Showing posts with label steam. Show all posts
Showing posts with label steam. Show all posts

Tuesday, September 22, 2015

Early Access, Difficulty Fetishists, and Driving Yourself Insane

BRACE FOR IMPACT
I am always amazed by how little I am able to predict the game industry. The success of Steam Early Access (where developers can put their unfinished games up for sale early) is still a bit of a shock.

When I started out writing shareware in the last century, shareware had a pretty bad reputation. It was often buggy, weird, and badly put-together. But at least, as rough as a shareware game might have been, at least when it was released it was DONE. We were so old-fashioned then.

Yet you can't argue with success. Early Access is a popular new way of developing, is here to stay, and requires new techniques and guidelines. One recent cautionary tale may, I think, be very instructive.

Early Access, Failing In Public, and How to Fill Your Brain With Madness

So now developers can release their game early. This has good points. Gamers get the game earlier. The developer can get possibly much needed cash. Most interestingly (to me), users get a chance to watch an unfinished game take shape before their eyes.

On the other hand, the game will be buggy and incomplete, and you can't be sure it will ever be finished. Also, and this is the part that really interests me, the developers have to finish a game in view of the full public. It's hard enough to write a game under the best of circumstances. Early access devs have to write a game while the entire world is shouting at them.

I fear the views of the unfiltered public. I've written about this before. If you let too many loud voices into your head, it can drive you mad. Outside feedback is necessary, but you have to filter it. For me, ten sensible people are far more useful than 10000 internet randos. You'll write a much better game if you don’t just throw the doors of your brain open to the world.

Which brings us to the recent fascinating case study: Darkest Dungeon.

This is how my game development process looks under the best of circumstances.
Darkest Dungeon: A Cautionary Tale

When Darkest Dungeon came out in Early Access a few months ago, I talked it up a lot. It's a really ingenious roguelike. You keep a stable of 20 or so adventurers and pick bands of 4 of them to send into really nasty dungeons.

The dungeons are (or were) moderately tough. You'll probably get through, but a run of bad luck can permanently kill some (or all) of your characters. Much of the game is judging how you are doing and deciding after each fight whether you should flee or not.

(There's also the unusual mechanic of a sanity meter. Upsetting events can drive your characters insane. In my experience, this basically just acts as a second health bar, so I'll leave it undiscussed.)

You could usually beat a dungeon without much fuss, but there was always a chance of disaster. This led to an experience that was pleasingly tense and exciting without being soul-crushing.

However, I have to refer all of this in the past tense. When the game was new, I visited their forums to see the feedback they were getting. When I saw it and how the devs were reacting to it, I thought, "Oh boy. This could be a problem." And it was. Sadly, the game I loved is kind of gone.

If you want a much more detailed view of the kerfuffle, go here for a good write-up. Official word from the shell-shocked developers is here.

In short, what happened is that this highly talented crew of game makers allowed the Difficulty Fetishists into their heads, and now they are trying to repair the damage.

The Most Dangerous Form of Feedback

There are lots of different ways you can get damaging feedback, but the Difficulty Fetishists are the ones you must fear the most. They are marked by three qualities:

1. They ALWAYS want the game to be harder, no matter how hard it already is.
2. They will be the loudest, most persistent givers of feedback. They will swarm forums, making them seem more numerous than they are.
3. They are mean and contemptuous to anyone who suggests, no matter how meekly, that the game is too hard to be fun. ("n00b!" "LRN 2 PLAY!" "GIT GUD!")

Now let us be very clear. Gamers who love really hard games ARE a valid audience. I have several such gamers as permanent members of my testing pool, and they are invaluable when I design the harder difficulty levels. However, they MUST be kept away from influencing the default difficulty level at all costs.

Since Darkest Dungeon only has one difficulty level and is intended to be a hard game, you can see the problem. The Difficulty Fetishists dominated the feedback. Now Darkest Dungeon is a brutal and unforgiving game in which, among other things, you have to hack away the bodies of monsters you already killed to get at the archers murdering you from the back.

The result was that the silent majority of content players became very disgruntled and non-silent, and now the developers are trying to find their way back out of the weeds. I'm sure they will manage, though it's a great example of how treacherous trying to please one faction of gamers can be.

This is, of course, only one form of bad feedback. There are as many ways to give bad advice as there are people. This is why using Early Access to give all of humanity a chance to poke at your game when it is still amorphous and unformed is risky.

Fortunately, there are ways to mitigate this. First, though, I want to mention one other peril of Early Access.

I suggest planning a realistic schedule before going into Early Access. Writing tweets like these are not fun.
How One Rogue Developer Can Screw Us All

I know I repeat myself overmuch on this point, but the biggest thing going for indie gaming is that people like us and want us to succeed. When one of us is a jerk or con artist, it hurts all of us.

If you put your game on Early Access, you MUST do one of these two things: 1. Finish it roughly according to schedule, or 2. Humbly explain what is going on and apologize.

I know some online commentors put down gamers for being Entitled, but if I pay money for half a game and a promise of the second half, dammit, I AM entitled.

(Sadly, after my experience with the promising title Kentucky Route Zero, I've stopped buying Early Access games at all.) 

I’m not sure exactly where to draw the line for how long is too long when finishing an Early Access game. It’s an interesting question that bears discussion. How about this for a potential rule of thumb to argue over: If you can’t say with confidence your potential Early Access game will be done within a year, maybe it needs more time in the oven.

