what makes Skyrim fascinating.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Video summary: It was possible to steal from shops by taking pots and putting them over the heads of the shopkeepers so they couldn't see you. Yes, this was actually possible. Though I can't get it to work anymore in the newest version.)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Some people mock Skyrim for things like this, which is a truly startling case of missing the point. Sure, it's a flaw. But imagine how cool and detailed this sandbox is to make such a thing possible. It means that they programmed in exact sight lines for detecting theft, which is why sneaking around a shop and robbing the owner blind is such a satisfying minigame.&lt;br /&gt;&lt;br /&gt;I've been an Elder Scrolls fan for decades, because of what makes these games so fascinating: &lt;b&gt;Their reach always exceeds their grasp.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The Elder Scrolls series is about making a game so huge and detailed that it overwhelms you. You have to be a shut-in of terrifying proportions to experience everything. You go on a journey to find a dungeon somewhere, and there are so many dungeons and towns and people and quests on the way that you get lost in a maze of perpetual distraction until the real-world sun rises over the horizon.&lt;br /&gt;&lt;br /&gt;Of course, computers aren't strong enough to simulate a world, even a small one. They just can't do it. With that level of ambition and that number of moving parts, there will be bugs and flaws. Tons of them. You don't have to scratch the surface hard to find them, even after multiple patches.&lt;br /&gt;&lt;br /&gt;This is inevitable. Yes, Bethesda makes buggy games, and they've probably shipped &lt;a href="http://en.wikipedia.org/wiki/Fallout:_New_Vegas"&gt;certain games&lt;/a&gt; sooner than they should have. However, with that size and complexity and level of ambition, it can't be avoided. There is just too much STUFF, and too many crazy things that can be done with it. Until real artificial intelligence is invented (it won't be), a sandbox of this level of detail can't be represented by a computer without weirdness around the edges. When the range of possible things that can happen is large enough, even the largest, most dedicated group of testers won't find everything that can go wrong.&lt;br /&gt;&lt;br /&gt;It's their crazy version of something like reality, and you have to meet it halfway (because there really are a lot of glitches). Elder Scrolls fans accept this, and, in return, they get a computer game experience that's truly unique.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-3560952824451945072?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/3560952824451945072/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/12/skyrim-is-buggy-and-awesome.html#comment-form' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3560952824451945072'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3560952824451945072'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/12/skyrim-is-buggy-and-awesome.html' title='Skyrim Is Buggy and Awesome'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-a9VsiaPGfMM/TvzVSYGqTRI/AAAAAAAAAGc/r60QcwwVQ7E/s72-c/An%252Barrow%252Bin%252Bthe%252Bknee%252BSome%252Bfresh%252Boc_6ad7ab_2932806.jpg' height='72' width='72'/><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-9151189081704598802</id><published>2011-12-15T13:05:00.000-08:00</published><updated>2011-12-15T13:05:10.186-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='avernum'/><title type='text'>Avernum: Escape From the Pit Is Out</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.avernum.com/images/avernum/Av1WebLogo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.avernum.com/images/avernum/Av1WebLogo.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;We have released our newest game, &lt;a href="http://www.avernum.com/avernum/index.html"&gt;Avernum: Escape From the Pit&lt;/a&gt;, for the Macintosh. &lt;a href="http://jeff-vogel.blogspot.com/2011/07/announced-avernum-escape-from-pit.html"&gt;As I have written&lt;/a&gt; before, it is a ground-up rewrite of one of our earlier games that desperately needed it. We've tried to put a lot of cool new graphics, design, and polish into it. A big demo is available, and the Windows and iPad versions should be out in April.&lt;br /&gt;&lt;br /&gt;This is a rewrite of the first game I ever wrote for money, Exile: Escape From the Pit, which first came out in January of 1995. It has been fascinating to go back to my first full-length design. I'd forgotten how weird and silly my work could get. &lt;br /&gt;&lt;br /&gt;A few examples:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Huge, Sprawling World.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/The_Elder_Scrolls_V:_Skyrim"&gt;Skyrim&lt;/a&gt; has provided a fresh reminder of how much people love a huge, sprawling world full of details, cul-de-sacs, and side quests to get lost in. When I started out, I made games like that. Avernum is really, really big. It's possible to wander out into the wilds, get lost, and be eternally distracted by all the stuff you can do and dungeons you can explore. I was heavily inspired by the early &lt;a href="http://en.wikipedia.org/wiki/Might_and_Magic:_The_Secret_of_the_Inner_Sanctum"&gt;Might and Magic&lt;/a&gt; games, some of the first games that really tried to overwhelm you with a huge world.&lt;br /&gt;&lt;br /&gt;I love games like this. However, writing them is difficult for the obvious reason: A huge world takes a lot of work and a lot of energy. I'm old now, and I don't have the limitless drive I used to. I tend now to write smaller, more focused games. Less terrain to explore, but with a more intricate story.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Three Game-Winning Quests.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I am constantly accused of never innovating, and this vexes me. I have worked hard to try new things in my RPGs and stretch the genre, and I've been doing this from day one.&lt;br /&gt;&lt;br /&gt;Example: Avernum doesn't have one storyline. It has three. The game has three long, arcing, game-winning quests, each of them almost entirely separate from each other. It is possible to achieve one of them, say escaping the underworld, be told you have won, pat yourself on the back, and never realize that the game still has two epic storylines remaining.&lt;br /&gt;&lt;br /&gt;They aren't three different endings. They are three different games.&lt;br /&gt;&lt;br /&gt;I did two games this way, and I've never seen another RPG that does the same thing. I eventually let it go to focus on more detailed single stories, but I still think it was a really cool idea.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Odd Humor.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;In my spare time, I have had some success as a writer of humor. My games have always had funny elements, some more than others. Avernum contains some bits that are so weird and off the wall that I could never see myself doing now. I don't want to give precise examples, but if you play the game for more than a little you'll start to see what I mean.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Years Pass. Nothing You Can Do About it.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Since 1995, my work has gotten a lot tighter, more controlled, and generally less eccentric. This has been both good and bad. It's also unavoidable. I'm older and more experienced now, and that sort of fresh, unfocused enthusiasm is just not available to me anymore. I still write good games (or, at least, games that sell), but my changing tastes and increasing age have made me unable to do some things and more able to do certain new things.&lt;br /&gt;&lt;br /&gt;For example, if you tried Avadon: The Black Fortress and didn't like it, I'm sorry. That is the sort of game I write now. This will change. Five years from now, I'll do something entirely different. (I really, really want to return to open-ended non-linear games at least once before I retire.) But for now, that's it. If you hate my new games, then there is nothing I can do about that.&lt;br /&gt;&lt;br /&gt;But, if you don't like the new stuff, I suggest trying Avernum. It's old-school, and it's really neat. I hope you like it.&lt;br /&gt;&lt;br /&gt;(And I'll post a link to this article in April when the versions for the other platforms come out.)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-9151189081704598802?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/9151189081704598802/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/12/avernum-escape-from-pit-is-out.html#comment-form' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/9151189081704598802'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/9151189081704598802'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/12/avernum-escape-from-pit-is-out.html' title='Avernum: Escape From the Pit Is Out'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-1652034287201997324</id><published>2011-12-07T17:10:00.000-08:00</published><updated>2011-12-07T17:10:59.103-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='skyrim'/><category scheme='http://www.blogger.com/atom/ns#' term='avernum'/><category scheme='http://www.blogger.com/atom/ns#' term='flamebait'/><category scheme='http://www.blogger.com/atom/ns#' term='blatant pr'/><title type='text'>My Two Gaming Pet Peeves For the Day</title><content type='html'>Our newest game, &lt;a href="http://www.avernum.com/avernum/index.html"&gt;Avernum: Escape From the Pit&lt;/a&gt;, has reached Release Candidate status. This means that we've made a version that seems complete and ready to sell, and we are touching it as little as possible while beta testers spend one more week trying to break it.&lt;br /&gt;&lt;br /&gt;This means that I have a very, &lt;b&gt;very&lt;/b&gt; important job: Doing &lt;b&gt;nothing&lt;/b&gt;. Don't touch the app. Hands off. Anything I change has a chance of breaking something. So I'm spending this week catching up on my game-playing.&lt;br /&gt;&lt;br /&gt;(I also made a really spiffy &lt;a href="http://www.youtube.com/watch?v=YwnYfNLHo0U"&gt;trailer&lt;/a&gt; for Avernum. Turns out, there's this site called YouTube. Who knew?)&lt;br /&gt;&lt;br /&gt;This has given me a precious chance to find new pet peeves to complain about. And isn't that what blogs are for?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;I Need To Drop Three Pounds Of Gloves So That I Can Walk Again&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Of course, like everyone else in the world, our house has &lt;a href="http://knowyourmeme.com/memes/i-took-an-arrow-in-the-knee"&gt;Skyrim&lt;/a&gt;-fever. As you may have heard, it's a good game.&lt;br /&gt;&lt;br /&gt;But, &lt;a href="http://en.wikipedia.org/wiki/The_Elder_Scrolls_IV:_Oblivion"&gt;like&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Fallout_3"&gt;all&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Fallout_3"&gt;RPGs&lt;/a&gt; Bethesda makes, you spend sooooo much time sorting through items. Looting the dungeons takes ten times longer than killing the monsters within. And you can only carry so many pounds of treasure. So every item you find requires tiresome "Is this hide shield worth enough money to justify the weight. OK. It weighs eight pounds and is worth 20 coins, or 2.5 coins per pound, so that is an efficient piece of treasure to pick up and ... AHHHH. MY BRAINS!!!!!" And then you pick up one suit of armor too many and you have to drop two pounds of stuff so you go through your pack to find something top drop and ...&lt;br /&gt;&lt;br /&gt;Does anyone ever find this fun?&lt;br /&gt;&lt;br /&gt;This is one of those things that gets hardcore gamerz mad at me, but screw realism. In my newest games, I give the player a Junk Bag. You can put infinite items in it, their weight isn't counted, and, when you reach a store, you can push a button to sell everything in it.&lt;br /&gt;&lt;br /&gt;This is great for people who find even the awesome &lt;a href="http://www.penny-arcade.com/comic/2009/11/4/"&gt;Dog Takes Your Stuff Back To Town To Sell It &lt;/a&gt;system in Torchlight too taxing.&lt;br /&gt;&lt;br /&gt;It's the opposite of realism, and I really don't care. When I design a game, the first thing I do is decide what I want the player to spend most of his/her time doing. Hopefully, that part is where the fun is. The second thing I do is minimize time spent doing absolutely everything else.&lt;br /&gt;&lt;br /&gt;If I can keep even one player from spending a hour picking through his or her backpack and trying to shed those three extra pounds, I have done my good work as a citizen of the Earth.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;I Did Those Jumps In 61 Seconds Instead Of 59, So I Should Totally Be Punished.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;In any game with a lot of jumping on platforms, it seems like a legal requirement that there has to be at least one room with a timed sequence. You're at the bottom of some shaft with sheer walls and a tunnel at the top. You push a button. Ledges slide out of the walls. And then you hear that accursed, stress-inducing ticking that lets you know that you have to get to the top quickly, or not at all.&lt;br /&gt;&lt;br /&gt;"Tick. Tick. Tick. TICK. TICK. TICK. &lt;b&gt;TICKTICKTICKTICKTICK&lt;/b&gt;. [Sound of ledges sliding back into walls.] [Sound of you falling to earth, swearing all the way.]"&lt;br /&gt;&lt;br /&gt;Is there anyone, anywhere, who pushes that button, hears the telltale ticking sound, and thinks, "This is so AWESOME!"&lt;br /&gt;&lt;br /&gt;This isn't fun. Here is why. Gaining a heroic skill (Fighting. Leaping.) is fun. Using that skill is fun. Perfecting a skill is far less fun. Repeating a series of jumps until you can do them perfectly is even less fun than that.&lt;br /&gt;&lt;br /&gt;There. I Feel Better.&lt;br /&gt;&lt;br /&gt;Very therapeutic. Now I can finish my game in peace.&lt;br /&gt;&lt;br /&gt;Also, I was going to write about how every shooter now has you go down one long corridor with no branches (or alternate paths to victory, or variety), but this design trend is contemptible enough to deserve its own post. I just need time for my blood to get more angry.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-1652034287201997324?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/1652034287201997324/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/12/my-two-gaming-pet-peeves-for-day.html#comment-form' title='34 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1652034287201997324'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1652034287201997324'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/12/my-two-gaming-pet-peeves-for-day.html' title='My Two Gaming Pet Peeves For the Day'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>34</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-1007851800111031688</id><published>2011-11-17T16:26:00.000-08:00</published><updated>2011-11-17T16:26:18.429-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>You Gotta Pay Your Dues If You Want To Sing the Blues</title><content type='html'>&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;"I am the entertainer,&lt;br /&gt;And I've had to pay my price.&lt;br /&gt;The things I did not know at first,&lt;br /&gt;I learned by doin' twice."&amp;nbsp; &lt;br /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; - William Joel&lt;/i&gt;&lt;/div&gt;&lt;br /&gt;A couple of weeks ago, I &lt;a href="http://jeff-vogel.blogspot.com/2011/10/10000-hour-rule.html"&gt;wrote at length&lt;/a&gt; about the 10000 Hour Rule, which can be stated as follow:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;To master any non-trivial field requires 10000 hours of dedicated practice and study.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;The previous post was about the rule and why I think it's a true thing. I also wanted to write a bit about how this rule applies to the creation of computer games, which, believe me, is an endeavor that takes many years to master.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;How the Rule Applies To Professional, AAA Game Development&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Big game companies are infamous for eating their young. They scoop up young people that don't know any better, make them work insane hours for crap pay, discard them when they burn out, and harvest a new crop of workers. There are &lt;a href="http://en.wikipedia.org/wiki/Sid_Meier"&gt;few&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Will_Wright_%28game_designer%29"&gt;elder&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Peter_Molyneux"&gt;statesmen&lt;/a&gt; who stayed around long enough to get really good at what they do. Alas, most of the rank and file get driven off before they put in the years necessary to get really good. &lt;br /&gt;&lt;br /&gt;So if you've ever wondered why games tend to be so derivative and make so many of the same mistakes again and again ...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;How the Rule Applies To Indies&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;When an indie developer nobody cared about suddenly breaks out and releases a hit, kickass game, you know what I love to do? Find out how that sudden superstar spent the years learning to make a good game.&lt;br /&gt;&lt;br /&gt;Every successful indie developer has a pile of relatively rough old games they cut their teeth on. &lt;a href="http://www.mojang.com/notch/"&gt;Notch&lt;/a&gt; (Minecraft) does. &lt;a href="http://number-none.com/blow/prototypes/index.html"&gt;Jonathan Blow&lt;/a&gt; (Braid) does. &lt;a href="http://en.wikipedia.org/wiki/Petri_Purho"&gt;Petri Purho&lt;/a&gt; (Crayon Physics) does. &lt;a href="http://www.spiderwebsoftware.com/productsOld.html"&gt;I sure do&lt;/a&gt;. John Carmack and John Romero made a pile of games you never heard of before they created Wolfenstein 3-D and Doom.&lt;br /&gt;&lt;br /&gt;It's necessary. You can't just make a good game from scratch. You have to spend years working at it, writing stuff that you probably won't be very proud of. I count myself very lucky that, when I was writing my early RPGs, there was pent up demand for them. Enough so that even my rough, subpar goods were able to generate a living.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;One More Example That Amuses Me&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I only just heard about an upcoming Indie RPG called &lt;a href="http://www.instantkingdom.com/driftmoon/"&gt;Driftmoon&lt;/a&gt;, being developed by a small company called Instant Kingdom. Hey, why shouldn't they write an Indie RPG? Everyone else is.&lt;br /&gt;&lt;br /&gt;I'd never heard of them, but I looked at the gameplay video and the screenshots and thought, "Hey, this looks really nice. I bet this isn't their first game."&lt;br /&gt;&lt;br /&gt;Then I looked at their &lt;a href="http://www.instantkingdom.com/games/"&gt;older games&lt;/a&gt;. Five of them, each one a little nicer than the one that came before. It's awesome to look at. You can almost see the learning.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: x-small;"&gt;(Oh, and you can see the couple who runs Instant Kingdom &lt;a href="http://www.instantkingdom.com/about/"&gt;here&lt;/a&gt;. I don't want to sound crass, but these are two seriously attractive game developers. If I was running some Association For the Advancement of Indie Games or something, I would put those two on a poster in a cold second. The caption would be, "Indie Game Developers - WE'RE NOT MONSTERS!")&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;How the Rule Applies To You. (If You Want To Create Games.)&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;So if you're one of the many enterprising young folks who ask me about getting into this business, learn from the above. Write games. Lots of them. Don't worry about aiming too high. Don't do your ultra-mega-epic yet. A bunch of varied, small apps is a great way to learn, and you'll get a bunch of your failures out of the way early.&lt;br /&gt;&lt;br /&gt;It's a lot of work, but don't despair. Hey, I built a career on a game that looked like &lt;a href="http://www.spiderwebsoftware.com/exile/exile_shot.html"&gt;this&lt;/a&gt;. If that can happen, than you, a person I suspect is at least as intelligent and driven as me, totally has a shot.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-1007851800111031688?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/1007851800111031688/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/11/you-gotta-pay-your-dues-if-you-want-to.html#comment-form' title='25 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1007851800111031688'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1007851800111031688'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/11/you-gotta-pay-your-dues-if-you-want-to.html' title='You Gotta Pay Your Dues If You Want To Sing the Blues'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>25</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-6521134785677168542</id><published>2011-11-03T13:31:00.000-07:00</published><updated>2011-11-03T13:31:38.500-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='steam'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='geneforge'/><title type='text'>Geneforge Saga Now Available On Steam!</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-pItrlz8mPTg/TrL6A-dOZNI/AAAAAAAAAGM/Mr0FZiXe0qQ/s1600/Geneforge+Saga+Logo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="80" src="http://4.bp.blogspot.com/-pItrlz8mPTg/TrL6A-dOZNI/AAAAAAAAAGM/Mr0FZiXe0qQ/s320/Geneforge+Saga+Logo.png" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;When Steam started to carry &lt;a href="http://store.steampowered.com/app/112100/"&gt;Avadon: The Black Fortress&lt;/a&gt; in August, it was a big thrill for us. The money, the prestige, the ability to feel like real developers. It's awesome. And it didn't stop there.&lt;br /&gt;&lt;br /&gt;On Wednesday, Steam released another of our games. Well, five games. You can now go to Steam and, for twenty bucks (20% off the first week) get our entire &lt;a href="http://store.steampowered.com/sub/12171/"&gt;Geneforge Saga&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The Geneforge Saga is a series of five huge fantasy RPGs, telling one epic tale of rebellion, war and devastation. I am immensely proud of these games. Sure, they are old and very low budget, and the earlier games have pretty rough interfaces. They're also genuinely innovative and cool, and I'm thrilled that a bunch more people can be exposed to them.&lt;br /&gt;&lt;br /&gt;I wanted to write a little bit about them and what I think makes them unique.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. The Setting&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;People often complain, with good reason, that role-playing games are too mired in fantasy. I have always lacked the courage to totally break out of the fantasy thing, but I've tried really hard to push it as far as it will go. For example, we wrote &lt;a href="http://www.spiderwebsoftware.com/nethergateres/index.html"&gt;Nethergate&lt;/a&gt;, which was a fantasy game in an actual historical setting: ancient Britain under Roman occupation. &lt;br /&gt;&lt;br /&gt;Geneforge was originally going to be science fiction, until I realized that it really would work better as fantasy. It is based in a world ruled by the Shapers, a secretive sect that used magic to create life. Intelligent plants, servant humanoids, living tools. The games are about what happens when the creatures they make to serve them decide to rebel.&lt;br /&gt;&lt;br /&gt;The player is a Shaper, and the characters in your party will be loyal mutant monsters made by you. Older gamers play Geneforge for the story. Younger gamers play it because you get to have an army of fire-breathing dinosaurs.&lt;br /&gt;&lt;br /&gt;It's a unique setting, and I think it's really cool. And, I don't deny it, I had several &lt;a href="http://en.wikipedia.org/wiki/West_of_Eden"&gt;strong&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Existenz"&gt;influences&lt;/a&gt; when I made it.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2. The Morality&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The Geneforge games are very morally open-ended. I have long been annoyed with fantasy's over-reliance on characters who are all-good or all-evil. I wanted to write a game where you could play through the whole storyline looking for this guy who is evil, meet the guy, listen to his side of the story, realize he has a point, and join him. And I did. It's called Geneforge.&lt;br /&gt;&lt;br /&gt;The Geneforge games are full of factions you can join. Some are sensible. Some are insane. Some are peaceful, and some are violent. Only a few of them are truly bad people, trying to do horrible things. I tried to be truly even-handed when making the factions. When writing them, I always had them make the case for their point of view as clearly and convincingly as possible. When I wrote a faction, I was really trying to convince the player to join it.&lt;br /&gt;&lt;br /&gt;This is what I am most proud of about Geneforge: I have gotten many e-mails that said, "I loved the games, but I had one problem. I joined [some faction], but I thought you made it too obvious that [that faction] was the right faction and I was supposed to join it."&amp;nbsp; They were all convinced that I was secretly supporting their own pet faction. Hee!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;3. The Open-Endedness&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I wanted the Geneforge games to be as open-ended as possible. Play by yourself or with a group. Use magic or melee. Use combat or get by with stealth and diplomacy. Join the rebels or the Shapers. Even play as a pacifist and never kill anything outside of the tutorial. Writing the games to allow this much freedom was truly maddening, but the result was something unique. (And I had one very &lt;a href="http://en.wikipedia.org/wiki/Deus_Ex"&gt;specific, awesome influence&lt;/a&gt;.)&lt;br /&gt;&lt;br /&gt;Interestingly, this led to what I think are the games' greatest flaw. You see, to create paths through the world for different specialties, I made some routes that required serious combat skill and other that required lots of diplomacy or stealth or tool use skill. The problem was that, to make the choices meaningful, I had to make it so that not all characters could travel down all paths. I didn't want everyone to be able to do everything, and, for any given character, there will always be some zones they can't do.&lt;br /&gt;&lt;br /&gt;Some players hate this. Hate, hate, hate it. To be told they can't defeat a place, it drives them nuts. Infuriates them.It's not the sort of design that appeals to all players, to say the least.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Old Games For New Gamers&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Yep. They're old. They're rough. They're pretty ugly. But if you like Indie gaming for it's creativity and ability to take risks, they're worth a look. They're five huge games, an almost ridiculous amount of gameplay for sixteen bucks. And, if you just want a sample to see what's going on, there are &lt;a href="http://www.spiderwebsoftware.com/products.html"&gt;five big demos&lt;/a&gt; on our web site. Hope you like them!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-6521134785677168542?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/6521134785677168542/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/11/geneforge-saga-now-available-on-steam.html#comment-form' title='36 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6521134785677168542'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6521134785677168542'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/11/geneforge-saga-now-available-on-steam.html' title='Geneforge Saga Now Available On Steam!'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-pItrlz8mPTg/TrL6A-dOZNI/AAAAAAAAAGM/Mr0FZiXe0qQ/s72-c/Geneforge+Saga+Logo.png' height='72' width='72'/><thr:total>36</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-4801233265816638775</id><published>2011-10-28T00:15:00.000-07:00</published><updated>2011-10-28T00:15:59.965-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='sale'/><category scheme='http://www.blogger.com/atom/ns#' term='dungeons and dragons'/><category scheme='http://www.blogger.com/atom/ns#' term='linking to things i like'/><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><title type='text'>Three Funny Links. (And Our Sale Is Ending Soon.)</title><content type='html'>So I need to write a blog post to remind people that &lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Software&lt;/a&gt;'s Glorious October Carnage 10% Off Sale ends in just a few days. But I don't have one of my standard 1000 word infodumps ready. You see I've been busy lately trying to finish our &lt;a href="http://www.avernum.com/avernum/index.html"&gt;next game&lt;/a&gt; and playing &lt;a href="http://www.catherinethegame.com/"&gt;Catherine&lt;/a&gt; on my XBox. (Working title ... "I Have Serious Issues With Women: The Game.")&lt;br /&gt;&lt;br /&gt;So I'm going to post links to three thinks I really liked. Because that's what blogs are best at.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. An Old Short Story&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There used to be a magazine called &lt;a href="http://en.wikipedia.org/wiki/Dragon_%28magazine%29"&gt;Dragon&lt;/a&gt;. It was ostensibly about tabletop role-playing games, but who are we kidding? It was about Dungeons and Dragons. This was back in the good old days when you could play D&amp;amp;D and relax and unwind and keep up with what was going on without a computer, four whiteboards, and a specially trained idiot savant. &lt;span style="font-size: x-small;"&gt;(If you ever wanted me to write a review of Fourth Edition Dungeons &amp;amp; Dragons, there it was.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Every month, Dragon magazine also had a short story, for some reason. One of these stories has stuck with me because it was so amazingly prescient. It was about MUDs, but in the story they were weird free for alls and if you did the right thing you could earn game cash that converted to real money. It predicted the existence of Eve Online twenty years before the fact, and other SF writers are &lt;a href="http://en.wikipedia.org/wiki/Reamde"&gt;just now catching up&lt;/a&gt; with the crazy possibilities.&lt;br /&gt;&lt;br /&gt;Someone just sent me a link to the story, so here it is:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://henrysstories.blogspot.com/2011/03/catacomb-part-1-of-5.html"&gt;Catacomb, by Henry Melton&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Henry, if you ever end up here and see this, your work had a big, big influence on one particular misfit boy.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2. A New Video&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;So far, I've managed to avoid writing any blog articles on the subject of The Game Industry &lt;a href="http://bigdah.gamerkage.com/110-hottest-boobs-in-video-games.html"&gt;Might&lt;/a&gt; &lt;a href="http://www.gamefront.com/the-greatest-boobs-in-video-game-history-gallery/"&gt;Maybe&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Bayonetta"&gt;Have&lt;/a&gt; &lt;a href="http://kotaku.com/5851358/batman-arkham-citys-weird-bitch-fixation"&gt;Woman&lt;/a&gt; &lt;a href="http://kotaku.com/323946/ubisoft-threatens-something-awful-over-jade-comic"&gt;Issues&lt;/a&gt;, &lt;a href="http://articles.chicagotribune.com/2010-08-05/business/sc-biz-0806-women-gamers-20100805_1_international-game-developers-association-game-development-gaming-world"&gt;Just a&lt;/a&gt; &lt;a href="http://www.youtube.com/watch?v=iOyljFjEgTw"&gt;Little Bit&lt;/a&gt;. To anyone looking in from outside, this statement is about as controversial as saying that water is wet, but it still gets gamers really angry.&lt;br /&gt;&lt;br /&gt;Anyway. IGN made some sort of online reality show thingy called The Next Game Boss. It's about indie game developers. That someone made a reality show (even a web one with a micro-budget) about people who want to do what I do is pretty fascinating. Not flattering, but fascinating. Because, um ... watch this cruelly edited selection of highlights from the first episode ...&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=Kb5ev2Dp4I0"&gt;Hey, Ladies! They're Still Single!&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;(It gets awesome one minute in.)&lt;br /&gt;&lt;br /&gt;There are things I could say about this, but there's really nothing that can be added to perfection.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;3. I Like Music&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Everyone who knows me in real life is sick of hearing about Garfunkel &amp;amp; Oates. But you don't know me! So I can just drop a &lt;a href="http://www.youtube.com/watch?v=4uSw8XcWihs"&gt;link&lt;/a&gt; or &lt;a href="http://www.youtube.com/watch?v=CRm1yqSmsGY"&gt;two&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;They really broke big over the last year or so and are now making actual money (plus an HBO development deal). If you poke around on YouTube, you will find that these two have been working their asses off for years trying this and that before they broke big. They are a great example of a universal truth: It takes ten years to make an overnight success.&lt;br /&gt;&lt;br /&gt;OK, that seems like enough content to justify a blog post. So. We're having a sale. It's over in a few days. Order one of our series on CD and you can totally get your Hanukkah shopping done early.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-4801233265816638775?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/4801233265816638775/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/10/three-funny-links-and-our-sale-is.html#comment-form' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4801233265816638775'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4801233265816638775'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/10/three-funny-links-and-our-sale-is.html' title='Three Funny Links. (And Our Sale Is Ending Soon.)'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-8050846076307577636</id><published>2011-10-19T17:42:00.000-07:00</published><updated>2011-10-19T17:42:38.708-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='10000 hours'/><title type='text'>The 10000 Hour Rule.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-en1A-O5oFig/Tp9tGdHXGLI/AAAAAAAAAF8/BiI9NDBCnJQ/s1600/Ira+Glass+Quote.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="299" src="http://3.bp.blogspot.com/-en1A-O5oFig/Tp9tGdHXGLI/AAAAAAAAAF8/BiI9NDBCnJQ/s400/Ira+Glass+Quote.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This image appeared on my Facebook the other day, and I really liked it. (The quote is killer, and it is available at a much more readable size &lt;a href="http://www.goodreads.com/author/quotes/113989.Ira_Glass"&gt;here&lt;/a&gt;.) It reminded me of a bit of wisdom I value greatly, and I'll pass that on in this blog post. Lucky you.&lt;br /&gt;&lt;br /&gt;I am a huge fan of the many Rules, Laws, and related discrete wisdom chunks you can find on the Internet. &lt;a href="http://en.wikipedia.org/wiki/Sturgeon%27s_Law"&gt;Sturgeon's Law&lt;/a&gt;. &lt;a href="http://en.wikipedia.org/wiki/Poe%27s_Law"&gt;Poe's Law&lt;/a&gt;. &lt;a href="http://www.urbandictionary.com/define.php?term=Rule%2034"&gt;Rule 34&lt;/a&gt;. (NSFW) &lt;a href="http://en.wikipedia.org/wiki/Iron_law_of_oligarchy"&gt;The Iron Law of Oligarchy&lt;/a&gt;. But one of my favorite, as an important lesson about How the World Works, is the &lt;a href="http://en.wikipedia.org/wiki/Outliers_%28book%29"&gt;10000 Hour Rule&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;I would describe this law thusly:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;To master any non-trivial field requires 10000 hours of dedicated practice and study.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;Sometimes, this law is stated with "10 years" in the place of "10000 hours." Or, as an old saying elegantly puts it, "You have to write a million bad words before you can write a good one."&lt;br /&gt;&lt;br /&gt;Drawing. Writing. Chess. Singing. Tennis. Designing Games. Acting. Golf. Playing the violin. Leatherworking. Poker. In each case, mastery requires work. A lot of it.&lt;br /&gt;&lt;br /&gt;What does this law mean? It means that fantasy you have, about picking up a guitar and finding that you have a deep, innate talent for playing and that you're the next Hendrix? It's just a fantasy. Better get practicing, pal. You got 10 long years of work ahead of you. Free lunch? No such thing.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;I Will Now Deal With Your Objections&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;People don't like this law. People hate to be told that they can't have Free Stuff, and gaining mastery without sacrifice is the epitomy of Free Stuff. But there are several obvious objections people come up with to rebut this law. I will dispose of them now.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;It Doesn't Take That Long To Master Something! I Can Master Tic-Tac-Toe in a Minute!&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;That's why I said it takes 10000 hours to master something &lt;b&gt;non-trivial&lt;/b&gt;. Obviously, some things are easy, but nobody cares about whether you can do them. Learning to tie your shoes is much simpler than learning to play the violin, but nobody will pay you to watch you tie your shoes.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;What About Child Prodigies? Mozart Was Composing Symphonies When He was Four!&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Yeah, but nobody wants to hear them. They want to hear what he wrote later. Many, many hours of work later.&lt;br /&gt;&lt;br /&gt;Child prodigies exist, and they can do amazing things. However, the main advantage of being a child prodigy is that you get to start putting in your 10000 hours at an early age. You still have to work for it.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;But Some People Have Amazing Innate Abilities!&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;People need to believe that they can possibly have the innate ability to do amazing things. Some sort of magical penumbra that gives you the supernatural ability to write or play baseball or whatever. Not really.&lt;br /&gt;&lt;br /&gt;Now don't get me wrong. Some people do have the innate ability to excel at a field. It is the opportunity, resources, and drive to put in the many, long tedious hours mastering a chosen field. It's the ability (the time, money, and energy) to sit down and work. That's the only innate ability that really means something.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;So I Just Have To Spend 10000 Hours On Something and I Become Awesome?&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;No. It has to be 10000 of meaningful practice. Learning new things. Stretching your ability. Occasionally failing, learning from your mistakes, and improving. Repeating the same lame thing for one hour 10000 times will not cut it.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;I've Hardly Spent Any Time At All Learning To Do [X], and I'm Amazing At It!&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Are you sure? One of the main reasons people are mediocre at a profession or activity is that they lack the ability to recognize when they have done it poorly. One of the main things successful craftspeople and artists have in common is a loathing of their own work.&lt;br /&gt;&lt;br /&gt;I'm not saying you aren't that great. Hey, I've never met you. But are you &lt;b&gt;sure&lt;/b&gt;?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;It's an Unpleasant Rule&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The 10000 Hour Rule is about crushing dreams. It's about understanding that there are limits to what you can do in the all-too-short period of time we spend on this Earth. It's about giving people who have achieved mastery the respect they deserve. It's about, before taking on a new task, honestly evaluating whether we can afford to give what it takes to complete it. And it's about forgiving yourself for not being able to play the guitar like Hendrix.&lt;br /&gt;&lt;br /&gt;I have a lot more to say on this subject and how it applies to writing computer games. Next time.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt;(If you're interested in reading more about this stuff, I've heard that &lt;a href="http://www.amazon.com/Outliers-Story-Success-Malcolm-Gladwell/dp/0316017922"&gt;Outliers&lt;/a&gt;, by Malcolm Gladwell, is a good read. I'm not so much a big Gladwell fan, but it's a very interesting topic.)&lt;/i&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-8050846076307577636?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/8050846076307577636/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/10/10000-hour-rule.html#comment-form' title='28 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8050846076307577636'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8050846076307577636'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/10/10000-hour-rule.html' title='The 10000 Hour Rule.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-en1A-O5oFig/Tp9tGdHXGLI/AAAAAAAAAF8/BiI9NDBCnJQ/s72-c/Ira+Glass+Quote.jpg' height='72' width='72'/><thr:total>28</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-4003309077619830365</id><published>2011-10-04T00:03:00.000-07:00</published><updated>2011-10-04T00:13:43.896-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='business stuff'/><category scheme='http://www.blogger.com/atom/ns#' term='pricing'/><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='not wrong to expect to be paid for your work'/><category scheme='http://www.blogger.com/atom/ns#' term='world of goo'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Why All Our Games Are Now Cheaper Forever</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-2Wzbzswm0yg/ToqvTATaL8I/AAAAAAAAAF4/GKyRlJ7nQf4/s1600/spidwebsalepic.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="145" src="http://3.bp.blogspot.com/-2Wzbzswm0yg/ToqvTATaL8I/AAAAAAAAAF4/GKyRlJ7nQf4/s400/spidwebsalepic.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Software&lt;/a&gt; just started our annual sale. It's ten percent off &lt;a href="http://www.spiderwebsoftware.com/products.html"&gt;everything we sell&lt;/a&gt; for the whole month of October. That isn't really news. We do this every year, and people seem to like it.&lt;br /&gt;&lt;br /&gt;But this year, there is much more. We permanently lowered the prices of everything we sell. At least 20% cheaper (in addition to the 10% for the sale). For some products, much more. The most expensive game we sell is now $20, and that is likely to last pretty much forever.&lt;br /&gt;&lt;br /&gt;It's a big mental shift for us, and I thought it was worth blogging about. I write about game pricing on this blog a lot, and I'm not ashamed of it. Right now, most of the huge revolutions in the game biz are in the new crazy pricing models, and there are still a lot of questions out there about the most efficient way to make a game make money.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Why It Took So Long To Lower Our Prices&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;We released our &lt;a href="http://www.spiderwebsoftware.com/exile/macexile.html"&gt;first game&lt;/a&gt; in January, 1995. That is a long time ago, and much has changed. A few helpful comparisons.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Now:&lt;/b&gt; Huge distributors like Steam and iTunes sell massive numbers of copies for low prices, and Indie developers make good money on huge volume.&lt;br /&gt;&lt;b&gt;Then:&lt;/b&gt; The World Wide Web barely existed and we scraped by on a handful of sales from AOL.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Now:&lt;/b&gt; A quality Indie niche game sells on big portals for ten bucks at most. More than that and people think you're crazy and move on.&lt;br /&gt;&lt;b&gt;Then:&lt;/b&gt; Most good shareware games sold for $25. It took me a very long time just to realize that that price isn't normal anymore.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Now:&lt;/b&gt; Indie developers can make excellent livings selling lots of copies of cheap games.&lt;br /&gt;&lt;b&gt;Then:&lt;/b&gt; Indie game developers were called "shareware developers," and everyone thought they were losers and spat on them.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Now:&lt;/b&gt; Want to pirate a game? It just takes 3 seconds of searching on Pirate Bay.&lt;br /&gt;&lt;b&gt;Then:&lt;/b&gt; Took five minutes of searching instead of three seconds. This actually made a big difference.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Now:&lt;/b&gt; Many new games are given away for free and make their money on micro-transactions from a portion of their users.&lt;br /&gt;&lt;b&gt;Then:&lt;/b&gt; FREE games? With micro-WHAT? What are you? A SORCEROR?&lt;br /&gt;&lt;br /&gt;(The shift to free games is arguably the most stunning development in the games biz in a very long time. My prediction: Within five years, there will be a successful game that pays you a small amount to play it and makes their cash selling better swords or whatever.)&lt;br /&gt;&lt;br /&gt;I'm a dumb person in plenty of key ways, so it took me a while to observe the key fact:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;A LOT of money is being made by selling games for cheap.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;So now , instead of selling our games for $25 or $28 (!!!), we'll sell them for $20 or $15. I know this still seems like a lot, but I haven't backed off on the key thing I've long said ...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;People Who Write Niche Games Can't Charge a Dollar&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;If you're making a pretty, shiny, highly casual game with cartoon squirrels and you think you can find a million fans for it, go ahead. Charge a dollar. You'll have to.&lt;br /&gt;&lt;br /&gt;But if you write games like mine? Low budget, old school, hardcore RPGs with lots of content? If I charged a dollar for it, I'd have to sell a copy to pretty much every interested human everywhere to have a chance of making money.&lt;br /&gt;&lt;br /&gt;So I still charge an actual price, an amount of money that still feels like money. Maybe I should have taken everything down to $15. Maybe I'm being too timid in the price drop. But, in a sense, that difference doesn't matter. &lt;br /&gt;&lt;br /&gt;There are two sorts of prices you can pay for a game: An amount that is so small you don't care, and an amount high enough that you do. Our newest game, &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;, is $20 on our site and $10 &lt;a href="http://store.steampowered.com/app/112100/"&gt;on Steam&lt;/a&gt;. That's a big difference, but, in a very real sense, they have the same price: an amount of money that actually feels like spending money. We will always charge actual money, as opposed to pocket change. All I have done is slightly tinkered with the level.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Bonus Point: Why Is Our Game Twice the Price On Our Site Than On Steam&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I get asked this a lot, and it's a fair question. The answer:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;In any place where your game is sold, pick the price that will maximize the profits. This ideal price changes depending on the nature of the place where it is being sold.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;Steam is a big, sprawling gaming bazaar where practically all of the games are cheap. People see a game, spend a moderate amount of money on it, and try it out. People experiment there, and you need to charge a price that encourages customers to pick you as their experiment. Also, if you charge $20 for your game there, it will be on a list with ten good games at half the price, so you will get murdered.&lt;br /&gt;&lt;br /&gt;Spiderweb Software's web site, on the other hand, only lists our games. It is generally only visited by fans of role-playing games. People on our site are generally really interested in the specific sorts of games we sell, and so the higher price doesn't scare them off.&lt;br /&gt;&lt;br /&gt;This sort of logic isn't my weird invention. It's basic business. World of Goo is $20 on &lt;a href="http://2dboy.com/games.php"&gt;the company site&lt;/a&gt;, $10 &lt;a href="http://store.steampowered.com/app/22000/"&gt;on Steam&lt;/a&gt;, and $5 &lt;a href="http://itunes.apple.com/us/app/world-of-goo-hd/id401301276?mt=8"&gt;on iTunes&lt;/a&gt;. Each marketplace has its own norms, and you price your game to maximize your earnings there.&lt;br /&gt;&lt;br /&gt;And that is why games are now at most $20 on our site. Because of the current standards of the game industry as a whole, I think that will most likely increase our earnings overall. It might not always have been that way, but I feel it is now.&lt;br /&gt;&lt;br /&gt;(And, yes. I set game prices to maximize my earnings. Of course I do. Astonishingly, some people seem to take offense at this. I don't care. I'm not going to neglect to send my kids to college just so I can satisfy someone's arbitrary standards of Indie cred. I'm too old for that, and children persist in their irritating need to eat food.)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;So. Anyway. A Sale.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Our games are cheaper forever, and even cheaper than that this month. We're getting a lot more sales, and I don't feel like the dumb jerk that still charges $28 for three year old games anymore. If you like old school role-playing games, you could certainly do worse.&lt;br /&gt;&lt;br /&gt;And it will be a while before I write about pricing again. Believe it or not, I have other things to say (and make fun of). Time to get going on that ...&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-4003309077619830365?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/4003309077619830365/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/10/why-all-our-games-are-now-cheaper.html#comment-form' title='43 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4003309077619830365'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4003309077619830365'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/10/why-all-our-games-are-now-cheaper.html' title='Why All Our Games Are Now Cheaper Forever'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-2Wzbzswm0yg/ToqvTATaL8I/AAAAAAAAAF4/GKyRlJ7nQf4/s72-c/spidwebsalepic.jpg' height='72' width='72'/><thr:total>43</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-689118210471465151</id><published>2011-09-21T22:50:00.000-07:00</published><updated>2011-09-21T22:50:06.299-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i am a parent if you can believe that'/><category scheme='http://www.blogger.com/atom/ns#' term='nerdjoy'/><category scheme='http://www.blogger.com/atom/ns#' term='minecraft'/><title type='text'>The Hardest Game. For Adults.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-i2Ysw2UR584/TnrMC-eypNI/AAAAAAAAAF0/BeCFKci9spM/s1600/minecraft--article_image.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-i2Ysw2UR584/TnrMC-eypNI/AAAAAAAAAF0/BeCFKci9spM/s320/minecraft--article_image.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I have come to realize that, for adults, Minecraft is among the most difficult of all video games.&lt;br /&gt;&lt;br /&gt;Bear with me.&lt;br /&gt;&lt;br /&gt;Minecraft is amazing for kids. All of the children in our social circle have been completely absorbed into the Minecraft collective. They make huge towns. They discuss the relative merits of the Adventure Update. They install mods. They set up LANs and explore each others' worlds. Whatever its merits as an educational game, it's certainly made our kids learn what an &lt;a href="http://en.wikipedia.org/wiki/IP_address"&gt;IP address&lt;/a&gt; is.&lt;br /&gt;&lt;br /&gt;When we took our nine-year old daughter to &lt;a href="http://prime.paxsite.com/"&gt;PAX&lt;/a&gt;, she insisted on waiting in line to have her picture taken with &lt;a href="http://en.wikipedia.org/wiki/Markus_Persson"&gt;Notch&lt;/a&gt;, Minecraft's creator. I spoke with him and mentioned that I run Spiderweb Software. He said that he'd played &lt;a href="http://www.avernum.com/"&gt;Avernum&lt;/a&gt;. This one fact did more to elevate me in her view than any single event since her creation.&lt;br /&gt;&lt;br /&gt;The kids are mad about the game, making spiraling towers, roller-coasters, water slides, and mad dreamscapes.&lt;br /&gt;&lt;br /&gt;But what about the adults?&lt;br /&gt;&lt;b&gt;&amp;nbsp;&lt;/b&gt;&lt;br /&gt;&lt;b&gt;What Adults Frequently Say About Minecraft&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Many of the guardians of these children tried Minecraft themselves. Few of them played more than an hour or two. Now note, these are nerd grown-ups, gamers, people who actually finish games. Grown-ups rarely have time to play games. These are people who make time. But I played for more than any of them, logging a mere ten hours.&lt;br /&gt;&lt;br /&gt;But that's not what got my attention. What I found so fascinating was that, when I asked my fellow olds what they thought of it, I always got a similar response:&lt;br /&gt;&lt;br /&gt;&lt;i&gt;"I didn't know what to do."&lt;br /&gt;"I didn't see the point of it."&lt;br /&gt;"I didn't have a purpose."&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;And then they looked at me as if all this made perfect, self-evident sense. And the thing is, it did. I always nodded with genuine sympathy.&lt;br /&gt;&lt;br /&gt;And then I realized how depressing that is.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;A Thought Experiment&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Suppose you asked an adult, "What do you think of Legos?" and got the response, "I don't like them. I just look at them, and don't know what to do. What is the purpose? What is their point?"&lt;br /&gt;&lt;br /&gt;What would you think of this response? Would you find that person to be Awesome? And not, maybe, I don't know, just a wee bit &lt;b&gt;depressing&lt;/b&gt;?