Showing posts with label what cruddy graphics. Show all posts
Showing posts with label what cruddy graphics. Show all posts

Monday, August 26, 2019

I Am the Cheapest Bastard In Indie Games

A Queen's Wish screenshot. Note that I use game art that I like to look at. This is necessary because I'll be staring at it for years, and I don't want to go mad.

A week ago, I put up a blog post called "Why All My Games Look Like Crap." It really blew up. A lot of people read it. Some were highly supportive. Others took precious time out of their days to let me know I am a gigantic, gigantic bozo.

Thanks to all! When you're trying to get attention for a small indie game, there's no such thing as bad publicity.

Basically, my blog post said, "Some people like my art, but I am still super-bad at art. Always have been. Fixing the problem costs time and cash, and I don't have any of either to spare. So that's why our games look bad."

I got a lot of questions about this. Good questions. Why can't I afford art direction? How much does art cost? Why don't I do this or that smart thing? So that's why I'm writing this. I want to answer the good questions.

So I am going to say some stuff about making and budgeting video games and why I am a bozo and why I am cursed to be a bozo forever. Along the way, I'm going to explain to you the whole indie games biz, from soup to nuts. If you like indie games, I think you might find how I survive interesting.

You see, I am the cheapest bastard in indie games.

I don't have this much money. And, please, I beg you, support bigcatclipart.com and the good work they do.

I've Been Doing This For 25 Years

Some people really get annoyed when I bring this up. It's as if having long experience and a huge body of work gives my words some sort of weight and my advice some value.

Well, it does. Do you realize how few people have turned a good profit for that long in this blood sport business? I am rarer than a unicorn made of bigfoots!

The indie games business is hard, one of the toughest there is.

Why Is It So Hard To Make Money In Indie Games?

What do you think the going rate for the best indie games ever made is?

Did you guess 'Free'? You're right! Go to the Epic Game Store every week and they'll hand you the best indie games, games way better than mine, for free!

That not enough? Join the Humble Monthly Bundle. For just $12/month, they'll send you 6-7 games every month, plus you can also download over 60(!) games in their "Humble Trove." They're good games.

So the competition is intense, and you can never ever match your superiors on price, ie free. That makes for tough business, friend.

Award-winning. Critical darling. Huge hit. Free. How do you plan to compete?

So How Can You Survive?

Simple. You provide something nobody else can ever provide. Something cool and distinctive that people will rather pay money for your game than get someone else's for free.

Consider me. I'm an OK programmer. I'm not good at art and visual stuff, and I haven't been since I was a kid.

But I can write well. I make good settings and stories, my spelling and grammar are ok, I make addicting game systems, and my systems and stories blend really well. THAT is the product I sell.

I'm in the business of selling Jeff Vogel games. And just like Van Gogh couldn't paint a Renoir, or vice versa, nobody else can make a Jeff Vogel game. Larian Studios is a great company with great resources that makes great products. However, no matter how hard they try, they can never make a game one of my fans will mistake for one of mine.

Fortunately for me, there are people who really like Jeff Vogel games, and only we sell them. So we have a business.

However, that's not all it takes to stay in business. I can get people to buy my games, sure. But I need to turn a profit.

That is why I need to be the cheapest bastard in indie games.

You can find a dedicated fan base for any imaginable art style. That's indie games, baby!

Let's See Some Numbers

I got into this kerfuffle talking about how my games look ugly, and I'll get back to that. First, though, let's look at budgets.

Our next game is Queen's Wish: The Conqueror. We spent about 20 months on it. For it to have a chance to pay for the time we spent creating it, it needs to make, after Steam and GOG.com and Apple and itch.io and Kickstarter take their cuts, about $200000 US.

(It will take years for the game to earn this money, but we'll be earning money from back catalog at the same time, so it evens out.)

Why that amount? Because that is what long experience has told us we are most likely to get. Low-budget high-text, thinky RPGs don't become giant hits, but we have a loyal audience, so we'll get decent sales.