For early adopters, if you take too long to finish your game, you might as well not have finished it at all. Remember, every year the number of elderly gamers increases. Sorry for this extra pressure, but if you take too long, when your game is done, some of the people who bought it won't be alive anymore.

My Humble Advice For Those Who Take This Road

I'm not going to give advice to the Darkest Dungeon people. As I said, they're really talented folks, working on a game with huge potential. I could offer advice to them, but I'm often wrong, and the last thing they need is another loud voice in their heads.

Instead, I will make a humble suggestion or three to those who have yet to go down this road.

Advice One: Form An Elite Feedback Strike Force

Gamer feedback has diminishing returns. Adding more people doesn't help much. Read your feedback, find a good, diverse pool of 10-15 solid advisors, and take most of your advice from them.

Advice Two: It's OK To Stop Listening Sometimes

Trust yourself. If you start to feel confused and bereft, you have my permission to turn off the feedback hose. Take a breath. Enjoy silence and peace. Play your game yourself and see if you like it. You're the designer. If you're digging what you made, it's OK. Trust yourself.

Advice Three: Ban the Evil

This is a big one. If you have a forum and some dude attacks or insults someone else giving feedback, you must ban him. DO IT. BAN HIM. BANHIMBANHIMBANHIM. If he gets mad, tell him how to get a Steam refund. If he can't get a refund, mail him a personal check. Just get rid of him.

This is not an overreaction. The worst thing a tester can do is try to shame and scare off other people giving honest feedback. Anyone who tries to drive away other testers is a direct threat to the health of your business. Terminate with extreme prejudice.

Also, banning jerks is fun and theraputic. It is an activity I recommend highly.

Early Access Is An Experiment

Then again, I feel everything in the game industry is an experiment now. This whole thing is new, and it's evolving faster than I can follow.

I won't try it out myself. I'm too old-fashioned, and I like doing most of my creating in a relatively calm, quiet environment. However, if you would prefer to do your delicate design work while on a flaming rocket, alarm klaxons blaring, flying at top speed into the heart of the sun, I think that Early Access might be just right for you.

Thursday, July 23, 2015

Indie Games, Refunds, Terror, and Taking “No” For an Answer

I, for one, welcome our new Washington overlords.
Two months ago, Steam, the imperial, dinosaur-sized seller of PC games online, announced that they would start offering refunds to unhappy customers. And about time, too.

We run Spiderweb Software, a small indie company who sells role-playing games to a tiny niche audience, and we could not be happier about this change. Our business has long had a policy of no-questions-asked refunds for people who bought games from us directly. Our policy is, simply, “If you aren’t happy with our game, we don’t want your money.”

So we were happy with Steam’s new policy even before we knew how much money we’d be losing. Running an ethical business means a lot to us. Of course, customers love it even more than we do.

Predictably, parts of the gaming press, ever eager to stoke controversy for easy clicks, used shaky evidence to make it seem like the refund policy was a big, objectionable thing for developers. Happily, the grumbling has died down, predictions of imminent indie destruction were groundless, and the policy looks like it’s here to stay.

On my end, our refund rate is about 5%. This is, from what I’ve heard, typical. Also, entirely acceptable. We can live with it. (Plus, refunds help to force swift, brutal justice on rushed, crappy PC ports.) 

But I don’t want to be blasé about it. For a small business, a loss of 5% of sales can sometimes be a catastrophe. Changes are scary, especially changes that cost you money.

I wanted to say a little bit about why generous refunds are not only a good idea, but a huge long-term benefit for small, fragile developers like me. And yet, at the same time, some indies are nervous about the change, and they should be.

Giving refunds does change how indies need to think about what we make and what we charge for it. I have a bunch of thoughts about that. Lucky you.

I was curious what the first Google Image Search hit for "indie game developer" would be. (Source article, which is worth reading.)
Why We Need Refunds

I can deal with this one pretty quickly. It’s something I’ve written about a lot in the past.

If you sell PC games, there are generally three ways people can get your game super-cheap: Piracy. Sales. Bundles. If your game is only acquired in these ways, you will go out of business.

To survive selling indie games, you need to convince a bunch of users to pay full price for it. You need to get them to pay more than they know they need to. This is difficult, as people like to keep their money.

The best way to get people to pay the full price is to get them to like you. To make your customers emotionally invested in your survival. This is the great weapon of the small indie: People like us. They think we’re cool. This must be preserved at all costs.

That is why, when I saw a few indies publicly complaining about this inevitable, hugely popular change, all I could think was, “What are you DOING!? Don’t you realize you’re hurting us all?”

Yet I understand. I really do see why they freaked out, and I sympathize. I’m in the same boat. Indie games are different from the big AAA product, and it’s worth asking how the change will affect us.

Indie developers tend to be afraid of two things: That customers will want refunds because the games are too short. Or, that customers will want refunds because the games are too artsy.

I totally want there to be a market for shorter works of art. Like this one, which is absolutely fantastic.
The Two Hour Barrier

Steam’s stated refund policy is that you can get one if you’ve played the game for less than two hours. This invites the question: What happens if your game is less than two hours? Games like The Stanley Parable, Gone Home, or Dear Esther. Won’t customers play the whole thing and then get a refund?

First, this fear shows a really dark and depressing attitude towards your customers. If you really think the people who buy your games are such monsters, why are you writing games for them in the first place?

More importantly, if your games are not providing enough entertainment for the price you are charging, do you really think denying refunds will save you? It will delay the demise of your business, sure. But if people feel ripped off buying one indie game, best of luck trying to get them to ever buy a second one.