&lt;br /&gt;&lt;br /&gt;Tell me, what do you think of paper? "It's blank. That stresses me out." What about clay? "I don't know what to make, so it's pointless." Look. You can make things with this. "But creativity makes me tired."&lt;br /&gt;&lt;br /&gt;I'm not pretending I'm not the same way. I don't think I'm any better than my peers. I'm just the same.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Look What I Did With It, Because I'm So Great&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I had a blast playing Minecraft! I built a little house, so that I could be safe from monsters. I made a mine. And then you know what I created?&lt;br /&gt;&lt;br /&gt;I built a two story house for a family of four. Bedroom for the parents. Bedroom for two children. Kitchen. Workshop. Field of crops so we could eat. A big wall to keep us safe. I even baby-safed the damn thing, to keep my non-existant Minecraft four-year old from falling down the stairs and into a lava pool.&lt;br /&gt;&lt;br /&gt;And then I was done. I recreated the world I see around me every day, to the maximum fidelity cube-world would allow. And then I stopped playing. Success.&lt;br /&gt;&lt;br /&gt;Isn't that extra-depressing? Even in my fantasy world, I had to have a mortgage.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Why Minecraft Is the Hardest Of Games. For Adults.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I have not made any big, unique discovery here. It's been common knowledge for a long time that a kid can have just as much fun with a toy as with the box it came in. We take this loss of creativity as we age for granted. It's only when it happens with a video game, the sort of thing adults can play, with weapons and monsters and gold, that it comes into much sharper relief. Of course adults don't color with crayons. That activity is in a box in our brains labeled "Kid Stuff," and we can ignore it safely. &lt;br /&gt;&lt;br /&gt;But Minecraft is new, so we have to evaluate it with fresh eyes. &lt;br /&gt;&lt;br /&gt;To play Minecraft (before the release of promised updates with boss fight and goals and other dreadful things), you have to play. Not in the linear way, walking down a hall and shoot guys in the face on the one course the designer created for you.&lt;br /&gt;&lt;br /&gt;To play Minecraft, you have to &lt;b&gt;Play&lt;/b&gt;. Playground-style, without fear or hesitation or second-guessing. You have to, without self-consciousness, be creative. My old, withered, linear, fight-or-flight, calculate-reward-for-effort brains just can't do that anymore, not without great strain. To play Minecraft for more than a few minutes, you have to act like a kid again, in the good way. And that is HARD.&lt;br /&gt;&lt;br /&gt;I don't know if I can do it. One of these days, some rare, free afternoon, I really need to sit down for an hour, just an hour, and try.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-689118210471465151?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/689118210471465151/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/09/hardest-game-for-adults.html#comment-form' title='44 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/689118210471465151'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/689118210471465151'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/09/hardest-game-for-adults.html' title='The Hardest Game. For Adults.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-i2Ysw2UR584/TnrMC-eypNI/AAAAAAAAAF0/BeCFKci9spM/s72-c/minecraft--article_image.jpg' height='72' width='72'/><thr:total>44</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-8806707322137558626</id><published>2011-08-30T11:28:00.000-07:00</published><updated>2011-08-30T11:44:32.461-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='both artsy AND fartsy'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><category scheme='http://www.blogger.com/atom/ns#' term='pubic hair and semen'/><title type='text'>Snarky Review: L.A. Noire</title><content type='html'>&lt;i&gt;&lt;span style="font-size: x-small;"&gt; (This review contains a few L.A. Noire spoilers and slightly more adult humor than normal. If you are below the age of forty, do not read it. Instead, go to a more &lt;a href="http://www.igscorp.com/"&gt;family-friendly web site&lt;/a&gt;.)&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.shockya.com/news/wp-content/uploads/la-noire-box.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="232" src="http://www.shockya.com/news/wp-content/uploads/la-noire-box.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I played a lot of &lt;a href="http://www.rockstargames.com/lanoire"&gt;L.A. Noire&lt;/a&gt; recently. I got about twenty hours in, had a decent amount of fun, and realized that my parental, old-person life doesn't really encourage playing long games any more. Which is worrying, as that is the sort of &lt;a href="http://www.spiderwebsoftware.com/"&gt;game I write&lt;/a&gt;. Whenever I look at my work and go, "I have no interest in playing games like this," I get to worry. But that's another story.&lt;br /&gt;&lt;br /&gt;L.A. Noire is a fairly fun and reasonably innovative game, published by &lt;a href="http://www.rockstargames.com/"&gt;Rockstar Games&lt;/a&gt; and developed by &lt;a href="http://www.teambondi.com/"&gt;Team Bondi&lt;/a&gt;, a bunch of Australians. It's a combination of investigation and interrogation mechanics that have appeared in adventure games in the past, combined with the gigantic open world setting of Rockstar games like Grand Theft Auto and Red Dead: Redemption. It's seemed like Rock Star has been trying to see in recent years how much you can stretch this format and still make a good game (e.g. Bully, Red Dead: Redemption). L.A. Noire may be on the outside edge of how far you can push this. &lt;br /&gt;&lt;br /&gt;There was a bunch of things I liked and a bunch of places that were rough. I always feel bad mocking those who tried to push the envelope, but hey, they're huge and sell millions of copies, so they can survive my little blog.&lt;br /&gt;&lt;br /&gt;You play a detective in late forties Los Angeles, who, if I recall correctly, has a name. Something virile, like &lt;a href="http://en.wikipedia.org/wiki/Cole_Phelps"&gt;Blake Manfulness&lt;/a&gt;. His voice and motion capture were done by &lt;a href="http://en.wikipedia.org/wiki/List_of_Mad_Men_characters#Ken_Cosgrove"&gt;Ken Cosgrove, Accounts&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;You are told to investigate crimes. You go places and search for clues. Then you interrogate subjects and persons of interest. You have to pay very close attention to what these people say, how they say it, and what facial expressions they show (the facial animation software being the big breakout feature of this game), and, when they lie or hedge the truth, confront them. Then, when the case is solved and someone is arrested, you get a star rating to determine how well you did. So that's the game.&lt;br /&gt;&lt;br /&gt;I'm a natural target for this sort of thing. I am a huge sucker for a police procedural. &lt;a href="http://www.amazon.com/Homicide-Killing-Streets-David-Simon/dp/0805080759"&gt;Homicide: A Year On the Killing Streets&lt;/a&gt; is one of my all-time favorite books, and, in the manner of all fans of &lt;a href="http://www.telegraph.co.uk/news/uknews/5095500/The-Wire-arguably-the-greatest-television-programme-ever-made.html"&gt;The Wire&lt;/a&gt;, I am really annoying when talking about &lt;a href="http://www.slate.com/id/2149566/"&gt;The Wire&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;So, for me, the clue-hunting and interrogation were very much the fun of the game. When I was interrogating people, I found I was really concentrating and thinking. When I put a few clues together and caught some rat bastard in a lie, I really felt that my brain power enabled me to do something cool, and that's something that I rarely experience in games these days. So that part of the game was awesome. I didn't even really mind the fact that you can't ever actually lose a mission or let the suspect get away.&lt;br /&gt;&lt;br /&gt;But, alas, there are also lots of driving, chasing, shooting, and sneaking sequences straight out of Grand Theft Auto. They are, you know, fine. But very rote and familiar, not the sort of thing I want to spent tens of hours doing anymore. Also, while their enormous rendition of Los Angeles is lavish and awesome, there are very few things you can actually do in it. When playing Red Dead: Redemption, I was constantly being distracted by cool stuff to do. But here, apart from a fixed set of side quests, L.A. seemed a little dry. And if you can't let off steam by going on a rampaging, horrifying kill spree before being gunned down in the street by tanks like the rabid dog you are, what's the point of playing a Rockstar game?&lt;br /&gt;&lt;br /&gt;And, double alas, the farther you get into the game, the less important the questioning becomes. The game ends not with an awesome &lt;a href="http://en.wikipedia.org/wiki/Prime_Suspect_%28UK_TV_series%29"&gt;Prime Suspect&lt;/a&gt;-style battle of wits between detective and suspect, but just another gunfight. In a sewer. I've been a gamer for a long time. &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/DownTheDrain"&gt;I'm tired of gunfights in sewers.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;So there is ambivalence here. I admire Rockstar greatly for spending a ton of money to make a big game that's not a sequel and actually tries to do new things. That is hugely to their credit, and there's plenty of good stuff here. I just wish they'd taken the cool stuff that works and concentrated it into a much shorter game.&lt;br /&gt;&lt;br /&gt;A few other thoughts ...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;This game is really for adults.&lt;/b&gt; Even by Rockstar standards. After working on the murder cases, all I wanted was for one of the dead women to have some clothes on, for God's sake. Though their pubic hair rendering engine is first rate.&lt;br /&gt;&lt;br /&gt;Along these lines, L.A. Noire contains more checking for semen than any video game I have ever played. This is entirely to their credit. Also, the game played much faster once I went into settings and mapped Check For Semen to the right trigger.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;We should take a moment to remember the lost. &lt;/b&gt;After L.A. Noire came out, there were &lt;a href="http://www.develop-online.net/news/38125/Industry-outrage-at-brutal-Team-Bondi-crunch"&gt;allegations&lt;/a&gt; that Team Bondi pushed its employees to long stretches of hundred-hour weeks to make this game. Based on the standards of the industry and the obvious amount of work in this game, I entirely believe it. This sort of crap is why I am determined to stay an indie developer as long as possible. I have children. I'd like to, you know, see them.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;L.A. Noire is guilty of my current least-favorite writing flaw:&lt;/b&gt; Having one mission completely nullify all of the story elements of the several missions before it. You see, int he part of the game where you are a homicide detective, you have six cases. In the first five, you investigate murdered women and arrest a perpetrator. In the sixth case, following a series of tedious puzzle-solving and climbing sequences, you learn that the previous five men you arrested are all innocent and the murders were committed by some crazy guy that you shoot in a tunnel or something.&lt;br /&gt;&lt;br /&gt;If there is any flaw that really bugs me about this game, it's that it says, "You can be a badass detective and investigate crimes and outwit criminals." And then it makes you spend a huge swath of the middle game arresting the wrong guys for crime after crime. What a waste. It shows a lack of respect for the player and the premise.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;But still. &lt;/b&gt;It's something different. It's ambitious. It's had decent sales. Everyone involved deserves applause for making this thing, and I'm really glad it didn't tank. At this point, we gamers have to take all the innovation we can get.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-8806707322137558626?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/8806707322137558626/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/snarky-review-la-noire.html#comment-form' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8806707322137558626'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8806707322137558626'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/snarky-review-la-noire.html' title='Snarky Review: L.A. Noire'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-3677467790557698723</id><published>2011-08-18T23:33:00.000-07:00</published><updated>2011-08-18T23:33:37.949-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='stories are for losers and squares'/><category scheme='http://www.blogger.com/atom/ns#' term='i&apos;ve wasted my life'/><category scheme='http://www.blogger.com/atom/ns#' term='whistling past graveyard'/><title type='text'>I Don't Finish Games Because I Am Old</title><content type='html'>&lt;a href="http://www.cnn.com/2011/TECH/gaming.gadgets/08/17/finishing.videogames.snow/"&gt;This article&lt;/a&gt; is getting a lot of play today. Short version: Very few people finish really long games.&lt;br /&gt;&lt;br /&gt;Duh. I've pretty much given up on playing any long game (say, over 20 hours) that I'm not sure is completely awesome. I just quit L.A. Noire a good eight cases from the end, and I feel like I played it for too long.&lt;br /&gt;&lt;br /&gt;I mean, a game that takes 40 hours? A whole workweek? In this day and age? Who can do that? People don't leave games unfinished because they're weak or dumb or lazy or bad people. It's because, unless the game is really awesomesauce, playing it for 40 hours just isn't a worthwhile use of one's time.&lt;br /&gt;&lt;br /&gt;Which puts me in a weird position, because I write long games. I try to put a lot of work into the endings, even though I know most people won't see them. Maybe this is a warning that I should start doing something else, but I don't know what. I tried to make &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt; a shorter game but a higher quality experience. Dunno if I succeeded, but that's the direction I wanted to go.&lt;br /&gt;&lt;br /&gt;It's one of the reasons the industry is moving towards shorter, cheaper games. And I'm moving along with the trend, a tiny bit. But I'll be writing longish games as long as there is a market for them. The main strength of my games is the sprawling, epic stories. I can't really do that in a ten hour game. So I'll keep doing basically what I do, even though I hear the distant rumbling of impending doom.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-3677467790557698723?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/3677467790557698723/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/i-dont-finish-games-because-i-am-old.html#comment-form' title='29 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3677467790557698723'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3677467790557698723'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/i-dont-finish-games-because-i-am-old.html' title='I Don&apos;t Finish Games Because I Am Old'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>29</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-4105053880967325930</id><published>2011-08-17T10:49:00.000-07:00</published><updated>2011-08-17T13:57:05.491-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='nobel prize in awesomeness'/><category scheme='http://www.blogger.com/atom/ns#' term='steam'/><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='pricing'/><title type='text'>Avadon Is Out On Steam!</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Today, &lt;a href="http://store.steampowered.com/app/112100/"&gt;Avadon: The Black Fortress&lt;/a&gt; goes live on Steam. &lt;br /&gt;&lt;br /&gt;Unsurprisingly, I'm pretty excited about it. After 16 years of being a tiny, invisible, basement-dwelling bottom feeder, for a few precious weeks, I get to act like I'm a real developer. With a real distributor, a nice trailer video, and everything. Yes, there will be money, and that's always nice, but it's the recognition I'm sort of focused on now.&lt;br /&gt;&lt;br /&gt;Writing Indie games has provided me with a very good living, and I don't have the right to complain about anything. I wrote games. I sold 8-10 thousand games a year. (Having a big back catalog is awesome.) I was content. &lt;br /&gt;&lt;br /&gt;But then the Indie boom took off. Indie devs were getting famous. Many could make a living, and &lt;a href="http://www.terrariaonline.com/threads/terraria-hits-200-000-sales-mark.12105/"&gt;some&lt;/a&gt; &lt;a href="http://www.pcgamer.com/2011/08/05/minecraft-passes-3-million-sales/"&gt;got&lt;/a&gt; &lt;a href="http://www.humblebundle.com/"&gt;rich&lt;/a&gt;. Amazingly, people stopped acting like I wasn't a total loser for doing what I do. (This change happened about the time the word '&lt;a href="http://jeff-vogel.blogspot.com/2009/03/shareware-is-dead-long-live-shareware.html"&gt;shareware&lt;/a&gt;' disappeared.) After all these years, it was impossible to watch all of this excitement and not want to be a part of it.&lt;br /&gt;&lt;br /&gt;And now, thanks to Valve, I'm going to be visible. I'm getting a shot at the spotlight. Avadon: The Black Fortress is a very good game. It's got a great story, interesting, epic battles, and a lot of cool stuff. It's simply a fun game. Will its retro old-school action take the world by storm? Maybe a lot. Maybe a little. And I'll do all I can to be content with what comes.&lt;br /&gt;&lt;br /&gt;The Steam Thing does mean that we are embarking on a great experiment, something that we never planning on doing. But, the way the online games market is moving, something that seems like the right choice.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Avadon: The Black Fortress Is $9.99 On Steam&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I've &lt;a href="http://jeff-vogel.blogspot.com/2010/09/indie-games-should-be-too-cheap-or-too.html"&gt;written a lot&lt;/a&gt; about how I think it's important to not price niche games too cheaply, and I stand by that. However, at the same time, Avadon will be only ten bucks on Steam, the cheapest we've ever made our newest game for PC/Mac. Why?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1.&lt;/b&gt; Steam felt it was the best price. I went into this trusting their judgment, because they know a lot more about selling Indie games than I do. When you're an Indie and Steam comes knocking, you don't say no.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2.&lt;/b&gt; The whole game industry is shifting. These days, a huge proportion of games online are sold for a low price without demos. People buy games on impulse, sight unseen. That way, if they don't like it they aren't out a lot of money.&lt;br /&gt;&lt;br /&gt;In these markets, charging $15 or $20 for games, like I want to, isn't feasible. It's too much money to pay for a game you aren't sure about. If someone buys my game for $10 and hates it, I'm a little unhappy. But $20? I don't want to take kids' allowance money that way.&lt;br /&gt;&lt;br /&gt;So I'm charging $10 on Steam and for the iPad. By the standards of that market, it's a hefty price, enough for me to earn my living. It's cheap enough to work as an impluse buy. It isn't the $1 or $2 price that I'm still sure would put me out of business.&lt;br /&gt;&lt;br /&gt;This means I need to adjust the prices I charge on my own web site. I have changed the price of Avadon to $20, and in the future we will very likely reduce the prices of our earlier games as well. Our next game, Avernum: Escape From the Pit will start out at $20. If this grand experiment works well, we may make future games cheaper still, though I doubt any new game on our own web site will ever go below $15.&lt;br /&gt;&lt;br /&gt;I'm expecting that some of our users who paid $25 on our site will be angry. I can totally understand this. However, all computer games get cheaper as they get older, even games that have only been to a few months. (Check out Best Buy of any other decently sized electronics store if you don't believe me.) Also, until we had access to mass-market outlets like iTunes, we were never going to generate enough sales to survive at a lower price.&lt;br /&gt;&lt;br /&gt;I don't like making my fans angry, but, again, when Steam comes knocking, you don't say no. And our future games will be cheaper, so everyone is getting something out of it.&lt;br /&gt;&lt;br /&gt;Now I'll sit on my edge of chair and wait to see how Avadon does. Fortunately, there's not much suspense. We're being released opposite &lt;a href="http://supergiantgames.com/?page_id=242"&gt;Bastion&lt;/a&gt;, so hope may not be warranted at this point.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;A Question a Lot of People Asked Below:&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Why is the game still $20 on our web site?&lt;br /&gt;&lt;br /&gt;Short answer: Charging this little is an experiment. I believe that Indie devs who write niche products need to charge more for their work than the more mass market, casual, $0.99 app market. The question is whether a $10 price works. If going onto Steam for ten bucks turns out to not be a good idea (or if they don't want any more of our games), we need to maintain a higher baseline price on our site.&lt;br /&gt;&lt;br /&gt;I know this seems odd, but I assure you that it makes sense from where I sit. And, by the way, we are FAR from the only developer who does this. For example, World of Goo is $20 on their site but $10 on Steam. And they are far smarter than we are.&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-4105053880967325930?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/4105053880967325930/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/avadon-is-out-on-steam.html#comment-form' title='60 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4105053880967325930'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4105053880967325930'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/avadon-is-out-on-steam.html' title='Avadon Is Out On Steam!'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>60</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-3773566081928917927</id><published>2011-08-04T00:47:00.000-07:00</published><updated>2011-08-04T00:47:39.392-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='you made my virtual pet starve you jerk'/><category scheme='http://www.blogger.com/atom/ns#' term='nerdjoy'/><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='nerdrage'/><title type='text'>I Love Being In the Future</title><content type='html'>I feel very fortunate to live in a time (or lasted long enough for this time to arrive) when Indie developers are actually valued and endeavors like iTunes and Steam and The Humble Indie Bundle exist to let some of us wet our toes in enormous, churning rivers of cash. It kind of blows me away, especially when I think about how thrilled I was (in a previous century) to earn a teeny trickle of money hawking my shareware on &lt;a href="http://en.wikipedia.org/wiki/CompuServe"&gt;CompuServe&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;But I feel even more lucky, when it comes down to it, to live in a time when I can read articles like &lt;a href="http://boingboing.net/2011/08/03/virtual-pets-starve-after-bungled-resolution-to-second-lifes-unauthorized-food-war.html"&gt;this one&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Here is one choice sentence:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;span class="Apple-style-span" style="font-family: 'Helvetica Neue', Helvetica, 'Trebuchet MS', sans-serif; font-size: 15px; line-height: 22px;"&gt;Meeroos, an extremely popular species of virtual, breedable animal in Second Life, are now starving, because griefers have been selling their owners unauthorized food, and Linden Lab accidentally shut them down *and* their legitimate food supplier.&lt;/span&gt;&lt;/blockquote&gt;&lt;span class="Apple-style-span" style="font-family: 'Helvetica Neue', Helvetica, 'Trebuchet MS', sans-serif; font-size: 15px; line-height: 22px;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;It's stuff like this that, truly, puts a song in my heart and a skip in my step.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-3773566081928917927?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/3773566081928917927/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/i-love-being-in-future.html#comment-form' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3773566081928917927'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3773566081928917927'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/i-love-being-in-future.html' title='I Love Being In the Future'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-4271900426693582890</id><published>2011-08-03T13:01:00.000-07:00</published><updated>2011-08-03T13:01:47.430-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='avernum'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='teh casualz'/><title type='text'>Don't Ask Questions Until the Player Can Answer</title><content type='html'>When I started writing &lt;a href="http://www.spiderwebsoftware.com/"&gt;fantasy role-playing games&lt;/a&gt; for a living, I did a lot of dumb things. Since then, it's been a painfully slow process figuring out how to be less dumb. Every time I start a new game, there is a point where I go, "Wait. Why don't I do this thing this new way? In fact, why haven't I always done it that way?" And then I slap my forehead. Hopefully, it hurts.&lt;br /&gt;&lt;br /&gt;One of my new, hard-earned rules of design has to do with training your characters. And, since it seems like every game and its cousin has some sort of level-gaining and stat-building these days, I think the rule is getting more relevant every day:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;The number of decisions you have to make to build your character should be proportional to the amount of time you've spent playing the game. The more you play, the more you should decide.&lt;/b&gt;&lt;/blockquote&gt;&lt;br /&gt;Or, to put it another way ...&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;Whenever you make a decision about your character at the very beginning of the game, you are answering a question that hasn't even been asked yet.&lt;/b&gt;&lt;/blockquote&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.avernum.com/images/avernumold/Statscreen.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;So design wonks, get ready. Here is an example from my game &lt;a href="http://www.avernum.com/avernumold/index.html"&gt;Avernum&lt;/a&gt;, released in 1999. I will compare it to the rewritten version, &lt;a href="http://www.avernum.com/avernum/index.html"&gt;Avernum: Escape From the Pit&lt;/a&gt;, out later this year. (And this will also double as a little taste of a preview of the new game, for those who care.)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Bad Way I Did It Before&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Avernum is an old school role-playing game. There are a lot of skills you can train to make your character stronger. There are the base attributes (Strength, Intelligence, Dexterity, Endurance) and regular skills (Swords, Spells, Lore, etc). You start out with a bunch of skill points, and you get more with each level. You should spend these on skills.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.avernum.com/images/avernumold/Statscreen.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="237" src="http://www.avernum.com/images/avernumold/Statscreen.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;You start out with a ton of skill points, so that you can majorly customize your character from the beginning. You can use skill points to increase base attributes or regular skills, but the base attributes are expensive. However, it could break the system if a player put a huge amount of skill points in certain skills. To limit this, I made increasing a skill cost more skill points the higher you trained it. At high levels, you might have to save up for two or three levels to get enough skill points to raise a major skill one point. &lt;br /&gt;&lt;br /&gt;Think about this. It's a system where the more you play and learn about the challenges facing you, the less you can do to customize your characters. You have to make most of the big changes at low level, when skills are cheap. Worse, it was necessary to increase the base attributes to survive (especially Endurance, which increases health), but they were so expensive that doing so required careful planning. As a result of this mess, many players had problems with getting halfway through the game and finding that they were not strong enough to proceed. These players got angry at me, and justifiably so.&lt;br /&gt;&lt;br /&gt;There was also a traits system. Traits are special character qualities, some positive, some negative, that affected your characters. They could make you better at spells, more vulnerable to disease, and so on. Good traits came with a penalty to experience earned. Bad traits gave you a bonus. You could have at most two traits.&lt;br /&gt;&lt;br /&gt;And here's the awesome part. You could only pick these traits at the beginning of the game, and you couldn't change them. Major decisions that affect how you play the entire game, and you make them before you've even fought one monster. It's very hardcore and old school. By which I mean that it's mean-spirited and unnecessarily punitive.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Better Way I Do It Now&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There are still base attributes (unchanged), skills (mostly unchanged), and traits (an all-new, very long list).&lt;br /&gt;&lt;br /&gt;When you make your characters, you can increase five skills and pick one trait from the long list. This is far, FAR less customization at the beginning than was allowed in Avernum. Because of this, many gamers will try to make a party, think I have completely dumbed down the system, and ragequit. Price of doing business.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/-UPlxrOCoeQc/TjmouptjfuI/AAAAAAAAAFw/oeUoYldrPVw/s1600/AvernumTraining.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://1.bp.blogspot.com/-UPlxrOCoeQc/TjmouptjfuI/AAAAAAAAAFw/oeUoYldrPVw/s400/AvernumTraining.jpg" width="400" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;But then, when you gain a level, a base attribute goes up by one point. It's different each level, so every four levels each attribute has gone up by one. In addition, each level you can choose one attribute to increase by one. This allows a lot of character customization while making sure all skills go up gradually so that you won't be hamstrung by completely neglecting an attribute.&lt;br /&gt;&lt;br /&gt;Each level, you can also increase two different skills by one point. Thus, you never stop being able to shape your characters. As you get a better idea of the challenges you are facing, you can mold your characters to enable them to proceed.&lt;br /&gt;&lt;br /&gt;Finally, every other level, you can pick one trait from the long list. The number of available choices starts out small (to keep from confusing new players) and grows dramatically as you proceed. You will eventually have a lot of traits. Some of them give simple bonuses to your spells or attacks, while others (like Backstab or Swordmage) will affect how you actually play your character.&lt;br /&gt;&lt;br /&gt;I plan to take a lot of heat because I allow fewer choices early on, but overall you make more decisions to mold your character in the new system than in the old system, and there are more ways to customize a character. The change means that you make a larger percentage of the decisions later on. As it should be.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Of Course, There Is No Way To Win&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I have often observed that people hate change. I have tried to make a more friendly system that provides more customization, but a lot of people will be angry about the loss of the old system (which has been in place for a very long time). I can totally understand this, but I still need to always strive to make things better.&lt;br /&gt;&lt;br /&gt;Also, while the old system made it very possible to build a party that would find itself stuck and unable to proceed. Some players actually like that. To them, the challenge of avoiding that fate is part of the game, and the threat of a failed party adds excitement to the game. For them, I can only suggest playing on Torment difficulty. It will provide ample possibility of horrible failure.&lt;br /&gt;&lt;br /&gt;But I'm very happy with the new system. I think it allows players to answer the questions the game poses when they understand what those questions truly are. And now I enter beta testing and the actual balancing of the new system. And that, of course, is when the suffering truly begins.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-4271900426693582890?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/4271900426693582890/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/dont-ask-questions-until-player-can.html#comment-form' title='24 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4271900426693582890'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4271900426693582890'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/08/dont-ask-questions-until-player-can.html' title='Don&apos;t Ask Questions Until the Player Can Answer'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-UPlxrOCoeQc/TjmouptjfuI/AAAAAAAAAFw/oeUoYldrPVw/s72-c/AvernumTraining.jpg' height='72' width='72'/><thr:total>24</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-741889072458131685</id><published>2011-07-27T23:43:00.000-07:00</published><updated>2011-07-27T23:43:43.983-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='avernum'/><category scheme='http://www.blogger.com/atom/ns#' term='omigodomigodomigod'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='back in the day'/><title type='text'>Announced ... Avernum: Escape From the Pit</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.avernum.com/images/avernum/Av1WebLogo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.avernum.com/images/avernum/Av1WebLogo.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This blog has been sadly neglected lately, due to a combination of vacations and a frenzied effort to get our newest game to a point where we could officially announce it. But that day has arrived. Drop by our web site and take a look at &lt;a href="http://www.avernum.com/avernum/index.html"&gt;Avernum: Escape From the Pit&lt;/a&gt;!&lt;br /&gt;&lt;br /&gt;This is the second time that we have rewritten the &lt;a href="http://www.spiderwebsoftware.com/exile/winexile.html"&gt;Exile&lt;/a&gt;/&lt;a href="http://www.avernum.com/avernumold/index.html"&gt;Avernum&lt;/a&gt; trilogy, a move that is full of all sorts of questionable integrity. I am very nervous about announcing this title for exactly that reason, even though we have very, VERY good reasons to do a serious, polished rewrite of this game. Because Avernum has such a large and passionate fanbase, we have already put up an &lt;a href="http://www.avernum.com/avernum/avernumFAQ.html"&gt;Avernum: Escape From the Pit FAQ&lt;/a&gt; to answer many of the questions that will be coming up. Such as, Why?&lt;br /&gt;&lt;br /&gt;Short answer: Because the old version doesn't run on new machines anymore. Also, the iPad.&lt;br /&gt;&lt;br /&gt;Longer answer. Look at this screenshot from Avernum:&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.avernum.com/images/avernumold/beingbad.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="295" src="http://www.avernum.com/images/avernumold/beingbad.JPG" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Ghhhhahhhhh! Make it go away! Make it go AWAYYYYYYYY!&lt;br /&gt;&lt;br /&gt;I mean, seriously.&lt;br /&gt;&lt;br /&gt;We've been very determined not to half-ass this adaptation, and, when all is said and done, we will have put almost as much time into it as into a whole new game. It's been a little rough, and yet, I don't see how I had a choice. The first Avernum trilogy is my first creation and still one of my most beloved, and if we didn't rewrite it then it would have just disappeared. I can't abide that.&lt;br /&gt;&lt;br /&gt;Other terrifying decisions. For the first time ever, we will be selling a new title for $20. When we released our first game, wayyyy back in 1995, we charged $25. At the time, that was a fair and unsurprising price for a shareware game. These days, the constant downward pressure on prices can no longer be ignored. Also, the market is developing in ways that finally make me think that we can make more money at lower prices.&lt;br /&gt;&lt;br /&gt;I now hope to return to a sensible and semi-regular blogging schedule. For example, soon I will write a sort of review of LA Noire. Before I can write it, I want to see if the game ever has a murder victim that isn't naked.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-741889072458131685?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/741889072458131685/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/07/announced-avernum-escape-from-pit.html#comment-form' title='39 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/741889072458131685'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/741889072458131685'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/07/announced-avernum-escape-from-pit.html' title='Announced ... Avernum: Escape From the Pit'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>39</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-2824508457489503561</id><published>2011-06-23T11:56:00.000-07:00</published><updated>2011-06-23T11:56:21.036-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='i am completely freaking out'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='omigodomigodomigod'/><category scheme='http://www.blogger.com/atom/ns#' term='blatant pr'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><category scheme='http://www.blogger.com/atom/ns#' term='apple'/><title type='text'>Our First Game Is Out For the iPad. Hooray!</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Last week, &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon&lt;/a&gt;: The Black Fortress HD &lt;a href="http://itunes.apple.com/us/app/avadon-the-black-fortress-hd/id429761869?mt=8&amp;amp;ign-mpt=uo=2"&gt;for the iPad&lt;/a&gt; went live in the iTunes App Store. The reaction to it so far has left us stunned. Literally. Like, jaws dropped, walking around in a daze.&lt;br /&gt;&lt;br /&gt;The genesis of the iPad version was a few months ago, when I said, "Hmmm. I have a few weeks free on my schedule. I think I'll port Avadon to the iPad. That'll be good for a laugh!" I've long known that there was a demand on the device for old school gaming, free of ads, in-game purchases, cute animals, zombies, and farming. &lt;br /&gt;&lt;br /&gt;But, it turns out, the demand was far greater than I'd ever guessed. My fan mail since the release has been very instructive. Gamers weren't just disappointed by the lack of deeper games on the device. They were downright &lt;i&gt;irked&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;But that is the Magic Power of the Indie developer. Find an underserved market and serve it.&lt;br /&gt;&lt;br /&gt;Writing and releasing my first device for iOS has been very instructive. In case anyone is interested, here's a few comments on Spiderweb Software's first game for portables.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Learning To Code For a New Platform.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Apple has done an amazing job of making developing for iPhones and iPads accessible. The sets of commands to program the device (i.e. the &lt;a href="http://en.wikipedia.org/wiki/Application_programming_interface"&gt;API&lt;/a&gt;, called &lt;a href="http://en.wikipedia.org/wiki/Cocoa_%28API%29"&gt;Cocoa&lt;/a&gt;) are very clear and not too trying to learn. The development environment, &lt;a href="http://developer.apple.com/"&gt;XCode&lt;/a&gt;, is free. There are several good, free game engines for the devices. (I used a heavily modified version of the open source engine &lt;a href="http://code.google.com/p/iptk/"&gt;iPTK&lt;/a&gt;.)&lt;br /&gt;&lt;br /&gt;There are also excellent books available on the topic. I leaned most heavily on &lt;a href="http://www.amazon.com/Beginning-iPhone-Development-Exploring-iOS/dp/143023024X"&gt;Beginning iPhone 4 Development&lt;/a&gt;. I found &lt;a href="http://www.amazon.com/iPad-Application-Development-Dummies-Goldstein/dp/0470584475"&gt;iPad Application Development For Dummies&lt;/a&gt; to be unusually poor for a Dummies book, but its chapter on Provisioning (a tricky, vital, and neglected topic) is easily worth the cost of the book.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;A Decent Port. But Just Decent.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Avadon originally came out for Windows and Mac. I was really determined not to half-ass the port to the iPad. I put a lot of thought into how to best adapt an old school, Western-style RPG to a touch screen. It's not something people have spent a lot of time doing. I think I came up with good answers to a lot of the questions, and the game overall plays really well.&lt;br /&gt;&lt;br /&gt;However, there are a number of places where the UI could be better. This isn't because I was lazy or wanted to dump shoddy work on the market, but simply because this was my first iOS application. So have mercy. Our next game for the iPad (out, let's say, next April) will be better. It'll take some doing to modify the engine, but it'll get done.&lt;br /&gt;&lt;br /&gt;Avadon HD is also a fairly demanding app. All of those icons eat up RAM, and the first generation iPad doesn't have a lot. It's playable, but it will be pokey from time to time. It runs great on the iPad 2, but I don't take a lot of satisfaction in that. The inconsistent performance on the iPad 1 is, simply, a failing on my part. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Apple Approval Process.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Took a week to get my app approved. No rejections. No hassles. No complaints.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Eternal Pain of Pricing.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It hasn't all been love and group hugs. Some of my fans have been seriously furious that we sell Avadon for Mac and Windows for $25 and the iPad version is $10. Like, "I will never be your customer again. Die in a fire." furious. I don't normally explain my decisions about pricing, but this merits a few words.&lt;br /&gt;&lt;br /&gt;The same game is almost always priced differently on different devices. If you look at the prices charged for, say, Peggle, Plants vs. Zombies, or Angry Birds on different platforms, you'll find a huge variety. Angry Birds on the &lt;a href="http://itunes.apple.com/us/app/angry-birds/id343200656?mt=8"&gt;iPhone&lt;/a&gt;? One dollar. On the &lt;a href="http://itunes.apple.com/us/app/angry-birds/id403961173?mt=12"&gt;Macintosh&lt;/a&gt;? Five dollars. That's a five times difference!&lt;br /&gt;&lt;br /&gt;There are a variety of reasons, all of them out of my control, for why I feel it is appropriate to charge less for the iPad version:&lt;br /&gt;&lt;br /&gt;1. It has fewer features, due to the limitations of the device. Most notably, it is stuck at 1024x768 resolution and there are no keyboard shortcuts.&lt;br /&gt;2. Since it is being sold by Apple, it is subject to the rules of their system. Most notably, there is DRM, and we can't give refunds through iTunes. Games bought directly from Spiderweb have no DRM and a Money Back Guarantee.&lt;br /&gt;3. When you buy Mac/PC Avadon from us, you get a registration key that can be used to unlock an unlimited number of copies, over both Mac and Windows. A registration over iTunes isn't quite so liberal.&lt;br /&gt;4. There is no ability to mod the game. This matters to more people than you might think.&lt;br /&gt;&lt;br /&gt;But the main reason Avadon HD is $10 is, to be honest, that is the only possible price. Any more expensive, and it will cost way too much for an app. Any cheaper, and we're charging too little for what is still an old school niche product with a limited audience. If you try to look at it from our perspective, I think you will see that we didn't have a lot of options here.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;One More Disappointment.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;We are going to release all of our new games on the iPad. No question.&lt;br /&gt;&lt;br /&gt;However, we currently have no plans to write games for the iPhone. After long thought, I came to realize that we just can't figure out how to write the sort of in-depth games we like to do on that screen size. Again, this is a failing on our part. I'm sure some intrepid developer will find a way to make it work. (Hear that, young Indies? That is the siren song of a market for you, all wrapped up with a big, red bow.)&lt;br /&gt;&lt;br /&gt;Also, since most Android devices don't have a screen big enough to support our games, we are very unsure how soon we'll be supporting that platform. We are in wait-and-see mode.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Thank You.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;And finally, many thanks to everyone who reads this who has supported our games. At the end of the day, I'm just a guy in a basement trying to earn a living and feed the kids. I am grateful for every sale. Plus, they make it possible for me to write more games. Lord knows, by this point, I'm too old and cranky to learn how to do real work.&lt;br /&gt;&lt;br /&gt;Soon, we will release the first screenshots and information for Avernum: Escape From the Pit. For Windows and Macintosh. And the iPad!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-2824508457489503561?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/2824508457489503561/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/06/our-first-game-is-out-for-ipad-hooray.html#comment-form' title='34 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2824508457489503561'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2824508457489503561'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/06/our-first-game-is-out-for-ipad-hooray.html' title='Our First Game Is Out For the iPad. Hooray!'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>34</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-1331896623137701965</id><published>2011-06-16T12:27:00.000-07:00</published><updated>2011-06-16T14:05:00.892-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='why did my computer just melt'/><category scheme='http://www.blogger.com/atom/ns#' term='tech support'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>The Ultimate Fix Your Broken Game Checklist.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-y2As8rPlT8o/TfpY_XEa7sI/AAAAAAAAAFs/-w9dZ-hnfH0/s1600/broken_computer.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-y2As8rPlT8o/TfpY_XEa7sI/AAAAAAAAAFs/-w9dZ-hnfH0/s320/broken_computer.jpg" width="319" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt;(This is the third of three articles about providing tech support as a small business. The previous chapters are &lt;a href="http://jeff-vogel.blogspot.com/2011/06/everything-breaks-all-time.html"&gt;here&lt;/a&gt; and &lt;a href="http://jeff-vogel.blogspot.com/2011/06/seven-tips-for-giving-good-tech-support.html"&gt;here&lt;/a&gt;.) &lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I get two sorts of requests for tech support for &lt;a href="http://www.spiderwebsoftware.com/"&gt;my games&lt;/a&gt;. First, there's the familiar problems, the things that are my fault or that I know how to fix. I love these. I tell the victims how to get out from under their burden, they get on with their lives (dazed that an actual human read and processed their request for help), and everyone is happy.&lt;br /&gt;&lt;br /&gt;And then there are the gremlins. The weird problems. The sorts of issues that are reported by exactly one person out of many thousands. Problems whose cause and fix are a total mystery. These are, alas, most of the problems reported to me. Most of these problems will be caused by incompatible software, hard drive corruptions, wonky graphics cards, or free-floating evil spirit manifestations. Sadly, as the hardware industry seeks out ways to cut corners and make computers ever cheaper, these sorts of afflictions only grow more common.&lt;br /&gt;&lt;br /&gt;(Of course, some people say that every problem with a game, ever, is the result of the programmer's sloppiness and error. As if video cards never break and Windows is a flawless piece of software. These people want you to spend limitless time chasing bugs that don't exist. For a sample of this line of thinking, read the comments for my &lt;a href="http://jeff-vogel.blogspot.com/2011/06/everything-breaks-all-time.html"&gt;last post&lt;/a&gt;. While I acknowledge that some problems end up my fault, wasting energy trying to fix problems you didn't cause and can't fix is a Bad Thing.)&lt;br /&gt;&lt;br /&gt;When I get one of these weird problems, I send out a standard list of troubleshooting steps. I have spent years assembling and perfecting it, and it honestly fixes the vast majority of problems. If you are a small developer, I invite you to steal and adapt it. If you are suffering from misbehaving software, I suggest trying these steps. At the risk of sounding slightly arrogant, if everyone would just drop everything, listen to what I have to say, and follow it without question, the world would be a much better place.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;Spiderweb Software Tech Support Checklist&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. Restart your machine and try the game again. Run the game when no other applications are running. A lot of glitches and crashes are one-time things and don't happen again.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;When someone runs one of my games, it is far from the only moving part in their system. There is the OS. The drivers. The many background processes. The other programs that are running. Any one of these programs might have a bug that messes up sections of memory. (Not to mention the fact that RAM can be corrupted on its own.) The longer a computer runs without a reboot, the more likely that things might get messed up. Then the system goes down and comes back up, and everything is nice and clean again.&lt;br /&gt;&lt;br /&gt;Most problems only happen once, due to weird and unreproducible effects, and never happen again. If you get a crash, don't immediately freak out. Take a deep breath, reboot your machine, and try again.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;2. Sometimes, game files can become corrupted. Try uninstalling, redownloading and reinstalling the game. This fixes a surprising number of odd problems.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;The key step. Any program can become corrupted while being downloaded, installed, or just existing on the hard drive. This step is a surefire way to fix any such flaws. I am constantly amazed by how often I can fix a catastrophic, recurring problem by simply telling the user to uninstall and reinstall. No other mucking about with settings, saved games, or whatever.&lt;br /&gt;&lt;br /&gt;This step also has the bonus of making sure the user has the newest version of the software.&lt;br /&gt;&lt;br /&gt;One warning note. This step has three parts. Uninstall. Download clean copy. Reinstall. Be sure the user doesn't skip a step, or the beneficial effects are lost. For example, if you install without uninstalling first, the installer might leave the existing (corrupted) files alone instead of copying over them.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;3. (Windows Users) Your &lt;/b&gt;&lt;b&gt;video&lt;/b&gt;&lt;b&gt; card driver files might be out of date or damaged. Get the latest versions of video card drivers and reinstall them. Even if you are currently running the newest version, the files or settings might be corrupted or damaged. Reinstalling might fix the problem.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;I always hate telling users to install new drivers, for two reasons. First, they often think that I'm just doing it to blow them off. After all, this is what ALL developers tell them to do. Second, unlike the previous steps, identifying your video card, finding the manufacturer's web site, locating the newest driver, downloading it, and installing it requires a reasonable amount of technical skill. Odds are, your grandmother won't be able to figure out how to reinstall drivers.&lt;br /&gt;&lt;br /&gt;And yet, I tell people to do it for one reason. It &lt;b&gt;works&lt;/b&gt;. Weird, glitchy graphics? This is probably the answer. If new drivers don't do it, a flaw in the actual video card is probably the answer.&lt;br /&gt;&lt;br /&gt;Lately, many of my users running 64-bit Windows 7 have had tons of problems that were solved completely by getting the new drivers. Several of them swore up and down that they were using the newest drivers. They weren't.&lt;br /&gt;&lt;br /&gt;I strongly believe that the ugly situation with video cards and drivers is one of the key reasons for the huge shift in gaming from PCs to consoles. It's really not good.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;4. (Windows users.) If random crashes happen during gameplay, try turning the sound off. If this helps, reinstall your sound card drivers too.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;We're getting to the bottom of the barrel now, and this step isn't near as necessary as it used to be. As sound engines have improved, most of my weird crashes from sound card/engine issues faded away.&lt;br /&gt;&lt;br /&gt;However, it does eliminate one more set of drivers to work with, and not using sound reduces the amount of memory the game needs. Every once in a while, this fixes a problem.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;5. (Windows users.) Sometimes, reinstalling DirectX solves unexplained crashes.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;And it does. Very, very rarely. It happens, but seldom enough that I'm considering removing this step from the list. Also, all of our newest games use OpenGL.