Then we take out, say, $60000 for business expenses and insurance. Then we spend X dollars on art (the key factor we are discussing here). We use what is left to pay our salaries (to get baubles like food, clothing, and shelter).

So our earnings for 20 months of hard work is, let's say, $140000 minus art expenses. Keep your eye on the ball.

Twenty Months? That's Not Very Long To Write a Game

No! It's not! Whenever I ship I game, I immediately begin the race against time to write another game before our bank account runs out. Twenty months is actually an unusually long time for us, but Queen's Wish is an all-new games system and engine, so it needs it. I normally need 12-14 months.

By the way, for people who asked me why I don't just learn to do better art myself, this is why. To learn to do better art, I'd need to spend at least 6-12 months. (To think it takes less is insulting to artists.) I just don't have the time to not be writing games.

I made the frames and button background for this interface. It was years before someone say, "Um, Jeff, are you sure this isn't a little too green?"

So Back To Art

After I wrote the last blog post, a lot of people wanted to make sure that, "Oh yeah, pal. No matter how bad your art is? It's WAY worse than that." The most common complaint I got is that there is no unified style and color palette. My art looks like it was cobbled together from like 20 different artists, blended together imperfectly by my nonexistent Photoshop stills.

Well, I've got news for you. Our art WAS literally cobbled together from like 20 different artists, blended together imperfectly by my nonexistent Photoshop stills.

Here's the thing. Many people don't notice this. Some notice, but it doesn't bother them. But for skilled artists and people with an eye for this sort of thing, looking at the icons I use makes their faces do this ...

Hello darkness, my old friend.

Sorry about that.

How I "Art Direct"

When I do what might laughably be called "art design", my first step is to cobble together any floor/terrain objects that will function. I pull art from old games, from https://opengameart.org/, from sites that license icons for cheap, from anywhere I can get icons that will function. I use Photoshop trickery to make it blend as much as possible.

Eventually, I will reach a point where I need stuff that I can't use online resources for, stuff that needs to be custom-made for how I want the game to look. Then I go to freelancers.

I pay for bespoke art for terrain types with different looks that need to fit the engine, like tables and statues. Also, for terrain that I have my own unique formats for, like walls and doors and gates.

My artists work very hard to make sure the icons they do blend well with each other and look great. They do awesome work. Then I defile it by mixing it in with all the other weird stuff I find. If anything looks bad in my games, blame me! Seriously!

Doing the art this way costs around $40000. That leaves $100000 of earnings. For 20 months of work, that's pretty thin, but I'll live with it. I'll make up for it with the next two games in the series, which will take a lot less time to write. (Plus, eventually, remasters. I will be squeezing pennies out of Queen's Wish for literally decades.) So it's fine.

So that is where the weird mix of styles in my games comes from. Suppose I wanted to have unified art, all one style guide, all one look, everything done from scratch to give the game one pure look. I'm not a total idiot. I know it's possible. This is why I don't do it ...

This is a literal screenshot of the first computer game I ever owned.

Here! Have Some Hard Numbers!

Queen's Wish is a big game! Five nations and biomes! A surface and underworld! Multiple sets of furniture, all kinds of environments. The game currently has, to make the different regions look distinct and give enough visual variety, well over 1000 terrain icons. (An icon here is defined to be a 48x48 tile. Some terrains require multiple icons. Each wall type, for example, is assembled from 60 icons.)

Now suppose I do all this from scratch for the game. I need to hire freelancers. So I have to assemble a team of them that work in the desired style, that all make art that blend well, that are available and reliable, that are willing to commit to a job this big, and aren't too expensive. (If you think this is easy, you have a lot to learn. Assembling this team takes a lot of my non-existent time.)

So I hire Fredrika Freelancer (F.F.) for short. F.F. charges $25/hour.