I don’t want to entirely dismiss this problem. Suppose you really want to write 30 minute games. I think a game this short can be really cool, and, if it’s good, people will want to support you and won’t ask for refunds. I really think this will be the case, and I have not heard news of huge refund rates from authors of short games. I can be proven wrong, but I don’t think I will be.

Suppose refunds do become a problem for small games. Keeping the money of unhappy customers is still not the answer. Maybe the games need to be sold in bundles. Or maybe they need to be better. Or maybe, in the end, there won’t be much room in the market for smaller games, and they will just need to be longer.

I don’t currently see a big market for 3 minute games, no matter how clever. Similarly, the markets for short films and short stories are very small. Still, there is a market, and it might get bigger.

Let me be clear. I LOVE short, artistic stories, films, and games. I WANT them to have a market and be successful. Reality being otherwise frustrates me greatly, and I wish I could change it. Alas, I only get one vote.

In the long run, whether these markets develop will be up to the customer, refunds or not. No, calling gamers scummy or bigoted or entitled will not help.

Getting angry at capitalism won’t help either. I don’t know what alternate system you want to set up, but if it’s goal is to force people to buy things they don’t want, I’m not sure many will be on board.

If you can’t summon up enough trust or affection toward game buyers to convince them to surrender cash for your product, well, hobbyist game development is an old, beloved institution. Better people than you have fallen to the brutality of the free market.

Microsoft Stress Simulator 2013
Forcing Gamers To Eat Broccoli

I feel some indie devs have this attitude: Our job is to get people to play the artistic games we think they should, instead of the fun stuff they tend to prefer. Gamers shouldn’t be allowed to fill up on cake. They should be forced to buy our broccoli.

Consider one of the most discussed and successful games of the Great Indie Peak of 2013: Papers, Please! This is a game I loved, recommended, and wrote about. It combines story and gameplay in a truly unique and fascinating way. It’s cool beans.

However, Papers, Please! is also viscerally unpleasant to play. I don’t think this is a controversial statement. It is a game about quickly and perfectly doing mindless, repetitive tasks, with swift, merciless retaliation if you fail. It’s stressful, and it’s a bummer. That’s the whole point of the game. (Which, again, I loved.)

Papers, Please! takes about 5-6 hours for a playthrough, so it’s not too short for the 2 hour refund cutoff. To get a refund, players will have to give up on experiencing the whole story. So will they?

I hope they don’t get refunds. I hope Papers, Please! continues to make lots of money, so that more games like it are written. However, I don’t think most people want their limited video game relaxation time to be stressful and unpleasant. If someone buys this game and says, “This game is making me less happy, not more. I want my money back,” I don’t see how we can reasonably refuse.

A terrific sci-fi movie, AND it stars Scarlett Johansson? Who wouldn't go see that? (Answer: Everybody.)
Err In the Direction of Respect

I love indie games, and I love obscure foreign art films. I really wish I could share underwatched classics like Mr. Turner or Under the Skin with you. I just can’t force you.

Music, films, books, all have indie presses that sell obscure products for niche tastes. This is awesome. They are just smaller. They make less money. Someday, it might (will) be impossible to get rich writing artsy indie games. Following your dreams and making fulfilling work will have to be a large part of the reward. I’m in the same boat.

I say all this as someone who has skin in this game too. I write super-low-budget, old-school, turn-based, text-heavy RPGs. My product is more niche than any of the games listed above. I know every new game I release might be the one where gamers finally tire of what I sell.

It terrifies me, but I can take comfort in the way my fans want me to stay in business. They know they will be treated fairly when they buy my games, which makes them like me more.

And that, in the end, is how refunds help me to stay in business. Refunds are right ethically, and they’re good business. Maybe I will be proven wrong, but I doubt it.

Wednesday, May 21, 2014

The Indie Bubble Is Popping.

Writing this article really stressed me out. I reworked it over a dozen times. To calm down a little, I will intersperse this with image that came up when I Googled "Free cute animal clip art." Here, we see a teddy bear who is addicted to The Spice.
I've been threatening to write about the popping of the Indie bubble for some time. Everything has finally started to come together. It's a miserable thing to have to talk about, but the conversation is long overdue.

First, a brief history of the Indie bubble. In 2008, big budget developers were doing fine, but they had mostly abandoned a lot of genres many gamers loved (puzzle games, adventure games, 2-D platformers, classic-style RPGs, Roguelikes, etc.)

A few young, hungry developers stepped in and showed that classics can be written on low budgets by young, plucky people with unruly facial hair. (Braid. World of Goo. Castle Crashers. Minecraft. And so on.) They were rewarded with huge accolades and many millions of dollars.

Shortly after, other developers stepped in with their own games. They weren't quite as classic, but they were decent, and these people made fewer millions of dollars. Some old super-niche developers (Hello!) were able to rerelease old games and get caught in the rising tide.

Then even more developers, sincere and hard-working, looked at this frenzy and said, "I'm sick of working for [insert huge corporation name here]. I would prefer to do what I want and also get rich." And they quit their jobs and joined the gold rush. Many of them. Many, many. Too many.

And now we are where we are today.

Indie gaming has seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. C-beams glitter in the dark near the Tannhauser gate. A deer rocketing through a forest powered by its own poop. All those moments will be lost in time, like tears in rain. Time to die.

Is it me, or is this bunny totally murdering this other bunny? IT'S GETTING REAL!
My Thesis. (I Have One.)