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;And That's It&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;If it's a problem or crash nobody has reported before and the user goes through these steps (or claims to have done so) and the issue isn't fixed, I give a refund. I'm out of answers. &lt;br /&gt;&lt;br /&gt;I do hang onto the e-mails, though, in case other people pop up with the same problem later on. Sometimes a working program gets bushwhacked by another, poorly-written program. For example, on the Mac side, there was once a version of Quicken Scheduler that caused games to stop being able to see the keyboard. When I got the second report of keyboard failures, I sprung into action. Having the earlier report around helped a lot in figuring out the problem.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Steps I Don't Suggest&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There are two steps for fixing mysterious problems that I almost never suggest. I feel that they are very extreme, involving too much work (and perhaps expense) to be worth it just to play my little game.&lt;br /&gt;&lt;br /&gt;1. Reinstall the Operating System&lt;br /&gt;&lt;br /&gt;This is the nuclear bomb, the way to purge your system of all manner of corrupted files. It's also a huge pain in the neck. I generally only suggest this if the user mentions he or she is seeing a lot of nasty problems while using a number of different applications.&lt;br /&gt;&lt;br /&gt;2. Get a New Video Card&lt;br /&gt;&lt;br /&gt;Video cards break. Seriously. It's happened to me. Sometimes they fail and you need to get a new one. However, I only recommend looking into this if the user mentions having similar problems over a wide range of games and swears up and down that fresh, up-to-date drivers are installed.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;In Summary&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Tech support is necessary, time-consuming, and aggravating. It tests my patience more than anything else I do. And yet, doing it well will, in the long run, make your customers love you and earn you money.&lt;br /&gt;&lt;br /&gt;Be as patient and kind as you can possibly manage. Only fight battles when you have a chance of winning. Consider, with humility, that a problem might be caused by a bug. Also remember that, very often, it won't be your fault. Respect how shoddy and cheap and poorly maintained computers frequently are. And, always, try to treat your customers they way you would want to be treated.&lt;br /&gt;&lt;br /&gt;You will always be amazed at how messed up things can get. Good luck.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-1331896623137701965?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/1331896623137701965/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/06/ultimate-fix-your-broken-game-checklist.html#comment-form' title='31 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1331896623137701965'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1331896623137701965'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/06/ultimate-fix-your-broken-game-checklist.html' title='The Ultimate Fix Your Broken Game Checklist.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-y2As8rPlT8o/TfpY_XEa7sI/AAAAAAAAAFs/-w9dZ-hnfH0/s72-c/broken_computer.jpg' height='72' width='72'/><thr:total>31</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-2834499574063117785</id><published>2011-06-08T19:10:00.000-07:00</published><updated>2011-06-08T19:10:33.115-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='why did my computer just melt'/><category scheme='http://www.blogger.com/atom/ns#' term='tech support'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Everything Breaks, All the Time.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-Ot6NrlD2iaY/TfArcpicmfI/AAAAAAAAAFo/db5fTllJuLs/s1600/burning-computer.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-Ot6NrlD2iaY/TfArcpicmfI/AAAAAAAAAFo/db5fTllJuLs/s320/burning-computer.jpg" width="233" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;(This is the second of a three part series about the black art of doing tech support. The first part is &lt;a href="http://jeff-vogel.blogspot.com/2011/06/seven-tips-for-giving-good-tech-support.html"&gt;here&lt;/a&gt;.)&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Anyone who ever has to do tech support (or who is trying to get a broken program to function) must first internalize one key, vastly important fact:&lt;br /&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;You can take a flawlessly written program, install it on a new, factory-fresh, basically functional computer, run it, and find that it doesn't work.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;When you understand why this is, tech support, giving and receiving, becomes ever so much easier.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Computers Are Mechanical Devices&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Computers are so close to magic that it is easy to forget that they are machines. Incredibly, brain-breakingly complex machines, that record and recover millions of bits of information a second (in RAM or on your hard drive), etching down those details in the magnetic fields of microscopically small bits of matter. So much is done, so quickly, on such a small scale that quantum mechanics becomes relevant, that I'm amazed any computer ever manages to work at all, ever.&lt;br /&gt;&lt;br /&gt;When data is recorded on the hard drive, &lt;a href="http://cquirke.mvps.org/9x/baddata.htm"&gt;errors can happen&lt;/a&gt;. There are guards in place (called checksums, for what it's worth) to help keep the errors under control, but there are still many, many ways that incomplete and incorrect chunks of data can be recorded. The longer you operate your computer, the more errors there will be.&lt;br /&gt;&lt;br /&gt;Most of the time, when these errors occur, you never find out. They happen in bits of the operating system or in programs that you don't use or the error introduced is so minor you just ignore it. But sometimes the error happens in a graphics driver, or your saved game, or the bit of my RPG that determines whether your characters get experience or not, and suddenly there is a problem.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;So What Does This Mean?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It means that even the best-written program will have a ton of problems out in the field that aren't the developer's fault. Problems that need to be fixed by rebooting the computer and relaunching the program (to fix any error in memory) or by reinstalling whatever part of the software (the game, the drivers, the operating system) that have become broken.&lt;br /&gt;&lt;br /&gt;If the problem is in the game, your characters might stop doing damage, or you might lose the ability to enter new places, or the game just might start crashing like crazy. Corrupted file in the display drivers? The graphics might be drawn funny, or the screen might always be black, or the game just might start crashing like crazy. Corrupted file in the operating system? The game might stop being able to save, or the settings file (that contains the registration) might disappear, or the game just might start crashing like crazy. &lt;br /&gt;&lt;br /&gt;I'm not just blowing smoke to distract from my own errors. These problems happen all the time.&lt;br /&gt;&lt;br /&gt;Of course, when users report these problems, they will pretty much always assume that it is your fault and you are an idiot. I have gotten multitudes of bug reports along the lines of, "Whenever I try to start a new game, the program crashes. This is a terrible bug and you should fix it right away!" When I get these messages, what I want to respond (but don't) is, "If my game had a problem this serious, don't you think I would drop everything this instant to fix it? You think I want to sell games that are never usable by anyone? What turnip truck do you think I just rolled off of?"&lt;br /&gt;&lt;br /&gt;That's what I don't say. What I do is send them my standard list of tech support steps, and, 99% of the time, problem solved.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;My Rule For When I Start To Hunt For a Bug&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It's a simple one.&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;I never even consider that a problem someone reports is a bug in my code until two people report the exact same problem.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;Sometimes, if the report is vague enough, I wait for three people. It can be maddening to get reports of catastrophic problems and not act on them, but it's worse to waste your limited, precious time hunting for gremlins.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;We Live In a World Of Frustrations&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I know that, every time I release a new game, thousands of people will get the demo, run it, and it won't work because of the reasons outlined above. They delete the game, write me off as a bonehead, and never send me teh moneyz. This is hugely frustrating. Nobody wants to be thought an idiot, and everyone wants the aforementioned moneyz. It's sad, but it's part of the business of writing games for computers.&lt;br /&gt;&lt;br /&gt;It's even worse when they then go online and write about what a bonehead you are. Recently, a site called &lt;a href="http://forums.platformnation.com/index.php?/topic/16146-avadon-the-black-fortress-review-pc/"&gt;Platform Nation&lt;/a&gt; reviewed our newest game, &lt;a href="http://www.spidweb.com/avadon/index.html"&gt;Avadon&lt;/a&gt;. The reviewer got stuck with a horrible glitch that teleported his character into nothingness. He proceeds to excoriate me for writing such a terribly buggy game. Please believe me when I say that nobody, and I mean nobody, besides the reviewer has ever reported this problem. Don't believe me? Our support and Avadon forums have never had a mention of it. But the reviewer still called the game "wrong or broken" and "unforgivable " and gave it 1/10.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: x-small;"&gt;(Interestingly, the review has disappeared from the main site, and the only remaining copy is on their forums. I can therefore neglect expressing any other opinions about the reviewer's level of professionalism.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Of course, if this sort of horrible game-breaking behavior was a bug, I would do everything I could to fix it. But that's not how things work.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Game Development Isn't For Wimps&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Many people will get a game that breaks, and most of them will simply disappear and never try your product again. But some of them, happily, will come to you for help. When they do, you should smile, take a deep breath, and do what you can to make them happy. When the problem is a weird one I've never heard of, I will first send them my magic troubleshooting checklist that solves all problems. I'll post that next week, and everything will be better for everyone forever and always.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-2834499574063117785?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/2834499574063117785/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/06/everything-breaks-all-time.html#comment-form' title='25 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2834499574063117785'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2834499574063117785'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/06/everything-breaks-all-time.html' title='Everything Breaks, All the Time.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-Ot6NrlD2iaY/TfArcpicmfI/AAAAAAAAAFo/db5fTllJuLs/s72-c/burning-computer.jpg' height='72' width='72'/><thr:total>25</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-5500566401307970077</id><published>2011-06-01T14:03:00.000-07:00</published><updated>2011-06-01T14:03:13.818-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='why did my computer just melt'/><category scheme='http://www.blogger.com/atom/ns#' term='tech support'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Seven Tips For Giving Good Tech Support.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-VoPtUv2PhcM/TeaodG2dSRI/AAAAAAAAAFk/rTMqZ8oRJsE/s1600/Exploding+Computer+04-15-05+018.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://3.bp.blogspot.com/-VoPtUv2PhcM/TeaodG2dSRI/AAAAAAAAAFk/rTMqZ8oRJsE/s400/Exploding+Computer+04-15-05+018.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;When you try to start a business selling &lt;a href="http://www.spiderwebsoftware.com/"&gt;indie games&lt;/a&gt; (or any software product, really), writing and releasing the game is only half the battle. You then have to market and support it. Marketing is difficult, but there are lots of good resources to advise you on how to do it. Providing tech support to confused users is a much more arcane task, and I know of few resources to teach the hapless young developer how to do it well.&lt;br /&gt;&lt;br /&gt;As a small developer, you have to provide timely, personal tech support. The ability to do so is one of your best Magic Powers as a small developer. Large companies are horrible at providing support, and people are used to that. As a result, a single personal e-mail to someone having a problem with your product can make you a fan for life.&lt;br /&gt;&lt;br /&gt;But at the same time, as a small developer, you have very little time to spare for support. Time spent getting the game working for one person is time not spent making a new game for &lt;b&gt;everyone&lt;/b&gt;. You will need to develop a sense of when the time lost helping a person is not worth it, either because you won't be able to solve their problem or because they will not able to implement the fix you provide.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;It's Not a Simple Job&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Supporting a game is hard. You will get complaints from people with the most amazing jury-rigged computers: motley assemblies of shoddy parts, duct tape, components bought at the cheapest possible price, and video cards found at the bottom of boxes of cereal. Machines that should, if there was any justice in the world, evaporate into a cloud of flame and self-disgust the moment they are turned on.&lt;br /&gt;&lt;br /&gt;And while dealing with the infinite configurations of computers in the world is challenging, dealing with their owners can be worse. No matter how perversely disobedient a machine can be, humans are more difficult. People will report problems to you in only the vaguest possible terms, have no idea how their computers work, or outright lie to you about what they have been doing.&lt;br /&gt;&lt;br /&gt;If you want to stay in business, you have no choice but to support your game. So here, based on my experience, is some advice and observations from someone running a small company who needs to do tech support.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tip 1 - Be Patient&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Dealing with other humans is frustrating, but you have to do it. You want, whenever possible, for them to go away satisfied. Be prepared, especially when dealing with a customer on the phone, to take a deep breath, count to three, and be as friendly and professional as possible. I know. You want to get back to working on your game. Time is short, and this person doesn't even know whether he's using Windows or Mac. Do your best to talk him through it. Remember, you can make a fan for life.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tip 2 - Don't Be a Pushover&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Some people will want you to teach them on the phone every detail about how their computer works. Some people are desperately lonely and want someone to talk to. Some people will have a machine so old or messed up that your game will never work. Politely and firmly cut these people off.&lt;br /&gt;&lt;br /&gt;Remember: It's only worth the time to do tech support if you have the chance to, in a reasonable amount of time, fix a problem and make a loyal customer. If you realize that, at the end of the road, you aren't going to end with a happy person and a working product, end the conversation as quickly and pleasantly as possible.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tip 3 - Be Ready To Ask Questions&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The people who use your product are not generally tech experts, nor should they have to be. They will have no idea what information they need to provide to help you troubleshoot their problem. If I had a dime for every time an eight-year old (or a sixty-year old) sent me a bug report saying only, "The game crashed. What should I do?" then I would have, well, a lot of dimes.&lt;br /&gt;&lt;br /&gt;Prepare a list of information people need to provide to help you solve their problem. Windows, Mac, or Linux? What version of the operating system? What brand of computer? Exactly what went wrong? Was it the installer that went funny or the game itself? Did rebooting the machine help? When you get a tech support request that doesn't give you enough information to have a clue what's going on, one option is to send the list of questions.&lt;br /&gt;&lt;br /&gt;Generally, when you do this, one of three things will happen. One: They'll answer the questions, and you'll have enough info to start to help them. Two: They will resolve the problem on their own. Yay! Three: They will be unable to answer them and you'll never hear from them again. This is unfortunate, but, honestly, if the user isn't technically apt enough to answer a handful of basic questions, they will likely be unable to enact any fixes you suggest. &lt;br /&gt;&lt;br /&gt;Happily, the list of questions is not something I send out very often. I deal with most problems by sending out my list of generic things to do to solve any problem. This takes care of the vast majority of issues, and I will share my list with you in detail in an upcoming post.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tip 4 - Computers Are Delicate Mechanical Devices&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I'm going to go into this in much more detail in the next installment, but this point is so very important that I have to bring it up now. Computers are incredibly complicated and delicate machines. Sometimes they go wrong. Sometimes files get corrupted. Sometimes RAM gets corrupted. Even a flawlessly bug-free program running on a perfectly maintained computer can break.&lt;br /&gt;&lt;br /&gt;A huge chunk of your support will just involve having people reboot their machines and reinstall their programs (and drivers). This will fix 90% of reported problems, if you can get the user to do it ...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tip 5 - The Users Will Lie To You&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I blame this one on the horrible state of tech support in the industry in general. Much of tech support involves giving bad or time-consuming advice in the hope that the user will just go away. When I am asked for help, the person asking is generally angry, frustrated, and full of mistrust. This leads, alas, to lots of e-mail conversations like this one:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;User: "I have this problem." (That I know is fixed in the newest version of my game.)&lt;br /&gt;Me: "OK. Uninstall your copy, download the newest version, and install it."&lt;br /&gt;User: "I did that. The problem is still there."&lt;br /&gt;Me: "I see. Now what you need to do is uninstall your copy, download the newest version, and install it."&lt;br /&gt;User: "OK. Done. I still have the problem."&lt;br /&gt;Me: "Unfortunate. Now, please, I beg of you, in the name of God and all that is holy, uninstall your copy, download the newest version, and install it."&lt;br /&gt;User: "I did that. It fixed the problem."&lt;br /&gt;Me: "I can taste colors."&lt;/blockquote&gt;&lt;br /&gt;To hear users tell it, their computers are flawlessly-maintained, their drivers are all up-to-date, and every program in the world works but yours. They aren't necessarily intentionally lying. They might just not know that, say, newer drivers have come out. Just don't take anything you are told as gospel, especially if you know they're wrong.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tip 6 - Know When To Give Up&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There are some problems that I just give up on. If the machine is too old or too underpowered. If the problem is with the mouse cursor not moving right. (I get this sometimes, and, beyond suggesting trying a different mouse, I really don't know what to say here.) If the keyboard starts to not be recognized. (This happens sometimes too, and it's an OS/Program Incompatibility problem that I can't really handle.) If the graphics aren't working and the drivers for their freaky, off-brand video card aren't being updated anymore.&lt;br /&gt;&lt;br /&gt;It sucks, but sometimes all you can do is apologize and offer a refund. The point of tech support is to fix the problem. If you have no capability to fix the problem, all you can do is give their money back and hope for their business in a future life. If you treat people fairly, when they get a new computer, they may very well come back to try again.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Tip 7 - Have a Standard List of Troubleshooting Steps&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Once you have helped people long enough, you will come up with a list of steps that fix the bulk of their problems. Once you have this list and someone says they have a weird problem that definitely isn't a bug, you can send this list and most of the time that's enough to close the ticket. The items on the list will vary depending on the game and the platform. In a future post, I'll share Spiderweb's list. You might find it helpful.&lt;br /&gt;&lt;br /&gt;That's a rough guide and a good start. In the next post, I will go off on a philosophical treatise about the nature of computers as physical machines. Then I will reveal my standard tech support checklist. Say tuned!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-5500566401307970077?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/5500566401307970077/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/06/seven-tips-for-giving-good-tech-support.html#comment-form' title='26 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5500566401307970077'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5500566401307970077'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/06/seven-tips-for-giving-good-tech-support.html' title='Seven Tips For Giving Good Tech Support.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-VoPtUv2PhcM/TeaodG2dSRI/AAAAAAAAAFk/rTMqZ8oRJsE/s72-c/Exploding+Computer+04-15-05+018.jpg' height='72' width='72'/><thr:total>26</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-2457663628335832251</id><published>2011-05-13T11:55:00.000-07:00</published><updated>2011-05-13T11:55:27.030-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='piracy'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>The Final Answer For What To Do To Prevent Piracy</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;(For some reason, Blogger deleted this post. I have recreated it. Sorry for any comments that were lost.)&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;This article is my decisive statement on how developers should deal with pirates. It includes humorous anecdotes about how dumb I have been in the past. And, believe me, I've been pretty dumb.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;I am very confident about what I have to say on the subject. I have used these guidelines for protecting our newest game, &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;. So I'm not just putting my money where my mouth is, I'm putting all my money. If I'm wrong, my kids don't eat. So I hope I'm right.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;One of the most common questions fledgling developers ask me is how they should protect their games from pirates. My answer is, generally, "The minimum amount you can get away with." That is because I have learned never to forget the following guideline ...&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;Whenever you find yourself starting a sentence with, "I don't want people to pirate my game, so I am going to ..." you are very close to making a big mistake.&lt;/b&gt;&lt;/div&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;I really, truly believe this rule. Here are two examples of times when I have forgotten it, and the grim consequences.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;b&gt;Trying To Protect My Hint Books&lt;/b&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;From the very beginning, I have sold hint books for my games. People like them, and they are easy money. When I started, in 1994, there was no convenient format like pdf for online file delivery, so I had to print and mail actual books. This cost lots of money and boxes of hint books took up tons of space in my house.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;Then pdf files happened and people started to request that I send the book in electronic form instead of making them wait a week for the post office to do whatever it does. I refused &amp;nbsp;this reasonable request for two reasons. First, I was afraid people would buy the pdf version and send it to their friends. Second, I didn't know how to create a download link for the file that couldn't then be e-mailed around to everyone in the world. So I kept spending money and precious storage space for the booklets, inconveniencing my paying customers as I did so.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;Finally, three years ago, I got fed up with it. I made hint books available as downloadable pdf files. (People who want a printed version can get one for an extra two bucks, but they almost never do.)&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;But how did I secure the download link so it couldn't be shared? Here's the brilliant part. Ready? I just put it in with all of our other files. Anyone can download it. Anyone who knows how to use ftp can find it. When people order the hint book, I send them the download link, but they could have found the file for themselves if they looked around.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;But here's the thing. Anyone who wants to pirate pretty much any PC game can do so easily. That means all of my orders are from honest, nice people. So why waste our time figuring out how to hide the hint book from them? They will pay for it because they know selling things is how I stay in business and make more games for them!&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;Here's the punch line. Want to know how switching to undefended pdf files affected sales of hint books? It didn't. The sales rate was practically unchanged. Know what that means? All those years humping around boxes of hint books, all those thousands of dollars sent to printers, all those slaughtered trees, all wasted. All because I was scared of people pirating my lousy hint book.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;But there is a more gruesome example of my foolishness.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;b&gt;The Worst Registration System Ever Devised By the Hand of Man&lt;/b&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;In 1994, electronic distribution of demos was very much in its infancy. My plan was to release a demo with a small fraction of the game. Then, when the correct key was entered into the game, it would unlock and everything would be playable. A sound plan. The problem was the implementation.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;At first, I thought I'd just generate a key when someone ordered and send it to them. But then I thought, hey, I don't want people to pirate my &amp;nbsp;game. If I just send them a key, they can make it public or send it to all their friends. So here is my brilliant idea. I will ... will ...&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;God. It hurts to even think about it.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;Here's what I did. When you ran the game, it generated a random code, a 4 or 5 digit number. When you ordered, you had to provide that number. I would use it to generate a key specific to your copy of the game. I'd send you that key, you'd enter it, and the whole game would be unlocked.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;So what does this mean? First, when you tried to order a game, you had to have this number with you. Did you realize you needed it? Probably not. So you'd be at our online store trying to give us money, only to have to leave to dig up some stupid number. Want a tip for running an online business? When a customer is at your web page, credit card out and in hand, do not give them a reason to leave!&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;The system was confusing, and this wasn't helped by the fact that we were the only ones ever to use it. Oh, if only we could have back the countless hours spent explaining the system to confused parents. Countless more hours making new registration keys for people who switched computers or had to reinstall their OS. The weird system made us look unprofessional at best, deranged at worst. And, as a special bonus, it did exactly zero to stop people from pirating our game. Name a way to crack our registration system, and people did it a hundred times.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;We stuck by this system for fifteen years. Might as well have just made a big pile of money and set it on fire. At least we would have gotten the warmth.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;A year ago, I finally got fed up. New system. When you order our newest game, Avadon: The Black Fortress, we send you a serial code. Enter it, and you're up and running. Buy the game for the Mac and want to play it on Windows too? Enter the same key. Want to register your copy again ten years from now? Use the same key.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;And the result of switching to a slightly less secure, infinitely easier to use system? Sales of Avadon are the highest of any game we've put out in years.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;b&gt;Just Do the Minimum&lt;/b&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;You need some way to force people to pay. Not because they are evil or dishonest, but because they procrastinate. Registration is a pain. They'd rather be spending their time playing your game! If you don't do anything at all to make them pay, they'll just forget.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;But tread lightly. Once you have any barrier in place at all, you'll get your payment from all the honest people, the people who know that, if nobody pays, you won't make more awesome games for them. Anything beyond that will inconvenience your paying customers and do little to nothing to prevent piracy.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;It took a long time for me to learn this. Too long. And, whenever I start to forget, I look at the monolith of boxes of old hint books gathering dust in my garage. If you're an Indie developer, be nice to people. In the end, the ability to be nice is one of the best weapons you have.&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-2457663628335832251?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/2457663628335832251/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/05/final-answer-for-what-to-do-to-prevent.html#comment-form' title='74 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2457663628335832251'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2457663628335832251'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/05/final-answer-for-what-to-do-to-prevent.html' title='The Final Answer For What To Do To Prevent Piracy'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>74</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-8646051152374321356</id><published>2011-05-06T11:37:00.000-07:00</published><updated>2011-05-06T12:01:47.954-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='internet hate machine'/><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='teh casualz'/><title type='text'>On Making Lots of People Angry</title><content type='html'>The other day, after &lt;a href="http://www.spiderwebsoftware.com/"&gt;Avadon: The Black Fortress&lt;/a&gt; came out, a &lt;a href="http://www.rpgcodex.com/"&gt;certain community&lt;/a&gt; of hardcore fantasy RPG fans jumped on it with universal loathing.&lt;br /&gt;&lt;br /&gt;I thought that I had a lot of good points to be made about the perils and opportunities of listening to feedback from fans (or ex-fans), so I wrote a blog post about it. This had the entirely predictable effect of infuriating the previously mentioned community.&lt;br /&gt;&lt;br /&gt;Now, in the light of day, I feel kind of bad about it. I think what I wrote was fairly mild and I do still stand by every word of it. However, I think I kicked a group of my fellow gamers when they were down, and, being a lifelong gamer myself, I regret that. I've been reading their posts and chatting with them and I think I understand where they're coming from a lot better now.&lt;br /&gt;&lt;br /&gt;I am only bringing this up because this blog is mainly about indie gaming, and I think this a great opportunity to make a &lt;b&gt;huge&lt;/b&gt; point in that area.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Here's Your Audience, Wrapped Up In a Bow&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Fledgling developers write me all the time asking for advice on what sort of game to write. What I tell them is that they should look for an underserved niche and serve it. This is the Great Magic Power of Indie developers.&lt;br /&gt;&lt;br /&gt;Here, as I see it, is the story of RPG Codex. These people love, love, &lt;b&gt;love&lt;/b&gt; old-school hardcore RPGs. The sort that used to be common on the ground and have faded away. They were forsaken by &lt;a href="http://en.wikipedia.org/wiki/Sir-Tech"&gt;Sir-Tech&lt;/a&gt;, and &lt;a href="http://en.wikipedia.org/wiki/Origin_Systems"&gt;Origin&lt;/a&gt;, and &lt;a href="http://en.wikipedia.org/wiki/Strategic_Simulations,_Inc."&gt;SSI&lt;/a&gt;, and &lt;a href="http://jeff-vogel.blogspot.com/2011/04/dragon-age-ii-review-get-grip-folks.html"&gt;Bioware&lt;/a&gt;, and now &lt;a href="http://www.rpgcodex.net/phpBB/viewtopic.php?t=58887"&gt;me&lt;/a&gt;. There was a thing that they loved, and it is gone, and they are angry about it. The anger might manifest itself in unappealing ways, but it's real. Nobody likes losing what they love.&lt;br /&gt;&lt;br /&gt;You want to do what I do? You want to make a living writing RPGs? You have skillz? Go there. Talk to them. Pick past the ranting, find the reasonable things they are after, and write that game. Do it well, and you can make money.&lt;br /&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;br /&gt;&lt;b&gt;And One Final Word For RPG Codex&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I am still a gamer at heart. The gritty, hardcore elements in Avadon are later in the game. I put them there to not scare off more casual gamers. Teh casualz need to be eased into that sort of thing.&lt;br /&gt;&lt;br /&gt;Were you my fan, but the Avadon demo turned you off? Well, here's a challenge. We have a one year no questions asked money-back guarantee. Buy the game. Give it a few hours on Hard or Torment difficulty. (I suggest until the boss fight with Zhossa Mindtaker.)&lt;br /&gt;&lt;br /&gt;Still disappointed? Then I don't want your money. You get it back. My lips to God's ear.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-8646051152374321356?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/8646051152374321356/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/05/on-making-lots-of-people-angry.html#comment-form' title='76 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8646051152374321356'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8646051152374321356'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/05/on-making-lots-of-people-angry.html' title='On Making Lots of People Angry'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>76</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-3246722500777122570</id><published>2011-05-04T16:30:00.000-07:00</published><updated>2011-05-05T20:06:34.554-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='internet hate machine'/><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='flamebait'/><title type='text'>Avadon Out For Windows, Responding To Critics.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;We finally released &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt; for Windows. So far, it is functional and selling very well. I am really heartened to the reaction to the game. It is doing way better than I thought it would, and it's doing me a world of good to know that a game I put so much heart into doesn't appear to suck.&lt;br /&gt;&lt;br /&gt;Because my morale is so high, I am going to do something I almost never do. I am going to go to a forum full of people who hate my games, my writing, and the mere fact that I still draw oxygen on this planet. Namely, the Avadon thread on &lt;a href="http://www.rpgcodex.net/"&gt;RPG Codex&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;RPG Codex is an interesting place. It is inhabited by people who like role-playing games, but love hating them. It's full of anger and enough &lt;a href="http://www.rpgcodex.net/phpBB/viewtopic.php?t=58114"&gt;raw bigotry&lt;/a&gt; that I would never advertise there. But, if you want to keep your self-esteem under control and read bad things about a game you wrote, go there. Just don't ever let those people get into your head.&lt;br /&gt;&lt;br /&gt;So, if you are interested in what it's like to write a game and get feedback from the vast madness of the internet, take a look at &lt;a href="http://www.rpgcodex.net/phpBB/viewtopic.php?t=58887"&gt;these&lt;/a&gt; &lt;a href="http://www.rpgcodex.net/phpBB/viewtopic.php?t=58856"&gt;threads&lt;/a&gt; (mildly NSFW). Here are some comments from the thread, and my responses to them.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;"I love Vogel's games but damn the demo is so boring..."&lt;/i&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;i&gt;"The demo area is small and extremely crappy"&lt;/i&gt;&lt;/blockquote&gt;&lt;br /&gt;Demos are always boring. Tutorials are always dull. There are two ways of doing a demo. One - Put the player in a training wheels dungeon and teach him or her enough to play the real game. Two - Set up a really big, flashy set piece to start the game, and have the player wander through it doing nothing.&lt;br /&gt;&lt;br /&gt;They both have their points. I've done both. But tutorials are always work. That is life.&lt;br /&gt;&lt;br /&gt;By the way, while my demos are smaller than they used to be, they are still some of the longest demos out there. My demos used to be longer than some other full games, but, to be brutally honest, that's just bad business.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;"Anyway, party members not dying but being just unconscious and resurrected after combat ends. DECLINE"&lt;/i&gt;&lt;/blockquote&gt;&lt;br /&gt;When you're designing an RPG, there are lots of toggles you have to flip. Will people recover from their wounds over time or do they have to go back to town? Will the party jump between towns/dungeons or will the whole outdoors be explorable? Will items be automatically identified? Do you have to keep track of ammo for your bows? Each answer to these questions has its good as bad points. There are no right or wrong answers. You just pick what works best for the design.&lt;br /&gt;&lt;br /&gt;There are people who will, for religious issues, say they will never ever buy your game if you make one of these choices or the other. Ignore them and do what is best for what you're trying to do.&lt;br /&gt;&lt;br /&gt;Oh, and there are some people who will respond to things about your work by posting an angry smily or some other &lt;a href="http://www.facebook.com/pages/FFFFFUUUUU/289076685406"&gt;image meme&lt;/a&gt;. Ignore these people. If they had anything valuable to say, they would use words, like people, instead of jpgs.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;"I do loathe the worldmap. A single large continent shaped like a rough circle does not an interesting map make. Dunno why it bothers me the way it does but it does. "&lt;/i&gt;&lt;/blockquote&gt;&lt;br /&gt;Oh. Come. &lt;b&gt;On.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There is an important lesson here for indie developers. When you make a game with a small team, you have millions of decisions to make and little time in which to make them. There isn't time to second guess everything. For a lot of stuff, you have to make the call and move on.&lt;br /&gt;&lt;br /&gt;When people nitpick, you can't take it to heart. You have to forgive yourself. People will &lt;b&gt;always&lt;/b&gt; nitpick. To borrow a phrase from my &lt;a href="http://en.wikipedia.org/wiki/Beggars_in_Spain"&gt;favorite SF story&lt;/a&gt; ever, the dogs bark, but the caravan moves on.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;"Got bored with the demo as soon as I was sent to the beginner dungeon to fight rats and spiders. What a lousy piece of shit game."&lt;/i&gt;&lt;/blockquote&gt;&lt;br /&gt;You are right. I'm sure those two minutes of gameplay were crushingly disappointing!&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;"It seems like he put in a lot of effort to attract the casual crowd. The "casual" difficulty mode for people who are "new to fantasy RPGs"?"&lt;/i&gt;&lt;/blockquote&gt;&lt;br /&gt;A lot of complaints that the early game, especially on Normal difficulty, is too easy. When someone says that the default difficulty should be harder, what I hear is, "You should make a pile of money in your backyard and set it on fire."&lt;br /&gt;&lt;br /&gt;I make the default difficulty easy enough that 90% of players can get through it. If this doesn't give you a challenge, play on a &lt;b&gt;harder difficulty level. That is why it is there!&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Sheesh.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;"Yep, Jeff fucked this one up a bit - although not as bad as some people put it. Give him some credit, go to TPB and help yourself."&lt;/i&gt;&lt;/blockquote&gt;&lt;br /&gt;By TPB, the poster means The Pirate Bay. In other words, he's saying to go pirate it. I honestly think that most of these complaints are not sincere. They're just pretending the game is bad to justify their pirating it (and playing the whole thing three times). Another good reason to be very careful about whose feedback you accept.&lt;br /&gt;&lt;blockquote&gt;&lt;br /&gt;&lt;i&gt;"I am seriously disappointed. Shittiest Spiderweb game so far. By a lightyear.&amp;nbsp; Will definitely not register the demo."&lt;/i&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;i&gt;"Hope that it'll flop commercially"&lt;/i&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;i&gt;"Started the game right now and I'm lacking words to describe my disappointment."&lt;/i&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;i&gt;"Jeff Vogel went full retard"&lt;/i&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;i&gt;"I wonder if Spiderweb is going to survive it..."&lt;/i&gt;&lt;/blockquote&gt;&lt;br /&gt;I think we'll be just fine.&lt;br /&gt;&lt;br /&gt;As I said, the game is doing great. A lot of people are playing my bland, dull, derivative demo and saying, "Hey! Want more of that!" This is the biggest lesson for small developers. People who post on forums are a tiny, &lt;b&gt;tiny&lt;/b&gt; portion of your audience. Read them occasionally. Pick through them for the rare tidbit of good feedback. But otherwise keep a respectful distance.&lt;br /&gt;&lt;br /&gt;And, to those who have registered, thank you so much! I love flattery, but, in the end, there is no compliment better than a credit card number. That people are actually giving me their real, hard-earned money is incredibly flattering, and I thank you for making it possible for me to write Avadon 2.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Edit:&lt;/b&gt; I've closed comments. I think everyone who wanted to say something has had a fair chance. Thank you for the bits of interesting feedback. I will be doing more blogging on some of the issues raised. If you have more reasons why I am not cool anymore, you will have a chance to share them then.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-3246722500777122570?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/3246722500777122570/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/05/avadon-out-for-windows-responding-to.html#comment-form' title='79 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3246722500777122570'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3246722500777122570'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/05/avadon-out-for-windows-responding-to.html' title='Avadon Out For Windows, Responding To Critics.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>79</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-5981035884714820908</id><published>2011-04-28T17:24:00.000-07:00</published><updated>2011-04-28T17:24:21.088-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ego-massage'/><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><title type='text'>Mixed Bag Of Fun</title><content type='html'>I have been putting the final touches on &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt; for Windows in the hope of releasing it next week. I have also been shepherding the game through beta-testing on the iPad. The rest of my time has been spent trying to convince myself that I'm not having a heart attack. Also, wishing they made office desks with hutches with space in the middle for a large iMac.&lt;br /&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;(Boy. It would be funny if I really did have a heart attack now. People would link to this blog post and go, "Wow! Irony!" in the same way everyone gets totally tickled to find the Facebook page of a recent mass-murderer. And remember, if I do die, and you pirate Avadon, I will then be able to totally haunt you and I'll be floating by the ceiling when you use the bathroom, making spooky noises.)&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;(I'm just sayin'.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;In the meantime, if you want to satisfy your cravings for hearing me discuss finer points of computer design in my weird voice, you should go &lt;a href="http://www.veterangamers.co.uk/blog/?p=1260"&gt;here&lt;/a&gt;. It's a Podcast Interview for The Veteran Gamers, and it turned out OK. It should be worth your time, as I talk very quickly.&lt;br /&gt;&lt;br /&gt;Finally, as I write this, the Playstation Network has been down for eight days. What's up with that? Networks go down. That's what they do. But &lt;b&gt;eight days&lt;/b&gt;? Wow. Can you imagine the apocalypse of sleep-deprived horror going on at Sony now? Something &lt;b&gt;crazy&lt;/b&gt; much be wrong.&lt;br /&gt;&lt;br /&gt;Normally I wouldn't care, because most of my gaming is single-player, but my PS3 is my Netflix device. I can't watch Netflix on my XBox because the fans in that thing sound like a jet engine powering up. And Netflix on the Playstation requires PSN to work. Because everything about PSN has always been designed from a place of deep hate.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-5981035884714820908?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/5981035884714820908/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/04/mixed-bag-of-fun.html#comment-form' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5981035884714820908'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5981035884714820908'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/04/mixed-bag-of-fun.html' title='Mixed Bag Of Fun'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-6211634342754868552</id><published>2011-04-14T15:48:00.000-07:00</published><updated>2011-04-14T15:48:55.988-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='internet hate machine'/><category scheme='http://www.blogger.com/atom/ns#' term='dragon age'/><category scheme='http://www.blogger.com/atom/ns#' term='bioware'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><title type='text'>Dragon Age II Review: Get a Grip, Folks!</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-W4aQPI8OaOc/Tad5ufkZrMI/AAAAAAAAAFg/fEC5lR8WuAQ/s1600/Dragon-Age-2-Wallpaper.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="256" src="http://4.bp.blogspot.com/-W4aQPI8OaOc/Tad5ufkZrMI/AAAAAAAAAFg/fEC5lR8WuAQ/s320/Dragon-Age-2-Wallpaper.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://gaygamer.net/images/Dragon-Age-2-Wallpaper.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;(This article contains mild Dragon Age II spoilers. Such as: There are dragons!)&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Since I raved so enthusiastically in this space about &lt;a href="http://jeff-vogel.blogspot.com/2009/12/minireview-dragon-age-origins.html"&gt;Dragon Age: Origins&lt;/a&gt; (and Bioware games in general), I suppose I really should say something about Dragon Age II as well. This one is a bit trickier.&lt;br /&gt;&lt;br /&gt;It's impossible to discuss Dragon Age II without a bit of criticism, which makes me sad. A lot of skilled people worked really hard over an overly-short period of time to make this game, and I strongly suspect that most of its problems were out of their control, due to directives from above. As somone who &lt;a href="http://www.spiderwebsoftware.com/"&gt;writes games&lt;/a&gt; myself, I truly sympathize. The inevitable result has been a game that's caused quite a bit of controversy over its quality.&lt;br /&gt;&lt;br /&gt;The best place to see this confusion is over on &lt;a href="http://www.metacritic.com/game/pc/dragon-age-ii"&gt;Metacritic&lt;/a&gt;. As of this writing, reviewers have given the game an entirely respectable score of 82 (out of 100). Players, on the other hand, have given Dragon Age II a dismal 4.3 out of 10. That is a huge gap!&lt;br /&gt;&lt;br /&gt;But it makes a lot of sense. Reviewers have to review the actual game as it exists, not their fantasies about what it might be. Dragon Age II is a flawed but basically competent and enjoyable action-RPG. 82 out of 100 is a B-, and Dragon Age II is a pretty solid B- of a game.&lt;br /&gt;&lt;br /&gt;In fact, suppose it didn't have Dragon Age in the title at all. Suppose it was called, say, "Bioware Presents: A Dude Named &lt;a href="http://dragonage.wikia.com/wiki/Hawke"&gt;Hawke&lt;/a&gt; Buys a Big House and Has Wacky Adventures." Suppose further that EA had given Bioware the bit of extra time and budget necessary to fix the game's most notable flaws. (Dungeon layouts reused to an egregious extent. A bizarre combat system where reinforcements pop in from out of nowhere. Extreme bugginess, especially in the late game.) If this was the case, I honestly believe the result would be considered a lesser but worthy member of the Bioware canon, something pleasing to pass the time while waiting for Dragon Age II.&lt;br /&gt;&lt;br /&gt;But that's not what happened. Dragon Age II is ... well, it has "Dragon Age" in the name. It's the sequel to one of the best-written, epic, envelope-pushing RPGs pretty much ever. I game I truly loved. (If you haven't played it, why are you wasting your time reading this junk? Go get it! Go!) And there's no suger-coating the basic fact of the thing. If you got Dragon Age II expecting something more like Dragon Age: Origins, you are going to face a period of harsh disappointment.&lt;br /&gt;&lt;br /&gt;But I'm going to have to defend Dragon Age II here for a bit. There's a lot of really good stuff here, and some of the design choices are really interesting. Other people have dumped on this game enough. Let's take a moment to look at the nice things.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Great Writing&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Nobody puts great writing in games like Bioware. Dragon Age II didn't contain as much of that Dragon Age Magic (tm) as I might have hoped for, but it was a beautifully written game. The characters didn't grab me instantly in the way they did in the previous game, but they really grew on me, especially &lt;a href="http://dragonage.wikia.com/wiki/Varric"&gt;Varric&lt;/a&gt;. When my companions talked to each other, I always stopped whatever I was doing to listen.&lt;br /&gt;&lt;br /&gt;Considering how crappy most video game writing is, I really think we shouldn't take Bioware for granted!&lt;br /&gt;&lt;br /&gt;Also, this game had the most insane, over the top, out of nowhere plot development I've ever seen in an RPG. (Which part? One word ... Mom.) Dang it, it deserves props for that!&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Cool Character Development&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I loved the skill trees. The mix of abilities, constant effects, and passive bonuses, combined with being able to decide between getting new abilities and making old ones better, made training very interesting. I retrained my characters several times and found that it was possible to customize my characters for a number of different play styles, which is always good.&lt;br /&gt;&lt;br /&gt;The combat did involve a lot of button mashing, but the abilities were varied and dramatic enough that I was rarely bored.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Some Really Good Ideas For Combat&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Battles in Dragon Age II are almost always against waves of foes, generally starting easy and getting harder. You need to conserve your powers, using them when they are most needed.&lt;br /&gt;&lt;br /&gt;The way the game throws reinforcements into the battlefield deserves some mockery. They are scattered in at random, sometimes literally dropping from the sky before your eyes. If they had entered the fray in a less immersion-breaking way (say, running from deeper in the dungeon), it would have worked better. However, this basic idea of how to structure combat shows a lot of potential, and I hope other games explore it. &lt;span style="font-size: xx-small;"&gt;(Which is my way of saying:&amp;nbsp; I really should steal that idea.