(That’s a really fair price. If you’re paying less, someone else is going to hire her away from you. On the other hand, many freelancers charge $50/hour or more, but F.F. likes me and gives me a break. She probably lives in a country where the U.S. dollar goes farther. If you live in Brooklyn, I can't afford you.)

I ask F.F. to do, say, a stone pillar, about 20 pixels wide and 70 pixels high.

She builds it in her 3-D program. Textures it. Shadows it. Sizes it properly. Renders it. Sends it to me. I request some changes. She makes them. (I'm really easy to work with. I almost never ask for more than one round of changes. Believe it or not, freelancers tend to really like working with me.) I get the art. This probably will take about two hours.

So, if I'm lucky, I get this pillar done for $50. Yay! One terrain type down.

999 more to go.

But for Queen's Wish, I want 4 different pillars, to give distinct looks to four different cultures. Suppose on opengameart, I find a set of public domain pillar icons that basically work. They aren't great, but they function. If I download them, I save $200.

$200!!! That's folding money! You know how much money that is? That's enough money to buy 200 donuts! WITH SPRINKLES!


But That's Not All!

So do a little math and tell me how much money I'll need to shell out to get all 1000 terrain icons done, how much money will be chipped out of my $140000. And then remember that's just terrain! Then I need creature art, and an interface, and portraits, and color paintings, and sfx, and item icons, and ability icons, and ...

RPGs are art-intensive!

Are you seeing why I go cheap whenever I can? Freelancers charge money because they DESERVE it. They are talented people in a hard job. But they are selling the art ala carte, and I'm too much of a doofus to be able to afford too much of it.

To art everything being done from scratch with a unified style and a consistent, pleasing color palette and all the other good things artists like, if I'm lucky and get a lot of charity and really scale back what I want, I can easily end up spending $150000. Again, I can't do it myself. I'm a writer, not an artist, and RPGs absolutely need certain sorts of assets.

So here is the math: Doing art the cheap bastard way, I spend $40000. Doing it the good way, I spend around $150000. 150000 – 40000 = 110000

So to justify the extra art cost, I need to sell $110000 more worth of games just to break even. Remember that number.

We should be grateful that indie games have expanded what a game can look like and still break through. It wasn't like this a decade ago. 

Or I Could Hire An Employee

I don't have to use freelancers, of course. I could hire an artist full-time for 20 months. Suppose I do a big search and find someone whose style I like and who wants to work for me. How much will that count, taking benefits and taxes into account?

Many who are unfamiliar with this industry are surprised to find that artists are some of the highest paid people. Good, reliable artists are rare! Check out this site https://www.careerexplorer.com/careers/games-artist/salary/, for salary estimates.

If I'm lucky enough to find a good artist who wants the job, with bonuses and benefits and so on, I might be able to get him or her for $150000.

If I'm lucky enough to find a good person, with bonuses and benefits and so on, I might be able to get this person for $150000-180000.

(LOL! This is probably way too low, especially if I want the person to live in Seattle so I can work with them face to face, which I do. I will be paying under the median at this rate.)

I don't want to do this. I'm an introvert, and one of the reasons I got into this business was so that I could work alone. But I'll do it. For the Sake Of Art. You, the customer, deserve it. I will never let you down!

Again, my cheap bastard art is $40000. If I hire a full-time art director/artist, I need to increase sales by $110000-140000.

Where Does the Extra Art-Buying Money Come From, By The Way?

So can I even spend the extra $110000+ to begin with?

I don't have that much cash on hand. Nowhere near. To launch this project, I need to take a bank loan or raid my retirement fund. Then, if I don't break even, I'm in big trouble.

OK. I Need To Increase Sales By $110000

I know. This blog post is a long slog. Here's the punchline! Remember, most indie games are sold at deep discount now. After the store's cut, I'll probably average about $8 a sale.