Anyone who knows anything about me knows that I am in love with games. Video games in particular. Indie video games in super-particular. I am more smitten with them than I should be.

(That’s why I’m not angry at the big mobile game makers. They found a way to get my parents to want to be gamers! That’s awesome. I could never do that, and I lived with them!)

The rise of indie gaming over the last few years has been fantastic. It’s given birth to a lot of good, well-funded companies, that have the chance to make great products. (Like Transistor, that, as I write this, just came out.) As long as these companies keep making top-quality work on a reasonable schedule, they’ll be fine.

But lots and lots of other companies are trying to enter the space, and I’m not sure how many of them are aware that things are changing rapidly. Strategies that were sold to them as the Way To Go are rapidly becoming less effective, while forgotten strategies from back in the day may deserve new consideration.

(Of course, I'm talking about PC indie gaming here. On mobile, big free-to-play stomped out the little guys years ago.)

So what this grumpy old fart is saying is that there are Issues. They should be discussed. There are new obstacles that should be planned for and forces you may blame for your problems that, in fact, you shouldn’t. If you are a green developer, face these facts, or I believe destruction awaits.

The easy money is off the street. If you want to make it in this business now, you have to earn it. It's a total bummer. Blaming Steam won't help.

Enough preamble. Let's get to the evidence, shall we?

This adorable dinosaur is mocking your dreams.
The Big, Big Problem. The Only Problem.

The problem is too many games.

How bad has the problem gotten? How towering, bleak, and painfully unavoidable? It's gotten so bad that even the gaming press has noticed it.

Steam released more games in the first 20 weeks of 2014 than in all of 2013.  I don't know why anyone acts surprised. How many times last year did we see the article, "Another 100 Greenlight games OK'ed for publishing!"?

This wouldn't be a problem if there were a demand, but there's not. After all, almost 40% of games bought on Steam don't get tried. As in, never even launched once! At least the people who download free-to-play games try them.

(To be clear, this isn't a problem because these games will keep people from buying new ones, though there will be some of this. People mostly don't play these excess games because they didn't want them. The problem is that a business based on selling things people don't want is not a stable one.)

Because this flood of games is so unmanageable, Steam has been doing everything it can to throw open the gates and get out of the messy, stressful business of curation.  This is absolutely inevitable. It's also going to winnow out a lot of small developers, who don't have the PR juice to get noticed in the crowd. (Think iTunes app store.)

With so much product, supply and demand kicks in. Indies now do a huge chunk (if not most) of their business through sales and bundles, elbowing each other out of the way for the chance to sell their game for a dollar or less. Making quick money by strip-mining their products, glutting game collections and making it more difficult for the developers who come after to make a sale. (I am NOT making a moral judgment here. It is the simple consequence of a long series of calm, rational business decisions.)

Indie gaming started out as games written with passion for people who embraced and loved them. Now too much of it is about churning out giant mounds of decent but undifferentiated product to be bought for pennies by people who don't give a crap either way.

It's not sustainable.

When I asked this lion, "Will Steam Early Access make things better?", it made this face. And then it mauled me.
It Really Is the Only Problem.

It's simple math.

All gamers together have a huge pool of X dollars a year to spend on their hobby. It gets distributed among Y developers. X stays roughly constant (up a little, down a little), but Y is shooting up. A fixed pool of money, distributed among more and more hungry mouths.

Those mouths are your competitors. All your heroes? Notch, The Behemoth, J. Blow, etc? They’re your foes now. Are you ready to fight them?

You can talk all you want about how mean Steam was to you, or how much "discoverability" is a problem, or about how important it is for developers to go to GDC or the PAX Indie Warren or to cool game jams or whatever. It's all a distraction.

X dollars, Y developers. That's all that matters.

And if X stays constant, the only way to solve the problem is for Y to go down. I'll give you a second to work out the consequences of that for yourself.

Another Dimension To The Problem

I can already sense people are unconvinced with my "proof" of why a shakeout is ahead, so I need to point out something else. It's the problem with being a middle-sized developer (a problem that extends to many fields, not just games).

Suppose you are a super low-budget micro-developer like me. It's not super-hard to survive, because I can get enough sales to get by with a little cheap marketing and word of mouth advertising. I'll be all right.

Suppose, alternately, you are a huge AAA developer with massive budgets. You can afford the massive marketing necessary to generate the big sales you need to pay for your expensive games. You'll be all right, until you're not.

But suppose you're a mid-tier (sometimes called AAA Indie) developer, with $500K-$2 million budgets. You have a problem. You need advertising to get sales, as word-of-mouth won't cover it. But you can't afford a big campaign. The only way you will turn a profit is if you get huge free marketing from Steam/iTunes placement and press articles. (Which is why going to big trade shows and cozying up to the press is so important.)

But when there are so many games competing for free marketing, you have a serious problem. According to their site, the Indie Megabooth at the last PAX had 104 games. 104! At one PAX! Just indies! The games industry doesn't need that many games this year, period. #mildexaggeration

If you are an established developer journalists love, like Supergiant with Transistor, you have a chance to stand out from this horde. If you don't already have a hit, I don't know what to tell you. If I were you, I strongly suggest you write an utterly flawless, ground-breaking title and utterly blow everyone’s minds.

It's a rough spot to be in, and that's where a huge chunk of current indie development has placed itself. Some will shrink down, some will leap to the higher tier. But it's going to be super rough in the middle. Again, to see how this works in real life, look at iTunes.