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Theme Still Works&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;His writing is as impenetrable as ever, but Tycho over at &lt;a href="http://www.penny-arcade.com/2011/4/8/"&gt;Penny Arcade&lt;/a&gt; does a great job of breaking down what Dragon Age is really about and how cool it is. These games aren't about fighting Big Fantasy Nasties. Sure, they have fights and monsters, but that is not what they are Capital-A About. They are about politics and power structures and compromises and how actions and decisions can shift history. It's a very cool and ambitious territory to explore, and Bioware has close to a monopoly on it.&lt;br /&gt;&lt;br /&gt;Dragon Age II doesn't operate on the same scale as the previous game in any way, and yet it covers much the same ground. It focuses on one city instead of a whole nation and a handful of political squabbles instead of one great crisis, but their hearts are in the same place. And, frankly, this design concept deserves a lot more exploration.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;In Closing&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Dragon Age II is a flawed product that is still more interesting than a more polished mediocrity. Starting it is a very jarring experience for anyone with fresh memories of the first classic, but, if you walk away, take a breath, and resolve to meet it partially on its own terms, it's worth the sixty bucks.&lt;br /&gt;&lt;br /&gt;A lot of people hate it, but hey, the Internet exists to help people hate things in a purer, more intense fashion. And, hey, if you hate Dragon Age II, that's your right.&lt;br /&gt;&lt;br /&gt;But I think it's important for fans to not price themselves out of the market here. Bioware is still making good role-playing games, a genre that has been painfully neglected in the past. It's fun to indulge in a nice hate-frenzy from time to time, but let's try to keep on talking terms with reality here. They're still one of The Good Ones.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-6211634342754868552?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/6211634342754868552/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/04/dragon-age-ii-review-get-grip-folks.html#comment-form' title='28 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6211634342754868552'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6211634342754868552'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/04/dragon-age-ii-review-get-grip-folks.html' title='Dragon Age II Review: Get a Grip, Folks!'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-W4aQPI8OaOc/Tad5ufkZrMI/AAAAAAAAAFg/fEC5lR8WuAQ/s72-c/Dragon-Age-2-Wallpaper.jpg' height='72' width='72'/><thr:total>28</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-4957792610774909426</id><published>2011-04-06T17:11:00.000-07:00</published><updated>2011-04-06T17:11:42.443-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='whomwhomwhom'/><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='flamebait'/><title type='text'>"Whom" Is Dumb.</title><content type='html'>This will be one of those blog posts where I go and court controversy. No, it won't be about software piracy. Something worse. I'm going to tempt the anger of grammar people.&lt;br /&gt;&lt;br /&gt;I make my living as a writer. Sure, game design and programming are part of it, but the main selling point of &lt;a href="http://www.spiderwebsoftware.com/"&gt;my games&lt;/a&gt; has always been the stories. Each game I write has over one hundred thousand words, enough for a decently sized novel. That means that many young, impressionable minds have spent hours and hours reading my writing, being infected by my questionable grammar and unwholesome penchant for. Sentence fragments.&lt;br /&gt;&lt;br /&gt;Thus, when I take the side of the Visigoths who want to simplify the rules of our language, I get to have a actual (if small) influence on how my young readers write, simply by being a bad example. It is a grim responsibility, and, at times, I must take a stand. I must use my awesome Role Model power to Make a Difference. Therefore, I must make this proclamation.&lt;br /&gt;&lt;br /&gt;I will never use the word "whom" again. It's stupid.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Turning My Ignorance Into a Sacred Principle&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Actually, I still have no idea exactly when to write whom and whomever and whomungous. I must have had bronchitis the day they covered that in school. (The same day they explained how to tell what syllable is accented and how relativity works.) So, for the sixteen years I've spent writing my million words and counting, I've never used "whom" properly unless prompted by proofreading beta testers. The rest of the time, I used "who" and "whoever."&lt;br /&gt;&lt;br /&gt;And you know something? Hasn't done a bit of harm. Hasn't harmed comprehensibility at all. Hasn't earned me a single complaint from a customer in sixteen years. And, believe me, I get complaints about &lt;i&gt;everything&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;Don't get me wrong. Grammar has its place, and its rules should be obeyed. First, however, it is fair to evaluate those rules and see if they carry their freight. Does the effort to have the rule justify itself with better communication?&lt;br /&gt;&lt;br /&gt;In this case, no. Everything "whom" does can be done with "who." This inefficiency offends my soul. &lt;br /&gt;&lt;br /&gt;Also, using "whom" makes one sound really, really affected and twitlike. Which is not usually my goal. (Only sometimes.)&lt;br /&gt;&lt;br /&gt;So I'm done with it.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;But I Believe In Compromise&lt;/b&gt;.&lt;br /&gt;&lt;br /&gt;I have to admit that the word "whom" sounds pretty nice. It's an elegant, cultured sounding word, the sort of word that might be used by Jane Austen or an &lt;a href="http://www.waltzingdog.com/pages/ent.html"&gt;Ent&lt;/a&gt;. I can see that some might be saddened by its loss.&lt;br /&gt;&lt;br /&gt;Therefore, I propose this compromise: You can use the word "whom" when it would be correct, under the old, dead rules. In addition, you can use "whom" whenever you would say "who," or whenever it would sound good, or at any other point.&lt;br /&gt;&lt;br /&gt;For example, by this new, simple, elegant rule, the following sentences are considered to be correct:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;"Whom just fell into the wheat thresher?"&lt;br /&gt;&lt;br /&gt;"You must be the hobbits whom are from the Shire?"&lt;br /&gt;&lt;br /&gt;"Whom whom whom hello there whom whom whom whom whom."&lt;/div&gt;&lt;br /&gt;&lt;b&gt;Ahhhh. That Felt Kind Of Good.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I hope that all whom are reading this join me in my crusade against "whom." Being a Visigoth is really lots of fun. Give in.&lt;br /&gt;&lt;br /&gt;And I wish upon all of you whom the same blessing I have been given: That, when you want to spend some time tearing down instead of building up, you also have access to at least a few young, impressionable minds. It's awesome. Whom.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-4957792610774909426?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/4957792610774909426/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/04/whom-is-dumb.html#comment-form' title='34 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4957792610774909426'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4957792610774909426'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/04/whom-is-dumb.html' title='&quot;Whom&quot; Is Dumb.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>34</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-2189533933317388741</id><published>2011-03-29T12:54:00.000-07:00</published><updated>2011-03-29T12:54:15.844-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ssssssss BOOM'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><category scheme='http://www.blogger.com/atom/ns#' term='minecraft'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Review: Minecraft</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://static02.mediaite.com/geekosystem/uploads/2010/09/MinecraftServer060809.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="237" src="http://static02.mediaite.com/geekosystem/uploads/2010/09/MinecraftServer060809.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Since I like to write about Indie game design, it is inevitable that, at some point, I must discuss &lt;a href="http://www.minecraft.net/"&gt;Minecraft&lt;/a&gt;. Written by this Swedish guy commonly known as &lt;a href="http://notch.tumblr.com/"&gt;Notch&lt;/a&gt;, it emerged overnight to take over the world and sell &lt;a href="http://www.minecraft.net/stats.jsp"&gt;meeelions&lt;/a&gt; of copies. It has had a level of success &lt;a href="http://www.spiderwebsoftware.com/"&gt;my games&lt;/a&gt; can never ever hope to match, and it's kind of earned it.&lt;br /&gt;&lt;br /&gt;Of course, I could go on, as many others have, about the soul-crushing lack of anything in the game to help anyone actually understand it. Of course, officially, it's still a beta, but it's still super harsh in the early going. Don't try to play it without reading this &lt;a href="http://www.minecraftforum.net/viewtopic.php?f=1020&amp;amp;t=35905"&gt;Newbie FAQ&lt;/a&gt; and bookmarking the &lt;a href="http://www.minecraftwiki.net/wiki/Crafting"&gt;recipe list&lt;/a&gt;, unless you enjoy suffering.&lt;br /&gt;&lt;br /&gt;For the few people who haven't played it yet, Minecraft is usually described as a Lego video game. You start out a guy on a deserted island. You can gather cubes of dirt and wood and stone and use them to build, well, whatever you want. Houses. Castles. Roller coasters. There's no plot, per se. It's a creativity tool and an incredibly addictive one. The game system is very simple, allowing &lt;a href="http://www.youtube.com/watch?v=LnjSWPxJxNs"&gt;for hilarious mishaps&lt;/a&gt;, &lt;a href="http://www.youtube.com/watch?v=JEH37vFbyo0"&gt;outlandish creations&lt;/a&gt;, and manifestations of &lt;a href="http://www.youtube.com/watch?v=kn2-d5a3r94"&gt;mental illness&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;I made a nice two bedroom house for a family of four. There's a wall around it. It's nice. &lt;br /&gt;&lt;br /&gt;But for a no-budget Indie game to sell north of 1.5 million copies? In beta? There is something crazy insane going on here, some sort of true genius. This guy captured lightning in a bottle, with a fairly crude-looking game with no tutorial and a punishingly difficult first ten minutes. I honestly wouldn't have thought it possible. Anyone who cares about game design should look closer and see what this guy did right...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You Have To Earn What You Get&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;If you want to make a house out of 500 blocks of stone, you first have to dig them up. But then you just have an empty house. If you want something nice, like a clock or a golden pillar or a roller coaster, you have to search more and dig deeper. One of the key elements of Minecraft is the personal satisfaction you get from looking at what you built, which comes in part from knowing that you had to spend your time to earn it. And people do spend the time, because ...&lt;br /&gt;&lt;br /&gt;&lt;b&gt;You Get Stuff Fairly Quickly&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The guiding principle behind Minecraft seems to be that you have to earn everything you get (by spending time), but practically everything comes cheaply. The stone to make a fortress can be dug up fairly quickly. The key insight here is that, to give a player self-satisfaction, you do need to charge a price (again, paid in your time), but that price can be very small. As long as there is any price at all, even a low one, the player can feel pride in his or her creation.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;There Is Danger&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;On normal difficulty or higher, monsters can spawn anywhere where it is dark. And these aren't candyass, meaningless trash monsters, either. They are skeleton archers that can kill you dead before you even figure out where they are and exploding ambulatory &lt;a href="http://www.youtube.com/watch?v=x7S6o5FdYjQ"&gt;suicide cacti&lt;/a&gt; that spend one second hissing in warning before they pop, killing you and destroying everything nearby. &lt;br /&gt;&lt;br /&gt;Minecraft was never meant to be a shooter. You can make weapons and armor, but they're tough to make and wear out quickly. The vast majority of foes should simply be avoided. The point of the game is not kicking ass but achieving safety.&lt;br /&gt;&lt;br /&gt;Now, to be clear, the danger element is not necessary. Plenty of players switch the game to Peaceful difficulty and never face a worse threat than falling into lava. But for players like me, who need some sort of story element or immediate goal to get into a game, the pressing need to make a Safe Place is a perfect way to feel involved. And, once the game gets you actually playing, it becomes much easier to answer the most difficulty question any creativity toy poses: "I can make anything I want, but what do I want to make?"&lt;br /&gt;&lt;br /&gt;&lt;b&gt;But Not Too Much&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Minecraft is dangerous, but not too dangerous. Torches are easy to make, they never go out (for now, see below), and monsters never spawn in lit areas. It is easy to make an enclosed place where monsters will never jump you. And yet, if you ever walk outside or if you accidentally leave a dark spot in your house, the danger comes pouring back in.&lt;br /&gt;&lt;br /&gt;And, much in the same way that only a tiny amount of effort gives a player pride of ownership, the mere awareness of danger is enough to keep things interesting. Once, when I was modifying my house, I forgot to place a torch in one of the rooms. It gets dark, I go to bed, a zombie spawns in that room, and, when I wake up, it's eating my face. &lt;br /&gt;&lt;br /&gt;No matter how safe you make things, a moment of complacency can always kill you. The constant presence of danger can make anything more interesting, even stacking little cubes.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Game Model Is Incredibly Forgiving&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Game designers frequently want to make things too hard for players. There is a constant fear that someone, somewhere, is getting away with something. For example, it must have been very tempting to have Minecraft have a real physics model. Make your wood building too big or unbalanced, and watch as it crumbles before your eyes. Hah! Take that, you dumb gamer!&lt;br /&gt;&lt;br /&gt;Minecraft isn't like that. It's a creativity tool. It strongly resists the desire to be hardass about what you can build and gets out of the way as much as possible. Want your giant stone castle to hang in midair? Sure! The game's job is simply to let you create.&lt;br /&gt;&lt;br /&gt;With one limitation. Fire is merciless. Try to burn up the patches of brush in front of hour house and I promise, within five minutes, your happy green island will look like Mordor.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;And the Developer Is Very Generous&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;For the amount of entertainment the game can provide, it's amazingly cheap. Around twenty bucks for the beta, and that comes with all future patches. No DRM. No recurring fees. One account serves as many machines as you want to use it on. And once, when their ordering servers were down, Notch simply made the game free.&lt;br /&gt;&lt;br /&gt;This is just one example of someone becoming very successful by making something really cheap. See also: &lt;a href="http://www.humblebundle.com/"&gt;Humble Indie Bundle&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;But We're Just At the Beginning&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;One of my favorite things about Minecraft is that it's a work in progress. We can watch the developer's tightrope act in real time, and they might still screw everything up!&lt;br /&gt;&lt;br /&gt;For example, they have been flirting for a while with making torches go out. You would have to spend time running around with flint and steel relighting torches, or areas will go dark and "Oh God! Zombies! My face! Aaaahhhh!" This would be a huge change in the nature of the game, introducing a new activity that would pull lots of time away from the core activity: gathering materials and doing stuff with them. This change has been put off for a while, though, so they may have had the wisdom to rethink it.&lt;br /&gt;&lt;br /&gt;(In fact, watch for any change that will heavily alter the proportion of time the player spends on various activities - digging, building, etc. These are the changes that will muck up the game.)&lt;br /&gt;&lt;br /&gt;They are also considering adding Hardcore mode, where if you die your world is gone for good. I suppose this is a good change, since it is optional and some people love pain.&lt;br /&gt;&lt;br /&gt;But I suspect that their design instincts are pretty good. Instead of making torches go out, they are adding cute wolf pets. Genius. My daughters will die of happiness. &lt;br /&gt;&lt;br /&gt;&lt;b&gt;So Try It&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;If you love Indie games, try this one. It takes some work to get into it, but it is a worthwhile exercise just too see how much innovation small developers are capable of. I am on the record as saying that small Indies aren't as innovative as people give them credit for. This is one case when I've been very happy to be proved wrong.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-2189533933317388741?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/2189533933317388741/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/review-minecraft.html#comment-form' title='26 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2189533933317388741'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2189533933317388741'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/review-minecraft.html' title='Review: Minecraft'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>26</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-3511465870905966894</id><published>2011-03-22T14:13:00.000-07:00</published><updated>2011-03-22T14:13:44.374-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i am a parent if you can believe that'/><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='minecraft'/><title type='text'>Minecraft Makes Little Girls Cry.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.geekologie.com/2010/12/23/minecraft-enterprise.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;br /&gt;&lt;/a&gt;&lt;a href="http://4.bp.blogspot.com/-KUBaPsTx9rY/TVS0Gw4t8aI/AAAAAAAAABY/TND1HwCmmiM/s640/minecraft-enterprise-cap-thumb-640xauto-16802.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-KUBaPsTx9rY/TVS0Gw4t8aI/AAAAAAAAABY/TND1HwCmmiM/s400/minecraft-enterprise-cap-thumb-640xauto-16802.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I've been playing &lt;a href="http://www.minecraft.net/"&gt;Minecraft&lt;/a&gt; a lot lately (when I'm not porting our &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;newest game&lt;/a&gt; to Windows and iPad), and I will have several things to write about this truly fascinating game. For example, my nine year old daughter is addicted to it, and I thought her first experience with it was telling.&lt;br /&gt;&lt;br /&gt;Here is a brief summary of my daughter's initial Minecraft session:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;Starts game at spawn point.&lt;br /&gt;&lt;br /&gt;Walks a long way from spawn point.&lt;br /&gt;&lt;br /&gt;Builds most of a house.&lt;br /&gt;&lt;br /&gt;Tries to make the roof of the house by placing a block of sand directly above her.&lt;br /&gt;&lt;br /&gt;The block of sand falls onto her.&lt;br /&gt;&lt;br /&gt;She suffocates.&lt;br /&gt;&lt;br /&gt;She respawns at the start point.&lt;br /&gt;&lt;br /&gt;She can't figure out where her house is.&lt;br /&gt;&lt;br /&gt;She cries.&lt;/div&gt;&lt;br /&gt;So what have we learned? First, that Minecraft is truly an educational game, punishing lack of foresight with an almost Eve-like intensity. It has much to teach about planning and forethought, and it delivers its lessons in the most painful way possible. Nothing educational can have value without the possibility of crushing failure.&lt;br /&gt;&lt;br /&gt;Second, this would be a great bit of ad copy:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;Minecraft - It makes little girls cry.&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;Third, after she went to bed, I logged in and spent a minute finding her house again. This made me a hero with a ludicrously small amount of effort. That justifies the twenty bucks spent on the game right there.&lt;br /&gt;&lt;br /&gt;More to follow, once I figure out how to make a &lt;a href="http://www.minecraftwiki.net/wiki/Cake"&gt;cake&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-3511465870905966894?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/3511465870905966894/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/minecraft-makes-little-girls-cry.html#comment-form' title='27 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3511465870905966894'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3511465870905966894'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/minecraft-makes-little-girls-cry.html' title='Minecraft Makes Little Girls Cry.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-KUBaPsTx9rY/TVS0Gw4t8aI/AAAAAAAAABY/TND1HwCmmiM/s72-c/minecraft-enterprise-cap-thumb-640xauto-16802.jpg' height='72' width='72'/><thr:total>27</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-7039734677147218377</id><published>2011-03-11T15:16:00.000-08:00</published><updated>2011-03-11T15:16:10.131-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='jetpacks'/><category scheme='http://www.blogger.com/atom/ns#' term='adolescent power fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><title type='text'>My Very Brief Review of Halo: Reach.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.debonairmag.com/wp-content/uploads/2008/07/49_rocketeer1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="223" src="http://www.debonairmag.com/wp-content/uploads/2008/07/49_rocketeer1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="font-size: large;"&gt;Every game should have jetpacks.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"&gt;(Actually, maybe a little explanation. My wife and I play every Halo and Gears of War game together in co-op. It's happy-close-couple-relationship-time.)&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"&gt;(Sadly, the single-player components of Halo games have gotten painfully phoned in. The kick-ass set pieces of Halo 3 have degenerated into long, tedious sequences of interchangeable roads and warehouses.)&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"&gt;(But Halo: Reach has JETPACKS. And that is AWESOME. For the three minutes it lets you play with them.)&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"&gt;(Every mission in Halo: Reach should give you jetpacks. You should be able to boing-boing-boing all over the dang place.)&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"&gt;(Actually, what's more, every game should have jetpacks. Dragon Age. Minecraft. Farmville. Rock Band. EVERY game.)&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"&gt;(Tetris should have jetpacks.)&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"&gt;(Jetpacks.)&lt;/span&gt;&lt;/i&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-7039734677147218377?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/7039734677147218377/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/my-very-brief-review-of-halo-reach.html#comment-form' title='20 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7039734677147218377'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7039734677147218377'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/my-very-brief-review-of-halo-reach.html' title='My Very Brief Review of Halo: Reach.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>20</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-3618657177915024198</id><published>2011-03-10T16:56:00.000-08:00</published><updated>2011-03-10T16:56:24.121-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i&apos;ve wasted my life'/><category scheme='http://www.blogger.com/atom/ns#' term='grumpy gamer'/><category scheme='http://www.blogger.com/atom/ns#' term='back in the day'/><title type='text'>The Whittling Part Of the Brain</title><content type='html'>&lt;span style="font-size: x-small;"&gt;&lt;i&gt;(One of the reasons I started this blog, besides pimping &lt;a href="http://www.spiderwebsoftware.com/"&gt;my games&lt;/a&gt;, was to resurrect some of my old writing that has disappeared from the face of the Earth. For example, about a decade ago, I wrote a column for the late, lamented Computer Games Magazine called The Grumpy Gamer. Here it is, only slightly updated.)&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size: x-small;"&gt;&lt;i&gt;(This was the first column in that series, and, while its basic idea is simple, I still think this piece or writing is True. What still fascinates me is the way some people feel that their way of resting their brain makes them oh so superior to people who rest their brains in a different way.)&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.cs.cmu.edu/%7Edst/DeCSS/Gallery/Stego/minesweeper1.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="227" src="http://www.cs.cmu.edu/%7Edst/DeCSS/Gallery/Stego/minesweeper1.gif" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;b&gt;The Whittling Part Of the Brain&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I have spent the last several years of my life designing computer role-playing games for a living. Thus it came to be that after a friend of mine, who designs board games for a living, couldn’t figure out why anyone found Everquest to be the slightest bit fun, he came to me for an explanation.&lt;br /&gt;&lt;br /&gt;For those of you who haven’t experienced this particular brand of delight, most of the Everquest experience tends to involve waiting next to a place where wimpy monsters appear, waiting for them to appear, butchering them once they do appear, collecting their loot, and repeating this process until it’s five in the morning. For the uninitiated, this looks, let us be frank here, like a big waste of time.&lt;br /&gt;&lt;br /&gt;But, when he asked me why anyone would want to do this, I had an explanation ready. It’s the same explanation I give whenever anyone asks me what the point of playing computer games is. I simply say that computer games satisfy the Whittling Part of the Brain.&lt;br /&gt;&lt;br /&gt;Some of you, in this advanced, techmological age, may not be familiar with the concept of whittling. To whittle, you sit down with a knife in one hand and a stick (or other piece of wood) in the other. Then you take the knife and systematically proceed to carve thin slivers of wood off the stick until there’s nothing left but a pile of wood shavings and your own sense of deep self-satisfaction.&lt;br /&gt;&lt;br /&gt;(This sounds, of course, like a pretty dubious source of entertainment, but people do some pretty bizarre things to kill time. Like watch &lt;a href="http://www.jwoww.com/"&gt;Jersey Shore&lt;/a&gt;, for example.)&lt;br /&gt;&lt;br /&gt;Of course, this sort of thing is what people did before computers were invented. Or televisions. Or fun. Nowadays, people can do all sorts of low-thought things to pass the time. Knitting and needlepoint. Crossword puzzles. TV. Reading mystery novels. Playing Minesweeper. And playing computer role-playing games.&lt;br /&gt;&lt;br /&gt;The human brain just seems to have a need for resting, for passing some time in a low-energy state. Computer role-playing games are perfect for that. When I fight fifty basically identical combats against darkspawn in Dragon Age or spend five hours finally getting my level 13 druid in World of Warcraft to level 14 or piled a hundred bricks on top of other bricks in Minecraft, I’ve done more than waste my time. I’ve given by brain rest that, for reasons I can’t begin to understand, it craved.&lt;br /&gt;&lt;br /&gt;And, of course, some of my friends think that I’m wasting my time, both designing the games and playing them. The same friends who don’t think twice about doing their five thousandth crossword puzzle, or reading basically the same damn mystery novel for the billionth time. Or read The Onion, like that’s such an enriching activity. People just like to fritter time away, and computers give us an unusually satisfying way to do it.&lt;br /&gt;&lt;br /&gt;The most important thing about these low-brain activities is that they have to be rewarding in some way. They have to give us occasional positive feedback, little flashes of satisfaction. Sometimes, when whittling, you might carve away a particularly long and attractive spiral of wood. (Yeah. I know. Just bear with me on that one.) When knitting, you have the satisfaction of finishing your sweater. With a crossword puzzle, you feel smart when you finish.&lt;br /&gt;&lt;br /&gt;And when playing a role-playing game, you get a constant, pleasing form of feedback in the form of gold and experience points. Or upgrading from a +1 to a +2 sword. Or getting a new spell, or completing a quest. Everquest is particularly cunning in the way it rewards the player. It has the character’s skills constantly creep upward, a tiny bit at a time, providing a constant stream of tiny rewards.&lt;br /&gt;&lt;br /&gt;Now sure, when described this way, the whole activity sounds a little sad and lame. But really, when you think about it, if it’s such a pointless activity, why do we want to do it? I have found that, in general, our brains our smarter than we are. They want what they want, and if my brain wants to spend a while in front of a computer screen stabbing orcs, who am I to tell it it shouldn’t?&lt;br /&gt;&lt;br /&gt;So there you go. In just the first column in this series, I’ve come up with a complete, comprehensive explanation for why it’s good and healthy and productive for us to like to play computer games. And I will recite it to myself, again and again, at two in the morning, when I’m lying awake trying to convince myself that I’m not wasting my life.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-3618657177915024198?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/3618657177915024198/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/whittling-part-of-brain.html#comment-form' title='25 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3618657177915024198'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3618657177915024198'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/whittling-part-of-brain.html' title='The Whittling Part Of the Brain'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>25</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-7999312112778203077</id><published>2011-03-02T17:22:00.000-08:00</published><updated>2011-03-02T17:26:18.204-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='business stuff'/><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='i am completely freaking out'/><category scheme='http://www.blogger.com/atom/ns#' term='omigodomigodomigod'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='blatant pr'/><title type='text'>Avadon: The Black Fortress Released.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;On Monday, after fifteen months of work, &lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Software&lt;/a&gt; released &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;I'm writing this on Wednesday, after a week spent in a pretty continuous state of total freaking out. I am always nervous when releasing a new game. But a new game in a new world with a new system? After spending an unusual amount of time on it? I've been going kind of insane.&lt;br /&gt;&lt;br /&gt;For those who are interested, early sales are quite strong. I'm starting to suspect that we aren't about to go out of business. And yet, most of the early sales are to die-heard fans. The question is how many new people will play it and like it. I think that it's solid, the world is cool, and the game itself is a lot of fun to play. But I might be wrong. It happens all the time.&lt;br /&gt;&lt;br /&gt;Releasing a new game also means that I have to read my &lt;a href="http://www.spiderwebforums.com/forum/ubbthreads.php"&gt;forums&lt;/a&gt;, which, &lt;a href="http://jeff-vogel.blogspot.com/2011/01/three-reasons-creators-should-never.html"&gt;as I have written before&lt;/a&gt;, is painful. Even for a solid game, most of the things that are written will be critical. It's only with time that I can get a read on how good the good parts are.&lt;br /&gt;&lt;br /&gt;This is also when I have to take the lumps for unpopular but necessary choices I had to make. The biggest complaint is that the game has no keyboard movement. Our other big series, Avernum, takes place on a fairly simple grid, so keyboard movement is easy to implement. Avadon takes place in a larger world with no simple grid for the characters to stand on, and keyboard movement just doesn't work as well as the mouse, especially for distances that aren't very short. But some people really want keyboard movement, and I can hardly tell them they are wrong. I just have to take the criticism and hope that the game is good enough.&lt;br /&gt;&lt;br /&gt;I've also been criticized that the game text is too small, and I'm taking that to heart. I am going to work on using a larger font for dialogue and special encounters, which should help a lot.&lt;br /&gt;&lt;br /&gt;But now I'm rambling. Releasing a game is only the beginning of a long process. Maintenance. PR. Sequels. I hope you try it out. I hope you like it. And I hope Spiderweb gets to stay in business.&lt;br /&gt;&lt;br /&gt;On to the Windows port (hopefully out at the end of April). And the iPad port (I have no idea when this might be ready).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-7999312112778203077?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/7999312112778203077/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/avadon-black-fortress-released.html#comment-form' title='37 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7999312112778203077'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7999312112778203077'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/03/avadon-black-fortress-released.html' title='Avadon: The Black Fortress Released.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>37</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-6438058316899239585</id><published>2011-02-10T11:12:00.000-08:00</published><updated>2011-02-10T11:12:20.804-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='testing'/><category scheme='http://www.blogger.com/atom/ns#' term='teh casualz'/><title type='text'>Three Rules For Difficulty In RPGs</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-l9N-azD4RFI/TVQ4eA_AWNI/AAAAAAAAAFc/lF5_4yK2_Tw/s1600/death_scene_v2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-l9N-azD4RFI/TVQ4eA_AWNI/AAAAAAAAAFc/lF5_4yK2_Tw/s1600/death_scene_v2.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;As I put the final touches on &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;, I am finally wrapping up the most touchy, painful, contentious part of the game: play balance. Should it be harder or easier? Is this particular fight fair? How many players will wash out halfway through the game and be forever angry at me for my suckitude?&lt;br /&gt;&lt;br /&gt;The fans of role-playing games are a pretty diverse bunch. Some prefer stories. Some fixate on stat-building. Some want to beat everything easily, and others are irritated if there are no challenges. It's a pretty amorphous blob of interests, and nobody can satisfy them all. I just try to appeal to as much of the blob as possible.&lt;br /&gt;&lt;br /&gt;Over the years, I have made three observations regarding game difficulty. These are the ideas I always come back to as I decide how tough a given section or encounter will be. I think these guidelines are, to the extent anything can be in a creative endeavor, The Truth.&lt;br /&gt;&lt;b&gt;&lt;br /&gt;Observation One: There are two sorts of fights in an RPG: Fights that are supposed to be easy and fights that are supposed to provide a challenge.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;In other words, first, there are fights that will almost never ever kill a player, also known as trash, or trash mobs. If your trash mobs are frequently killing the character, your balance is messed up. (Early versions of &lt;a href="http://www.avernum.com/avernum6/index.html"&gt;Avernum 6&lt;/a&gt; had a big problem with this.) Most of the time, the vast majority of the fights in a game will be this sort.&lt;br /&gt;&lt;br /&gt;Then there are fights that the player can possibly lose (mini bosses, bosses). And, of course, for fights that can kill the player, there is a spectrum of how likely that end result is. Some bosses will only kill you if you really aren't paying attention. Others require actual skill and strategy, and maybe a few tries to get your tactics down.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Observation Two: In an RPG, you have to have some of both sorts of fight.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;RPG fans expect a lot of trash to slaughter, so they can be a badass and Conan-like and so they can collect experience to get strong and get new spells and swords and stuff.&lt;br /&gt;&lt;br /&gt;The trickier part is understanding the need for tough fights. Very often, players don't like to be seriously challenged. They hate to lose. They &lt;i&gt;hate&lt;/i&gt; to lose repeatedly. Sometimes, the temptation to just give up and have every fight on the default difficulty be easy peasy is overwhelming.&lt;br /&gt;&lt;br /&gt;But you still need to have tough fights, for several reasons. A game full of only easy fights against trash is monotonous and dull. The suspension of disbelief in a role-playing game is delicate, and, if a dragon is only as tough as Goblin #0145, it just feels &lt;b&gt;wrong&lt;/b&gt;. And because the adrenaline rush of achieving something difficult (be it slaying a demon lord of winning a game of solitaire) is one of the great pleasures of computer games, and you just can't lose that.&lt;br /&gt;&lt;br /&gt;So, you might ask, why don't I just put in tough fights and really carefully balance them so that everyone can beat them in just a few tries? That brings us to the third observation, which is both subtle and vitally important.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Observation Three: If a fight has any chance of beating the player, there is a percentage of users who will NEVER be able to beat it.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It took me a long, long time to realize this. Too long. But it is vitally important to understand the difficulty of doing game balance.&lt;br /&gt;&lt;br /&gt;Everyone has bad days. Everyone has blind spots. Some people who reach your tough fight will have used up all their healing potions, or refuse to use the healing potions, or forget that they have healing potions, or never have realized that healing potions are potions you can drink that heal you. Because of this, whenever people reach a tough fight, there will be a few of them who just can't beat it. They just can't. You can adjust the percentage of people who lose, but it will never be zero.&lt;br /&gt;&lt;br /&gt;(By the way, along these lines, if you put any puzzle or riddle in a game, there is a percentage of users who will never figure it out. This is why I've drastically reduced the number of puzzles in my games. Arguably, I have reduced it too much. It bears thinking about. However, this is my rationale for doing it.)&lt;br /&gt;&lt;br /&gt;When someone loses to a fight more than three or four times, they will almost always be angry, and they will always blame you. Some of them will temporarily lower the difficulty, get past the fight, and move on. Some will gut it out and prevail. And some will ragequit and you will never sell a game to them again.&lt;br /&gt;&lt;br /&gt;I try to appeal to a wide group of customers, but there is one customer I can never appeal to: The gamer who can't beat a fight and refuses to lower the difficulty. I get e-mails from this person all the time, expressions of hurt and betrayal and rage, accompanied with the promise that they will never buy another one of my games. A promise I believe, by the way. I hate getting these e-mails. Everyone does. It's like a punch in the stomach. But I suck it up, send a nice message back, and move on. It's like death and taxes. It's part of the biz.&lt;br /&gt;&lt;br /&gt;But, with every difficult encounter, I eventually have to plant my flag and say, "You must be at least this badass to go on this ride." If you aren't sure why I do this, please consult with the reasons accompanying Observation Two.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Of Course, These Aren't Universal Laws&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I expect that the standard swarms of hair-trigger internet nitpickers haven't read this far. They went to the Comments to excoriate me based on some minor point about Observations One or Two, or they want me to explain how Shadow of the Colossus can be a good game with only boss fights. (Answer: Not an RPG.)&lt;br /&gt;&lt;br /&gt;But role-playing games are a genre. Genres have conventions. That's what makes them Genres! I can go along with the conventions or fight against them, but, either way, they are part of the DNA of the games I make.&lt;br /&gt;&lt;br /&gt;Role-playing games need trash and they need bosses. Put both in, and never lose sight of what makes trash trash and what makes bosses bosses.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-6438058316899239585?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/6438058316899239585/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/02/three-rules-for-difficulty-in-rpgs.html#comment-form' title='58 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6438058316899239585'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6438058316899239585'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/02/three-rules-for-difficulty-in-rpgs.html' title='Three Rules For Difficulty In RPGs'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-l9N-azD4RFI/TVQ4eA_AWNI/AAAAAAAAAFc/lF5_4yK2_Tw/s72-c/death_scene_v2.jpg' height='72' width='72'/><thr:total>58</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-8470149329958344149</id><published>2011-02-01T11:51:00.000-08:00</published><updated>2011-02-01T13:49:25.111-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='avernum'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='blatant pr'/><title type='text'>Shameless Self-Promotion.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.avernum.com/avernum6/images/A6WebLogo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.avernum.com/avernum6/images/A6WebLogo.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;The gaming site &lt;a href="http://www.gamebanshee.com/"&gt;GameBanshee&lt;/a&gt; was kind enough to call our newest game, &lt;a href="http://www.avernum.com/avernum6/index.html"&gt;Avernum 6&lt;/a&gt;, in their &lt;a href="http://www.gamebanshee.com/editorials/101332-game-of-the-year-2010.html"&gt;annual awards&lt;/a&gt;. We were runner-ups in the Independent RPG of the Year and RPG Game of the Year categories. Thank you very much!&lt;br /&gt;&lt;br /&gt;This sort of thing is exciting to me, and not just because of the obvious self-esteem and greed motivations. The recession has been really rough on the gaming press, and, because of that, it's been rough on us. Many of the writers and editors who liked to cover us lost their jobs, and many of the small news outlets that were willing to cover humble Indie games like ours disappeared or were absorbed. It's been depressing.&lt;br /&gt;&lt;br /&gt;The hardest part about being a small Indie is getting attention. Press coverage is oxygen. It takes the tenacity of the cockroach to eventually find editors who are willing to say, "Sure, they're small, but I believe in what they're doing. I'm going to back them up." And, when it happens (such as the recent coverage of us in &lt;a href="http://www.pcgamer.com/forum/showthread.php?p=20015"&gt;PC Gamer&lt;/a&gt;), I'm incredibly grateful.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-8470149329958344149?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/8470149329958344149/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/02/shameless-self-promotion.html#comment-form' title='17 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8470149329958344149'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8470149329958344149'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/02/shameless-self-promotion.html' title='Shameless Self-Promotion.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>17</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-7049274968992245257</id><published>2011-01-25T13:57:00.000-08:00</published><updated>2011-01-25T13:57:26.320-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='testing'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='developer diary'/><title type='text'>Avadon Developer Diary #5 - Getting It Done.</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This will probably be the last developer diary for Avadon: The Black Fortress. We hope to release it for the Macintosh at the end of February. Then the process of porting it to Windows and the iPad shall commence. Of course, I could get the flu or be hit by a truck, which will alter the release schedule slightly.&lt;br /&gt;&lt;br /&gt;The &lt;a href="http://www.insidemacgames.com/previews/view.php?ID=266"&gt;first preview&lt;/a&gt; of Avadon recently appeared on Inside Mac Games. There's a lot of good information there.&lt;br /&gt;&lt;br /&gt;I've already written diaries about the &lt;a href="http://jeff-vogel.blogspot.com/2010/06/avadon-developer-diary-1-where-ideas.html"&gt;origin of the game&lt;/a&gt;, the &lt;a href="http://jeff-vogel.blogspot.com/2010/08/avadon-developer-diary-2-what-sort-of.html"&gt;tone&lt;/a&gt;, the &lt;a href="http://jeff-vogel.blogspot.com/2010/09/avadon-developer-diary-3-character.html"&gt;sorts of decisions&lt;/a&gt; that need to be made, and the &lt;a href="http://jeff-vogel.blogspot.com/2010/11/avadon-developer-diary-4-character.html"&gt;character classes&lt;/a&gt;. For me, the longest, most grueling part of writing the game is making the scenario. Dungeons have to be designed. Dialogue needs to be written. Gold coins, clay pots, and &lt;a href="http://en.wikipedia.org/wiki/Spoon"&gt;spoons&lt;/a&gt; need to be placed. In other words, the game itself needs to be made.&lt;br /&gt;&lt;br /&gt;That process finally ended last week, meaning that we're in the endgame. Time to wrap up all the odd details and kick the game out the door! This is what I generally call the OHGODOHGODITBURNSGETITOFFMEGETITOFFMEEEEEEEEE phase.&lt;br /&gt;&lt;br /&gt;This process, during which everyone involved is pretty much running off fumes, has several parts: Odds and Ends, Endgame Balance, Bug Fixing, and Getting the Game Stable.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Odds and Ends&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There are always lots of aggravating parts of the job of writing a game that I put off and put off. Now they can't be put off anymore. Every job I hate. Doing the sound effects. And writing the documentation (and hint book). And making the game icon, and the installer. Nothing can be delayed anymore. &lt;br /&gt;&lt;br /&gt;A lot of this work is very important, as they determine a player's first impression. Things like the icon and the starting music and art are the first things a player will experience. These details require a lot of attention, so I work on them at a time when I can focus on them as much as possible. &lt;br /&gt;&lt;br /&gt;For Avadon, I've put a lot of work into directing the art at the beginning of the game so that they help the player understand a complicated world, with a lot of intricate politics. The early moments of the game can't be wasted. I want to intrigue the player with the story at every possible moment.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Endgame Balance&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Balancing the end of the game is particularly difficult. There are several reasons for that. First, there is a wide spread in power levels among players. The dedicated grinders and min-maxers have made characters that are about as powerful as the game allows. More casual players have characters who have fallen farther and farther behind. An encounter that is challenging to a hardcore player will be impossible for a casual player, and an encounter that is tough for a casual player is probably painfully easy for the serious player.&lt;br /&gt;&lt;br /&gt;It's a very difficult target to hit, complicated by the fact that at least some of the epic battles at the end of the game should have some pushback to them. They should feel a little tough.&lt;br /&gt;&lt;br /&gt;So I try to make the late game fights hard but not impossible for the more casual players. I also try to put in some optional endgame fights that are a real challenge for the toughest players. These two targets are actually tricky to hit precisely, and it requires a lot of feedback and rebalancing.&lt;br /&gt;&lt;br /&gt;In Avadon, I want the player to be able to challenge Redbeard for control of the Black Fortress. I want this fight to be soul-crushing, but, with great skill, preparation, and luck, winnable. This is an extra-difficult target to hit. Making something almost impossible is hard. Still, I think I'm getting close.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Bug Fixing and Getting the Game Stable&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Of course, this should happen. Now that the game is mostly done, I am getting to the point where everything has been tested and is basically playable. Now that I am trying to actually release the game, I am trying to get it to the most stable, functional point I possibly can. &lt;br /&gt;&lt;br /&gt;It's tricky, because Avadon has a lot of player decisions that can make big changes in the ending. Fortunately, my industrious beta testers are doing a great job of trying out all the different possibilities.&lt;br /&gt;&lt;br /&gt;This is actually a much more complicated process than it sounds. You see, whenever I make a change, even the most seemingly tiny, innocuous change, there is a chance that I just broke everything.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Games Are Like Giant Cubes of Jello&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;One of my &lt;a href="http://www.amazon.com/Dynamics-Software-Development-Michele-McCarthy/dp/1556158238"&gt;favorite books&lt;/a&gt; on software development describes an unshipped piece of software as a ten by ten by ten foot cube of jello. When you finish it, it is wobbling and shaking. Then, slowly, the vibrations stop and it becomes stable. However, whenever you poke the jello, it starts to wobble again and it takes a long time to become still.&lt;br /&gt;&lt;br /&gt;Avadon is a huge cube of jello that is wobbling like mad. As testers play it and don't find serious problems, it stops wobbling. When I make a change, any change at all, I poke it. When the jello is almost still, I go, "OK, I will release the game ... NOW!" and hope it isn't broken. This is how the process works at its best.&lt;br /&gt;&lt;br /&gt;So fixing bugs now is a process of triage. When I get a bug report, I think, "Is this serious enough to risk fixing it, bearing in mind that my fix might completely mess up the game?" As we get closer and closer to the ship date, more and more minor issues get kicked off to the v1.0.1 release. &lt;br /&gt;&lt;br /&gt;If you've ever wondered why games ship with bugs, this is part of the answer. There is no excuse for releasing a broken game. However, small flaws are always tolerated in order to avoid disaster. Perfection is for v1.0.4.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;So Back To Work&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;If you've been reading these diaries, thank you! I hope I made Avadon sound interesting, and I hope the game is to your liking. It's been a very long road. I've put a lot of myself into this game, and it really is the sort of game I would want to play. Thus, if it turns out to be a failure, I'll have a lot of thinking to do.&lt;br /&gt;&lt;br /&gt;Thanks for reading, and I'll see you on the flip side!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-7049274968992245257?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/7049274968992245257/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/01/avadon-developer-diary-5-getting-it.html#comment-form' title='20 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7049274968992245257'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7049274968992245257'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/01/avadon-developer-diary-5-getting-it.html' title='Avadon Developer Diary #5 - Getting It Done.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>20</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-6450568591194625895</id><published>2011-01-05T21:42:00.000-08:00</published><updated>2011-01-06T14:02:50.645-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i suck at pr'/><category scheme='http://www.blogger.com/atom/ns#' term='everyone will hate this'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='cowardice'/><category scheme='http://www.blogger.com/atom/ns#' term='tldr'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Three Reasons Creators Should Never Read Their Forums</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_Mq5qyAsSNIQ/Si_UAZPqkEI/AAAAAAAAYP0/YFz5rULkPV0/s288/computer_-_cursing.gif.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://1.bp.blogspot.com/_Mq5qyAsSNIQ/Si_UAZPqkEI/AAAAAAAAYP0/YFz5rULkPV0/s288/computer_-_cursing.gif.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;If I have learned anything from &lt;a href="http://www.spiderwebsoftware.com/"&gt;writing Indie games&lt;/a&gt; for a living for fifteen years (and there are plenty who would say that I haven't), it is that it is usually a bad idea for creators to visit online forums discussing them and their work. It doesn't lead to happy ends.