To make that $200000 I think I can earn, I'll need to make about 25000 sales. For an indie game, this is a LOT. But give me a few years and let me luck into a Steam daily deal or a Humble Bundle and I can manage it.

But to break even on my all-new art project, to earn that extra $110000, my still very low-budget indie turn-based-retro-word-heavy RPG needs to sell about 40000 copies.

That increase may not sound like so much more, but it is a LOT. Ask any indie developer. 40000 copies is a HUGELY aggressive number. (So is 25000, but, again, I have an established fan base. Every sale I get requires more work than the sale before it.)

That is just to break even. If we don't hit that number? We can easily lose the entire business, poof, all sacrificed for the sake of a nice, unified art style.

And that is why I need to be the cheapest bastard in indie games.

All my best art direction is done when my eyes are covered with slices of cucumber.

But ... But ... I Thought Indie Games Made You Rich!

Yeah. Sometimes you get a hit. Then you get a pile of money. Then you hire a bunch of employees and make a real company. Then one of two things happen. You write a new, expensive game and it's a mistake and fails and everything explodes. Or you keep writing good games and grow until GiantMegaCorp gives you hundreds of millions of dollars for your company and you fly free and take a big vacation and buy a Tesla and realize you have no idea what to do with your life.

However, most indie developers are like most small business owners. We're humble folks scraping by and doing what we can.

That is why I am writing these too-many words. If you want to have a small business or make a living as a humble artist, I have kind words for you, because I really want you to succeed.

The Inspirational Ending!

I got yelled at a lot for the previous article. It was basically a massive expression of contempt at me for being such a hack that I was content writing such ugly games.

(And if you want to get Extremely Mad Online and dunk on me more, it's cool. Whatever is fun. Shine on, you crazy diamond.)

But here’s the thing! If you want to be a game writer, or creator, or small businessperson, you should find my story to be inspiring!

I write games so ugly that I am showered with contempt, and yet I make money! I’ll have a full, lifelong career! If I can have so many flaws and still succeed, you can too!

Figure out what you are really good at doing. Sell that. Make your dream real. Get it out the door, whatever it takes, whatever corners you have to cut. If you’re better than me (and who isn’t, really), you have a chance.

Good luck!

###


I am writing these blog posts to get attention to our newest game, Queen's Wish: The Conqueror. You can also follow me on Twitter.

Wednesday, August 21, 2019

Why All Of Our Games Look Like Crap

We spent years working on this game. We're betting our family's future on it. So. Why does it look so bad?
We've been writing indie games for a living for 25 years. My wife and I run a humble little mom-and-pop business. We make retro low-budget role-playing games that have great stories and design and are a lot of fun.

Also, they look like crap.

The first game I released, in January of 1995, looked like crap. It achieved financial success (among the blind, apparently), which funded many more games that looked like crap, enabling me to build a solid reputation.

Based on this reputation, we had a successful Kickstarter for Queen's Wish: The Conqueror, an exciting upcoming RPG that will look like crap. We hope it will be a gateway to us making games that look like crap for many years to come.

We have no complaints. We are in the middle of a long, successful career, and everything is rosy. However, sometimes I like to write about the indie game business and help people understand how it works and give advice to younger developers. This article is about why our games look the way they do, whether you like them or not (probably not).

Most importantly, I want to advocate for the right of indie developers to be weird. If an indie dev has a wild, creative idea and is scared of trying it and thinks, "I might as well do it, at least I'm not being as crazy as Jeff Vogel," I've done my job.

So if you are interested in why we write games that look like crap and will ALWAYS look like crap, read on.


This is what I grew up playing. A true classic. This is what looks normal to me.

First, Let's Just Get One Thing Clear ...

I think my games look good, and they contain a lot of really good art.

All of the art in Queen's Wish was made by extremely talented freelancers doing really solid work to my specifications. I feel very lucky to be working with them. If you think my games look bad, any blame for that rests with me entirely.