Oh, and by the way? If you disagree with me on any of this? I HOPE I'm wrong! I want you to convince me I'm wrong!

Anyway.

Um, I said "cute" animals. Come on, Google. YOU HAD ONE JOB!
Stop Blaming Steam!

I am somewhat irked by developers blaming Steam for their problems. "Why don't they publish me? Why don't they feature me? Why won't Steam make me rich!?" All of it said in exactly the tone of voice my 8 year old uses when she's angry her older sister got a bigger piece of cake.

If there has been one true hero in this story, it has been Steam. If, in 2008, I'd written my dream list of what a publisher could provide to help the little developer, Steam would have done it all, and then some.

I have a private theory, that's really only in my own brain. It's this. Valve is full of really cool people, who truly love games. But, at some point, with Steam, these basically nice people suddenly found themselves in the position of deciding who lives and who dies. It's a stressful, miserable place, and they didn't like it. It just made it harder to get out of bed in the morning.

In the last few years, Steam workers were the ones who handed out the golden tickets. They gave one to me. (Everyone on Steam made a lot of money. Even niche-developer dingleberries like me. You could put Pong on the front page at $20 a copy and still make a fortune.) The guy next to me who didn't get the ticket? He was angry. At Steam, at me, at the world. But mostly Steam.

Steam found themselves in a position of being hated for something it could do nothing about. Not to mention the fact that the sort of curation they were doing was impossible in the long term. You shouldn't want the games you can buy to be controlled by some guy at a stand-up desk in Bellevue, WA. They aren't wizards. They can't tell what's going to be a hit any more than anyone else. The free market has to do that job.

So they stood aside and opened the floodgates. Supply shot up and demand stayed even, which means, by a certain law of economics (the first one, in fact), prices have to drop. Which brings us to the bundles.

Christ. How long does this blog post go on for anyway?
The Bundles. Oh, So Many Bundles.

I've long been a vocal fan of Humble Bundle. They're good people who want to make the game industry cooler. Their sales widgets are an amazing tool. We use them ourselves. Their bundles started out as a fantastic way to showcase what our slice of the industry has to offer and help charity to boot.

Now, however, there are a lot of bundles. Many of them. Their main purpose: help established developers squeeze a few more dimes out of fading (or faded products). They are a product of the glut.

As I write this, Humble Bundle is running two weeks of DAILY bundles. That's, like, 3-10 full-length games a DAY. Spend a hundred bucks or so, and you'll get enough solid titles to keep you occupied for years. You should do it. It's a bargain. Then you'll only need to pay full price for the one game a year you really care about, and you won't need to worry about risking cash experimenting with new developers.

Then, give it 2-3 years, and you won't have to worry about new developers, because there won't be any.

Again, there is NO moral judgment here. We're all making calm, rational business decisions. I'm just saying where it's going. Where it has to go.

It just can't last. Bundles used to earn a ton, but they don't anymore. If making pennies a copy selling your games in 12 packs is the main source of a developer's income, that developer is going to disappear. Also, all of the bundles and sales encourage users to expect to pay a price too low to keep us in business. It’s just the same race to the bottom as in the iTunes store, except this time we were warned, and we did it anyway.

And hey, I’m not blameless in this. My games have been in a million sales and bundles. It’s what you have to do now, and I’m just as fault as everyone else.

If someone tells you this is the slightest bit sustainable, they are misleading you. There are lots of different reasons to do this. Maybe they need to fool you. Maybe they need to fool themselves. Just don't believe them. X dollars, Y developers. That's all that matters.

"FTL, what is best in life?" "To crush your enemies, see them driven before you, and to get sweet iTunes store placement."
Just One More Data Point

Actually, what drove me to write this, more than anything, was the first minute of last week's Zero Punctuation. It's kind of a gut punch.

It's the time of year when Yahtzee normally shines his giant flashlight on some under-noticed, deserving indie game and elevates it to the big leagues. Instead, he threw up his hands and reviewed the 2012 title FTL. FTL!

Seriously, what sort of review can you write about FTL in 2014? I can cover it in four words: "Yep. It's still FTL." What? There's an iPad version out? Fine. Ten words: "It's still FTL. Also, the iPad version doesn't crap itself."

(To be clear, FTL is a very good game. But I suspect that, at this point, its authors wouldn't mind sharing a smidge of the spotlight with a less established developer.)

With so many games out, picking the good ones out of the crowd is a huge job. As far as I can tell, nobody, and I mean nobody, is willing to do it. This is why, despite such a flood of product, so few games have broken out from the crowd so far this year.

If most of the indie developers went out of business, are we so sure that, outside of the game dev community, people would even notice? Are we so sure a hearty herd thinning isn't what they secretly want?

I Shouldn't Have Written This.

Because it's redundant. I mean, we knew all of this, right? Gamers certainly know. It's been a few years since looking at the new indie games went from, "Ooh! Let's see what treats await me today!" to "Aaaahhh! So much stuff! I am stressed out now!"

Also, it bums me out. I feel like some jerk who sees a guy's pants fall down and points and laughs and shouts, "HA HA! Your pants just fell down!" The pants-down guy has my sympathy. My sales are way down too, so if you hate me, I hope that fact gives you a little smile.

But all this stuff seems pretty obvious. Someday, as things shake out more, I want to try to get into a much more interesting, chewy topic: What happens next? And, if you still want to write indie games, perhaps a grizzled old survivor of multiple booms and busts can provide some helpful ideas.