&lt;br /&gt;&lt;br /&gt;This is why big, smart companies with actual budgets hire community people who do nothing but deal with and sift through forums. Managing fans is real work, and picking out the realistic and worthwhile comments takes a ton of time and judgment. That is why smart companies put a layer between the fans and the creators. If you don't have this layer, you should keep a safe, respectful distance.&lt;br /&gt;&lt;br /&gt;It's a pity. My company, &lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Software&lt;/a&gt;, has a really awesome, active &lt;a href="http://www.spiderwebforums.com/forum/ubbthreads.php"&gt;online forum&lt;/a&gt;. Been there for years. Always active, full of all sorts of discussions. However, unless I've just released a game and are looking for signs of early, evil bugs, I have to stay away from it.&lt;br /&gt;&lt;br /&gt;Some of my fans really resent this and take it personally, and they haven't been shy about letting me know. But if you've ever wondered why the creators of your beloved games often avoid the forums (especially the Word of Warcraft &lt;a href="http://us.battle.net/wow/en/forum/"&gt;forums&lt;/a&gt;, Yeesh!), this might help you to understand why.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. It's Not Productive To Read How Much People Hate You&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.marriage-family-counseling.com/marriages-succeed.html"&gt;It's been said&lt;/a&gt; that, if you want a healthy marriage, you have to say five kind things for every unkind thing. It is in our nature to gloss over and ignore kind words, but to really fixate on and get affected by unkind ones. This is why Facebook will never have a Don't Like button. If you see "Joe likes your post," well, fine. If the average online denizen see "Joe doesn't like this," he or she will probably freak out.&lt;br /&gt;&lt;br /&gt;Which brings us to forums.&lt;br /&gt;&lt;br /&gt;A few years ago, I wrote an article for IGN about how I felt that Indie games were far from the only source of innovation, and the big companies don't get enough credit for trying to make innovative things. Slashdot was kind enough to &lt;a href="http://games.slashdot.org/story/06/03/03/167234/Forget-Innovation-From-The-Indies"&gt;link to it&lt;/a&gt;. Someone might agree or disagree with me. Fine. But someone wrote this ...&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;"This is the kind of commentary I'd expect out of a cynical independent ripoff artist in action, really. You know, the kind of person who is too afraid and closed-minded to try anything new, partly because he doesn't want to lose his money or reputation - a sound judgement - and partly because he just doesn't seem to want to try. ...&amp;nbsp; In other words, nothing to see here. Just near-mindless droning from another cynic with a rather skewed and defeated view of the gaming world."&lt;/i&gt;&lt;/span&gt;&lt;/blockquote&gt;&lt;br /&gt;WHOA! &lt;b&gt;DUDE!&lt;/b&gt; What did I ever do to you? Did I run over your dog? Make out with your mom? Go to where you work and mess up the settings on the fry vat? Damn!&lt;br /&gt;&lt;br /&gt;Now, I thought that one was pretty funny. I sent links to it to my friends, saying, "Hey! Look what people REALLY think of me!" Over the years, I've developed a pretty thick skin. And yet, if you read lots of people dumping on you, unless you have super-human emotional control, it's eventually going to get to you. Sometimes I'll get weak and look at a forum and see some nasty cheap shot and it'll throw me off my game for hours.&lt;br /&gt;&lt;br /&gt;Remember, as Penny Arcade put it (in a far superior and &lt;a href="http://www.penny-arcade.com/comic/2004/03/19/"&gt;NSFW&lt;/a&gt; way), anonymity plus audience makes assholes. (And, for what it's worth, the creators of Penny Arcade don't read &lt;a href="http://forums.penny-arcade.com/"&gt;their forums&lt;/a&gt; either.)&lt;br /&gt;&lt;br /&gt;It's a little different on my company's forums. But only a little. Even though it is mainly populated by my fans, it is still full of shots at my design skill, game quality, virility, and facial complexion. Remember, there's a thin line between love and hate. Nobody will lash out at you like a disappointed fan.&lt;br /&gt;&lt;br /&gt;When I read the forums for, say, World of Warcraft or &lt;a href="http://forums.xkcd.com/"&gt;xkcd&lt;/a&gt;, I'm always amazed at how nasty things get. It makes me think, "If you hate it so much, why are you there?" But that's just the way it is, and excess exposure to insults can really get under your skin, make you doubt yourself, and interfere with your work. It's very sad, but you sometimes need to just protect yourself by staying away. Keep your brain clean.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2. It's Not Going To Be Helpful&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It seems like reading forums would be a good way to get design ideas and learn ways to improve your games. With the exception of learning about bugs, this is usually not the case.&lt;br /&gt;&lt;br /&gt;It can be tempting, when you're stuck designing a game, to read forums and look for feedback. The problem is this. No matter what the question is, there are people who will advocate strongly for both sides of it. Many of these people reflexively hate change. Many of these people are only happy if the game is much harder (or much easier). Some of them will not, in fact, have a realistic idea about anything. Often, there are issues where intelligent people can come to opposite conclusions, and you can read thousands of furious posts on either side of the issue without getting an inch closer to an actual decision.&lt;br /&gt;&lt;br /&gt;Forums contain a cacophony of people telling you to do diametrically opposite things, very loudly, often for bad reasons. There will be plenty of good ideas, but picking them out from the bad ones is unreliable and a lot of work. If you try to make too many people happy at once, you will drive yourself mad. You have to be very, very careful who you let into your head.&lt;br /&gt;&lt;br /&gt;Of course, it is still very important for designers to get lots of good, constructive criticism. That is why I have built up an elite cadre of awesome beta testers and interested friends, and I listen to them very closely. And, I must point out, many of those testers were recruited from my forums. You just need to choose carefully the people you ask for advice.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;3. You Might Get Suckered Into Getting Angry&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Not much to say about this. If you read forums for long enough, you will read a lot of nasty comments and cheap shots. If you read enough cheap shots, you'll get angry. If you are angry enough, you will eventually lash out and flame back.&lt;br /&gt;&lt;br /&gt;Snapping angrily at your customers never, ever leads to good results.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;One Final Comment&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I'm sure some of my fellow Indie developers are reading this and shaking their heads at my idiocy. A lot of developers do maintain close relationships with their forums. It works for them, for now. I'm glad for them, and I hope it keeps working.&lt;br /&gt;&lt;br /&gt;Just bear this in mind. When you start out and gain your first following, you get a grace period. You're a fresh face, making awesome new things. Everyone loves you. And, most importantly, you haven't had a chance to start disappointing chunks of your fan base yet.&lt;br /&gt;&lt;br /&gt;The longer you are active, the more of your fans will turn on you, justified or not.&lt;br /&gt;&lt;br /&gt;And, if you are a member of my forums reading this, know this. I love you guys. The idea that anyone wants to discuss my work at all, even to dump on it, is insanely flattering. I just hope that this makes clearer the instincts of efficiency and self-preservation that lead me to keep a little bit of distance.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;Edit: Changed "think skin" to "thick skin."&lt;/span&gt;&lt;/i&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-6450568591194625895?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/6450568591194625895/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2011/01/three-reasons-creators-should-never.html#comment-form' title='109 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6450568591194625895'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6450568591194625895'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2011/01/three-reasons-creators-should-never.html' title='Three Reasons Creators Should Never Read Their Forums'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_Mq5qyAsSNIQ/Si_UAZPqkEI/AAAAAAAAYP0/YFz5rULkPV0/s72-c/computer_-_cursing.gif.jpg' height='72' width='72'/><thr:total>109</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-2423290155111568204</id><published>2010-12-15T15:08:00.000-08:00</published><updated>2010-12-15T15:08:11.668-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='rock band'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><title type='text'>December Odds, Ends, and Rock Band 3.</title><content type='html'>A few mixed things for the month ... &lt;br /&gt;&lt;br /&gt;&lt;b&gt;Hear Me Talk About ME!&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There is a &lt;a href="http://www.insidemacgames.com/features/view.php?ID=555"&gt;nice interview&lt;/a&gt; of me up in Inside Mac Games. I got to say a lot of things about the game industry, Macs, DRM, and our upcoming game, &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;. I haven't gotten lots of e-mails yet about how wrong and dumb I am, so the interview was probably a failure. But you might find it interesting.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Die, Bunny! Die!&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;One thing I &lt;a href="http://jeff-vogel.blogspot.com/2010/12/red-dead-redemption-and-my-failures-as.html"&gt;forgot to mention&lt;/a&gt; about Red Dead: Redemption. I spent a lot of time hunting animals, for money, for cheevos, and to break the monotony of long horsey rides.&lt;br /&gt;&lt;br /&gt;At one point, I shot a rabbit but only grazed it. It started flailing around on the ground in tormented agony.&lt;br /&gt;&lt;br /&gt;Animating characters is difficult, time-consuming, and expensive. And yet, someone at Rockstar took the time to animate a crippled bunny. This is the sort of excessive, terrifying craftsmanship that keeps me coming back to their games.&lt;br /&gt;&lt;br /&gt;Pity that you don't have a radio, ala Grand Theft Auto. It wouldn't be historically accurate, but I would have loved to borrow &lt;a href="http://www.youtube.com/watch?v=9whehyybLqU"&gt;99 Luftballoons&lt;/a&gt; from Grand Theft Auto: Vice City to keep my energy levels up during long rides across Mexico.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Last Thoughts About Red Dead: Redemption&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I finished Red Dead: Redemption, and I enjoyed that game as much as any I've played in a long time. The last time I wrote about it, I heard from some people who were infuriated by the awkwardness going through doors. I suppose the doors could be better, but you really spend very little of the game in places that even have doors.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Minor spoilers ahead.)&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;One thing I really loved about the game: The storyline in the last ten missions or so. You see, in most games, after you kill the Head Bad Guy, that's it. You're done. Cutscene, credits, and out. But in this game, after the bad guy is gone, you then have a bunch of missions at your home. You meet your family, try to relate to your son, and work to rebuild your farm.&lt;br /&gt;&lt;br /&gt;These missions are quiet, simple, and really quite affecting. It helps a lot that the relationships between John Marston and his wife and son are very nicely done. I really felt for them as characters and it made the last chunk of the game much more engaging. Which might make it a little bit relevant to that whole, tedious "Are games art?" argument that keeps resurfacing, no matter how much we might wish it'd stop.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Rock Band 3 Reviewish Thing&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I've never hidden my huge love of Rock Band, and I've &lt;a href="http://jeff-vogel.blogspot.com/2009/04/why-rock-band-is-better-than-actual.html"&gt;written&lt;/a&gt; &lt;a href="http://jeff-vogel.blogspot.com/2009/08/rock-band-guitar-hero-why-they-are.html"&gt;about the&lt;/a&gt; &lt;a href="http://jeff-vogel.blogspot.com/2009/10/reviews-beatles-rock-band-and-guitar.html"&gt;series&lt;/a&gt; on several occasions. However, I can't work up the energy to write a Rock Band 3 review. It's got a lot of awesome songs, fantastic interface improvements, some nicely done Pro Modes that only 1% of the players will care about, and a keyboard.&lt;br /&gt;&lt;br /&gt;But music games are a fad that is slowly choking on its own blood. Don't believe me? Look at it this way. When your development house releases its classic for the ages, and, a couple of weeks later, your owner &lt;a href="http://www.wired.com/gamelife/2010/11/viacom-sells-harmonix/"&gt;puts you up for sale&lt;/a&gt;, well, not so good.&lt;br /&gt;&lt;br /&gt;And, while the keyboard is a nice little bit of variety, it's just more of the same simple "Hit the green button. Now hit the yellow button." gameplay that most people have gotten totally tired of by now. It won't save the genre, and, considering that my half-assed efforts easily put me high up on the leaderboards, not many people are playing.&lt;br /&gt;&lt;br /&gt;But hey, I'm a dead-ender. You'll have to pry my fakey drumsticks from my cold dead fingers. And I just dropped twenty bucks for the new &lt;a href="http://www.youtube.com/watch?v=xDOID-rXIss"&gt;Billy Joel&lt;/a&gt; pack. I will keep enjoying this niche genre for a while longer. But it will never again be anything but a niche genre.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-2423290155111568204?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/2423290155111568204/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/12/december-odds-ends-and-rock-band-3.html#comment-form' title='12 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2423290155111568204'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2423290155111568204'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/12/december-odds-ends-and-rock-band-3.html' title='December Odds, Ends, and Rock Band 3.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>12</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-8841545038172643296</id><published>2010-12-03T09:50:00.000-08:00</published><updated>2010-12-03T09:54:27.848-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i am a parent if you can believe that'/><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='blatant pr'/><title type='text'>Red Dead: Redemption and My Failures As a Parent</title><content type='html'>Before I take a weekend-long break from writing &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon&lt;/a&gt; to spend a weekend with the family in my &lt;a href="http://en.wikipedia.org/wiki/Vancouver"&gt;favorite place in the world&lt;/a&gt;, I wanted to talk about my latest gaming obsession.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Red Dead: Redemption&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Since I'm an enormous fan of Rockstar's violent, objectionable sandbox games, and the only person you will ever meet who actually played &lt;a href="http://www.amazon.com/Grand-Theft-Auto-IV-Xbox-360/dp/B000FRU1UM"&gt;Grand Theft Auto IV&lt;/a&gt; all the way to the end, I'm surprised it took me so long to get around to playing this. It's Grand Theft Auto, but in the old west. So instead of stealing cars, you steal stagecoaches! Instead of killing hundreds of Mexicans in fake L.A., you kill them in real Mexico!&lt;br /&gt;&lt;br /&gt;What was more surprising, though in retrospect it should not have been, was how instantly attached my eight year old daughter became to the game the moment she caught an unlucky glimpse of me playing it. Of course, it makes perfect sense. This is a game where you own a horse, ride your horse, take your horse out into the brush, find wild horses, capture and tame wild horses, and make one of those horses your new horse.&lt;br /&gt;&lt;br /&gt;So she wanted to play it. A lot. But it's a Rockstar game, with all of the obscenity, gruesome violence, and graphic sexuality that entails. (Along with an unusually high frequency of rape, which I don't consider an improvement.)&lt;br /&gt;&lt;br /&gt;So I let her play the game, but only in sandbox mode. She got stuck early on in the missions, and I haven't helped her. Thus, the things she are exposed to while questing for horses are only damaging, not totally traumatizing.&lt;br /&gt;&lt;br /&gt;Of course, when I walked into the living room yesterday, I saw her chasing down a pack of bandits and shooting them all in the back in an admirably businesslike fashion. Also, she is trying to hunt down every animal in the game. She'll say, "Daddy! I shot a snake! And an armadillo!" And she'll bounce up and down like the happiest little girl in the world.&lt;br /&gt;&lt;br /&gt;So I either suck at parenting or am really fantastic at it.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Two Key Differences Between Red Dead: Redemption and Grand Theft Auto&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;In Grand Theft Auto, when I left my car to go on some dangerous mission and returned to it later with like eighty guys chasing me and a need to get away very quickly, I never found that my car was missing because it wandered off to eat a particularly tasty clump of grass a half a mile away.&lt;br /&gt;&lt;br /&gt;In Grand Theft Auto, when I was peacefully driving somewhere, my car was never suddenly killed by a cougar, who then ate me.&lt;br /&gt;&lt;br /&gt;I mean, sure, sometimes gang members would shoot at me, but this was never really a problem. Gangbangers with AK-47s are a walk in the park compared to cougars. Cougars are &lt;a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/SeriousBusiness"&gt;serious business&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Oh, and Some Shameless Self-Promotion&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;In October, we had our 15th anniversary sale, celebrating an alarmingly long time being in the business of writing Indie role-playing games. The sale was a huge success, one of the best sales we've ever had. As a result, and as a thank you to everyone who has been nice enough to keep us &lt;a href="http://www.spiderwebsoftware.com/"&gt;in business&lt;/a&gt; all these years, we are resuming the most popular part of the sale: the big discount on CD bundles. For the entire month of December, all of our &lt;a href="http://www.spiderwebsoftware.com/mm5/merchant.mvc?Screen=CTGY&amp;amp;Store_Code=1&amp;amp;Category_Code=collection_cds"&gt;Game Collections on CD&lt;/a&gt; are 25% off.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-8841545038172643296?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/8841545038172643296/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/12/red-dead-redemption-and-my-failures-as.html#comment-form' title='24 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8841545038172643296'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8841545038172643296'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/12/red-dead-redemption-and-my-failures-as.html' title='Red Dead: Redemption and My Failures As a Parent'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>24</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-2577387563403941385</id><published>2010-11-23T17:42:00.000-08:00</published><updated>2010-11-23T17:42:31.673-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='review'/><category scheme='http://www.blogger.com/atom/ns#' term='tasty meat'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Review - Super Meat Boy</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.indiegames.com/blog/2010/10/25/supermeatboy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="199" src="http://www.indiegames.com/blog/2010/10/25/supermeatboy.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I recently played &lt;a href="http://supermeatboy.com/"&gt;Super Meat Boy&lt;/a&gt; on XBox Live. It is a really fun game, and it manages innovation in a genre that I would have thought had passed innovation by decades ago.&amp;nbsp; It's an impressive feat, and very much worth some attention.&lt;br /&gt;&lt;br /&gt;Super Meat Boy is a 2-D platformer. Like all other &lt;a href="http://www.chroniclogic.com/gish.htm"&gt;successful&lt;/a&gt; &lt;a href="http://www.limbogame.org/"&gt;indie&lt;/a&gt; &lt;a href="http://braid-game.com/"&gt;games&lt;/a&gt;. Ninety percent of all indie games have to be 2-D platformers now, by federal law. Penalties for violation start at being forced to watch all of the Wandering Around In the Forest Being Emo scenes from Harry Potter and the Deathly Hallows and rapidly get worse from there.&lt;br /&gt;&lt;br /&gt;The plot is simple, elemental, and timeless. You play Meat Boy, a small, sentient wad of bloody meat. Your girlfriend, Bandage Girl, has been kidnapped by the evil Dr. Fetus. You have to rescue her. You do so by moving left and right and jumping, hopefully evading all obstacles on your way to get to Bandage Girl. That's it. That's the game. It's a bloodier (MUCH bloodier) version of Donkey Kong, which itself came out about the time Napoleon was getting bogged down in Russia.&lt;br /&gt;&lt;br /&gt;And yet, it is insanely fun and amazingly innovative. And the innovation comes from the developers' attempt to answer this simple question:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;How do you make a computer game that is extremely hardcore and difficult but, at the same time, light and fun and not frustrating?&lt;/b&gt;&lt;/div&gt;&lt;br /&gt;Tough problem. And they come up with a great solution. Super Meat Boy has two innovations that make it unique:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. Short, short levels. No death penalty.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Super Meat Boy is a tough platformer, one of the toughest you will ever play. However, the levels are short. Very short. A lot of them can be completed in less than five seconds. Practically all of them can be done in less than thirty. For all regular gameplay, you don't have "lives". There is no long, annoying death animation. When you die, you are instantly back at the start of the level and able to play again. In other words, you come back to life so fast you will be playing again before you fully realize that you died.&lt;br /&gt;&lt;br /&gt;Super Meat Boy requires amazingly difficult jumps, dodges, maneuvers, etc. It can easily take fifty tries to finish a level. And yet, you will often have all of those deaths less than five seconds into a level. So fifty deaths sounds like a lot, but they take place in less that 250 seconds (four minutes or so), which is an entirely reasonable amount of time to spend completing a level.&lt;br /&gt;&lt;br /&gt;And when, by some unholy combination of skill and luck, you reach that fifth minute and maneuver through a tough level, you feel like a gaming god.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2. The Awesome Replays&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;When you finish a level, you see a replay of your attempts. Sounds dull, yes? The difference here is that you see a replay of ALL your attempts, shown at once. You die fifty times before you win? Then the replay shows fifty-one Meat Boys running through the level simultaneously. Fifty of them die in explosions of gore, and one of them gets through. It looks really cool and funny, and you can save the replays and show them to your friends.&lt;br /&gt;&lt;br /&gt;The really amazing thing about this feature is subtle but powerful. What the all-attempts replays mean is that every time you die you didn't just waste your time. You added one more Meat Boy to the final replay, making it look cooler. Die fifty times? Then the replay looks spectacular. You aren't just failing. You're creating a bit of video game art. This feature sometimes made me keep trying a level again and again even after my sore fingers begged me to stop, just because I knew that, when I won, the replay would be awesome.&lt;br /&gt;&lt;br /&gt;Video game death as personal expression. How cool is that?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;There's More&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There's many levels in the game. Finish a level quickly enough and it unlocks a much more difficult "dark world" version of the level. Plus there are boss fights. Hidden characters. Secret bonus levels. It's one of the best examples I've ever seen of obsessed developers going the extra mile to add craftsmanship and polish to their labor of love. The controls are really tight. The cutscenes are hilarious. Seriously, play this game.&lt;br /&gt;&lt;br /&gt;I am on the record as saying that indie game development is overrated from the perspective of innovation. There are plenty of indie developers making hackwork, genre pieces, and clones of more successful games, and EA has published plenty of innovative titles over the last few years. But this is definitely one game that argues for the specialness of indies, and it's definitely worth checking out.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-2577387563403941385?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/2577387563403941385/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/11/review-super-meat-boy.html#comment-form' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2577387563403941385'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2577387563403941385'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/11/review-super-meat-boy.html' title='Review - Super Meat Boy'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-7274287497080850555</id><published>2010-11-11T17:41:00.000-08:00</published><updated>2010-11-11T17:41:14.398-08:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='stories are for losers and squares'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><title type='text'>Review - Starcraft 2: Wings of Liberty</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://upload.wikimedia.org/wikipedia/en/2/20/StarCraft_II_-_Box_Art.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="200" src="http://upload.wikimedia.org/wikipedia/en/2/20/StarCraft_II_-_Box_Art.jpg" width="140" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;This is pretty late, but I've taken some time off from writing &lt;a href="http://www.spiderwebsoftware.com/"&gt;my games&lt;/a&gt; to produce a quick review of &lt;a href="http://www.cracked.com/article_18763_5-insane-true-facts-about-starcraft-professional-sport.html"&gt;Starcraft 2: Wings of Liberty&lt;/a&gt;. I'm only reviewing the single-player portion, as playing the game on multiplayer for more than 15 seconds makes me feel like I'm going to have a stroke. I'm still trying to remember which button makes me build a barracks, and when fifty laser ninjas are crashing through my perimeter. It makes me hate myself.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;a href="http://www.urbandictionary.com/define.php?term=tl%3Bdr"&gt;TL;DR&lt;/a&gt; Summary:&lt;/b&gt; Really fun game. Really dopey story, but it doesn't matter, because in games like this all the story has to be is a placeholder, a floppy useless thing that hangs off the side and is ignored by everyone. Also, computer games can be art, but, secretly, nobody really wants them to be.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;So. The Starcraft 2 campaign. Very interesting stuff. There's really two parts of it. The story and the missions.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. The Story&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;But, you might ask, why bother to review a story in a game like this? I mean, sure, games like this and Halo and Gears of War have goofy storylines. Everyone knows they're goofy. They will always be goofy. So why bother saying it?&lt;br /&gt;&lt;br /&gt;Well, to answer your hypothetical question, imaginary reader, whenever a game makes you spend time experiencing something, it is fair to evaluate that experience. If you take my time up with something, it's worthwhile to ask whether said time was worth spending. Also, Blizzard spent a ton of money making that story, with the cutscenes and the voice acting and whatnot, so it's fun to ask whether they got their money's worth. A few comments are entirely justified.&lt;br /&gt;&lt;br /&gt;The story to Starcraft 2 is what you would get if the stories of Firefly and Gears of War had a drunken hookup. I swear, the writers of Starcraft 2 wanted to be making a lost episode of Firefly so bad that it was almost poignant. The western theme, the mood, the accents, the train-robbery mission, even the dang music cues.&lt;br /&gt;&lt;br /&gt;But the story itself is pretty painful. Cheesy dialogue. Bland characters. Aimless storytelling where very little interesting happens. And, considering that this is the story of how an endless horde of bug-creatures eats nine-tenths of humanity, making it kind of dull is a real achievement.&lt;br /&gt;&lt;br /&gt;There are two things I would do to fix a storyline like this. If one real game writer working for a real company reads what I write and thinks, "Hmmm. He might have a point," I can die happily knowing I made the world a better place.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;War Is Interesting. Don't Neglect the War.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The whole game is basically about a war between people and bug creatures. War is one of the most fascinating things you can tell a story about. The cunning generals. The terrified soldiers. The major battles. The tactics and turnabouts. There is limitless drama in the story of a war.&lt;br /&gt;&lt;br /&gt;But, in the story of Starcraft 2: Wings of Liberty, the war itself is usually only seen in cutscenes or on the news show you can watch on the TV in the bar. Most of the stuff you do in the game has nothing to do with the war. You're learning about some Protoss prophecy. You're gathering parts of some crystal artifacts. You are gathering supplies for some crazy guy so he can do some thing. You don't engage the bug creatures in a big, meaningful way until like 90% of the way into the game.&lt;br /&gt;&lt;br /&gt;It's like if I was telling the story of World War 2 and never mentioned anything about D-Day or the Battle of the Bulge. Instead, it's the story of how a bunch of guys went to Madagascar to find the three parts of a magic laser that would win the war by killing Hitler. I'm sorry, but this is not the best use of your dramatic material.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Make What You Do Have a Point&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;So this is what happened. In the story, some crazy guy has me spend two missions gathering materials for some super space gun or something. Then a pretty space girl with psychic space powers comes to me and tells me I need to kill him. I choose to believe her, so I spend a whole mission laboriously destroying the supplies I spend the earlier missions gathering.&lt;br /&gt;&lt;br /&gt;So that was four whole missions (two to gather supplies, two potential missions for what happens to them), a whole seventh of the game, getting stuff and then destroying it, achieving exactly nothing. What a waste of precious storytelling space.&lt;br /&gt;&lt;br /&gt;One of the best things to do with the story in a video game is to make the player feel all badass. Killing fifty space mans with your space gun is already awesome. Knowing you are doing this to save the space princess from the space bugs gives the power fantasy a nice little kick. Players like knowing that their actions are making a difference. Maybe completing the mission has a good effect. Maybe a bad effect. But you should make sure that the mission the player just spent time and effort completing makes a difference. Doing otherwise is unwise. Never invite the player to think his or her actions in the game are meaningless.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2. The Level Design&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;There was some angst online when it was announced that the storyline for Starcraft 2 was going to be split into three full games, of which Starcraft 2: Wings of Liberty was the first. Understandably, there were complaints about having to pay for three games instead of one for the same story. Now that I've played the first game, I can say this. If the superb level design of the first game continues through the next two, splitting the thing into three games is great news. The story is a bit blah, but the game itself is a huge amount of fun.&lt;br /&gt;&lt;br /&gt;First off, the designers saw that the core gameplay of Starcraft 2 is really fun. You build a base, make it stronger, make badass troops, and send them out to kill things. So that is the main structure of most of the missions, but with the added kindness of usually making sure the core elements of your base have been built, to save you the tedium of mining a bunch of unobtanium and building a barracks for the eighty thousandth time.&lt;br /&gt;&lt;br /&gt;However, while the spine of the gameplay is the same, every mission is different, with the variety coming in what you fight or what your goals are. One mission requires you to blow up trains as they speed quickly across the level. Another mission takes place on a planet being scoured by fire, so you need to quickly leapfrog your base to the right, fighting foes as you go.&lt;br /&gt;&lt;br /&gt;There are several defense missions and a handful of "Tiny number of units sneaking through a big fort" missions, enough to add variety but not enough to distract from the main mode gameplay. Also, there are a million different units you can build, most of which you will forget and never use again. However, each unit has one mission designed to use its particular strengths, so all of that work making new graphics models won't go to waste.&lt;br /&gt;&lt;br /&gt;So, yeah, once I figured out that the Escape key would bump me past most of the plot, I had lots and lots of fun playing Starcraft 2: Wings of Liberty.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;So What Does This Mean?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;That all the time they spent making the story and all of the time I spent writing about it and all of the time you spent reading it was kind of a waste. The story didn't matter. The game was a lot of fun, and it would have been even if all of the cutscenes depicted my protagonist sitting on the couch or yelling at space elves.&lt;br /&gt;&lt;br /&gt;Games in stories are usually a vestigial limb. Every once in a while, I play a game that is improved by its story. (Most of these titles are by Bioware.) A story can provide excellent context. On the other hand, who cares about context? Most of the time, people just want to melt faces. While it can be nice to know whose faces they are and for what reason said melting is occurring, it's not necessary.&lt;br /&gt;&lt;br /&gt;While I do believe that games can sometimes be art, they really, really don't need to be. It gives me a lot of sympathy for the people who say they can't be art. The "artistic content" part usually has nothing to do with the "fun" part, and the "fun" part was really all I cared about. Zap! Zap! Pew! Pew!&lt;br /&gt;&lt;br /&gt;It's like I've said for quite a while, "Players will forgive you for making a good story, as long as you allow them to ignore it." It's a weird thing for someone like me to say, since the stories in &lt;a href="http://www.avernum.com/avernum6/index.html"&gt;my games &lt;/a&gt;are one of the &lt;a href="http://www.spiderwebsoftware.com/geneforge5/index.html"&gt;main selling points&lt;/a&gt;. But, at some point, I can't ignore what people actually go out and play. Myself included.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-7274287497080850555?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/7274287497080850555/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/11/review-starcraft-2-wings-of-liberty.html#comment-form' title='30 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7274287497080850555'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7274287497080850555'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/11/review-starcraft-2-wings-of-liberty.html' title='Review - Starcraft 2: Wings of Liberty'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>30</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-6591670779534259066</id><published>2010-11-04T12:14:00.000-07:00</published><updated>2010-11-04T12:15:19.910-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='adolescent power fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='developer diary'/><title type='text'>Avadon Developer Diary #4 - The Character Classes</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;, our next game and the beginning of an all-new series, has been in beta-testing for a while. It's been a grueling process. Testing a new game with a new engine is a lot of work, because basically everything in the game is broken. Happily, we've worked through the worst of it, and &lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Software&lt;/a&gt; is still on track to release the game for the Mac in February.&lt;br /&gt;&lt;br /&gt;For this developer diary (the others are &lt;a href="http://jeff-vogel.blogspot.com/2010/06/avadon-developer-diary-1-where-ideas.html"&gt;here&lt;/a&gt;, &lt;a href="http://jeff-vogel.blogspot.com/2010/08/avadon-developer-diary-2-what-sort-of.html"&gt;here&lt;/a&gt;, and &lt;a href="http://jeff-vogel.blogspot.com/2010/09/avadon-developer-diary-3-character.html"&gt;here&lt;/a&gt;), I wanted to write about the four character classes in Avadon. What they are, what they are like, and why I made them the way I did. Since this is the very first time I've written a class-based system, I put an awful lot of thought into the classes. I wanted each to have a distinct feel, but I want you to be able to complete the game with any mix of them.&lt;br /&gt;&lt;br /&gt;Since I don't want the game to have too much healing, all classes needed to be able to protect themselves in some way. Since any combination of them needed to be able to win, I wanted them all to be able to produce a bunch of damage when necessary. And since I wanted them to be distinct, each of them needed to be able to do something unique and, hopefully, interesting.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.spiderwebsoftware.com/images/avadon/PickClass.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="272" src="http://www.spiderwebsoftware.com/images/avadon/PickClass.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;So here they are. I will give the name of each class, the official, in-game description, and what I was thinking when I put it in.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Blademaster&lt;/b&gt;&lt;br /&gt;&lt;blockquote&gt;"A blademaster is a true warrior. He is most comfortable in a massive suit of plate armor, wielding a sword and shield or a huge halberd, striding boldly into a crowd of foes and sending them flying with mighty blows. Blademasters are not subtle."&lt;/blockquote&gt;I've tried to stay away from some elements of the standard RPG archetypal class roles: the healer, the crowd control guy, the DPS, etc. But I do like tanks. I like the feeling of having big beefy warriors who stand tall and bear the brunt of the enemy attacks while the other characters stay back and do awesome things. It's not necessary to have a tank in Avadon, but it is a cool option for those who want it.&lt;br /&gt;&lt;br /&gt;Blademasters can also stun foes if you get overwhelmed, and they do have the ability to heal themselves. Though they are tanks, I gave them the ability to stun and fling around foes as well to give playing them some variety.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Shadowwalker&lt;/b&gt;&lt;br /&gt;&lt;blockquote&gt;"The shadowwalkers are warriors of the shadows. They count on cunning and evasion, slipping through the guards of their enemies and delivering lethal blows. They can attack with blades, thrown razor disks, and pots of noxious and deadly alchemical substances. And then vanish into thin air."&lt;/blockquote&gt;OK, I'm not going to deny or hide the perfectly obvious. Shadowwalkers are suspiciously similar to ninjas. I wanted a character type that was fragile but could inflict a ton of damage in melee and had all sorts of cool tricks. That narrowed it down to ninjas and pirates, and I though ninjas fit better. This is, in come ways, a real pandering, fan-service sort of move, but it has its reasons.&lt;br /&gt;&lt;br /&gt;This is my favorite class because of the cool tricks it can do. My favorite are the abilities that let you teleport and stun enemies with smoke or leave a decoy of yourself behind to trick foes. Introducing teleportation into my games has caused some tricky programming issues to deal with, but it's worth it.&lt;br /&gt;&lt;br /&gt;And, to be honest, whenever I need to design something in one of my games, my first instinct is to do the thing I would most enjoy if I was playing. That is a compass that has almost never led me astray. And so, when I had the idea of fitting a ninja-type into the world, I was, like, "Yeah! Cool!" It's neat, and it adds a little bit of silliness to a world that sometimes threatened to be dark and serious.&lt;br /&gt;&lt;br /&gt;Also, when I write a game, I try to include some elements that appeal to young, energetic fans. For example, the Geneforge series had a lot of in-depth politics and difficult, wrenching, role-playing choices. However, a lot of people bought the games because they liked the idea of having an army of fire-breathing dinosaurs. Avadon does not have fire-breathing dinosaurs, but it has elements of similar, simple fun.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Shaman&lt;/b&gt;&lt;br /&gt;&lt;blockquote&gt;"The shaman has dedicated her life to nature, and nature, in return, has rewarded her with great power. She can use her connection to the wilds to heal and bless her allies. And, when angered, she can call wind, lightning, and fire to devastate those who challenge her. A shaman is rarely alone. She can call wolves or, eventually, drakes to serve and protect her. Also, she has the unique ability to heal wounded allies."&lt;/blockquote&gt;I wanted a character who could summon pets, and I wanted a character who had a few healing spells. Those two abilities fit very naturally with the shaman idea, especially since I'd already decided that a large swath of the land of Lynaeus was still settled with fierce, tribal barbarians. The shaman is a class that can do a lot of useful things. Produce damage. Make a pet that can bite or hold off foes. Heal and bless allies. Curse foes. They definitely have the most unique flavor of the classes in the game. &lt;br /&gt;&lt;br /&gt;It is worth pointing out, once again, that I am leavening the occasional grimness of the setting and seriousness of the drama with a lot of standard fantasy trappings. Ninjas AND barbarians? What? I've always enjoyed writing games that mix the high-minded and the silly.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Sorceress&lt;/b&gt;&lt;br /&gt;&lt;blockquote&gt;"The sorceress has dedicated her life to the mastery of the arcane arts. Fragile in battle, she makes up for it with the ability to summon forth clouds of fire, lightning, or ice, obliterating her foes."&lt;/blockquote&gt;Nothing innovative here. It's not an RPG without a cannon, someone who can summon big ol' tornadoes of fire to wipe everyone out. Fragile, unarmored, but able to blast large areas of the battlefield with raw power. Plus, daze or charm foes, give powerful blessings, and so on. Just keep her a safe distance from the monsters.&lt;br /&gt;&lt;br /&gt;I don't feel guilty about having some of the classes be very straightforward and what people are used to in RPGs. I want players to have the option to stay with what they are familiar and comfortable with. The fireball-flinging magic user became a fantasy archetype for a reason.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;So Those Are the Classes&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Your party will usually have three characters: Your main character, and two others selected from the four helpers available to you, one from each class. (And each with his or her own personality, opinions, and goals.) I've tried to make a good mix of familiar and unusual, combat and melee, with a bit of blatant (but fun) fan service thrown in. I still have months of balance work ahead of me to make sure each class is distinct, useful, and fun, but so far, in practice, the system seems to be working very well in practice.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;One Final Note On Gender&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;I have already received complaints because the two melee fighters are male and the two spellcasters are female. Some want female warriors and some want male casters, and they are unhappy. I can understand their irritation.&lt;br /&gt;&lt;br /&gt;The sad truth is that this came about due to limited time and resources. Making the art for the four sorts of PCs already consumed a huge amount of time, even just making one gender per class. When we start work on Avadon 2, one of the first things we hope to do is to make female blademasters and shadowwalkers and male shamans and sorceresses. Until then, certain sacrifices had to be made in the hope of a timely release.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-6591670779534259066?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/6591670779534259066/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/11/avadon-developer-diary-4-character.html#comment-form' title='36 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6591670779534259066'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6591670779534259066'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/11/avadon-developer-diary-4-character.html' title='Avadon Developer Diary #4 - The Character Classes'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>36</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-1669532727576428144</id><published>2010-10-20T21:22:00.000-07:00</published><updated>2010-10-20T21:22:23.218-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='business stuff'/><category scheme='http://www.blogger.com/atom/ns#' term='pricing'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Should Games Sell For Donations? Or, Is Setting a Fixed Price For Losers?</title><content type='html'>So here is a question for Indie developers. Suppose you didn't have to charge a fixed price for your game? Suppose instead you could just have it sell for a donation. Customers give any amount of money, and they get the game. Should you do it?&lt;br /&gt;&lt;br /&gt;Of course, any credit card transaction involves a fixed fee, so we'd allow you to set a minimum price, say a dollar, so that you aren't losing money giving people your game. Some people will complain that it's not a donation if you set a minimum price. But only a true jerk would expect you to lose money for the privilege of bringing them entertainment, so these people can be safely ignored.&lt;br /&gt;&lt;br /&gt;This question has been asked a lot since the success of the &lt;a href="http://www.wolfire.com/humble"&gt;Humble Indie Bundle&lt;/a&gt;. I have been repeatedly asked what I thought of that, so that's a good place to start.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;What Was the Humble Indie Bundle?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Basically, it was a bundle of five successful and high quality Indie games. They were not new, but they weren't so old either. They were sold for a donation. You could have all five, with DRM, for Windows, Mac, and Linux, for whatever you wanted to pay. And, even better, you could designate a percentage of your donation (from 0% to All) to go to charity!&lt;br /&gt;&lt;br /&gt;It succeeded beyond all reasonable expectations. It got huge amounts of attention, everyone involved made buckets of money, and a lot of statements were made about what the Humble Indie Bundle meant for the future of games distribution. In particular, since they all made so much money just asking for donations, shouldn't every developer consider this?&lt;br /&gt;&lt;br /&gt;It was a brilliant idea. It got several deserving developers a lot of money, it got deserving charities a lot of money, it got a lot of people some really good games, and it was just generally fantastic overall. If I was asked to include one of my games for a future Bundle, I would jump at the chance.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;But Let's Not Overstate the Case&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;We should probably not leap to extreme conclusions too quickly. Because of the novelty and general virtue of the offer, it got a HUGE amount of publicity. And then it made a ton of money, which got more publicity, and they extended the sale, which got more publicity, and so on.&lt;br /&gt;&lt;br /&gt;Look. If you gave me extensive free coverage on Slashdot, Kotaku, The Escapist, and every other online news outlet, I could make a fortune selling quarters for a dollar each. (Hey, it works&lt;a href="http://www.goldline.com/"&gt; in real life&lt;/a&gt;.) This is something people forget when they look at sales on, say, Steam making a lot of money and then say, "OK. All games should be cheap, always." Sales do so well because they get a ton of attention. If it becomes a regular, everyday thing, it won't get the attention. Will accepting donations generate acceptable income if many developers do it? I don't know, but it won't get the same glowing success it got when it was new.&lt;br /&gt;&lt;br /&gt;But the fact remains. The Humble Indie Bundle was a brilliant idea that got a ton of well-earned success. They made a ton of money asking for donations for their games.&lt;br /&gt;&lt;br /&gt;Should you?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;When It Might Work&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Not long ago, &lt;a href="http://jeff-vogel.blogspot.com/2010/09/indie-games-should-be-too-cheap-or-too.html"&gt;I wrote&lt;/a&gt; about how there is a spectrum in how games should be priced. On one end are the casual, disposable, impulse-buy games. These should be very cheap, painfully cheap. At the other end are are hardcore, involved, long playing-time, niche games for a small audience. These need to earn as much money from each member of their small player pools as possible to avoid developer bankruptcy. These games need to carefully choose an actual price that brings in adequate earnings.&lt;br /&gt;&lt;br /&gt;So suppose you're writing a cheap, impulse buy, casual game and you had the chance to make it donation-ware. Should you? Quite probably! You need to charge a small amount anyway to work as an impulse buy. And, if you ask for donations, some people will give you more money. Maybe they love Indie developers, or they feel the higher price is fair, or they just hate having money. Either way, it's freely given, so grab it while you can!&lt;br /&gt;&lt;br /&gt;I have &lt;a href="http://marketplace.xbox.com/en-US/Product/Avatar-Drop/66acd000-77fe-1000-9115-d802585502da"&gt;several&lt;/a&gt; &lt;a href="http://marketplace.xbox.com/en-US/Product/I-MAED-A-GAM3-W1TH-Z0MB1ES-1/66acd000-77fe-1000-9115-d802585502a6?cid=search"&gt;games&lt;/a&gt; that I bought on XBox Live Indie Games that I got for a dollar each. I like them a lot, and they made good money for their makers. But if instead of charging a fixed dollar they asked for a minimum dollar donation? I would bet just about anything these games would be making a LOT more money. I don't think Microsoft is going to add a Donate button to the Indie Games channel soon, but they should. It's a great option for developers, and it would make more money for Microsoft too.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;When It Probably Won't Work&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;When you have a niche product with a small customer base.&lt;br /&gt;&lt;br /&gt;The average donation for the Humble Indie Bundle was $9.18, and you got SIX games out of that. I am planning to charge my small but dedicated fanbase $25 for my &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;next game&lt;/a&gt;. If my donation size was similar to what they got, to make the same amount of money, asking for donations would have to increase my sales by 250%. That is a LOT. To get that, I would have to get a huge amount of publicity and gather a lot of sales from people who would otherwise have pirated it. However, if this became a common business tactic, the publicity wouldn't be there, because donation-ware wouldn't be new and exciting anymore.&lt;br /&gt;&lt;br /&gt;And if it didn't improve sales that much? At nine bucks per copy, I would be out of business inside of a year.&lt;br /&gt;&lt;br /&gt;But I said earlier that I would jump at being in another Humble Bundle in a second. That is because the Bundle would get that sort of publicity. There's strength in numbers. But a lone small developer? It's a dangerous, dangerous tactic.&lt;br /&gt;&lt;br /&gt;Who knows? It might work. Part of me would love to try it. However, &lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Software&lt;/a&gt; is how I make my living and buy food for my kids. Someone will experiment more with this in the future, but it can't be me. The personal consequences of failure are too big. So feel free to pillory me in the comments for how much I suck and am a coward, but I'm sure some of you will understand.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;It's An Exciting Time&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The last few years have made all developers rethink everything they know about development, distribution, and pricing. It's an amazing world, full of exciting new options. Why just considering whether I should ask for donations instead of charge a fixed price totally blows my mind.