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Edit: I fixed a date and corrected the number of games in the Humble Daily Bundles. I swear I fixed that once, but the correction was lost in the flurry of rewrites. Also, anyone who wants to hear more of my natterings can follow me on teh Twitter.

Tuesday, November 5, 2013

Marketing, Dumb Luck, and the Popping of the Indie Bubble.

This article is kind of depressing, so here is a puppy hugging a kitten.
Sigh. I hate writing articles like this. Even if I’m right (and I really think I am), nobody thanks the bringer of bad news. If what I predict does come to pass, people will resent me more, not less. But I really think what I have to say should be considered by the jillions of ambitious game devs who are quitting their day jobs to go indie. So here goes.

Interesting game article in the news recently. This guy named Alexander Bruce wrote a puzzle game called Antichamber. It did very well. He just did an interview (written by Brendan Sinclair) about how it’s very important to do marketing and develop a good relationship with the press and your players.

The article contains a lot of questionable statements (by the writer, not Bruce) like …
"Just a few years ago, developers didn't need to worry so much about their relationship with the end users."
Does this match the experience of anyone trying to keep a small software company alive in the last few decades? The ability to keep a good relationship with end users was our best tool for staying alive. But I digress.

(Edit: Just to be clear, a lot of stuff Bruce says is very sharp and worth heeding, especially about how dealing with limited resources forces you to be clever.)

Despite the weird stuff, Bruce gets a bit of good advice in too. To a point.

Now, first, it's evidence how amazingly sweet things have been for indie devs for the last few years that anyone would even think "You should do marketing." is news. When I started out writing shareware in 1994, the first piece of advice anyone ever gave anyone about anything was, "Yeah. Marketing. Do that."

Not the right way to market your game.
But, Um, Duh, Right?

Isn't it kind of an obvious bit of advice? When you finish your game, you'll tell people, won't you? Is anyone trying to succeed at business by finishing their game, putting it in a lead box, and burying it in the backyard?

But here is where the article sort of falls apart. There are many paths to success in the indie biz, and each needs its own marketing plan. Each developer has their own set of strengths and weaknesses, both mental and in cash and time resources.

Just because one path (Hint: Steam) has been popular of late doesn't mean it's the right one for that particular game (since the genre you are working in will require its own strategy, depending on how niche you are), or that it will be a plausible path forever. If you are trying to make it writing high-cost, boutique games in a serious niche field like, say, turn-based wargaming, following the strategy Alexander Bruce used for his puzzle game will lead to ruin.

You see, the conventional wisdom now is that, to make it in indie games, you need to blow it all on one big, flashy title. Spend all your time at GDC giving the gaming press hot oil massages. Then release it on Steam, get fifty articles written about you, and make meelions of dollars. Buy a Tesla, give interviews, have your next game be a 2-D platformer, and die happy.

But buried in the article is the real news. The little tidbit that really says where things are going ...

"Even being featured in a coveted place like the Steam Daily Deals doesn't mean as much as it used to."

Yes. This is true. A Steam Daily Deal used to mean doing a happy dance and putting on your Super Money Pants. What? That's fading? Uh oh. And this is the beginning of the real story.

By The Way …

I’m not happy about any of this. A few years ago, there was a huge demand for indie content, and I had a bunch of quality games ready to go. I profited from this temporary state of affairs far more than I deserved. I am not gloating about sweet times coming to an end. My modest games will be the first on the chopping block.

I can't get rich selling THIS anymore? NO FAIR!
When Can We Start Using the Term "Indie Bubble"?

On October 29, Steam accepted 100 titles for publishing from their Greenlight system. A HUNDRED. IN ONE DAY. JUST ON STEAM.

This is the problem with so many indie devs cozying up to the Escapist and Kotaku and the PA Report. There is a flood of new titles, so many that Humble Bundle sells them in Costco-sized bundles of a dozen for a dollar. A lot of good titles won't ever get that press. They just can't. There's not room.

And that's just for the flashy titles (the "AAA Indies"). My turn-based, low-budget, word-heavy RPGs are a lot of fun and have a real audience, but nobody at Kotaku gives a crap about them, nor should they. Why would a Let's Play channel on YouTube want to do one of my games? It'd be like putting up a movie of someone reading a book. Alexander Bruce's marketing path is useless to me, but my business is still valid. Has been for 20 years.

Also, the gaming community doesn't care about indies as much as we like to think they do. (Minecraft is an ultra-mega-uber hit, right? Well, Grand Theft Auto V made more than it in like 18 seconds.) The gaming press knows that gamers only want to hear about so many indies. Soon, they'll start picking who lives and who dies.

The point? Any article about marketing indies that doesn't mention the word "luck" is lying to you.

Even if she was alive, she still wouldn't want to play your 2-D platformer.
By the Way, Luck Exists

I know all you young developers are brash libertarians who believe in a just, deterministic universe. So feel free to get angry at me for this part: Unless times are really good, you need luck for your business to succeed. You need the rare sort of good times where there's a ton of demand and very little product. A time like the period that is now ending.

Yes, Luck: Getting a good break. Meeting the right editor who will champion you or making the right publisher connection. My company, Spiderweb Software, has been lucky. Many times. I'm not ashamed to admit it.

Worthy titles sometimes fall by the wayside now. There is no inherent universal justice that decides that the "best" games succeed, whatever you mean by "best". Some gamers will love you, and some won’t. You have to hang on until one of those gamers becomes an editor somewhere. The more niche your product is, the longer you will have to wait.