&lt;br /&gt;&lt;br /&gt;And, finally, one more thought about PC/Mac development. Since it is so easy to pirate games on personal computers, people will only buy your game in they are virtuous and don't hate you. Since you are only actually selling products to Good People anyway, going to them with open hands and saying, "Pay me what this is worth to you." might eventually be the only business tactic that makes sense.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-1669532727576428144?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/1669532727576428144/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/10/should-games-sell-for-donations-or-is.html#comment-form' title='66 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1669532727576428144'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1669532727576428144'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/10/should-games-sell-for-donations-or-is.html' title='Should Games Sell For Donations? Or, Is Setting a Fixed Price For Losers?'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>66</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-1802165497546759062</id><published>2010-09-30T21:48:00.000-07:00</published><updated>2010-09-30T21:48:32.558-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='shameless self-promotion'/><category scheme='http://www.blogger.com/atom/ns#' term='shareware'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='sales'/><title type='text'>Spiderweb Software's Fifteenth Birthday Sale!</title><content type='html'>&lt;i&gt;&lt;span style="font-size: x-small;"&gt;(This is the official press release for our fifteenth birthday sale. I'm posting it here because it's funny. Also, shameless self-promotion and all that.)&lt;/span&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Spiderweb Software's Fifteenth Birthday Sale!&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;It was fifteen years ago that fledgling Indie game developer &lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Software&lt;/a&gt; released its first game out into the wild. This was, by game industry standards, a long time ago. Back then, small developers sold something called "&lt;a href="http://jeff-vogel.blogspot.com/2009/03/shareware-is-dead-long-live-shareware.html"&gt;shareware&lt;/a&gt;." The World Wide Web barely existed. People took photographs on "film." Cell phones were the size of &lt;a href="http://www.metacafe.com/watch/681040/the_huge_cell_phone_and_yelling_prank/"&gt;loaves of bread&lt;/a&gt;. Also, dinosaurs ruled the Earth.&lt;br /&gt;&lt;br /&gt;Yes,&amp;nbsp; the past millennium was a dark and confusing time. And yet, we prevailed, making many fine Retro fantasy role-playing games for Windows and Macintosh. And now we invite you to celebrate our continued survival by offering hefty discounts on the fruits of our labors. For the whole month of October, all collections of our games are 25% off, and everything else we sell is 10% off. CDs containing three or five deep, full-length RPGs, already sold at a discount, are now even cheaper!&lt;br /&gt;&lt;br /&gt;So, whether you need a big pile of distractions from the recession and the cold, dark of winter, or you need a nice CD to give as a gift to a gamer friend, or you just like collecting shiny discs, we are eager to help.&lt;br /&gt;&lt;br /&gt;Not convinced? Try out one of our &lt;a href="http://www.spiderwebsoftware.com/products.html"&gt;huge, free demos&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;And here's hoping for another fifteen years. With any luck, our 30th birthday e-mail will be sent out from inside our Pleasure Pod and will celebrate flying cars and the Cure For Death.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-1802165497546759062?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/1802165497546759062/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/09/spiderweb-softwares-fifteenth-birthday.html#comment-form' title='58 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1802165497546759062'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1802165497546759062'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/09/spiderweb-softwares-fifteenth-birthday.html' title='Spiderweb Software&apos;s Fifteenth Birthday Sale!'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>58</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-2442261140331302003</id><published>2010-09-24T11:07:00.000-07:00</published><updated>2010-09-24T11:07:20.599-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='everyone will hate this'/><category scheme='http://www.blogger.com/atom/ns#' term='flamebait'/><category scheme='http://www.blogger.com/atom/ns#' term='back in the day'/><title type='text'>The Ugly Truth About Classic Games. They Are Terrible.</title><content type='html'>It's no secret that I love classic games. &lt;a href="http://www.avernum.com/avernum6/index.html"&gt;My games&lt;/a&gt; are all, in some way, tributes to classics. I have a huge personal collection of old Atari 2600/5200/7200/Intellivision/Colecovision/Vectrex/Astrocade/Odyssey 2 cartridges. (All in good working order, thank you.) That you can still buy old Atari games in stores and on XBox Live, among other places, warms my heart.&lt;br /&gt;&lt;br /&gt;But let's not put too fine a point on it. They are not, for the most part, fun. One of my favorite things about my classic games collection is my ability to keep having this conversation with my friends:&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"Oooh! Old games! I loved Pitfall! Do you have &lt;a href="http://www.free80sarcade.com/pitfall.php"&gt;Pitfall&lt;/a&gt;?"&lt;/blockquote&gt;&lt;blockquote&gt;"Of course."&lt;/blockquote&gt;&lt;blockquote&gt;"Can I play it?"&lt;/blockquote&gt;&lt;blockquote&gt;"Sure."&lt;/blockquote&gt;&lt;blockquote&gt;(Five minutes pass.)&lt;/blockquote&gt;&lt;blockquote&gt;"This isn't any fun."&lt;/blockquote&gt;&lt;blockquote&gt;"No, it's not."&lt;/blockquote&gt;&lt;br /&gt;I have this huge collection of old games, but I spend all my gaming time with my XBox 360 or PS3. (Or, on increasingly rare occasions, my Wii.)&lt;br /&gt;&lt;br /&gt;The reason I bring it up is because of this &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2010/09/unplayable.html"&gt;fascinating article&lt;/a&gt; about the unquestionable classic, that inspirational breakthrough, that great of greats, &lt;a href="http://xu4.sourceforge.net/"&gt;Ultima IV&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Basic summary: Professor teaches class on classic video games. Makes students play old games. Goes all right until they try Ultima IV. They find it to be opaque, dull, and completely unplayable.&lt;br /&gt;&lt;br /&gt;Well, YEAH.&lt;br /&gt;&lt;br /&gt;Look, nobody worships at the altar of &lt;a href="http://en.wikipedia.org/wiki/Richard_Garriott"&gt;Lord British&lt;/a&gt; more than me, and you can't put into words what a breakthrough Ultima IV was at the time. It set me on the path to &lt;a href="http://www.spiderwebsoftware.com/"&gt;writing games&lt;/a&gt; for a living. I played it again and again. It literally Changed My Life.&lt;br /&gt;&lt;br /&gt;But it isn't playable now. The controls make no sense. The dialogue is bland. All of the little UI tricks that make RPGs accessible (tooltips, in-game maps, pathfinding) were not yet invented. And, and this is really important, everything that Ultima IV introduced everyone has done far better. Ultima IV had an epic quest and morality woven into the game, which was amazing at the time. But everyone does those things way better now.&lt;br /&gt;&lt;br /&gt;So it's been years and years since I've recommended anyone play a game with Ultima in the title. Or, if they really want to try a game in the series, I recommend Ultima VI, which is awesome.&lt;br /&gt;&lt;br /&gt;I like looking back to the past. Nostalgia. History. And there are some old designs that really should be modernized. (&lt;a href="http://www.abandonia.com/games/807/Archon+-+The+Light+and+the+Dark.html"&gt;Archon&lt;/a&gt;. &lt;a href="http://www.worldofmule.net/tiki-index.php"&gt;M.U.L.E&lt;/a&gt;.) But, hey, classic gaming back in the day? Pong? The Atari 2600? Man, I was there. It's better now. Wherez mah Halo?&lt;br /&gt;&lt;br /&gt;Oh, and I will finally know that we have shaken off the dust of the past when it is no longer possible to play Joust. God, but I hate &lt;a href="http://www.free80sarcade.com/joust.php"&gt;Joust&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-2442261140331302003?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/2442261140331302003/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/09/ugly-truth-about-classic-games-they-are.html#comment-form' title='76 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2442261140331302003'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2442261140331302003'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/09/ugly-truth-about-classic-games-they-are.html' title='The Ugly Truth About Classic Games. They Are Terrible.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>76</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-317292015231943117</id><published>2010-09-23T13:56:00.000-07:00</published><updated>2010-09-23T13:56:12.677-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='business stuff'/><category scheme='http://www.blogger.com/atom/ns#' term='pricing'/><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Indie Games Should Be Too Cheap or Too Expensive.</title><content type='html'>I wrote &lt;a href="http://jeff-vogel.blogspot.com/2009/04/indie-games-should-cost-more-pt-1.html"&gt;a while ago&lt;/a&gt; how amazingly, crazily cheap Indie games have become. &lt;a href="http://www.bigfishgames.com/"&gt;Big Fish Games&lt;/a&gt; sells every title for $6.99, tops. The most you can charge for a title on XBoxLive Indie games, ever, is $10. And, of course, if you try to sell a game in iTunes for more than 99 cents, you will get complaints about how expensive your game is, no exceptions.&lt;br /&gt;&lt;br /&gt;This still really bugs me, because not all games should sell for so little, and systems that force Indie games to always be cheap aren't good for developers. But I went too far when I said that all Indie games should cost more. The people who made &lt;a href="http://www.gamezebo.com/news/2010/03/08/angry-birds-reaches-500k-sales-less-month"&gt;Angry Birds&lt;/a&gt; and &lt;a href="http://www.businessinsider.com/iphone-app-doodle-jump-closing-in-on-2-million-downloads-over-1-million-in-sales-2010-1"&gt;Doodle Jump&lt;/a&gt; are making gigantic fortunes selling games for such low prices, and it is foolish for me to say anything about their tactics should change. Hey, success speaks for itself.&lt;br /&gt;&lt;br /&gt;But I have been thinking a lot about Indie game pricing, as &lt;a href="http://www.spiderwebsoftware.com/"&gt;my games&lt;/a&gt; are actually quite expensive by the standards of the day. For any young developer who is trying to figure out how to price his or her sparkling new product, this is a huge issue. So how &lt;b&gt;should&lt;/b&gt; an Indie game be priced, anyway?&lt;br /&gt;&lt;br /&gt;These days, I think that there is a spectrum that all of these games fall on, and where your game ends up on it pretty much determines how it should be priced. This is the spectrum of Casual &amp;amp; Disposable versus Hardcore &amp;amp; Deep.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;1. Casual &amp;amp; Disposable?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;What games fall into this category? Games that are relatively small in scope, simple, and easily to learn. Games without huge, complicated rules sets, so that a LOT of players can figure them out easily. Games that lend themselves to be short play sessions. Games that aren't too deep in any one niche (not too easily marked as an RPG or a shooter), to maximize the size of the customer base. And games that are meant to be disposable impulse buys. You buy it for a small amount of money, have a bit of fun, and move on.&lt;br /&gt;&lt;br /&gt;These games are really cheap. They have to be. They have to be cheap enough that the amount of money you spend on it hardly feels like spending money at all. Probably a dollar, up to three for an experience that is particularly well-known, high quality, and sought after, like Peggle.&lt;br /&gt;&lt;br /&gt;To make any money at all selling a game for a dollar, it really has to catch on. You have to write a game that scares away as few players as possible. And then you have to either market it well (which costs money) or hope that it gets noticed through word of mouth (which requires a lot of luck).&lt;br /&gt;&lt;br /&gt;Writing these sorts of games is perfect for an Indie developer because they can be made in a small amount of time with a small team. Most games in this market fail, but the few that break through into the public consciousness do very well. It's a lot like what has been written of Broadway: "It's a place to make a killing, but not a living."&lt;br /&gt;&lt;br /&gt;If you're making a game at this end of the spectrum, you'll probably have to swallow hard and make your price low enough to compete. It's a painfully small amount to get in return for your work, but you need to be an impulse buy to have a chance.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;2. Hardcore &amp;amp; Deep?&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;What games fall into this category? Games that take a long time to experience and that have more complicated game systems to maintain interest during this increased play time. Games with longer individual play sessions. Games that are deeper in a niche and that were written to serve a small and perhaps neglected set of gamers. Games that have few competitors that are very similar, and that you buy because you will only be happy with that game. Games that you pay more for and that reward you with an experience that you live with for a while.&lt;br /&gt;&lt;br /&gt;These games are more expensive. They have to be. When you write a game for a small, dedicated fan base, you need to extract more money from each customer as a condition of survival. Suppose the market for my retro RPGs is ten thousand people. If I charge each of them one or three dollars for a game, I go bankrupt in one year. So they have to pay more, but, in return, they get an experience that is deep, lasting, and rare. I can charge more because very few developers make what I make.&lt;br /&gt;&lt;br /&gt;Writing these sorts of games is perfect for an Indie developer because you can "own your niche" and have very little competition. Blizzard can always make a bigger, shinier real-time strategy game, so you can't ever beat them. But if you write a &lt;a href="http://www.shrapnelgames.com/KE_Studios/WPP/WPP_page.html"&gt;super-detailed simulation&lt;/a&gt; of war in the Pacific, lack of competition will help your fans to forgive the flaws that come with a smaller budget. And, when you do build a fan base, they can give you a decent living. You won't get rich writing games for 10000 people, but you can have a nice life.&lt;br /&gt;&lt;br /&gt;If you're making a game at this end of the spectrum, you'll probably have to swallow hard and make your price high enough to survive. You will get e-mails every day complaining that your game doesn't cost as much as Doodle Jump. Ignore them, and turn away any distributor who tries to get you to charge a pittance. You have to charge what it takes to survive.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Remember, This Is a Spectrum&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;Of course, few games are completely casual or completely hardcore. It is a spectrum. Plants vs. Zombies is a great example. It's casual enough to have broad appeal but enough in a genre (tower defense) and deep enough that it should sell for actual dollars. Ten bucks (twenty on some platforms) is a great price for it. Figuring out how to price a game is a matter of judging where your game is on the scale and pricing accordingly.&lt;br /&gt;&lt;br /&gt;In the current environment, small developers really do need to make hard decisions about what their game has to sell for to survive, price accordingly, ignore the criticism, and stay away from markets where you can't charge what you need to. When XBox Live Indie games only allows you to charge $10 for a title, it makes games at the niche end of the spectrum far less viable.&lt;br /&gt;&lt;br /&gt;And customers have every right to complain that games are too expensive. Customers are going to say whatever they can to have the chance to save money. That's their job. I just hope they will remember that some games are expensive not because developers are cruel and grasping but because that is what they have to charge to be able to serve a relatively small niche.&lt;br /&gt;&lt;br /&gt;My next game, &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;, will be $25. I hope that turns out to be the right spot. I'll know soon enough.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-317292015231943117?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/317292015231943117/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/09/indie-games-should-be-too-cheap-or-too.html#comment-form' title='35 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/317292015231943117'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/317292015231943117'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/09/indie-games-should-be-too-cheap-or-too.html' title='Indie Games Should Be Too Cheap or Too Expensive.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>35</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-7441375242187577886</id><published>2010-09-08T16:05:00.000-07:00</published><updated>2010-09-08T17:09:54.928-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='developer diary'/><title type='text'>Avadon Developer Diary #3 - Character Classes and Kicking Butt</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 101px;" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Time for another developer journal about the creation of the first game in an all-new series, &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;. The &lt;a href="http://jeff-vogel.blogspot.com/2010/06/avadon-developer-diary-1-where-ideas.html"&gt;first article&lt;/a&gt; was about the unusual way in which I first came up with the idea for the series, and the &lt;a href="http://jeff-vogel.blogspot.com/2010/08/avadon-developer-diary-2-what-sort-of.html"&gt;second article&lt;/a&gt; was about the long and dry process of choosing a mood and theme for the game.&lt;br /&gt;&lt;br /&gt;Next came the fun part. The game system. The gritty details of the numbers and abilities and treasures and other things that help make role-playing games fun.&lt;br /&gt;&lt;br /&gt;Designing a whole new game system is both fun and terrifying. It's a chance to do something new and exciting, but if you have too many changes your fan base will be angry. It's a chance to correct all the mistakes you made over the previous years, and then go and screw up in a whole new bunch of ways. And there are a lot of decisions to make. Lots and lots of decisions, and a lot of time spent balancing each one.&lt;br /&gt;&lt;br /&gt;So, before I got too far, I had to make several big choices:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;1. Class-based or skill-based system?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_76Sflj9V5c8/TIgloQVMSSI/AAAAAAAAAFI/Qo8BID6Kbyg/s1600/PickClass.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 274px;" src="http://4.bp.blogspot.com/_76Sflj9V5c8/TIgloQVMSSI/AAAAAAAAAFI/Qo8BID6Kbyg/s320/PickClass.jpg" alt="" id="BLOGGER_PHOTO_ID_5514699117224020258" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;All of Spiderweb's games have had skill-based systems. All characters were able to train in the same pool of skills. Warriors could learn to cast spells. Wizards could learn to use a sword. It's worked very well.&lt;br /&gt;&lt;br /&gt;And yet, Avadon will throw all that out the window. Avadon: The Black Fortress will have four character classes, each with entirely different pools of abilities. The classes are Blademaster, Shadowwalker, Shaman, and Sorceress, and each plays very differently.&lt;br /&gt;&lt;br /&gt;Your party will have up to three characters. One will be your main character. The other two will be selected from characters in the game, each with their personalities and issues and each of which is one of the four classes.&lt;br /&gt;&lt;br /&gt;Three party members. Four classes. Thus, you will always have to do without at least one of the classes. Also, sometimes the characters will be off doing their own business, so you will have to play someone else. Because of this, you will need to shift your tactics occasionally.&lt;br /&gt;&lt;br /&gt;So why change? Why throw out a system that's been working great for fifteen years? The answer is: Because I thought it would be fun to write a class-based system.&lt;br /&gt;&lt;br /&gt;That's pretty much it. After fifteen years, I need to occasionally try new things to stay interested and keep my brain fresh. Otherwise, burnout, writer's block, and disaster. I've played a lot of good games over the years with class-based systems, I had a lot of fun with them, and I wanted to write my own. And the classes match very well with the different cultures and nations of Lynaeus, so they will be an organic part of the world.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;2. How much healing?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;All of our games so far have followed a fairly standard computer RPG way of handling damage. Monsters do tons of damage. You have a tank to sop it up and a healer to heal, heal, heal. We've done this a lot. It's fine. But I think it could be more fun.&lt;br /&gt;&lt;br /&gt;Instead, for combat, I've been a bit more inspired by the way Dungeons &amp;amp; Dragons and Dragon Age have handled healing. There is not much of it, and it's almost all from potions. Everyone in your party focuses on doing damage. You and the opponent wear each other down, and the first side to fall loses. There is some healing (from Shaman skills and consumable items) for long, tough fights, but combat is now more about being slowly worn down by many blows.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;3. How Often Do You Need To Return To Town?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;All of our games so far have required frequent trips back to town to rest. As you cast spells, you spell points fade away. Eventually you run out and need to either use precious potions or go back to rest. This system has its points, mainly because it requires you to conserve your power. But walking back to town to rest isn't that fun.&lt;br /&gt;&lt;br /&gt;So in Avadon, you will need to return to town far less often. After battles, your health will return quickly. There are no "mana" or "spell points." Abilities will have cooldowns. When you use an ability, you won't be able to use it again for a certain number of turns.&lt;br /&gt;&lt;br /&gt;However, as you use more demanding spells and abilities, your fatigue will slowly increase, and when it gets too high you can't use those abilities. However, fatigue really does increase slowly, and there are items that will revive you. The result: Far fewer trips back to town and more time having fun.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;4. How Difficult Will the Game Be?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The opinions of my fans has been nearly unanimous on this point. Spiderweb games have gotten too hard. I am completely revamping game balance with this in mind.&lt;br /&gt;&lt;br /&gt;The normal, default difficulty will not be tough. Unless you go picking fights with dragons, Avadon will be far less tough that previous games. At the same time, I will make sure that the higher difficulty levels push back at you.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;There Are Some Basic Principles&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;These are the decisions I made early on, which informed everything that came after them. Next month I'll say more about the game system and the character classes.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-7441375242187577886?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/7441375242187577886/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/09/avadon-developer-diary-3-character.html#comment-form' title='62 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7441375242187577886'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7441375242187577886'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/09/avadon-developer-diary-3-character.html' title='Avadon Developer Diary #3 - Character Classes and Kicking Butt'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_76Sflj9V5c8/TIgloQVMSSI/AAAAAAAAAFI/Qo8BID6Kbyg/s72-c/PickClass.jpg' height='72' width='72'/><thr:total>62</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-9059677461117605700</id><published>2010-08-26T16:07:00.000-07:00</published><updated>2010-08-26T16:15:51.681-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='penny arcade'/><category scheme='http://www.blogger.com/atom/ns#' term='flamebait'/><title type='text'>Yes, Buying Used Games Doesn't Make You a Bad Person.</title><content type='html'>&lt;span style="color: rgb(0, 0, 0);"&gt;The Big Gaming Argument of the Week is about whether is it's moral to buy used video games. It's legal. Nobody can deny that. But is it, you know, OK? &lt;/span&gt;&lt;a style="color: rgb(0, 0, 0);" href="http://www.penny-arcade.com/2010/8/25/"&gt;Penny Arcade&lt;/a&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; had a big spiel on it today. Normally I really respect their point of view on these issues, but their anti-rentals-and-used-games screed is way off base.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;So here is the question. Creators depend on game disc sales to make a living. Bearing that in mind, is it ethical to buy and sell used games? And, along those lines, is it ethical to buy a used CD? Or  buy from a used bookstore? Or check out a book from the library? In all of these cases, you are enjoying the works of creators without putting money in their pockets. So are libraries OK?&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;That I went straight to the library thing kind of telegraphs where I am going with this. Because, hey, let's look at books for a second. I love books. I really want authors to make a good living doing what they do. And, by the way, I had my &lt;/span&gt;&lt;a style="color: rgb(0, 0, 0);" href="http://www.amazon.com/Poo-Bomb-Tales-Parental-Terror/dp/0740750453"&gt;first book&lt;/a&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; published not too long ago, so I actually have a stake in this. Buying new books (and thus putting money in the pockets of authors) is a Good Thing.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;And yet, I often buy used books, AND I get books out of the library. And yet, at night, I sleep like a baby. And when someperson buys a used copy of one of my book, I'm cool with that. I'm not going to chase him or her down the street waving a stick or anything.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.spiderwebsoftware.com/"&gt;My games&lt;/a&gt; and book are sold used, so I have a personal stake in this, but I'm still for used sales. Because there are other, equally important principles in play here.&lt;/span&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;Information Is Not Free, But It Should Travel Freely&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;How can I reconcile these two seemingly contradictory viewpoints? It's not hard. See, there is a principle involved in wanting money to go to authors. But there are also principles involved in being able to give away and sell them.&lt;/span&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;First&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;, it is a long-established principle of law that books (like CDs and game disks) are objects. When you buy an object, you can then give it away or sell it or whatever. It's yours. This is a right you have, and you don't have to apologize for using it. (This right can be waived by explicitly agreeing to an EULA that prevents resale, but this doesn't apply to console games. If you're interested in the legal fiddly bits here, you should read about the &lt;/span&gt;&lt;a style="color: rgb(0, 0, 0);" href="http://en.wikipedia.org/wiki/First-sale_doctrine"&gt;First-Sale Doctrine&lt;/a&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;.)&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Second&lt;/span&gt;, books are works of art and media for transmitting ideas. Art and ideas are good things, and we as a society want them to move around freely. This helps us to have, you know, a culture. Not to mention the free flow of competing ideas that is necessary for a healthy republic. And, if you take video games seriously as works of art and human expression, as I know the Penny Arcade guys do, you should want a similar freedom to apply to them.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;(By the way, when I wrote not long ago about &lt;/span&gt;&lt;a style="color: rgb(0, 0, 0);" href="http://jeff-vogel.blogspot.com/2010/07/sometimes-its-ok-to-steal-my-games.html"&gt;times when piracy is OK&lt;/a&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;, many people told me that they pirated games when they were young because they had no money. In the world of books, this simple fact is understood. That is why libraries exist. As much as the publishing industry might not want them too.)&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;I often buy books new. I see it as part of my duty to support that industry. Someone has to do it, or there will be far fewer new books. But, at the same time, libraries and used bookstores are Good Things. I bet if you went to Gabe and Tycho and told them it was immoral to go to a library, they would think you were an idiot and throw poo on you. But here they are taking this exact point of view for video games. Which are also works of art and media for distributing ideas. Honestly not sure what they are thinking here.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;Oh, and one quote from Tycho:&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;blockquote style="color: rgb(0, 0, 0);"&gt;"I traded in games for a long time, there's probably comics somewhere in the archive about it - you can imagine how quickly my cohort and I consume these things. It was sort of like Free Money, and we should have understood from the outset that no such thing exists. You meet one person who creates games for a living, just one, and it becomes very difficult to maintain this virtuous fiction."&lt;/blockquote&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;Um, no. It's not difficult at all. I will look anyone in the eye and tell them that the trade in used games is both legal and ethical. And then they, if they want, can look me in the eye and tell me that buying used copies of my book and used CDs of &lt;a href="http://www.spiderwebsoftware.com/"&gt;my games&lt;/a&gt; is OK too. Living in a country where people have rights and ideas freely circulate is a good thing.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;There are more principles at stake here than just how many dollars goes to this or that guy.&lt;/span&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;On the Other Hand&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;Publishers have recently experimented in programs to give extra features to those who buy games new. This is totally cool and legal and, in come cases, a practical necessity.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;For example, some games now come with a key that you need to enter to play in online multiplayer. Buy the game used and you have to pay a small fee to get multiplayer.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;This is fair. Why? Because the publisher is paying the ongoing costs to maintain the servers. If I give my old copy of &lt;a href="http://en.wikipedia.org/wiki/The_Stand"&gt;The Stand&lt;/a&gt; to a friend, it doesn't directly harm the publisher. The publisher doesn't know that I exist. But if I give a copy of Halo 3 to a friend and he goes online, his presence on the servers costs a (small) amount of money. In return for providing the online service, the publisher is allowed to ask for money. If you don't like that, you don't need to buy that game used.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;Publishers can legally and ethically hobble used games. They're certainly heading in that direction. They can do it, but it's not wise. People get really smart when it comes to their money. When someone buys a car or house, they pay attention to resale value. It goes the same for video games. If resale is no longer an option, the $60 for that disk suddenly becomes a lot more expensive. If publishers think that crippling used sales is going to suddenly make angels drop piles of cash on their heads, I think they are due for a crushing disappointment.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;But if I've learned anything in the last few years, it is to never underestimate the death-wish of either the music industry or gaming companies.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-9059677461117605700?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/9059677461117605700/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/08/yes-buying-used-games-doesnt-make-you.html#comment-form' title='46 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/9059677461117605700'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/9059677461117605700'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/08/yes-buying-used-games-doesnt-make-you.html' title='Yes, Buying Used Games Doesn&apos;t Make You a Bad Person.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>46</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-4317345259585543467</id><published>2010-08-19T09:36:00.000-07:00</published><updated>2010-08-19T09:46:35.531-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='business stuff'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Being Nice Is Good Business.</title><content type='html'>&lt;span style="color: rgb(0, 0, 0);"&gt;One of the fundamental truths of writing single-player PC games now is that it's so easy to pirate anything that people will only buy your game if they want to. Which means that being honest and forthright and likable is a key business strategy.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;For the fifteen years we've been selling games, we've had a suite of generous, customer-friendly policies. However, we haven't been clear and forthright about them. Some of them are only known to people who ask us for support privately. The others can only be found by hunting our web site. This is dumb. If you're going to the trouble to be nice, make sure everyone knows about it! So I wrote this little manifesto that will be prominently linked to on our site.&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;br /&gt;&lt;br /&gt;In you're an Indie developer and like one of our turns of phrase, please feel free to borrow it.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;blockquote style="color: rgb(0, 0, 0);"&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Our Spiderweb Software Promises To You&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Software&lt;/a&gt; is a small company. We read all our e-mail, we love our customers, and if you are sad, we are sad. We're literally a Mom &amp;amp; Pop company, and we believe in the personal touch. So here are our three promises to you ...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;1. No Obnoxious DRM!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Pirates exist. Sad, but true. But we won't let hatred of people who rip off our games drive us to annoy our paying customers.&lt;br /&gt;&lt;br /&gt;When you order from us, you get a number you can enter into the demo to turn it into the full game. And that's it. No online authentication. No need to keep a disk in the drive.&lt;br /&gt;&lt;br /&gt;If your computer dies and you need a new registration key? We're sorry to hear that, and your replacement is free. Register on the Mac and switch to Windows? A new key is free. Your child wants to play the game on his or her own machine? That's awesome, and an additional key is free.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;2. Money-Back Guarantee!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If you don't like our game, we don't want your money.&lt;br /&gt;&lt;br /&gt;We have a no-questions-asked One Year Money-back Guarantee. Game stops working? You wake up one morning and realize that it sucks? You decide that you hate us personally, and our adorable children too? Money back within one year.&lt;br /&gt;&lt;br /&gt;You might think, "Hmmm. I wonder if people ever buy the game, play it through, and demand a refund." The answer is: No. This has never happened. You know why? Because our customers are awesome people.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;3. Big, Free Demos!&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Spiderweb Software has the biggest demos in the business. What's more, the demo is actually the full game. You just need to enter a key to unlock the whole story.&lt;br /&gt;&lt;br /&gt;That means that you get a chance to play a bunch of game and make sure that 1. It works, 2. You are having fun, and 3. The retro graphics don't enrage you. If the demo works for you and is fun, you can buy the full game and be confident that it will still work and still be fun. And if it doesn't? Have we mentioned our Money-Back Guarantee?&lt;br /&gt;&lt;br /&gt;We love that almost all of our customers played a demo first. It means we're earning our pay honestly. Because, again, If you don't like our game, we don't want your money.&lt;/blockquote&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;Hopefully, we will come across and friendly and honest when this goes up on our web site. And the truth is, we at Spiderweb are pretty friendly, honest people. But make no mistake. At the heart of it, the reason we are putting this up is pure self-interest. Since being nice is a core part of our business plan, when we are nice, we will do it in a &lt;/span&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 0);"&gt;loud&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt; way.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-4317345259585543467?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/4317345259585543467/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/08/being-nice-is-good-business.html#comment-form' title='28 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4317345259585543467'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4317345259585543467'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/08/being-nice-is-good-business.html' title='Being Nice Is Good Business.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>28</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-6291049896879159867</id><published>2010-08-05T16:53:00.000-07:00</published><updated>2010-08-05T17:01:39.523-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='both artsy AND fartsy'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='developer diary'/><title type='text'>Avadon Developer Diary #2 - What Sort Of Game Will This Be?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 320px; height: 101px;" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Here is another long overdue developer diary for our next game, &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;. These articles are about the ongoing process of developing our new series of games. The first installment was about the source of the idea and the basic framework of the plot, which came together fairly quickly.&lt;br /&gt;&lt;br /&gt;We recently gave a &lt;a href="http://www.rpgcodex.net/content.php?id=205"&gt;long interview&lt;/a&gt; about Avadon, with a lot of information about the storyline and game system. If you haven't seen it already and want some hard information about what the new game will be like, it's a good place to start.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;So I Had the Basic Idea&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.spiderwebsoftware.com/images/avadon/AvLibrary200.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 150px;" src="http://www.spiderwebsoftware.com/images/avadon/AvLibrary200.jpg" alt="" border="0" /&gt;&lt;/a&gt;Now I needed to decide what sort of game I was going to write. So the next step was to decide on the theme, the mood, and the choices. This process took weeks of thought and is worth attention. It might be a little bit technical and vague though, so if you aren't interested in the artsy parts of game design, you should probably wait until the next part, when I get into the game system and the cool number-based hacky-choppy stuff.&lt;br /&gt;&lt;br /&gt;Once I had the skeleton of a plot and setting, I think about how the game will "feel". What will the player be doing? How will I get the player emotionally involved? What gripping choices will the player make? You see, I make small budget games. Fancy graphics and sounds aren't going to happen. My main weapon is the ability to tell a good story, so I focus on that. For Avadon to succeed, I have to make it interesting. How do I do that?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Theme - You Have Power. How Do You Use It?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;So first, I need a Theme. This is a set of vague questions and ideas that determine the choices and quests the player will face. When I am designing a new area or town or set of characters, these are the questions I go back to for ideas and inspiration.&lt;br /&gt;&lt;br /&gt;So you are a citizen of the Pact, five nations that have banded together to keep the barbarians and monsters at bay. And you work for Avadon, a secretive and powerful force that hunts down and destroys those who would disrupt the safety and stability of the Pact. Avadon's word is law.&lt;br /&gt;&lt;br /&gt;Role-playing games work best when they are, at some level, power fantasies. You are a hero (or villain). You have power, and you get to choose how to use it. This has appeal to a lot of gamers, myself included. So the first step is to place the player in a position of power and responsibility. You need to protect your people, and you are given a lot of leeway for how to do it.&lt;br /&gt;&lt;br /&gt;But there are also hints that your power is too great. Your word is law, and that isn't necessarily a good thing. Well, it's great for you, but not so hot for everyone else.&lt;br /&gt;&lt;br /&gt;Maybe you want to play a thug or a bully. Or maybe you want to resist the temptation to misuse your power, which is satisfying in a different way. And the story of Avadon is about all of the same sorts of choices. Avadon can do what it wants. Will you guide it to do the right thing? And, for that matter, should a group with so much power exist?&lt;br /&gt;&lt;br /&gt;That is the theme. Power. The option to misuse it. What will you do?&lt;br /&gt;&lt;br /&gt;This is a theme I go back to a lot. I think it leads to interesting games, and a good theme makes coming up with ideas and writing dialogue a lot easier.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Mood - How Does the Game Feel? Light or Dark?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The next thing to decide is how the game will "feel"? Will it be dark and grim? Bright and cheery? Will there be humor? Will there be detailed descriptions of horror and chaos? How many nice people die?&lt;br /&gt;&lt;br /&gt;Based on the theme, Avadon could go very dark. &lt;a href="http://jeff-vogel.blogspot.com/2010/06/quick-late-review-mass-effect-2.html"&gt;Mass Effect 2&lt;/a&gt; dark, easily. But I decided early on that I don't want that. I like writing humor, and I think games that are too unrelentingly grim aren't very fun.&lt;br /&gt;&lt;br /&gt;I decided that Avadon will have a lot of humor and some areas that are fairly cheery. Some of the characters will actually be happy. Sometimes, you will be able to squish evil and make choices you actually feel good about. There will be more confused, cynical moments, of course, but a little of that goes a long way.&lt;br /&gt;&lt;br /&gt;A lot of this will show up in Redbeard, the all-powerful master of Avadon. He has much responsibility and power, but I am making him a cheery character, with a lust for life, a macabre sense of humor, and someone who takes true delight in his reach and authority. This character will be the spine of the series, so I want him to be fun to write. And he is.&lt;br /&gt;&lt;br /&gt;Of course, these are big games. That makes it easy to have some areas that are light and some areas that are grim. And I will. But, when you are laying down the whole plot, knowing what mood you want at the start helps you get the balance of &lt;span style="font-style: italic;"&gt;Neat!&lt;/span&gt; and &lt;span style="font-style: italic;"&gt;Yuck!&lt;/span&gt; right.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Choices - How Does the Player Change the World?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Finally, choices. I think the most important quality of my games, the thing that adds interest and keeps me interested in writing them, is the ability to make choices that affect the ending. Of course, I'm not the only developer that does this. Bioware is better at it than I am. But it is still something very important to me.&lt;br /&gt;&lt;br /&gt;Happily, now that I have the setting and theme, the choice comes naturally. Avadon has almost limitless power, and it can use that power however it wants. Sometimes it uses it for the good of the land, but sometimes corruption sinks in. Avadon has many enemies. The player's choice will be whether to serve Avadon or reject it. Whether to work for Redbeard, master of Avadon, or fight him. Or even plot to replace him.&lt;br /&gt;&lt;br /&gt;Choices like this make writing a game much easier. Whenever I design an area and the conversations in it, it provides me a North Star to sail toward. I always skew the choices and conversations toward that final choice, the final destination.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;And Then I Have To Write a Game&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;All of this is a little vague and metaphysical, I know. It is supposed to be. This is all stuff that has to get settled before I write a single line of code. It takes months of thought. But when I'm lost in the wilds, when I have a thousand bug reports and fifty dungeons to design and I'm going crazy, that is too late to figure out what I want the game to be like. I need to put firm clear principles in place so that, when I am exhausted and distracted and just trying to wrap the game up, I have as many questions already answered as I can.&lt;br /&gt;&lt;br /&gt;The next diary will be about the next step, the game system, the actual nuts and bolts mechanics of what the game will be like.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-6291049896879159867?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/6291049896879159867/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/08/avadon-developer-diary-2-what-sort-of.html#comment-form' title='38 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6291049896879159867'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/6291049896879159867'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/08/avadon-developer-diary-2-what-sort-of.html' title='Avadon Developer Diary #2 - What Sort Of Game Will This Be?'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>38</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-5594906674133540100</id><published>2010-07-28T22:10:00.000-07:00</published><updated>2010-07-28T22:22:26.782-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='business stuff'/><category scheme='http://www.blogger.com/atom/ns#' term='piracy'/><category scheme='http://www.blogger.com/atom/ns#' term='sales'/><category scheme='http://www.blogger.com/atom/ns#' term='tldr'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Sometimes It's OK To Steal My Games</title><content type='html'>This blog post is about the bright side of software piracy. It's about the times when not only is it OK to steal &lt;a href="http://www.spiderwebsoftware.com/"&gt;my games&lt;/a&gt;, but, in fact, I get something out of it. Perhaps an unusual topic for a blog post from a game developer.&lt;br /&gt;&lt;br /&gt;I admit to being a little bit nervous about writing this. The sad truth is that, these days, it is so easy to pirate single-player PC games that most gamers only have to pay for them if they want to pay for them. And there is strong evidence (links below) to indicate that they usually don't want to pay for them. So giving people ammunition they can use to convince themselves that they shouldn't pay for my games seems perilous, especially since they are, after all, how I support my family. But I got into the blogging game to write about the reality of the game biz from the viewpoint of my shadowy little corner, and piracy is a huge part of it, so here we go.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Of Course, Piracy Is Almost Always Wrong&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I think that the best way of evaluating the morality of an action is to ask, "What would happen if everyone who wanted to do it did it?" Littering and dumping toxic waste into rivers are wrong because, if everyone who wanted to do those things did them, our streets would be choked with refuse and our drinking water would be half benzene. And pirating PC games is wrong because, were it not for that minority of worthy souls who actually chip in, the industry that makes the games we love would descend into a shadow realm of tiny ad-supported Flash games and Farmville. Some people would be cool with that, but I'm looking forward to playing Starcraft 2, thanks.&lt;br /&gt;&lt;br /&gt;And I've now set myself up for 50 comments of increasingly overwrought and implausible justifications for why pirating games is a good, noble thing to do. No. Sorry. You don't get everything you want in this world. You can get piles of cool stuff for free. Or you can be an honorable, ethical being. You don't get both.&lt;br /&gt;&lt;br /&gt;Most of the time.&lt;br /&gt;&lt;br /&gt;Because, when I'm being honest with myself, which happens sometimes, I have to admit that piracy is not an absolute evil. That I do get things out of it, even when I'm the one being ripped off.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Computers Exist In the Third World&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Every so often, I get an e-mail in broken English from some kid in Russia or southeast Asia or India. He says how how he is playing my game in a cyber-cafe, for fun and perhaps to practice English. The disparity in the strength of the currency between our two countries makes it impossible it is for him to get the 25 or 28 hard US dollars to buy my game. (It's entirely possible in much of the world to not be dirt poor and yet to be entirely unable to scrape together a chunk of hard U.S. dollars.) The message ends with a sincere and heart-rending plea for a registration key.&lt;br /&gt;&lt;br /&gt;Now, you're probably thinking, "Yeah, the kid is probably making it up." I doubt it. Remember, my games are easy to pirate. Anyone who wants to steal my games can grab them any time he or she wants. Maybe some of these pleas are fake, but I'm sure that most aren't.&lt;br /&gt;&lt;br /&gt;When I get one of these message, what I want to respond is, "PIRATE MY STUPID GAME!!!" I mean, seriously, the time used drafting that e-mail would have been much more profitably spent figuring out how BitTorrent works.&lt;br /&gt;&lt;br /&gt;But I don't say that. I delete the e-mail unanswered. Because, the truth is that these games are how I feed my family. Asking me for free keys is simply not a behavior I want to encourage.&lt;br /&gt;&lt;br /&gt;But I really hope those kids pirated my game. And I am sure that, for every such e-mail I received, a horde of others in faraway lands pirated it on their own. Sometimes, thanks to the vagaries of the international monetary order, my games are just out of reach any other way. And, when people enjoy my work, it gives my life meaning, which bring me to ...&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;I Want My Life To Have Meaning&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I consider myself a reasonably bright person, who works hard to make something people like. When I'm old and crumbling, I want to be able to feel that I had a successful life in which my work brought happiness to a lot of people.&lt;br /&gt;&lt;br /&gt;I feel fully financially compensated for my time when one of my games (which usually takes a year or so to make) sells 5000 copies. However, from the game industry perspective, 5000 copies is nothing. Even the crappiest flop from a real publisher sells a ton more than that. So am I wasting my life? If I really care about the number of people I reach and the amount of happiness I bring, shouldn't I try to get a job somewhere where my work has a chance of reaching far more people?&lt;br /&gt;&lt;br /&gt;But then I remember that for everyone who buys my game, dozens more just tried the demo. And a lot of those people will play the whole demo, have fun, decide they had enough, and move on. That counts as providing fun for people, sort of.&lt;br /&gt;&lt;br /&gt;But, more importantly, the percentage of people who pirate PC games seems to be very high. It's possible that 90% of the copies of my games out there are pirated. There is &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=17350"&gt;definitely&lt;/a&gt; &lt;a href="http://www.shacknews.com/onearticle.x/55906"&gt;solid&lt;/a&gt; &lt;a href="http://www.shacknews.com/onearticle.x/53357"&gt;evidence&lt;/a&gt; that the piracy rate for PC games is that high, and believe me, there are a thousand ways to get my games for free. It happens a lot. And, if that figure holds, that brings the player base for each of my games to 50000. That is a number that can keep me from lying awake at night.&lt;br /&gt;&lt;br /&gt;Of course, a lot of those people could have bought it but decided to pirate it instead. In other words, jerks. Which brings up a good question. Am I satisfied that my life's work went to make a jerk happy? Does that give me Life Value points? Is it a worthwhile thing to bring a jerk pleasure? This is generally the point where I force myself to think about something else.&lt;br /&gt;&lt;br /&gt;But not everyone who steals a game has money. Some of them are legitimately poor. Which brings me to one final point.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Recession Is a Thing That is Happening&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;These days, some people are legitimately poor. Many people, through a mix of poor fiscal choices and ill fortune, are in bad shape. Foreclosed on, or facing foreclosure. Trying to pay down a mountain of credit card debt. Unemployed for a long time. Lacking health insurance. Some people brush this growing population off, saying, "Oh, they brought it on themselves." And sometimes that is true. They made mistakes. Everyone makes mistakes. I make mistakes. It's just that some people are unlucky enough to be savagely punished for their mistakes.&lt;br /&gt;&lt;br /&gt;Someone who is facing long-term unemployment and bankruptcy probably should not pay for my game. And, in that case, if stealing my game gives them a temporary reprieve from their misery (and there's a lot of misery out there right now), I'm cool with that. I'm happy to help. These are my fellow citizens, and I want to help out how I can.&lt;br /&gt;&lt;br /&gt;Now here is what I am NOT saying. If some kid has to actually save his allowance for a few weeks to buy the game, stealing it is instead of paying is not cool. I'm not OK with that. If you can pay, you should pay. But I understand that some people can't. It's reality. As for whether someone can truly pay or not, I have to trust them to be able to tell the difference. It's probably unwise to trust so many strangers so much with my livelihood on the line. But it's not like I have a choice.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;How I Will Now Single-Handedly Solve the Problem of Piracy&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I just have to add one thing, and then I can hopefully go without writing about this ugly topic for a good, long time. The way the economics of the business work right now, if you want good PC games, someone has to pay for them. You can't support a project like Starcraft 2 with ads. The money just isn't there.&lt;br /&gt;&lt;br /&gt;If you like PC games but you usually pirate them, I want you to start actually paying for one game a year. Just one. Please. You should do it because you need to do it to help something you like to continue to exist. Sure, you might find that doing the virtuous thing feels surprisingly good. But, in the end, you should do it for the reason anyone ever really does anything: &lt;span style="font-weight: bold;"&gt;Because it is in your best interests to do so.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;But what game should you pay for? It's tempting to say you should support some small Indie, like me, who is just working hard to support his family. But I don't believe that. The people who made Starcraft 2 have families to. No, buy the game that you feel most deserves to be rewarded. Who gave you the most fun, or carried the industry forward, or that you felt treated you fairly.&lt;br /&gt;&lt;br /&gt;Maybe that game is Starcraft 2. Maybe it's &lt;a href="http://www.avernum.com/avernum6/index.html"&gt;Avernum 6&lt;/a&gt; or &lt;a href="http://www.aveyond.com/"&gt;Aveyond&lt;/a&gt; or &lt;a href="http://basiliskgames.com/eschalon-book-ii"&gt;Eschalon 2&lt;/a&gt; or &lt;a href="http://www.worldofgoo.com/"&gt;World of Goo&lt;/a&gt; or one of a million tiny games. It might even be Assassin's Creed 2. Could happen.&lt;br /&gt;&lt;br /&gt;And, before you post flaming me because Piracy-Is-Always-Good or Always-Bad, remember that all I'm trying to do is pay a little visit to reality-land. And while I do get something out of piracy, all things being equal, it's better to pay for the thing you use. Again, with PC games, you can get cool free stuff, or you can be honorable. You don't get both. Once in a while, be part of the solution.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-5594906674133540100?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/5594906674133540100/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/07/sometimes-its-ok-to-steal-my-games.html#comment-form' title='249 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5594906674133540100'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5594906674133540100'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/07/sometimes-its-ok-to-steal-my-games.html' title='Sometimes It&apos;s OK To Steal My Games'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>249</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-3015889652542034349</id><published>2010-07-22T21:41:00.000-07:00</published><updated>2010-07-22T22:02:26.456-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='travel journal'/><category scheme='http://www.blogger.com/atom/ns#' term='tldr'/><title type='text'>The Ugly American's Guide To Britain, Part 3.</title><content type='html'>&lt;span style="font-style: italic;font-size:85%;" &gt;(One more vacation journal, and then I'll go back to writing about games for a while. When I'm not &lt;a href="http://www.spiderwebsoftware.com/"&gt;making games&lt;/a&gt;, I love to travel foreign lands and write snarky and occasionally helpful journals about what I saw. This is the third article about my recent two-week trip through Britain. Some of the content is a little more adult that what I put on this blog. If you are below sixteen or so, you should go &lt;a href="http://en.wikipedia.org/wiki/Hug"&gt;here&lt;/a&gt;. Anything offensive or misguided should be blamed on the dysfunctional American educational system.)&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;General Notes on Britain, Set the Third&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Despite the island's reputation, we have eaten a lot of really delicious food here. That's not to say there isn't a lot of terrible food here. I'm sure there is, but that's true everywhere. I've eaten a lot of totally crap food in France and Italy.&lt;br /&gt;&lt;br /&gt;But if you keep your eyes open and choose carefully, there is a lot of deliciousness, even in pubs. And it makes sense. Britain has excellent meat (most of it grass-fed), great fruits and vegetables, fantastic &lt;a href="http://www.nealsyarddairy.co.uk/"&gt;cheese&lt;/a&gt;, and really tasty &lt;a href="http://en.wikipedia.org/wiki/Aero_%28chocolate%29"&gt;candy bars&lt;/a&gt;. My advice if looking for good food? Look for a place that brags that its ingredients are "locally sourced." That means that at least its heart is in the right place.&lt;br /&gt;&lt;br /&gt;Also, we have started each days with the legendary, much feared &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_76Sflj9V5c8/TEkhV55jz8I/AAAAAAAAAE4/_FL8-ofwybo/s1600/300px-Full_English_Breakfast.JPG"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 150px;" src="http://2.bp.blogspot.com/_76Sflj9V5c8/TEkhV55jz8I/AAAAAAAAAE4/_FL8-ofwybo/s200/300px-Full_English_Breakfast.JPG" alt="" id="BLOGGER_PHOTO_ID_5496961480385613762" border="0" /&gt;&lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Full_breakfast"&gt;English Breakfasts&lt;/a&gt;. It's pretty much the default tourist chow at any B&amp;amp;B you care to name. It's an egg, a sausage link, a piece of bacon, a roasted tomato, tinned beans, toast, OJ, and the caffeine of your choice. And &lt;a href="http://www.bbc.co.uk/food/black_pudding"&gt;black pudding&lt;/a&gt;, if the place is awesome.&lt;br /&gt;&lt;br /&gt;It sounds scary, but it's really not. Laid out on the plate, it is, by American standards, a pretty modest meal. Hell, I've picked less food than that out of my teeth and belly folds before I go to bed. But it's a jolt of protein and energy that's perfect for powering you through 12 hours of high-octane touristing. The one day I went without it, I was headachy and miserable by the end of the afternoon. So I am addicted.&lt;br /&gt;&lt;br /&gt;Also, speaking of giant jolts of fat. I am very pleased to say that, after vacations being intimidated by the delicate and gazelle-like French, I have to say that the English are of a body build I am ... let's say, &lt;a href="http://www.dailymail.co.uk/health/article-301419/Fat-Britain-Tackling-obesity-epidemic.html"&gt;more familiar with&lt;/a&gt;. As a picked-last-for-sports tubbenheimer from back in the day, I feel very at home here.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Stop 3 - &lt;a href="http://en.wikipedia.org/wiki/York"&gt;York&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_76Sflj9V5c8/TEkhItm9cUI/AAAAAAAAAEw/4F-azs6FQCw/s1600/260px-York_%28Aerial_view%29.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_76Sflj9V5c8/TEkhItm9cUI/AAAAAAAAAEw/4F-azs6FQCw/s200/260px-York_%28Aerial_view%29.jpg" alt="" id="BLOGGER_PHOTO_ID_5496961253748076866" border="0" /&gt;&lt;/a&gt;York is, even by British standards, old. It was a major Roman fort and local capitol. They built big walls around it. Then the Normans took it over and made the walls bigger. Then the English came along and made the walls bigger. Most of those walls are still there, albeit with big holes in them. But I met a Scot who knows a guy who knows a guy who can fix those holes for thirty quid.&lt;br /&gt;&lt;br /&gt;When you're in York, everywhere you go, you can turn and see ancient walls and parapets and &lt;a href="http://en.wikipedia.org/wiki/Arrowslit"&gt;arrowslits&lt;/a&gt; and &lt;a href="http://en.wikipedia.org/wiki/Murder-hole"&gt;murder holes&lt;/a&gt;. So, for a Dungeons &amp;amp; Dragons goober like me from back in the day, being there was like a 36 hour orgasm.&lt;br /&gt;&lt;br /&gt;York is very generously laid out for the sore-footed tourist, as just about everything an outsider would want to see is inside the city walls, in one small, easily traversed clump. There is the expected street after street of gorgeous old architecture. Wood buildings that somehow survived from the middle ages. Rows of Victorian townhouses. A working portcullis by the east gate. (Squeee!)&lt;br /&gt;&lt;br /&gt;Visiting towns like this, it's easy to imagine that all of the British live like this, in gorgeous, architecturally interesting five story houses. They don't. Actually, a huge chunk of them live in cruddy flats, like we do, sitting on the couch, watching boobies on the lookybox (again, the British word for a "telly") and eating pie.&lt;br /&gt;&lt;br /&gt;But then again, looking out the window of the train, I have seen countless developments of row after row of brick houses with heavy tile roofs, each of them built like a brick shithouse, if that brick shithouse was then expanded into a full house. Even their suburbs have great age-envy. Their 20th century houses haven't been around for 500 years, but they look pretty good for lasting the next 500.&lt;br /&gt;&lt;br /&gt;Anyway. York. Like Bath, much of the fun was just walking around and gawking. Seeing a six hundred year old building slumping lazily toward the street is always amusing. But the two name-attractions for us were York Minster and the Castle Museum.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.yorkminster.org/"&gt;York Minster&lt;/a&gt; is a gothic cathedral, the largest of its kind in northern Europe. Apparently, there are people out there who get super-excited about cathedrals, but I'm not an aficionado.&lt;br /&gt;&lt;br /&gt;York Minster was started in the 13th century and only finished 250 years later (isn't that just like contractors?), full of cool art and medieval stained glass. It's also full of history. For example, it's where Edward the First ("Longshanks" to you, because nicknames were awesome back then) convened parliament to figure out how to kill &lt;a href="http://www.imdb.com/title/tt0112573/"&gt;Mel Gibson&lt;/a&gt; before he could impregnate his daughter, or something. I don't know. All the kings and wars and sieges are starting to get a little bit tangled for me. At this point, whenever a tour guide shows me a wall or alley or something, I just say, "Did dudes get killed here?" and he's, like, "Totally!", and I nod and take a picture and we move on. There's a gorgeous shard of ruined abbey wall sticking out of the ground, from when Henry the 18th destroyed it to save Catholocism from the Huns, or something. I'm sure that's what my guide said, but I think the English breakfasts are giving me ham-hallucinations.&lt;br /&gt;&lt;br /&gt;If you're going to England, you should know that at no point in the last thousand years has a week gone by without a civil war or beheaded queen or pope-stabbing or Celtic insurrection. Do not, under any circumstances, try to keep any of it straight. If you try to figure out the difference between Henry the Third and Richard the Twelfth and Edward the Umpty-Tumpth, you will go mad, and anyway all that intrigue was made up to sound good for the tourists. &lt;a href="http://www.amazon.co.uk/Avoid-being-Queen-Scots-Danger/dp/1905638809"&gt;Mary, Queen of Scots&lt;/a&gt; actually has as much historical reality as the Loch Ness Monster. In reality, from 1000 AD to 1900 AD, Britain was ruled in constant peace and tranquility by a secret circle of &lt;a href="http://www.elf-magic.com/"&gt;elves&lt;/a&gt;. So, now that you know that, you can let all the stabbings and dethronings wash over you without letting them worry you too much.&lt;br /&gt;&lt;br /&gt;Anyway. York Minster. Almost every day, they have a free Evensong service (a lot of cathedrals do this, by the way), where you can sit in the grandeur and listen to a gorgeous sung service. Now, it's officially church, so you have to be respectful and stand and sit when they tell you to and pretend to pray, but it's very cool and it'll make you feel in touch with the centuries of violent crazy people that came before you, and I highly recommend it.&lt;br /&gt;&lt;br /&gt;Oh, and it's free. They don't charge admission for church, which kind of makes sense.&lt;br /&gt;&lt;br /&gt;The other stop we truly enjoyed was the &lt;a href="http://www.yorkcastlemuseum.org.uk/"&gt;Castle Museum&lt;/a&gt;. It's in a castle, not about castles. It is a museum dedicated to displaying every detail of life in Victorian and 20th century times. There are displays about housework, and mourning, and the home front in WW2, and the sixties, and so on, complete with antiques and highly detailed recreations of rooms from the times. This sort of thing can be horrible, but the place was completely fascinating.&lt;br /&gt;&lt;br /&gt;I also found it very helpful. Most of my fun comes from sitting around and listening to adorable accents. After listening to adults for a while, I felt that listening to small children talking in their cheery little pip pip tally-ho voices would be the living end. So I considered hanging out outside a school when it lets out, but then it occured to me that any plan that begins with "Hang out near the school when it lets out" might be ill-considered.&lt;br /&gt;&lt;br /&gt;But the Castle Museum was full of flocks of British schoolchildren, walking in lines in their uniforms and being educated and bored. It was adorable. So that was covered.&lt;br /&gt;&lt;br /&gt;One of the big reliefs on the trip has been that, even in very touristy cities, unless you are actually in a museum or other attraction, the vast majority of the people on the street are locals. People live here! I went to a great deal of effort and expense to go somewhere and be a foreigner. I see Americans' fat, slack-jawed faces all the time, thank you very much. When I travel, I want to see the dull, pallid faces of unappealing strangers from all around the globe.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fun British Fact #3&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The U.K. currently has a huge problem with alcoholism. This is an actual &lt;a href="http://www.nytimes.com/2004/07/22/world/british-worry-that-drinking-has-gotten-out-of-hand.html"&gt;true fact&lt;/a&gt;. However, this does have the happy side-effect that the &lt;a href="http://www.thestagandhencompany.co.uk/"&gt;drunken idiots&lt;/a&gt; who paraded shouting past your hotel room at 3 in the morning were probably locals, not ugly Americans. So don't be ashamed!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-3015889652542034349?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/3015889652542034349/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/07/ugly-americans-guide-to-britain-part-3.html#comment-form' title='22 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3015889652542034349'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3015889652542034349'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/07/ugly-americans-guide-to-britain-part-3.html' title='The Ugly American&apos;s Guide To Britain, Part 3.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_76Sflj9V5c8/TEkhV55jz8I/AAAAAAAAAE4/_FL8-ofwybo/s72-c/300px-Full_English_Breakfast.JPG' height='72' width='72'/><thr:total>22</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-9222037917884006323</id><published>2010-07-14T09:36:00.000-07:00</published><updated>2010-07-14T16:23:40.872-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='travel journal'/><category scheme='http://www.blogger.com/atom/ns#' term='tldr'/><title type='text'>The Ugly American's Guide To Britain, Part 2.</title><content type='html'>&lt;span style="font-style: italic;font-size:85%;"&gt;(When I'm not &lt;a href="http://www.spiderwebsoftware.com/"&gt;writing games&lt;/a&gt;, I love to travel foreign lands and write snarky and occasionally helpful journals about what I saw. This is the second of five articles about my recent two-week trip through Britain. Some of the content is a little more adult that what I put on this blog. If you are below sixteen or so, you should go &lt;a href="http://www.youtube.com/watch?v=h5MuPzjdKCE"&gt;here&lt;/a&gt;. Anything offensive should be blamed on a hormonal imbalance caused by too much haggis.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;General Notes on Britain, Set the Second&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;People in Britain have an accent. And, by that, I mean that they have about 400 accents. While watching the telly (or, as they call it, the "Looky Box"), I saw a comedian do a bit about how everything sounds more reassuring in a &lt;a href="http://en.wikipedia.org/wiki/Manchester_dialect"&gt;Manchester accent&lt;/a&gt;. So there is a Manchester accent, and that means something. Societies that develop on islands can get a little bit odd.&lt;br /&gt;&lt;br /&gt;Still, just listening to people talk is one of the funnest things about coming here. I simply can't get tired of it. My main attraction is going to a pub (which is not difficult, as every building is a pub) and listening. I also try to talk to people, but I have to be careful and not say any of my opinions about the ridiculousness of soccer or how cute it is that they have, get this, a queen. Otherwise I might say the wrong thing, and someone might hear me and be feeling all drinky-punchy, and I'll hear someone behind me shout, "Oi!" Which is British for, "Pardon me, but I am about to give your ass a truly extensive kicking."&lt;br /&gt;&lt;br /&gt;The language on this island is an intriguing dialect of English. They have lots of funny words for things. For example, the primary currency is the "pound", but they will often refer to it as a "squid." A sample conversation might go: "Can you give me change for this squid?" "Sure, luv. Here are one &lt;a href="http://en.wikipedia.org/wiki/Guinea_%28British_coin%29"&gt;guinea&lt;/a&gt;, three &lt;a href="http://en.wikipedia.org/wiki/Farthing_%28British_coin%29"&gt;farthings&lt;/a&gt;, two &lt;a href="http://en.wikipedia.org/wiki/Shilling"&gt;bob&lt;/a&gt;, a &lt;a href="http://en.wikipedia.org/wiki/British_crown_coin"&gt;crown&lt;/a&gt;, six ha'pennies, a half crown, a mega-crown, a mecha crown, and a pennywhistle." "That's not enough! There should be another farthing. You have cheated me, m'lord." "Oi!" "(Sound of face being punched.)"&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_76Sflj9V5c8/TD3qwWflKsI/AAAAAAAAAEY/jcUYoceUfB4/s1600/stupid_signs_soccer1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 158px; height: 200px;" src="http://2.bp.blogspot.com/_76Sflj9V5c8/TD3qwWflKsI/AAAAAAAAAEY/jcUYoceUfB4/s200/stupid_signs_soccer1.jpg" alt="" id="BLOGGER_PHOTO_ID_5493805236854532802" border="0" /&gt;&lt;/a&gt;Also, the British, like most of the rest of the world, love a sport called soccer. I got to watch them watch a World Cup match where their team fought Algeria to a scorching, hard-fought 0-0 tie.&lt;br /&gt;&lt;br /&gt;I know. I know. While I'm there, I'm supposed to call it "Football." But, if you live in the U.S. and are &lt;span style="font-weight: bold;"&gt;in&lt;/span&gt; the U.S., calling soccer "football" is truly affected.&lt;br /&gt;&lt;br /&gt;Also, football sounds like it should be the name of a cool, kick-ass, exciting sport. Any sport where a 0-0 outcome is not only plausible but, in fact, common isn't sweet enough to have an awesome name like Football. Soccer isn't even cool enough to be called Soccer. I think it should have a more appropriate name, like "Fancy-pants grass-prancing."&lt;br /&gt;&lt;br /&gt;I also got to be there when Germany beat England &lt;a href="http://news.bbc.co.uk/sport2/hi/football/world_cup_2010/matches/match_51/default.stm"&gt;4-1&lt;/a&gt; in what was, based on the media reaction, the worst thing to ever happen to anyone anywhere. Apparently, England scored an unquestionable goal that would have tied up the game, but it was disallowed because the referee wasn't close enough to get a good look at it and there is no goal referee and no instant replay review. Hey, just because it's the most popular sport in the world doesn't mean they should drop a few extra bucks to actually get the thing officiated properly. After a couple weeks of exposure both to the alleged entertainment of World Cup soccer and to the people who love it, I've come to the conclusion that I could like soccer, except that I don't hate myself enough.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Stop 2 - Edinburgh&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Before I star&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_76Sflj9V5c8/TD3ri6Tgf-I/AAAAAAAAAEg/VlE_2qdQxsY/s1600/220px-Arthurs_seat_edinburgh.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 150px;" src="http://3.bp.blogspot.com/_76Sflj9V5c8/TD3ri6Tgf-I/AAAAAAAAAEg/VlE_2qdQxsY/s200/220px-Arthurs_seat_edinburgh.jpg" alt="" id="BLOGGER_PHOTO_ID_5493806105461030882" border="0" /&gt;&lt;/a&gt;t, I have to send a quick message out to the Scottish people.&lt;br /&gt;&lt;br /&gt;I can't understand a goddamn word any of you are saying.&lt;br /&gt;&lt;br /&gt;This is not to be taken as a criticism. I love ya', baby. Don't ever change. I am instead saying it as a way of fostering greater understanding between our peoples. I would only point out that the Scottish crime thriller &lt;a href="http://en.wikipedia.org/wiki/Sweet_Sixteen_%282002_film%29"&gt;Sweet Sixteen&lt;/a&gt;, which came out in 2002, had to have subtitles, and it was entirely in English.&lt;br /&gt;&lt;br /&gt;I may be exaggerating here slightly. Most of the time, I could kind of understand what Scottish people were saying. But there is something about that accent that just lends itself to being dialed &lt;a href="http://www.youtube.com/watch?v=ll7rWiY5obI"&gt;up to 11&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;But I still completely love listening to it. I could listen to Scottish people talk all day, and since all of them that I met seemed inclined to talk all day, we were a good fit. For example, when my wife and I were sitting in the park, a crazy old woman just in from her tiny village in western Scotland, sat down next to us and started telling us all of her racist terrorism conspiracy theories, I just sat, back, relaxed, and let her brogue wash over me. Sure, her thick accent made it impossible for me to tell exactly what she was saying about the Jews. (My guess? Not a fan.) But it was still lovely until she started explaining how Barack Obama was a secret Muslim terrorist. Then we lied about our urgent dinner reservations and ran off. Sorry, crazy Scottish lady. We get enough of that particular shit at home.&lt;br /&gt;&lt;br /&gt;Also, I have pretty much fallen in love with Scottish women. Bear in mind I am only writing based on my own personal observations, but they are all completely punk and scary and thoroughly tattoed and hot and ready to cut you at a moment's notice. I'm not saying I want to be 20 and single again but, if in some horrible Twilight Zone future I was, I would save up my pennies and hop a flight to Edinburgh. Then, in a bar somewhere, I'd catch the eye of some pierced lass and we'd talk and I'd swoon and the next three days would be a blur and I'd wake up in a bathtub full of ice with a broken heart and no kidneys.&lt;br /&gt;&lt;br /&gt;Yes, the northern half of this island is pretty scrappy. Their women all look ready to get to it and breed the next generation of Scottish warriors. And yet, Scotland's birth rate is very low. Perhaps, inspired by the arachnid, they eat the livers of those they love in moments of unguarded coital enthusiasm. The theory sounds crazy until you see these women. They're pretty awesome.&lt;br /&gt;&lt;br /&gt;And believe me, the Scottish don't mess about. &lt;a href="http://www.edinburghcastle.gov.uk/"&gt;Edinburgh Castle&lt;/a&gt; isn't just some frou frou toy castle where nobles ponce about at each other. That's one of those ancient occasionally-razed-to-the-ground spires where the shit gets real for real. And the &lt;a href="http://www.nms.ac.uk/our_museums/national_museum.aspx"&gt;National Museum of Scotland&lt;/a&gt; is a glorious and unapologetic monument to all things Scottish. Not just Roman artifacts but plants and stuffed animals and the curling stone they used to win a gold medal but also plenty of swords and thumbscrews and &lt;a href="http://www.nms.ac.uk/our_collections/collection_highlights/the_maiden.aspx"&gt;The Maiden&lt;/a&gt;, a big alarming pre-guillotine contraption used to behead people for several productive centuries. See, if you're going to build a big shiny expensive history museum, by God it's going to be full of the remains of Pictish human sacrifice and machinery used to kill hundreds of dudes. Scotland is a serious place.&lt;br /&gt;&lt;br /&gt;Fortunately, I passed three days without referring to anyone as English. The Scots and the English have a ... complicated relationship. I'll put it this way. One display in the National Musuem mentions that Scotland's largest immigrant group is the English. Think about that one. Look at it this way. When someone moves from California to Seattle, they're not considered an&lt;br /&gt;immigrant.&lt;br /&gt;&lt;br /&gt;(I might want to call them that, but that doesn't make it true.)&lt;br /&gt;&lt;br /&gt;The guy who ran our B&amp;amp;B was a loud, boisterous, opinionated Scotsman straight out of central casting. We were the only people staying there, so, based on the odor in the hallway, our innkeeper divided his time evenly between looking after us and smoking joints the size of my forearm.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_76Sflj9V5c8/TD3sNVNqoEI/AAAAAAAAAEo/eyqDj3VXv5I/s1600/haggis.png"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 180px;" src="http://3.bp.blogspot.com/_76Sflj9V5c8/TD3sNVNqoEI/AAAAAAAAAEo/eyqDj3VXv5I/s200/haggis.png" alt="" id="BLOGGER_PHOTO_ID_5493806834238791746" border="0" /&gt;&lt;/a&gt;Scotland's primary scary local delicacy is, of course, haggis. Based on what I could tell from those I talk to, it does get eaten. Not a lot, and often with other things (chicken stuffed with haggis is a common dish). I mean, they're not dumb, and they know Pizza Hut exists, so they aren't eating it every day. But it does get eaten, and the canned haggis I saw in the supermarket proudly proclaims that it is 45% lung.&lt;br /&gt;&lt;br /&gt;We ate at one truly superb modern fine &lt;a href="http://www.wedgewoodtherestaurant.co.uk/"&gt;British cuisine type restaurant&lt;/a&gt;, where I had Scottish venison with venison haggis. I asked our loyely young waitress what parts they use in the haggis. She looked at me like I'd just asked her what the color blue smells like. "So what is in the haggis?" "It's ... haggis." "I mean, what organs go into the haggis?" "It contains haggis." She then braced herself for me to ask what the ingredients of the salt were. I guess, when you mince all of an animal's internal organs and boil them in spices for long enough, they are transmuted into a new, indivisible base element.&lt;br /&gt;&lt;br /&gt;(And, in case you were wondering, haggis tastes like boiled, heavily spiced meat with that unmistakable tinge of organ meat flavor. Whether you would like it depends entirely on your opinion of organ meat. But, considering that they have no shortage of McDonalds, their willingness to tolerate lung meat in any form should be taken as an inspiration to us all.)&lt;br /&gt;&lt;br /&gt;Also, you can walk into any pub and get a shot of 16 year aged single cask &lt;a href="http://en.wikipedia.org/wiki/Lagavulin_Single_Malt"&gt;whiskey&lt;/a&gt; that will blow your face off with its awesome for four bucks. That alone would be enough to make me completely fall in love with this city.&lt;br /&gt;&lt;br /&gt;It's gorgeous and the food is good and the people-watching is great and the accents are gorgeous. Pretty much took dynamite to blow me out of that place. But I had to go back to England, the only place on this island where you can say anything nice about England without getting beaten up.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fun British Fact #2&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The British words for 'crisis' and 'opportunity' are the same. And that word is "cripeitunity."&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-9222037917884006323?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/9222037917884006323/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/07/ugly-americans-guide-to-britain-part-2.html#comment-form' title='28 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/9222037917884006323'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/9222037917884006323'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/07/ugly-americans-guide-to-britain-part-2.html' title='The Ugly American&apos;s Guide To Britain, Part 2.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_76Sflj9V5c8/TD3qwWflKsI/AAAAAAAAAEY/jcUYoceUfB4/s72-c/stupid_signs_soccer1.jpg' height='72' width='72'/><thr:total>28</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-8377559912980198537</id><published>2010-07-07T19:50:00.000-07:00</published><updated>2010-07-07T20:03:53.850-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='travel journal'/><category scheme='http://www.blogger.com/atom/ns#' term='tldr'/><title type='text'>The Ugly American's Guide To Britain, Part 1.</title><content type='html'>&lt;span style="font-style: italic;font-size:85%;" &gt;(When I'm not &lt;a href="http://www.spiderwebsoftware.com/"&gt;writing games&lt;/a&gt;, I love to travel foreign lands and write snarky and occasionally helpful journals about what I saw. This is one of six articles about my recent two-week trip through Britain. Some of the content is a little more adult that what I put on this blog. If you are below sixteen or so, you should go &lt;a href="http://www.youtube.com/watch?v=lfMKkO5ZSFY"&gt;here&lt;/a&gt;. Anything offensive should be blamed on jet lag hallucinations.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;In June, my wife and I went to the United Kingdom for a two week vacation. We did not take our two young daughters with us as we wanted to, you know, have fun.&lt;br /&gt;&lt;br /&gt;Whenever we tell people we meet on the road that we left our two girls at home, we get a funny look, a mix of sympathy and harsh judgment. How, they wonder, could anyone leave adorable little moppets at home, when they could be here, costing lots of money and keeping us from ever focusing on anything for one minute without squealing, "We're bored!" in perfect unison. It is a mystery. But I digress.&lt;br /&gt;&lt;br /&gt;Though we have visited many foreign lands, going to Britain is a unique pleasure for two reasons. First, my wife and I were exposed to &lt;a href="http://www.youtube.com/watch?v=teMlv3ripSM"&gt;Monty Python&lt;/a&gt; and Doctor Who at an impressionable age and are thus lifelong anglophiles. And, second, Britain has not, for the most part, subscribed to the irritating and pernicious affectation of speaking languages other than English.&lt;br /&gt;&lt;br /&gt;We are writing these journals as a way of sharing our experiences, to teach the reader something about this mysterious and exotic land. And, of course, to make fun of it.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;General N&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;otes on Britain, Set the First&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;First off, we're going to Britain. Or the U.K. It is not a vacation in England. That is because we are also going to Scotland, and the Scots can get rather tetchy when you refer to them as English. And then they will punch you, because they are drunk.&lt;br /&gt;&lt;br /&gt;We are traveling using the &lt;a href="http://www.ricksteves.com/"&gt;Rick Steves&lt;/a&gt; philosophy, as described in his Europe Through the Backdoor series. According to him, we are supposed to strive to have a "backdoor experience" when we travel, where you meet with the locals and bond with them and understand their ways. I don't know why I'm going along with this, as I do not, in fact, like people. I think it's because, try as I might, I just can't stop giggling whenever he says, "backdoor experience."&lt;br /&gt;&lt;br /&gt;Heh. Backdoor experience.&lt;br /&gt;&lt;br /&gt;Anyway. Britain. They drive on the left side of the road there. This scares many tourists into not renting a car, even though the really scary part of this isn't the driving. It is the walking. Already, several times, I have, in my practiced city way, reached a street, looked to the left, saw no cars, stepped into the street, and thought, "Oh. I could have just been killed." Both driving and walking are insanely dangerous. Just hide in your B&amp;amp;B and try to digest your pork-laden &lt;a href="http://en.wikipedia.org/wiki/Full_breakfast#Full_English_breakfast"&gt;British breakfast&lt;/a&gt;. It's for the best.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Stop 1 - &lt;a href="http://en.wikipedia.org/wiki/Bath,_Somerset"&gt;Bath&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Pronounced "Bahth."&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_76Sflj9V5c8/TDU_ZwG-6TI/AAAAAAAAAEQ/adreJrYUHcU/s1600/240px-Royal.crescent.aerial.bath.arp.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 152px;" src="http://1.bp.blogspot.com/_76Sflj9V5c8/TDU_ZwG-6TI/AAAAAAAAAEQ/adreJrYUHcU/s200/240px-Royal.crescent.aerial.bath.arp.jpg" alt="" id="BLOGGER_PHOTO_ID_5491365032291658034" border="0" /&gt;&lt;/a&gt;Bath was, in Roman days, a religious and leisure center, and Romans came from miles around to bathe in natural springs there. They went to take baths. Thus, Bath. A literal-minded people, the British are.&lt;br /&gt;&lt;br /&gt;Then, in the 1700s, it became the fashionable place to be, and kings and lords, mistresses in tow, came to wear fashionable clothes and take the waters and prance and gad about. About this time, many gorgeous buildings, houses and shops and whatnot, were built. Time went on, but the buildings remain, because if you live in one of the pretty tourist-friendly buildings, you can't change anything inside or outside without official permission.&lt;br /&gt;&lt;br /&gt;It's a gorgeous city, really lovely and fun to walk through. And Bath is determined to keep everything beautiful so that five hundred years from now, humans (or radioactive cockroaches) will be able to come here and feast their eyes (or chitonous sense-appendages) upon their beauty. It's a huge tourist destination, and, like Venice, it's lousy with tourists all the time.&lt;br /&gt;&lt;br /&gt;The people of Bath seemed to have a real pride in their city and a desire to show it off, which I found really charming. Apart from the ruins of the Roman baths, the main tourist attraction is the free two hour walking tour, where the city gets explained and shown off by an elite cadre of local volunteers. They walk you around, explain the architecture, and get hilariously angry over some plate glass windows that got installed in the 1860s, or a few oak trees that got planted well over two centuries ago.&lt;br /&gt;&lt;br /&gt;It's really not like the US, where a 30 year roof is considered a serious investment. Everything there, even new stuff, is built out of huge blocks of stone in the 1700s style, and made to last, like, forever. When I asked the guide about it, he got a little defensive, as if he thought the Yank was going to pick an argument about it, but I totally wasn't. All of the buildings there are held in trust by the residents, and they want the citizens of Bath centuries from now to be able to have the same lovely town/tourist destination. You may buy a house, but you're only borrowing it from posterity. It'll be here long after you're gone. If you paint your 18th century townhouse purple, you aren't just being an idiot now. You're screwing the tourist trade for centuries to come.&lt;br /&gt;&lt;br /&gt;But I can't work my head around your town being this eternal thing. When you move in, you're just the next tenant in a long line, and you'll be there in that stone shell until you die and they scrape you out and someone else gets slotted in, and so on forever. Having grown up in a disposable world, it's a really fascinating thing to see, but a place where every single window and fence is older than my entire country is very unnerving.&lt;br /&gt;&lt;br /&gt;&lt;a style="font-weight: bold;" href="http://www.youtube.com/watch?v=Xlf5ucFanpY"&gt;Stonehenge&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Several companies offer day or half-day bus trips from Bath to nearby sights. We took one to Stonehenge, because you have to. We dutifully got the audio tour and walked around the big mossy rocks and got sunburnt and there were sheep everywhere and it was very nice.&lt;br /&gt;&lt;br /&gt;Nobody knows why Stonehenge was built, but the audio tour helpfully gave a full selection of theories. One of them was, I swear to god, that Satan built it because Merlin asked him to. I feel that even bringing up this nonsense was a violation of the sacred trust between an audio guide and my ear. Look, I don't want to come across as Mr. 21st Century Super-Rational Know-It-All, but, while I don't know who built Stonehenge, I am reasonably confident that it wasn't Satan.&lt;br /&gt;&lt;br /&gt;Also, the bus tour showed us many houses that still have actual thatched roofs. This is taking the history preservation thing way too far. Once the roofing material of choice for the seriously poor, thatched roofs are now insanely expensive to maintain. And yet, they do. So pillory me for having a closed mind, but I going to draw the line here at living under a shelter of black, rotting, delightfully flammable straw.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_76Sflj9V5c8/TDU-4XSmm-I/AAAAAAAAAEI/oclOKcWnlUo/s1600/220px-Harry_Potter_House_Lacock.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 151px;" src="http://3.bp.blogspot.com/_76Sflj9V5c8/TDU-4XSmm-I/AAAAAAAAAEI/oclOKcWnlUo/s200/220px-Harry_Potter_House_Lacock.jpg" alt="" id="BLOGGER_PHOTO_ID_5491364458693827554" border="0" /&gt;&lt;/a&gt;Our bus tour also went to a small village called &lt;a href="http://en.wikipedia.org/wiki/Lacock"&gt;Lacock&lt;/a&gt;, which is being preserved in as close to its original, charming, medieval appearance as possible. They can't have satellite dishes, but the houses all have cable, so they don't have to live like animals. It's very scenic, and lots of TV and movies get filmed there. There's a million old buildings on the isle of Britain, but very few of them ever got to be Harry Potter's house.&lt;br /&gt;&lt;br /&gt;I should have appreciated the village more, but I was too busy giggling, in my unendingly juvenile way, over the pronunciation of the town's name. It's Lay-Cock. Heh. Anyway, the town is very pretty, and you should drive there. It's on the A350, between Ballmouth and Oralshire.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fun Britain Fact #1&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The British are completely addicted to tea, but they don't call it tea. They call it "skag." Just say, "I am really desperate for some skag," and everyone will nod knowingly.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-8377559912980198537?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/8377559912980198537/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/07/ugly-americans-guide-to-britain-part-1.html#comment-form' title='32 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8377559912980198537'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8377559912980198537'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/07/ugly-americans-guide-to-britain-part-1.html' title='The Ugly American&apos;s Guide To Britain, Part 1.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_76Sflj9V5c8/TDU_ZwG-6TI/AAAAAAAAAEQ/adreJrYUHcU/s72-c/240px-Royal.crescent.aerial.bath.arp.jpg' height='72' width='72'/><thr:total>32</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-8368054800864303247</id><published>2010-06-14T16:45:00.000-07:00</published><updated>2010-06-14T16:47:09.526-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='bees'/><category scheme='http://www.blogger.com/atom/ns#' term='nerdjoy'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><title type='text'>Quick Late Review: Bioshock 2</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: Helvetica; font-size: medium; "&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, serif; font-size: 16px; font-style: italic; "&gt;(I'm going away on vacation, so I wanted to dump everything in my brain while it's still there. I have to stop &lt;a href="http://www.spiderwebsoftware.com/"&gt;writing games&lt;/a&gt; sometimes. Working on &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon&lt;/a&gt; is making my brain melt.)&lt;/span&gt;&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:Helvetica, serif;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Helvetica; font-size: medium; "&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, serif; font-size: 16px; font-style: italic; "&gt;&lt;/span&gt;Looking at video games from an artistic viewpoint, Bioshock 2 might be the most unnecessary game ever made. Bioshock was an incredibly satisfying self-contained experience, and there's just no way to have a sequel make sense. How long can a city at the bottom of the ocean be run exclusively by insane, drug-addicted zombies before a poorly maintained pipe breaks and the whole place floods?&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;And yet, I can totally understand why Bioshock 2 exists. Someone said, "Hey! There's a really cool shooter at the core of Bioshock, and people would probably like to play more of it. Also, we like money."&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;So my review of Bioshock 2 is this: You can get the magical ability to make swarms of bees, and they fly around killing your enemies, and when they kill someone the body is infected with bees, and when a different enemy gets close to the corpse it explodes and makes &lt;i&gt;more bees&lt;/i&gt;.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;i&gt;How can you not want to play that game?&lt;/i&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Also, early on, you can get the ability to freeze the enemy you're fighting. Once you have it, all boss fights become completely trivial for the rest of the game. Once, when I was younger, I would have seen this as a flaw. Now I am old and slow and I think games just get too darn hard, so the ability to instantly freeze and obliterate everyone is awesome. In my fantasy world, I don't want to be a loser who is incapable of ever succeeding.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-8368054800864303247?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/8368054800864303247/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/06/quick-late-review-bioshock-2.html#comment-form' title='25 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8368054800864303247'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8368054800864303247'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/06/quick-late-review-bioshock-2.html' title='Quick Late Review: Bioshock 2'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>25</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-1921699709244307892</id><published>2010-06-12T15:43:00.000-07:00</published><updated>2010-06-12T15:48:48.091-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='bioware'/><category scheme='http://www.blogger.com/atom/ns#' term='ranting'/><category scheme='http://www.blogger.com/atom/ns#' term='review'/><title type='text'>Quick Late Review: Mass Effect 2.</title><content type='html'>&lt;span style="font-style: italic;"&gt;(I'm going away on vacation, so I wanted to dump everything in my brain while it's still there. I have to stop &lt;a href="http://www.spiderwebsoftware.com/"&gt;writing games&lt;/a&gt; sometimes. Working on &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon&lt;/a&gt; is making my brain melt.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I played Mass Effect 2, of course. Bioware. Have to play. And I really, really liked Mass Effect, warts and all.&lt;br /&gt;&lt;br /&gt;Mass Effect 2 is a lot of fun. The new action-based combat model is simple and fast-paced, so the action, while a little repetitive, is always fun. And the game conclusively shows that there is no problem that can't be solved by going from one end of a corridor full of crates to the other. The player characters are a little dull for a Bioware game, but they're fine. (Morden and Garrus are cool.) I suspect that there's just too many of them, so the interestingness got spread a little thin. I missed &lt;a href="http://dragonage.wikia.com/wiki/Morrigan"&gt;Morrigan&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;But, as much as I enjoyed it, there was one thing that really bugged me. Bioware has said that Mass Effect 3 will be a &lt;a href="http://www.escapistmagazine.com/news/view/101058-Mass-Effect-3-Will-Bring-Back-the-Fun-and-Lightness"&gt;bit lighter&lt;/a&gt; in the subject matter, and thank God.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_76Sflj9V5c8/TBQON4ARccI/AAAAAAAAAEA/0BWHZhw_Xik/s1600/subject-zero-mass-effect-2-screenshot-character.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 178px; height: 200px;" src="http://3.bp.blogspot.com/_76Sflj9V5c8/TBQON4ARccI/AAAAAAAAAEA/0BWHZhw_Xik/s200/subject-zero-mass-effect-2-screenshot-character.jpg" alt="" id="BLOGGER_PHOTO_ID_5482022277951353282" border="0" /&gt;&lt;/a&gt;So there's a woman in your party named Subject Zero. She is harsh and obnoxious and crazy and I wished I could throw her out of the airlock while covered in hurting fire. Like all of the other allies, there's an quest you can do to win her loyalty.&lt;br /&gt;&lt;br /&gt;So I accept it, and we go to this abandoned research base. It turns out, Subject Zero was, while a child, subjected to horrible experiments to give her psychic powers. You learn, in blucky detail, how many other children were taken there and killed in other experiments that seem deliberately reminiscent of the work of &lt;a href="http://en.wikipedia.org/wiki/Nazi_human_experimentation"&gt;Josef Mengele&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;You also learn that this base was built by Cerberus, a pro-human organization that you work for.&lt;br /&gt;&lt;br /&gt;You do learn, for what it's worth, that after Cerberus built the base they went a little rogue before all of the child-murdering started. As if that makes it better. Which, no. When you find out that your bosses helped start the Holocaust, it doesn't matter if they're a little bugged by what happened later. It's still, you know, bad.&lt;br /&gt;&lt;br /&gt;I had a lot of fun playing the game. The zappy zappy was good. But that quest really put a bad taste in my mouth for the rest of the game, and this isn't like God of War, where the story is only a vague backdrop for the hacking. Bioware is known for story, and they took a seriously wrong step here. If you want to cover this sort of material, fine. But treat it with respect, don't just make it a little side quest meant to make things all edgy, and certainly don't expect the player to continue to support the organization that created the horrors in the first place. As someone who sometimes takes games seriously as an art form, it's embarrassing.&lt;br /&gt;&lt;br /&gt;Also, if you are forced to have these yahoos on your ship, "helping you", asking for favors, and bugging you with their issues, you should always have the option of feeding them into the mass-energy reactor. Hey, your ship has to be fueled somehow.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;(And hey, Bioware, still love you, right? Let's not let this little tiff interfere with our deep and lasting relationship, OK?)&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-1921699709244307892?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/1921699709244307892/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/06/quick-late-review-mass-effect-2.html#comment-form' title='30 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1921699709244307892'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/1921699709244307892'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/06/quick-late-review-mass-effect-2.html' title='Quick Late Review: Mass Effect 2.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_76Sflj9V5c8/TBQON4ARccI/AAAAAAAAAEA/0BWHZhw_Xik/s72-c/subject-zero-mass-effect-2-screenshot-character.jpg' height='72' width='72'/><thr:total>30</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-4844659909140991547</id><published>2010-06-03T11:46:00.000-07:00</published><updated>2010-06-03T11:50:53.477-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='rpgs'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='developer diary'/><title type='text'>Avadon Developer Diary #1 - Where Ideas Come From.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 101px;" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" alt="" border="0" /&gt;&lt;/a&gt;Last week, after six months of hard work, we were finally able to announce &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt; to the world. Avadon is our next, all-new, Indie fantasy role-playing game. And, hopefully, trilogy. We're really excited about it. It's the first time in quite a while that we're doing something really new, and these monthly development diaries will say a bit about the new series and the ups and downs of making it.&lt;br /&gt;&lt;br /&gt;So, for the first post, I wanted to write about where the idea came from. I am often asked where I get my ideas. So, if you ever wondered, here is one answer.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The First Idea&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;About three years ago, I saw that the Avernum and Geneforge series were drawing to a close, and I needed to come up with something new. This was, of course, both exciting and terrifying. Coming up with an idea that will determine the course of years of your life (and possibly put you out of business) is a stressful process.&lt;br /&gt;&lt;br /&gt;About this time, my wife and I went to see a Hungarian one-act opera called &lt;a href="http://en.wikipedia.org/wiki/Bluebeard%27s_Castle"&gt;Bluebeard's Castle&lt;/a&gt;. I am normally not a fan of opera. Exactly the opposite, in fact. But some friends had cheap tickets, and we had babysitting, so, you know, whatever.&lt;br /&gt;&lt;br /&gt;And what was it like? Well, I will quote Wikipedia.&lt;br /&gt;&lt;br /&gt;&lt;blockquote style="font-style: italic;"&gt;"The basic plot is loosely based on the folk tale of Bluebeard, but is given a heavily psychological reworking—some would say psychoanalytic or psychosexual"&lt;/blockquote&gt;&lt;br /&gt;So you know it was a totally fun time. As far as I'm concerned, an evening out is a failure if it doesn't involve the word "psychosexual."&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_76Sflj9V5c8/TAf5DccJZgI/AAAAAAAAAD4/Ru397-Xe7Yw/s1600/474px-Barbebleue.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 158px; height: 200px;" src="http://4.bp.blogspot.com/_76Sflj9V5c8/TAf5DccJZgI/AAAAAAAAAD4/Ru397-Xe7Yw/s200/474px-Barbebleue.jpg" alt="" id="BLOGGER_PHOTO_ID_5478621309288670722" border="0" /&gt;&lt;/a&gt;Anyway. The opera is about Bluebeard, this incredibly scary guy who lives in this huge, dark castle. He brings home his new, young, pretty wife and is showing her around. His castle has seven doors, and he unlocks and opens them for her one after the other. Each door looks out onto some cool room or vista. Some open onto treasures. Others onto subterranean realms. Or far-away lands. (So this is already sounding like a Paper Mario game.) When each door is opened, they sing about it. At length.&lt;br /&gt;&lt;br /&gt;So then they get to the last door. Bluebeard refuses to open it. His wife begs for him to. He refuses. This goes on for a while. Finally, Bluebeard gives in and opens the door. Bluebeard's other wives (!) walk out silently. They take his new wife and pull her through the door, which closes behind them. Bluebeard sings about how sad he is. Opera ends. Very psychosexual.&lt;br /&gt;&lt;br /&gt;So I'm sitting there watching this, and what I'm thinking is this: Who is this Bluebeard guy? He's very powerful. Very rich. Has a castle full of magic doors. He mentions how he has great influence with the court. What's his deal? Where did all that wealth come from? What does he use those portals for? What is his day job?&lt;br /&gt;&lt;br /&gt;And here was my idea. He's a warrior. Or an assassin. Or a spy. He can go wherever the king wants, and do whatever needs doing. Something needs to be found out? Some rebel needs to die? That's what Bluebeard does, and he is well paid for it.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Turning a Glimmer Into a Game&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;These ideas bounce around in my head for a few years, getting massaged into a more video-game-friendly form. And that brings us to Avadon.