Disagree? Think that everyone who fails only fails because they were lazy or stupid or just suck? Fine with me. It's your call if you need to believe in a universe based on justice and fairness. I hope someday to join you there.

This article is kind of depressing, so here is a puppy.
Can There Only Ever Be One Path?

Here's how it works now. Everyone makes a team, puts something together with flash, pushes the heck out of it at GDC/PAX/whatever, and waits for Steam to wave its magic fairy dust wand and make them rich.

Which is great. If it works. But there's a problem. There's still a lot of fairy dust in that wand, but it's getting spread awful thin.

Is there another route to success in this business?

You could try what I did to make a long career. You could pick a neglected genre, write the best games you can for it on a limited budget in your spare time, release one game after another, and push your work where you can to build a loyal audience with word-of-mouth and good customer support. Then, maybe, years later, thanks to your persistence and hard work, you might go full time. A loyal audience can keep you in business through good times and lean.

All you need to make a game is a $299 computer, a chair, time, and some software which we'll pretend for the moment you didn't get on BitTorrent. It will probably look cruddy, but a lot of people don't care (and many people get off on the rough DIY thing). You won't be on Steam, but there are plenty of ways to sell it like on your own site. It'll be tough, but starting a new business is never easy.

When I did it (shut up, grandpa), there wasn't even the web. Now there are forums and communities galore. There are a million places to start assembling that customer base, and you don't even need to say the word Steam.

Is this possible? It should be. It happens. I'm not the only small dev who has made a living this way. But, sadly, there aren't many. I don't know how feasible the slow and steady building of a clientele is in indie gaming. I am, however, confident that we're going to need to start finding out.

Dear God, please let Polygon notice meeeeeee!
But What About the Future?

I think we're in for an interesting few years in the computer game industry. I have my own opinion about the future of small game development, and it's this:
If your game can't succeed based on word-of-mouth marketing, unless you get real lucky, you need to adjust your budget, your quality, or both.
I know, I know. "Jeff Vogel is just being a crazy old coot again." Sure. Nobody wants to hear a whole business model being called into question.

But I've lived through rich times and lean times, several of each. Small-scale software development is a rough business, and you need to operate lean and mean to live in the long term.

Some indie devs will use their bubble money to get big and survive. Anyone who can't grow huge and doesn't have the patience and persistence to go the small company path will have to seek opportunities elsewhere.

Don't get me wrong. I don't want to see anyone lose their jobs. I've actively enjoyed seeing people who do what I do getting rich.

However, Microeconomics 101 is still true. When people start making a ton of money, they will attract competitors until nobody makes easy money anymore. It’s an iron law of capitalism.

Alexander Bruce deserves his success, but it is important to remember that the path he described in his interview is only sometimes the best way, even if the press often treats it as the One True Route. Not everyone can market their way to success.

(Edit - The final sentence was perhaps a bit too hostile, so I changed it.)

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My incoherent mumblings are now available in condensed form on Twitter.

Thursday, November 3, 2011

Geneforge Saga Now Available On Steam!


When Steam started to carry Avadon: The Black Fortress 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.

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 Geneforge Saga.

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.

I wanted to write a little bit about them and what I think makes them unique.

1. The Setting

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 Nethergate, which was a fantasy game in an actual historical setting: ancient Britain under Roman occupation.

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.

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.

It's a unique setting, and I think it's really cool. And, I don't deny it, I had several strong influences when I made it.

2. The Morality

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.

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.

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."  They were all convinced that I was secretly supporting their own pet faction. Hee!

3. The Open-Endedness

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 specific, awesome influence.)

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.

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.

Old Games For New Gamers

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 five big demos on our web site. Hope you like them!

Wednesday, August 17, 2011

Avadon Is Out On Steam!


Today, Avadon: The Black Fortress goes live on Steam.

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.

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.

But then the Indie boom took off. Indie devs were getting famous. Many could make a living, and some got rich. Amazingly, people stopped acting like I wasn't a total loser for doing what I do. (This change happened about the time the word 'shareware' disappeared.) After all these years, it was impossible to watch all of this excitement and not want to be a part of it.

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.

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.

Avadon: The Black Fortress Is $9.99 On Steam

I've written a lot 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?

1. 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.

2. 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.

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.

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.

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.

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.

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.

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 Bastion, so hope may not be warranted at this point.

A Question a Lot of People Asked Below:

Why is the game still $20 on our web site?

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.

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.

Monday, April 20, 2009

Indie Games Should Cost More, Pt. 2, The Expensening!

Last week, I wrote about how Indie games are becoming too cheap and what factors we should use to price our games in the future. This post attracted some attention and the occasional explosions of misplaced rage. A quick summary of the article:

  • There are an increasing number of Indie game outlets where low, low prices are expected or enforced.
  • Not all Indie games, for a variety of reasons, can profitably be sold for so little.
  • Thus, the new markets are going to choke what Indie games can accomplish, not encourage it.

This isn't good for anyone. Developers. Customers. Distributors. Anyone.

This week, I talk about the reasons I've been given to make my games cheaper, why I ignore them, and what I think should happen now.

One Quick Point

Some people on forums criticized what I wrote because they mistakenly thought I was trying to repeal the law of Supply and Demand. This is unbelievable nonsense. I LIKE the idea of pricing according to Supply and Demand. It is our outlets to the marketplace setting arbitrary price caps that is countering the good work of economics, not me.

Refuting nonsense on Internet forums is such a Sisyphean task that I hate spending even a moment at it. But this particular misrepresentation was so common that I had to say something.

Why Do You Charge So Much? You Suck!

In the last fifteen years, I have heard just about every reason why my games should be cheaper. These arguments refute infallibly the old maxim that "The customer is always right." I prefer the much more accurate "You can't win an argument with a customer." Which is why complaints about my prices tend to go unanswered. So, without further ado, here is the litany of shame ...

"Your Games Are Too Crude and Old-School To Justify the Price"

Then dude, seriously, don't buy them. (And, if I may ask, why are you playing them?) I have my pride. If you don't think my games are worth it, don't give me money.

But consider this. I write plot-heavy old-school, turn-based RPGs. Almost nobody else does. I provide a quality niche service few others provide. Some people LIKE the crude, old-school thing I got going on. The scarcity of the service I provide justifies the price.

"If You Charged Less, You Would Sell More Copies"

This is true. The problem is that I won't sell enough more to justify the lower prices.

Microeconomics tells us that as we charge less, we sell more, but we make less per sale. At some point, there is a best price, a point where (number of sales) * (profit per sale) is at its maximum. The question is, where is it? Based on my experiences shifting prices up and down, I think I'm actually at the sweet spot.

Suppose I charged a World Of Goo price, like $15. This would roughly halve my profit per sale. (Because of the way credit card fees work, the less I charge per sale, the smaller percentage of profits I make.) To make up for this cut, I would have to double my sales. Double! That is a huge increase! Doubling would be big!

Based on data I've received from distributors, I believe that about 3% of my downloads turn into sales (this is called the Conversion Rate). To make up for the price cut, I would have to increase my conversion rate to 6%. This is a HUGE rate, pretty much impossible to get for a niche product like mine. If I had a more casual-friendly product, I might manage it, but that's not my niche. I have to set a price to reflect the nature of my niche.

"Steam Cut Their Prices Way Back, and Their Sales Went Up"

True. But their brief sale got a lot of press. There is no reason to believe this would result in an increase of profits over the long run, for the reasons given above.

We have sales too. They got attention and an uptick in sales. Then that increase petered out and sales returned pretty quickly to the old levels (but with less profit per sale). If sales had stayed high, we would probably have lowered prices permanently by now, but that's not how it worked out.

"I Can Buy Better Old Games At the Game Store For Far Less"

This is, honestly, a pretty hard charge to answer. When someone says, "Why should I get your game when I can get Baldur's Gate 2 for $10?" what I think is, "Dude, you haven't played Baldur's Gate 2 yet? Go get it! It's awesome! And you know something? In a few weeks, when you're done with it, I'll still be here."

I can't compete on price with old classic. Nobody can. To expect me (or anyone) to match price with a handful of old games is completely ridiculous. Can't happen.

But my games have an advantage. They're new. Go ahead and play the old classics, or at least the ones you haven't played already. Go play Fallout or Planescape: Torment. They're SWEET.

You'll be done soon enough. And, when you are, I'll still be here.

"I Can Play Games Just Like Yours For Free on Kongregate Or Whatever"

No. You can't. I make sure to write games that aren't already being done by everyone else. That's why I can charge so much for them. And, prospective Indie developers, if there is a similar version of the game you're writing already available for free, write a different game.

"You Don't Deserve That Much Money. Period."

Then don't pay. The day nobody thinks my games are worth the price, I will fold up shop and go get a real job. But I will never, ever be shamed into charging less than what I feel is a fair price for my labor. I work hard, and I have earned a living. The service I provide to my fans is worth the ability to keep food on my family's table and a roof over their head.

If you disagree, that is your right. But I am not going to send everything I've built over a cliff to appease your wrongness.

What Should Be Done

After all this griping and ranting, I should offer some actual suggestions for what should happen in the future. You shouldn't complain without suggesting a better alternative, amirite?

If all of us (developers, customers, distributors) want a healthy Indie scene in which we can all make money, we should all want the people who make the content to be able to make a living. If you agree, there are things each of us can do to help this happen.

Customers - Don't pirate Indie games. Sure, it's wrong to pirate any game, but not all crimes are equal. But when the game is the direct source of the cash that puts food on a family's table, that is an extra-intense level of Bad.

Anyone who would deny the two guys who made World of Goo their lousy fifteen bucks deserves a good, sharp kick.

Developers - Figure out the right price for your game and stick with it. Don't let anyone shame you into going lower. It stings to pass on distribution on Amazon, sure. But if you can't get the price you need to charge, swallow hard and move on. Maybe if they aren't able to sell more of the titles they want to sell, they will change to a wiser path.

Distributors - Don't set arbitrary price ceilings (like at Amazon or XBox Live Community Games). If you are setting the price yourselves, use the developers price as a guide. Then let the magic of the marketplace do its work, punishing the foolish and rewarding the smart. If a game is too expensive, the price can be lowered later. But if your overly low prices don't support the people who make the products that make you money, well, that is not in your simple, dollars-and-sense best interest. Don't cut the developer off at the knees before his or her product even reaches the market.

None of this is unreasonable. I'm not being all idealistic or hippy-dippy. I'm just using hard, simple business sense. This accelerating rush to give our products away is simple craziness.

So go ahead. Try it. Charge what you're worth. See what happens. You might as well. Because we'll all have to do it sooner or later. You might as well do it while you're still in business.