&lt;br /&gt;&lt;br /&gt;In Avadon, the land of Lynauus is split in two. There is the Pact, an uneasy alliance of five nations, banded together for safety. On the other side is the Farlands, the enemies of the Pact, barbarians and monsters and old, crumbling Empires, kept weak and divided. But they long to get their revenge on the Pact. To put together armies and destroy these upstarts.&lt;br /&gt;&lt;br /&gt;And the Pact is protected by Avadon. Avadon is a fortress in the wilds, a law unto itself, separate from the government. Its warriors are tasked to find problems when they are small and do whatever it takes to remove them. Avadon is ruled by Keeper Redbeard, the smiling, jolly, utterly ruthless master of the Black Fortress. He has been in charge for sixty years, though he doesn't appear to have aged a day.&lt;br /&gt;&lt;br /&gt;As the game begins, you have just arrived at Avadon's gates. And you have found that, after decades of steely, unbroken control, things are going terribly wrong. Redbeard wants to see you. He needs a pair of fresh eyes, and it is a bad idea to disappoint him.&lt;br /&gt;&lt;br /&gt;And that is where the new series came from. Over the next few months, I will say more about the world and the gameplay itself.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-4844659909140991547?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/4844659909140991547/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/06/avadon-developer-diary-1-where-ideas.html#comment-form' title='57 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4844659909140991547'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4844659909140991547'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/06/avadon-developer-diary-1-where-ideas.html' title='Avadon Developer Diary #1 - Where Ideas Come From.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_76Sflj9V5c8/TAf5DccJZgI/AAAAAAAAAD4/Ru397-Xe7Yw/s72-c/474px-Barbebleue.jpg' height='72' width='72'/><thr:total>57</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-2307467801670848059</id><published>2010-05-31T10:58:00.000-07:00</published><updated>2010-05-31T11:03:24.867-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='avadon'/><category scheme='http://www.blogger.com/atom/ns#' term='rpgs'/><category scheme='http://www.blogger.com/atom/ns#' term='spiderweb software'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Just Announced - Avadon: The Black Fortress.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 101px;" src="http://www.spiderwebsoftware.com/images/avadon/Avadonbiglogo.gif" border="0" alt="" /&gt;&lt;/a&gt;&lt;div&gt;We have finally, after six months of hard work, gotten our new fantasy RPG series to the point where we can announce it to the world. It will be &lt;a href="http://www.spiderwebsoftware.com/avadon/index.html"&gt;Avadon: The Black Fortress&lt;/a&gt;.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;You can now see the screenshots and first details of the story. In the nine months or so it will take to finish the game, we will also be putting monthly development diaries up. That will give nice little breaks from my ranting.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Hope it looks interesting, and we'll have a bunch more information soon.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-2307467801670848059?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/2307467801670848059/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/just-announced-avadon-black-fortress.html#comment-form' title='39 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2307467801670848059'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/2307467801670848059'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/just-announced-avadon-black-fortress.html' title='Just Announced - Avadon: The Black Fortress.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>39</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-3912640125856011446</id><published>2010-05-27T13:39:00.000-07:00</published><updated>2010-05-27T13:56:50.396-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='that guy'/><category scheme='http://www.blogger.com/atom/ns#' term='think of the children'/><category scheme='http://www.blogger.com/atom/ns#' term='ranting'/><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='i hate art'/><category scheme='http://www.blogger.com/atom/ns#' term='flamebait'/><title type='text'>God of War 3: The Anti-Art.</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_76Sflj9V5c8/S_7ceJXdAHI/AAAAAAAAADw/KNqJcv_dSqA/s1600/SafariScreenSnapz005.bmp"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 320px; height: 283px;" src="http://2.bp.blogspot.com/_76Sflj9V5c8/S_7ceJXdAHI/AAAAAAAAADw/KNqJcv_dSqA/s320/SafariScreenSnapz005.bmp" alt="" id="BLOGGER_PHOTO_ID_5476056607397576818" border="0" /&gt;&lt;/a&gt;I just finished God of War 3. Having absolutely loved God of War 1 and 2, there was no way I wasn't going to play the next (last?) game in the series. And, since I was playing it while the whole &lt;a href="http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html"&gt;Roger-Ebert-Games-Aren't-Art&lt;/a&gt; thing was bouncing around teh Internetz, I couldn't help but view the game through that prism.&lt;br /&gt;&lt;br /&gt;First, I have to say that the game is a lot of fun. Nothing beats the God of War series for providing an experience of non-stop, visceral ass-kicking. The game was cool throughout, all killer no filler, and the graphics and production values were predictably gorgeous and expensive.&lt;br /&gt;&lt;br /&gt;But what really kept striking me as I was playing it was how it was the perfect example of what I call Anti-Art.&lt;br /&gt;&lt;br /&gt;What do I mean by this? Well, I think that something is functioning as art if it connects with you and stimulates your thoughts and feelings in a complex way. And, by complex, I mean summons feeling more complicated than, "Ahhh! I'm scared!" or "Whee! I'm excited!" or "Arrr! I'm angry!" You'll have to meet me halfway on this definition. Better minds than I have been defining Capital-A "Art" for several thousand years. I think the above should give an idea of what I'm trying to get at.&lt;br /&gt;&lt;br /&gt;Anyway. I call God of War 3 Anti-Art because not only does it not try to create any such feelings in the player, but it goes to great effort to prevent anyone from feeling anything when playing the game more complex than "Arrrr! Hit! Hit!" &lt;span style="font-style: italic;"&gt;The story exists not to engage the player but to alienate him or her (Who am I kidding? Him.), so that nothing distracts from full appreciation for the carnage.&lt;/span&gt; If you are the sort of player who cares about story, God of War 3's story is designed to make you ignore it.&lt;br /&gt;&lt;br /&gt;And this isn't an accident. I think it is, on some level, the purpose of the design from Step 1.&lt;br /&gt;&lt;br /&gt;(Some spoilers for the game are ahead, I suppose, although God of War 3 really &lt;a href="http://www.penny-arcade.com/comic/2010/3/10/"&gt;can't be spoiled&lt;/a&gt;.)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;So What Is This Game About, Anyway?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The God of War games are Greek mythology on speed and shrooms. You play this guy named &lt;a href="http://en.wikipedia.org/wiki/Kratos_%28God_of_War%29"&gt;Kratos&lt;/a&gt;. He's a Spartan. He wants revenge on the Gods. In particular, he wants to kill Zeus, his father. He wants revenge because ...&lt;br /&gt;&lt;br /&gt;OK, you got me. I played the first two God of War games a few years ago, and I can't remember what he wants revenge for. He killed his wife and child in a berserk rage, once, and I think he blames Zeus for it, or something.&lt;br /&gt;&lt;br /&gt;The point is that God of War 3 never, in the game or the documentation, says exactly why the main character wants revenge. I think that this little detail is remarkably telling. (It doesn't matter if they made it clear in a game released five years ago. This stuff has to be repeated in The Now.) Revenge plots can be very emotionally compelling. They really connect. People tend to have an innate sense of justice, and a desire to see a wrong righted is a really easy way to suck someone in. But ONLY if we know the crime that is being avenged!&lt;br /&gt;&lt;br /&gt;Without that, what the game gives us is a character who staggers around, bellowing his desire for revenge. I swear, every cutscene goes, "Hi, Kratos!" "I want revenge! Hack hack hack!" "Urgh. (Die.)" And, without purpose, we are only enacting the mind-boggling violence in the game purely for its own sake.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Chopping. And the Sawing. And the Intestines.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;And, oh Lord, the violence. You press in the joysticks to simulate gouging a character's eyes out with your thumbs. You &lt;a href="http://www.youtube.com/watch?v=1bvCVmoeMdc"&gt;saw a god's legs off&lt;/a&gt; (plenty of blood and bone shards jutting from stumps) for his boots. You rip out a titan's stomach and he holds his intestines in his hands. You snap Hera's neck for, as for as I can tell, no reason at all. The result of your destruction of the Gods is unbelievable death and destruction on the world's surface. These actions are interspersed with the hoarse gruntings of what must be one of the simplest and most unlikeable protagonists in gaming history.&lt;br /&gt;&lt;br /&gt;So if you are, like me, a story-guy, what you have is someone doing unbelievably horrible things for entirely nebulous reasons. What, apart from the action, is there for my mind to grab hold of? The parts of the game, like story and character, that normally contain the "art parts" are so shriveled and gross that you can't get anything out of them. Leaving the cool hacky parts.&lt;br /&gt;&lt;br /&gt;Kratos is a horrible person wreaking unbelievable havoc, and you are controlling him. You are the one doing all these things. This alone is enough to alienate anyone halfway sane. It certainly prevented me from lowering my psychic boundaries and ever identifying with any character in the story, even for a moment.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;"How Dare You Say What I Do or Don't Relate To?"&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Of course, just because I can't relate to the game doesn't mean other people won't. Fair enough. But I will express one unfounded opinion.&lt;br /&gt;&lt;br /&gt;Kratos is nothing but a pure expression of self-hatred and mindless, sociopathic violence. I know there are people out there who can really relate to that. But if you are really into that and can go, "Yeah, that's totally me!" I might humbly suggest that spending a lot of hours feeding and reinforcing that might not be entirely healthy. Just sayin'.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;And the Ending&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;So at the end of the game, you've killed most of the Gods. You have had to rescue Pandora from a labyrinth, so that she can open her magic box and give you a weapon to kill Zeus. Your desire to save Pandora to atone for killing your daughter is a plot point. This might have been a good fig leaf for the sociopathy, but then Kratos sacrifices her to kill Zeus and she dies. So, that.&lt;br /&gt;&lt;br /&gt;Then, after a huge, epic (really fun, don't forget the gameplay is really fun) boss fight with Zeus, your foe almost dies but gets up again and you get sent into this gorgeous, super-trippy sequence where you explore this dark black outerworld and relive everything you've been through and then you meet the ghosts of your wife and child and they hug you and there's some tender words about forgiveness. Then you find Pandora's Box and open it yourself and learn that the weapon you need to kill Zeus is Hope. You had the power inside you all along. Also, &lt;a href="http://en.wikipedia.org/wiki/The_Fifth_Element"&gt;Love&lt;/a&gt; is the Fifth Element.&lt;br /&gt;&lt;br /&gt;So I'm playing this, and it's really cool, and I'm thinking, "Sure. It's a little late, but there's a little humanity here. Something I can sort of accept. Maybe this isn't going to be all horrible and ..."&lt;br /&gt;&lt;br /&gt;Psych! Sucker! Then you leave the dream world and kill Zeus by smashing his face against a rock, bones cracking, blood spraying all over the camera, in a sequence as visceral and unpleasant a bit of violence as ...&lt;br /&gt;&lt;br /&gt;OK. I think you get the point. (&lt;a href="http://www.youtube.com/watch?v=BmedIB-dnUQ"&gt;Video here&lt;/a&gt;. Go a minute in. NSFW.)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;So What's Your Point?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;I have to state again, I had a lot of fun playing God of War 3. It was really cool, once I figured out to, emotionally, hold it at a great distance. Nobody does this sort of gameplay better. And, while I wasn't thrilled with the violence, and I wouldn't let my daughter play the game until she was nine or so, I'm not immediately against it. I'm no anti-game zealot, and I never will be.&lt;br /&gt;&lt;br /&gt;The fascinating thing about the experience, for me, was that the ugliness was so sustained, so pure and undiluted. A lot of people worked on God of War 3, smart people. They must have realized, at some point during the years working on the game, what they were making, and the effect it was likely to have on people.&lt;br /&gt;&lt;br /&gt;When people consider games as an art form, they tend to ask three questions: Are They Art? How Should That Art Affect People? Will They Only Affect People in the Old Ways, or Are Their New Untapped Ways For People to Connect With Video Games?&lt;br /&gt;&lt;br /&gt;They should also realize that not everyone welcomes the idea of a game as an artistic statement. It is, in fact, possible to purge art from your game, to attempt to intentionally repel players from everything but the sporting aspects. Maybe Art is stupid. It wasn't something I expected. In some cases, it might even be a good idea. But, I confess, I tend to hope for more.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-3912640125856011446?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/3912640125856011446/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/god-of-war-3-anti-art.html#comment-form' title='23 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3912640125856011446'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/3912640125856011446'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/god-of-war-3-anti-art.html' title='God of War 3: The Anti-Art.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_76Sflj9V5c8/S_7ceJXdAHI/AAAAAAAAADw/KNqJcv_dSqA/s72-c/SafariScreenSnapz005.bmp' height='72' width='72'/><thr:total>23</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-8807024804910426508</id><published>2010-05-21T13:51:00.000-07:00</published><updated>2010-05-21T13:57:46.377-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='rpgs'/><category scheme='http://www.blogger.com/atom/ns#' term='linking to things i like'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>A Game Worth Noticing.</title><content type='html'>I feel bad for missing it, since it's been out a week, but &lt;a href="http://basiliskgames.com/"&gt;Basilisk Games&lt;/a&gt; finally managed to get &lt;a href="http://basiliskgames.com/eschalon-book-ii"&gt;Eschalon: Book 2&lt;/a&gt; out the door. I haven't played it yet, of course, but I will soon.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;One of the worst things about what I do for a living is that hardly anyone else does it. You might think that not having competitors is a good thing. It is not. In the game industry, competitors help as well as hurt you. When EA spends millions of dollars advertising Dragon Age and Mass Effect, they aren't just pushing their games. They are also advertising the whole idea of playing RPGs. Dragon Age makes as many potential customers for me as it takes.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Also, I love writing Indie games, and I want others to have the same fun.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;So I wish Basilisk Games a ton of luck. Releasing one game is a huge achievement. Releasing two games is, I don't know, what's bigger than huge? Huge-Prime? &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-8807024804910426508?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/8807024804910426508/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/game-worth-noticing.html#comment-form' title='24 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8807024804910426508'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/8807024804910426508'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/game-worth-noticing.html' title='A Game Worth Noticing.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>24</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-5611211587134784125</id><published>2010-05-20T21:26:00.000-07:00</published><updated>2010-05-20T21:42:29.378-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='i hate art'/><category scheme='http://www.blogger.com/atom/ns#' term='penny arcade'/><title type='text'>Video Games Are Art. Kinda. Sorta. If You Squint.</title><content type='html'>&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt;I'm coming to the Roger-Ebert-&lt;a href="http://thatgamecompany.com/general/right-moving-on-my-response-to-ebert/"&gt;Games-Are-Art&lt;/a&gt;-&lt;a href="http://blogs.suntimes.com/ebert/2010/04/video_games_can_never_be_art.html"&gt;No-They-Aren't&lt;/a&gt; shoutfest a little late. But playing God of War 3 sort of got me thinking about it again.&lt;br /&gt;&lt;br /&gt;I've gotten e-mails asking me for my opinion of Ebert's trolling, but, as much as I respect the guy, he makes it clear in his writings that he is totally uninformed about the art form/activity that he is writing about, and he has no intention of becoming otherwise. That he would call out computer games without, so far as I can tell, actually playing any is kind of stunning. I don't know what he's thinking. He never seemed like a flamebait kind of guy. But, unless he ever shows any interest in learning about the field, there's no point in engaging him in any way.&lt;br /&gt;&lt;br /&gt;But this is another of those times when I think Tycho at Penny Arcade &lt;a href="http://www.penny-arcade.com/2010/4/21/"&gt;summed it up&lt;/a&gt; with uncharacteristic clarity, brevity, and conclusiveness.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;b&gt;"He cannot rob you, retroactively, of wholly valid experiences; he cannot transform them into worthless things."&lt;/b&gt;&lt;/blockquote&gt;&lt;br /&gt;I have occasionally obtained from computer games the mental and emotional stimulation that I get from quality works of art. Because of that, for me, there is no argument about whether video games are art. They have been art to me, and you can't tap two blue mana and &lt;a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=counterspell"&gt;counterspell&lt;/a&gt; my experiences.&lt;br /&gt;&lt;br /&gt;I have had that engaged, moved, elated feeling when playing Shadow of the Colossus. And Planescape: Torment. And Dragon Age: Origins. And Portal. And Grand Theft Auto IV. (Don't laugh.) And Bioshock, a little.&lt;br /&gt;&lt;br /&gt;But, while that is not an exhaustive list, it is pretty close to one. I've been playing computer games for over thirty years, and I can easily count on my fingers the number of successfully truly artistic moments I have seen in games. Have you noticed that rebuttals to Ebert always name the same handful of games? I mean, sure, most game have stories, but they're so flimsy and perfunctory and two-dimensional that even gamers can't seriously defend them as art. Even a bad story is art, I guess, so then all games are sort of art, I guess, but that's a pretty thin gruel. We should be shooting for a better argument then, "Yes. They are art. Crappy, terrible, crappy art, undeserving of the attention of thinking people."&lt;br /&gt;&lt;br /&gt;And that is why criticisms about games not being art have such sting. The simple truth is that, for the most part, the people who make them have absolutely no interest in engaging the players in more than a very limited number of ways? The game industry is great at making adrenaline surges and not much else, and the incredible potential the medium has is pretty much entirely wasted.&lt;br /&gt;&lt;br /&gt;I try really hard in my games to create stories and characters that really grab the imagination, as much as my limited budgets allow. For some people, I succeed. Enough to keep me in business, anyway. But it's lonely work, and I am grateful that people like Roger Ebert are jabbing at us and suggesting that maybe we could do more.&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:Helvetica, serif;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:Helvetica, serif;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;I'll write more on this topic and God of War 3 once I've played it a bit more. There are still a few Gods left that I haven't brutally slaughtered.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-5611211587134784125?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/5611211587134784125/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/video-games-being-art-kinda-sorta.html#comment-form' title='32 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5611211587134784125'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5611211587134784125'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/video-games-being-art-kinda-sorta.html' title='Video Games Are Art. Kinda. Sorta. If You Squint.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>32</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-4043130154339726378</id><published>2010-05-13T17:46:00.000-07:00</published><updated>2010-05-14T16:02:59.054-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='business stuff'/><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='advice'/><category scheme='http://www.blogger.com/atom/ns#' term='back in the day'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>Three More Tips For Getting Started In the Indie Gaming Biz</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_76Sflj9V5c8/S-yggK2gXlI/AAAAAAAAADo/MGsU3fJHggQ/s1600/sharebox_cd1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 300px; height: 285px;" src="http://3.bp.blogspot.com/_76Sflj9V5c8/S-yggK2gXlI/AAAAAAAAADo/MGsU3fJHggQ/s320/sharebox_cd1.jpg" alt="" id="BLOGGER_PHOTO_ID_5470924121877536338" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;In February, I wrote my &lt;a href="http://jeff-vogel.blogspot.com/2010/02/three-tips-for-getting-started-in-indie.html"&gt;first three tips&lt;/a&gt; for getting started in the Indie gaming biz. I am starting to feel old and outdated &lt;a href="http://www.spiderwebsoftware.com/"&gt;in this business&lt;/a&gt;, so I feel like I'd probably be better off not trying to act wise. Sometimes I get e-mails from successful Indie developers, telling me what an inspiration I was to them when they were young. And then my skin starts to peel off in sheets and my hip spontaneously breaks.&lt;br /&gt;&lt;br /&gt;And yet, there are still several more bits of advice that I think are genuinely helpful.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;4. All Relevant Laws Apply To You&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;If you are trying to run an Indie game business, you are, first and foremost, running a business. All local, state, and federal laws apply.&lt;br /&gt;&lt;br /&gt;You need a business license. Or licenses. I, for example, need one license for Washington state and another for Seattle. Go to your local bookstore and get a book on starting a small business wherever you are. Read it carefully, take it seriously, and get all your paperwork in order.&lt;br /&gt;&lt;br /&gt;Every business should have a lawyer and an accountant. I personally have done without having a dedicated lawyer on tap (an unwise course), but every business should have a skilled accountant. This is very important. You have to fill out your tax forms, and an accountant will help you to do so in the safest, most beneficial way possible. Do not neglect this! If you screw up on your taxes, no matter how innocent your intentions, the best you can hope for is that your auditor will give you a sympathetic shake of his head before he destroys you.&lt;br /&gt;&lt;br /&gt;You should try to get liability insurance. People sue each other for crazy reasons. It's good to have protection. Sadly, I have found that, as a game designer, liability insurance is hard to get and expensive. This should be taken as a measure of how high your legal risk in this business is.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;5. Respect the &lt;a href="http://en.wikipedia.org/wiki/Pareto_principle"&gt;90/10 Rule&lt;/a&gt;.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Ten percent of the work takes ninety percent of the effort.&lt;br /&gt;&lt;br /&gt;When you are designing your first game, putting things together in your spare time, you will probably have a lot of ambition. When you are actually writing it, it will be a thrill. Things are moving. Creation is coming together. I'm doing it! I'm really doing it!&lt;br /&gt;&lt;br /&gt;Then, at some point, you hit a wall. You start testing, and there are a million bugs, and fixing them is not fun. Your first spurt of energy is starting to flag, and there are still a ton of levels to design. And, perhaps, the trickiest game systems still need to be done.&lt;br /&gt;&lt;br /&gt;So be wary. So many promising projects die at the 90% mark. When designing your game, try to estimate how long each step will take. But, as you do so, also pencil in months of time chasing bugs, fixing broken systems, and doing the grinding polish work that will make your game stand out. How long everything will take to do should be a key factor to take into account when deciding what will be in your game. If this process makes you realize that your initial design concept was too difficult or ambitious, start losing some of the unnecessary elements earlier rather than later.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;6. Find Good, Cheap Online Resources, But Make Sure You Have the Rights&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Oh, how much time I would have saved if, when I first started out, I had the awesome resources that are available online now. For someone whose games are as retro as mine, it may seem odd that I am suggesting you get graphics and sound effects where I do. And yet, you will need all sorts of assets, and I can recommend a lot of good places to start looking.&lt;br /&gt;&lt;br /&gt;When you find resources online, be sure that you have the rights to use them in a game. This can save you a lot of hassle. When I was writing &lt;a href="http://www.spiderwebsoftware.com/exile2/macexile2.html"&gt;Exile 2: Crystal Souls&lt;/a&gt; in 1998, a friend gave me some awesome sword effects he found online. They were great, so I used them. Then I got the Cease &amp;amp; Desist letter from Blizzard. Turns out, they were from some obscure title called WarCraft 2. Ouch. Learn from my errors.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Sound Effects -&lt;/span&gt; When I need sounds, I always go to &lt;a href="http://www.sounddogs.com/"&gt;SoundDogs&lt;/a&gt; and &lt;a href="http://www.shockwave-sound.com/"&gt;Shockwave Sound&lt;/a&gt; first. Quality stuff, very reasonable prices. Everyone uses these sound libraries. I often hear sound effects from my games on TV. Don't worry about this. Nobody will hold it against you. I often get e-mails saying that some TV series stole my sound effects. That's right. The Cartoon Network totally needs to steal from me.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Textures -&lt;/span&gt; When I need a quick stone texture, I go to &lt;a href="http://www.cgtextures.com/"&gt;CG Textures&lt;/a&gt;. Very handy site, and free.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Stock Art -&lt;/span&gt; If I need some sort of quick art, say some button icons or a nice picture of a cave, I go to &lt;a href="http://www.istockphoto.com/index.php"&gt;iStockPhoto&lt;/a&gt;. Their prices are extremely reasonable. Don't rip them off.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Creature and Terrain Icons -&lt;/span&gt; We render all of our creature and terrain icons using &lt;a href="http://my.smithmicro.com/shop/graphics.html"&gt;Poser&lt;/a&gt; and &lt;a href="http://www.daz3d.com/i.x/software/bryce/"&gt;Bryce&lt;/a&gt;. The big shots would look down our their noses at us, but, with some care, we can make pretty nice icons for very reasonable prices. If you are doing 2-D art, you can get some really nice object and creature models from &lt;a href="http://www.daz3d.com/"&gt;Daz 3D&lt;/a&gt; for very reasonable prices.&lt;br /&gt;&lt;br /&gt;And that is this set of tips. Perhaps I will have more in the future, when I figure out what those crazy kids are doing with the iPads and their iPod and their iPoods, with the hip hip music and the pants down around their ankles.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-4043130154339726378?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/4043130154339726378/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/three-more-tips-for-getting-started-in.html#comment-form' title='26 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4043130154339726378'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/4043130154339726378'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/05/three-more-tips-for-getting-started-in.html' title='Three More Tips For Getting Started In the Indie Gaming Biz'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_76Sflj9V5c8/S-yggK2gXlI/AAAAAAAAADo/MGsU3fJHggQ/s72-c/sharebox_cd1.jpg' height='72' width='72'/><thr:total>26</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-7395181605654981320</id><published>2010-04-28T21:42:00.000-07:00</published><updated>2010-04-28T21:56:19.999-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='that guy'/><category scheme='http://www.blogger.com/atom/ns#' term='drm'/><category scheme='http://www.blogger.com/atom/ns#' term='piracy'/><category scheme='http://www.blogger.com/atom/ns#' term='everyone will hate this'/><category scheme='http://www.blogger.com/atom/ns#' term='flamebait'/><title type='text'>Yet Even More About Evil DRM From Hell.</title><content type='html'>&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt;The story so far: Piracy drives PC games makers mad with rage. Ubisoft responds by releasing its games (most notably Assassin's Creed 2) with DRM that requires a &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://arstechnica.com/gaming/news/2010/02/ubisoft-details-drm.ars"&gt;constant internet connection&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt;. Your connection goes? So does your game. Everyone not a PC games maker gets justifiably enraged. Games ship with this DRM, and &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://kotaku.com/5487918/ubisofts-new-drm-system-falls-down-locks-out-paying-customers"&gt;entirely&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt; &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://www.escapistmagazine.com/news/view/98927-Ubisoft-DRM-Authentication-Servers-Go-Down"&gt;predictable&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt; &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://www.joystiq.com/2010/04/07/settlers-7-still-plagued-with-drm-problems-two-weeks-after-launc/"&gt;disasters&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt; occur.&lt;br /&gt;&lt;br /&gt;So I stepped into this crapstorm and &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://jeff-vogel.blogspot.com/2010/02/awful-anti-pirate-system-that-will.html"&gt;wrote an article&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt; which got quite a bit of attention. In it, I said that, entirely apart from the practical considerations of this DRM (which I think is a terrible idea), it would work. Which is to say that it could stay unbroken for the first 1-2 months of the game's release, when the title will get most of its sales. The Internet responded by calling me a moron, as it is an issue of religious faith that DRM can be broken instantly.&lt;br /&gt;&lt;br /&gt;So let's look back in and see what's been going on. I think it is interesting in several ways.&lt;br /&gt;&lt;br /&gt;The DRM has, apparently, 6 weeks after release, been released in a cracked form that is easy for the average laymen to install. Six weeks. In other words, long enough. I've read &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://www.escapistmagazine.com/news/view/100188-Hacker-Group-Claims-Real-Ubisoft-DRM-Crack"&gt;two&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt; &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://news.cnet.com/8301-27076_3-20003120-248.html"&gt;articles&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt; to this effect.&lt;br /&gt;&lt;br /&gt;(Some people on forums have claimed that a tricky-to-install crack was kicked out 4 weeks after release, but who trusts random people on forums? I have seen nothing in the Gaming Press on the topic. Which says a lot about the Gaming Press. But more on that in a second.)&lt;br /&gt;&lt;br /&gt;So, and this point is very significant, I was right and everyone who criticized me was wrong! It's official! &lt;b&gt;I win teh Internet!&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="Apple-style-span"  style="font-size:x-small;"&gt;(Happy dance.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Ahem. Anyway.&lt;br /&gt;&lt;br /&gt;Also, while crackers will get better at beating this DRM in its current form, it will only get better. I and others have &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://jeff-vogel.blogspot.com/2010/03/more-thoughts-on-anti-pirate-measures.html"&gt;suggested&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt; &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://www.escapistmagazine.com/articles/view/columns/experienced-points/7467-Experienced-Points-Impossible-to-beat-DRM"&gt;ways&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt; to make it stronger. It's only a matter of time. And that means that this DRM, loathsome as it is, is here to stay. If the game company executives were crazed enough by piracy to implement it, they're crazy enough to keep using it. Insert dire predictions about the future of PC gaming here.&lt;br /&gt;&lt;br /&gt;But I want to chip in one more comment here, about the lamentable state of the gaming press. I honestly think that this new DRM is one of the biggest stories on PC Gaming in years. How Ubisoft's system works will determine if PC Gaming has a future, and how much that future will suck. It's an interesting story. So why hasn't anyone at the gaming sites actually investigated, like actual reporters, whether the DRM was cracked or not?&lt;br /&gt;&lt;br /&gt;Look at the articles I linked to. One by &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://www.escapistmagazine.com/news/view/100188-Hacker-Group-Claims-Real-Ubisoft-DRM-Crack"&gt;the Escapist&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt;, long one of the best and most thoughtful sites writing on gaming, and one by cnet, a company with actual reporters and resources. They say that crackers have claimed they've broken this DRM (something others have claimed, only to be proven wrong). Why don't they check? If it's worth reporting on the claim, isn't it worth reporting on what reality actually is? I think this quote from the Escapist article (whose sole source is the cnet article) is very interesting.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;i&gt;I don't know if the claim is legit and I have neither Assassin's Creed 2 nor the patience necessary to dick around with warez sites and cracks in order to find out.&lt;/i&gt;&lt;/blockquote&gt;&lt;br /&gt;Now, I'm an Indie gaming developer, so calling out members of the gaming press is a very stupid thing to do. So I'm simply going to say to &lt;/span&gt;&lt;span class="Apple-style-span"   style="font-family:Helvetica;font-size:medium;"&gt;&lt;a href="http://www.escapistmagazine.com/profiles/view/Andy%20Chalk"&gt;Andy Chalk&lt;/a&gt;&lt;/span&gt;&lt;span class="Apple-style-span"   style="  ;font-family:Helvetica;font-size:medium;"&gt;, the author of the Escapist piece, that this is a great opportunity to do some investigative reporting and scoop everyone else in the world on a story of some interest. Go get 'em! I'd link to you!&lt;br /&gt;&lt;br /&gt;But anyway. Since this sort of DRM seems to work well enough, the people who can make the decisions about whether to use it will feel that their decision was justified. Remember, they see piracy as an existential threat. This is important. They believe that unless they reduce piracy, the PC gaming biz is not worth it. When someone sees something as a life or death decision, they won't care how angry people get on the forums.&lt;br /&gt;&lt;br /&gt;So I suspect you'll be seeing a lot more of it in the future. And, when enough of the titles people really want come out with it, most PC gamers will either grit their teeth and put up with it or abandon the platform.&lt;br /&gt;&lt;br /&gt;And, as for me? I blame the pirates. Ubisoft's system is obnoxious, but it is legal, and they are in their right to do it. In a democracy, we all get what the worst of us deserve.&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:Helvetica, serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:Helvetica, serif;"&gt;God, if I try to write about this again, please strike me down with holy, peace-bringing fire.&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-7395181605654981320?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/7395181605654981320/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/04/yet-even-more-about-evil-drm-from-hell.html#comment-form' title='43 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7395181605654981320'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/7395181605654981320'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/04/yet-even-more-about-evil-drm-from-hell.html' title='Yet Even More About Evil DRM From Hell.'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>43</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-5473403878827809489</id><published>2010-04-21T18:59:00.000-07:00</published><updated>2010-04-21T19:15:36.439-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='business stuff'/><category scheme='http://www.blogger.com/atom/ns#' term='ranting'/><category scheme='http://www.blogger.com/atom/ns#' term='i act like i am smart'/><category scheme='http://www.blogger.com/atom/ns#' term='flamebait'/><category scheme='http://www.blogger.com/atom/ns#' term='indie'/><title type='text'>How I Saved the Gaming Industry Overnight By Being Awesome</title><content type='html'>There's a web site out there called &lt;a href="http://www.rpgcodex.net/"&gt;RPG Codex&lt;/a&gt;. They write about me a lot, sometimes even kindly. There is &lt;a href="http://www.rpgcodex.net/content.php?id=200"&gt;something they said about me&lt;/a&gt; recently that I wanted to respond to. Not to criticize, but to comment on. I think there are things to be learned about Indie gaming and game development in general. (Emphasis mine.)&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;span style="font-size:85%;"&gt;In ten years, Jeff Vogel - the man behind &lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Games&lt;/a&gt; &lt;span style="font-style: italic;"&gt;[sic]&lt;/span&gt; - has released an impressive eleven games... or the same game eleven different times if you want to be a hater. Through the 2000's Jeff released Avernum 2-6, Geneforge 2-5, Nethergate: Resurrection and Blades of Avernum.&lt;br /&gt;&lt;br /&gt;If there's anyone who owes his success to the "just make a sequel" methodology, it is Jeff Vogel. While the professional studios fail left and right, Jeff has somehow or another managed to chip out a tiny niche market for himself. And pretty much only himself. He's nestled into it now and is well and truly quite snug.&lt;br /&gt;&lt;br /&gt;Updating little if anything of his games over the past decade, Jeff has simply added story and new locations to explore. &lt;span style="font-weight: bold;"&gt;He's changed some bits and pieces as he goes of course but the core technology has almost always remained consistently the same.&lt;/span&gt; The graphics too. In any other genre this would be a death knell but when it comes to RPGs, it seems the shittier the graphics, the more chances there are of having more interesting role-playing elements.&lt;/span&gt;&lt;/blockquote&gt;&lt;br /&gt;There's a lot I can say about this, but I'm most interested in the bit about how I have not changed my core technology in ten years. And you know something? They're exactly right. In fact, my "core technology" is so rough and low-budget that I am embarrassed to call it "technology."  I still use it year after year. And yet, somehow, during the last decade, my fan base and profits increased dramatically.&lt;br /&gt;&lt;br /&gt;If you asked me why I used that same old clunky game engine and why I am still using it, I would give this answer: Because I am really smart and cool and awesome. And if more people emulated me, the game industry would not be near so messed up.&lt;br /&gt;&lt;br /&gt;Now, mind you, I don't write the same game again and again. That's like saying an author who wrote ten books wrote the same book each time because they are published using the same paper and ink. Did I write a whole-new story? Then it's a whole new game.&lt;br /&gt;&lt;br /&gt;But it's gotten to the point where a company is expected to be ashamed for using the same engine for more than one title and a few DLC packs. The &lt;a href="http://en.wikipedia.org/wiki/Gold_Box"&gt;Gold Box&lt;/a&gt; games and the &lt;a href="http://en.wikipedia.org/wiki/Infinity_Engine"&gt;Infinity Engine &lt;/a&gt;are rare exceptions.&lt;br /&gt;&lt;br /&gt;This is such an astonishing waste of resources. When I start a new game, I spend 3-4 months rewriting the worst or most dated part of my engine, and then I take that old (but solid) engine and make the coolest story I can with it. It's a small company. Our resources are desperately limited. Thus, I don't spend time remaking things that already work. If my wolf icon looks good, why make a new wolf icon just for the sake of making a new one? Instead, I focus on the story, the one thing that truly needs to be all new and excellent.&lt;br /&gt;&lt;br /&gt;And the big companies, who make AAA games with these amazing awesome big-budget engines? They should re-use more of them! The Dragon Age engine is very cool. Make ten games with it! And not just piddly Dragon Age DLC either. Make games that are cyberpunk, horror, science fiction, fantasy in a new setting. The budgets will be much lower, and that makes it easier to take risks. And use the same dragon model. It looks really sweet. And, once the engine is a drained husk (in, say, five years), &lt;span style="font-weight: bold;"&gt;then&lt;/span&gt; spend a lot of money making a new one.&lt;br /&gt;&lt;br /&gt;(And, while I'm dreaming, why not use that engine to make more, cheaper, shorter games. Games short enough that people could actually reach the ends of them. I think part of the reason Portal and Braid are so lauded is that they're short enough for normal people to see the end.)&lt;br /&gt;&lt;br /&gt;And if more assets are reused, there will be less work for the artists, coders, and testers to do. They just add to each game the assets and features that specific title needs. Which means that they might be able to spend less time in the crushing permanent &lt;a href="http://www.urbandictionary.com/define.php?term=crunch%20mode"&gt;crunch mode&lt;/a&gt; that burns most developers out young.&lt;br /&gt;&lt;br /&gt;Most people will dismiss this idea out of hand, saying that I don't know anything about the realities of the business. And they are probably right. I'm just a dumb, little nobody. But I am running a profitable game company. But &lt;a href="http://www.bruceongames.com/2009/05/06/electronic-arts-losses/"&gt;Electronic Arts&lt;/a&gt; and &lt;a href="http://www.gamasutra.com/view/news/27181/Activision_Blizzard_Losses_Widen_Still_Beats_Expectations.php"&gt;Activision&lt;/a&gt; (the company that owns Blizzard!) are losing bazillions of dollars. Development studios have been closing left and right. Games are crazy expensive to make and burn developers out. Massive layoffs are endemic.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.spiderwebsoftware.com/"&gt;Spiderweb Software&lt;/a&gt;, on the other hand, have seen sales drop about 10% during the big recession, but we're still comfortable and quite profitable. And I'm supposed to be ashamed of &lt;span style="font-weight: bold;"&gt;my&lt;/span&gt; business model? Pish!&lt;br /&gt;&lt;br /&gt;And, in some ways, the industry is moving slowly in my direction. Once, in the heady early days after Doom came out, every company had hotshot coders who wanted to write their own 3-D engine. These days, companies wisely just license the Unreal engine or whatever. Now it is common to license graphics engines, sound engines, video engines, physics engines. Reusing old resources in new games is already the right strategy. I just take it to the natural extreme. Others should follow my worthy example.&lt;br /&gt;&lt;br /&gt;And, in the long run, I don't think gamers will really care if three games use the same dragon model.&lt;br /&gt;&lt;br /&gt;So thanks to RPG Codex for the press. I will address their comments about how hardly anyone else does what I do in a future post, because I have something to say about how awesome it is to have competitors.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-5473403878827809489?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/5473403878827809489/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/04/how-i-saved-gaming-industry-overnight.html#comment-form' title='181 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5473403878827809489'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/5473403878827809489'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/04/how-i-saved-gaming-industry-overnight.html' title='How I Saved the Gaming Industry Overnight By Being Awesome'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>181</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-290933045464575413</id><published>2010-04-07T14:32:00.000-07:00</published><updated>2010-04-07T14:42:35.554-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ranting'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='nerdrage'/><category scheme='http://www.blogger.com/atom/ns#' term='teh casualz'/><title type='text'>The Great Scrabble Controversy of 2010!</title><content type='html'>&lt;span class="Apple-style-span" style="font-family: Helvetica; font-size: medium; "&gt;So yesterday the Internetz reported that, in some places, the rules of &lt;a href="http://www.facebook.com/apps/application.php?id=3052170175"&gt;Scrabble&lt;/a&gt; would &lt;a href="http://www.dailymail.co.uk/news/article-1263658/Scrabble-upset-purists-proper-noun-rule-change.html"&gt;change&lt;/a&gt; to allow proper nouns. Gaming geeks like myself were completely outraged. Many flecks of spittle hit many monitors. Then the dust cleared and it began to appear that we had all &lt;a href="http://www.salon.com/technology/gaming/index.html?story=/mwt/feature/2010/04/06/scrabble_changes_rules"&gt;been played&lt;/a&gt; in a careful bit of PR. Which is all to the good.&lt;br /&gt;&lt;br /&gt;But why would it be such a terrible, terrible thing to allow proper nouns in Scrabble? It's a nice exercise in Game Design 101, methinks. Try answering the question for yourself. Go on. I'll wait. I'm sitting right here, chin in my hand, listening to the &lt;a href="http://www.youtube.com/watch?v=8xsF9fHdAfo"&gt;White Stripes&lt;/a&gt; and waiting for you.&lt;br /&gt;&lt;br /&gt;OK. Got your answer? Well, here's mine.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;One.&lt;/b&gt; In games, the ability to determine whether a move is legal or not is kind of a good thing.&lt;br /&gt;&lt;br /&gt;When you play Scrabble, you first point at your dictionary and say, "That is the dictionary" and then you had a foolproof way to settle any argument about whether your awesome play of "quitzwij" gets 80 points or not. Sure, your dictionary might suck and not always approve of words you are SURE are correct, but at least you have a final arbiter.&lt;br /&gt;&lt;br /&gt;But what if proper nouns are allowed? Well, there is no single authoritative dictionary of proper nouns, and there never will be. Thus, there is, like, no hard and fast way to determine what you are ever allowed to do in the game. This isn't a way to get people to play a game. It's a way to get people to argue.&lt;br /&gt;&lt;br /&gt;Sure, each individual house could then come up with a stack of books and have them be the source of all legal proper nouns. An Atlas. An encyclopedia. An almanac. But there are several problems with this. First, that's offloading a lot of design work on the players, which is lazy and sucks. Just saying, "Grab a dictionary" is infinitely more reasonable. And, second, it makes validating a move far more time-consuming. Looking something up in the dictionary? Fast. Looking up one name in in eight books, less so.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Two.&lt;/b&gt; There are too many proper nouns, so there are too many legal plays. Just about any short combination of letters with a vowel or two is a name for something SOMEWHERE.&lt;br /&gt;&lt;br /&gt;Here's an exercise. Go to Google and just generate a short random word with a vowel or two. Search for that random word and see what you get. For example, I literally slapped the keyboard to generate "&lt;a href="http://www.google.com/search?q=Jihnu"&gt;Jihnu&lt;/a&gt;". I searched for it, and found several people with that name.&lt;br /&gt;&lt;br /&gt;Amazing! Before, J, I, H, N, and U would have required thought to play. But the magical alchemy of this rule change have transformed those letters into 15 points of gold! And I didn't even have to, like, know anything.&lt;br /&gt;&lt;br /&gt;Having a puzzle where every answer is correct takes a bit of the fun out of doing puzzles.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Three.&lt;/b&gt; It completely changes the nature of the game. Maybe you like the newer game, maybe not. But it worked extremely well for decades as a game of strategy and grammar, and objecting to completely reworking it is entirely understandable. At this point, you can accuse me of hating change. Well, once a game has reached a certain status and omnipresence, it shouldn't be changed unless the change is a clear, unarguable, huge improvement. Want a game where you get points for thinking up city names or whatever? Good for you. Invent it.&lt;br /&gt;&lt;br /&gt;But, as I said, it looks like this is just a big misunderstanding and a PR bonanza for the Scrabble people. Which is good, because now we can focus on rules to classic games that should be changed.&lt;br /&gt;&lt;br /&gt;My favorite? The &lt;a href="http://boardgames.about.com/od/monopolyfaq/f/income_tax.htm"&gt;Income Tax&lt;/a&gt; space in &lt;a href="http://board-games.pogo.com/games/monopoly"&gt;Monopoly&lt;/a&gt;. That's the one where you pay $200 or 10% of the value of all your holdings. Which means that the space invites you to grind the game entirely to a halt while you haul out an adding machine and add and subtract and carry the two and figure out exactly how much money your position is worth. Who still thinks that adds to the fun?&lt;br /&gt;&lt;br /&gt;But my favorite part about the Income Tax space? The rules specifically say that you aren't allowed to figure out how much 10% is before you decide to pay $200 or 10%. Here's a game design tip I'll give you for FREE. If a design element requires you to place rules on what a player is allowed to &lt;i&gt;think&lt;/i&gt;, you might want to reconsider it.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/4338724676892513065-290933045464575413?l=jeff-vogel.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://jeff-vogel.blogspot.com/feeds/290933045464575413/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://jeff-vogel.blogspot.com/2010/04/great-scrabble-controversy-of-2010.html#comment-form' title='24 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/290933045464575413'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4338724676892513065/posts/default/290933045464575413'/><link rel='alternate' type='text/html' href='http://jeff-vogel.blogspot.com/2010/04/great-scrabble-controversy-of-2010.html' title='The Great Scrabble Controversy of 2010!'/><author><name>Jeff Vogel</name><uri>http://www.blogger.com/profile/03396854958796097543</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://2.bp.blogspot.com/_76Sflj9V5c8/S8_TzrmOS4I/AAAAAAAAADI/SzfNhRZ6unk/S220/jeffface.jpg'/></author><thr:total>24</thr:total></entry><entry><id>tag:blogger.com,1999:blog-4338724676892513065.post-7972661770667043074</id><published>2010-03-25T21:40:00.000-07:00</published><updated>2010-04-21T19:16:54.336-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='dungeons and dragons'/><category scheme='http://www.blogger.com/atom/ns#' term='work i didn&apos;t get paid for'/><category scheme='http://www.blogger.com/atom/ns#' term='rpgs'/><category scheme='http://www.blogger.com/atom/ns#' term='humor'/><category scheme='http://www.blogger.com/atom/ns#' term='tldr'/><title type='text'>The Outgoing Goblin's Guide to Gaming Etiquette</title><content type='html'>&lt;span class="Apple-style-span"  style="font-size:85%;"&gt;(This is a slightly updated article I wrote for the late, lamented Dragon magazine back in the day. It is a humorous summary of all I learned from many years of playing Dungeons &amp;amp; Dragons. It is also darn funny. I haven't checked to see how many of the rights to this article I signed away when it was published. However, since they never bothered to pay me for the article, to Hell with them.)&lt;/span&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;b&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;The Outgoing Goblin's Guide to Gaming Etiquette&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-tab-span" style="white-space: pre;"&gt;&lt;/span&gt;Etiquette is the art and science of living together happily. It is the set of rules which maintains the peacefulness of civilization. It is the salve which soothes society when it becomes chafed.&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="white-space: pre;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;Have you ever been in the middle