Second, again, I think Queen’s Wish looks really nice and comfy. Maybe it's a generational thing. People who grew up with Nintendo and Sega really like pixel art. I grew up with Atari and Intellivision, and I am very used to having art that leaves a lot to the imagination.

My art is the sort of game art I grew up with, just with more modern color and detail, designed to give the feel of a tabletop Dungeons & Dragons game. That is my goal.

So when I say my games look like crap, I am maybe being a little clickbaity. Video games are art, art is hugely subjective, and there are lots of people who genuinely like how my games look. I certainly do.

This article is an explanation for those who disagree.

Exile: Escape From the Pit, the first game we ever released. Queen's Wish is meant to evoke this old style, which, yes, I like.

What Brought This Post On

People have criticized the art in our games for decades. I have had indie developers, normally a mild and supportive lot, make fun of my games TO MY FACE.

We have a pretty thick skin about it. Still, when we announced Queen's Wish: The Conqueror, I got this message on Reddit:

Jeff, I really like what you do and Geneforge 2 is one of my favorite games ever, but why not get a better artist? It's not even about technically impressive art, just about something that is pleasant to look at and doesn't alienate people. So many of my friends have told me they'd love to try your games but just can't get over the sloppy and cheap art style.

Ouch.

What fascinates me here is that the guy seems to think he is telling me news. Like, I'm smart enough to keep a software company running for 25 years, but I am unable to notice qualities in my games that are instantly obvious to Joe Q. Rando. Apparently, my games are so ugly that looking directly at them without protective gear will turn you into this guy ...


So yeah, this message bummed me out a bit, but it shouldn't have. I have seen COUNTLESS variants of this criticism over the last 25 years. At least he didn't threaten my life or call me slurs or wish horrible fates on my children (which happens).

What Is Wrong With Our Art?

If you think my art is fine and don't understand what the problem is, bless you. I'll tell you what some think is wrong, as best I understand it.

1. Queen's Wish has a very retro square-tile top-down view, reminiscent of old Ultima games, old Pokemon games, Spiderweb's first games, tabletop D&D, that sort of thing. For some, that old style is really unfamiliar and/or alienating.

2. Queen's Wish uses art made by a lot of different artists. That means that the style is not quite consistent. We've done our best to make it blend well, but it's a little off.

3. All the characters only look in diagonal directions. I made this choice because I once thought all the art would be hand-drawn, and I desperately needed to reduce the number of icons I needed. This was a mistake, and I'll probably try to fix it in Queen's Wish 2.

4. It's not in 3-D. Some people will only ever be happy with 3-D.

I'm sure there are lots of other problems. These are just the most common complaints. All these problems can be fixed. All they need is money. Lots of money.

Our previous game, Avernum 3: Ruined World. Why didn't I just write another game that looks like this? Because I didn't want to. Nyeah!
So. Why Do My Games Look Like Crap?

Or, more accurately, why do my games look the way they do, when other more fancy, more expensive art styles are available? Style that would, I freely admit, increase my sales.

These are the reasons I don't change. If you want to make a living in the games business, or run ANY business, these ideas might be useful to you. This isn't just me whining. There are a lot of key basic principles here, and ignoring them is very dangerous for a small entrepreneur.

1. I Can Never Be Good Enough

Remember we're a tiny company, like most indie developers.

Suppose I want to change how I write games and run my business. Fine. Maybe I should. the first thing I have to ask is: What is my goal? It's to convert non-customers into customers.

There are players out there who look at my games and say, "I don't want to play a game that looks like that." That is totally their right. But suppose I want to win those people over. What is required?

The key problem here is that, when most people say, "Your art looks bad," what they mean is, "I want art that is good." They mean, "I want AAA-quality art." And I can't make that. Not even close.

I have had games where I worked very hard to improve the graphics, spending a lot of time and money, and they really did look better! But when I released those games, the vast majority of people who had said, "Your games look bad." STILL said, "Your games look bad."

Games like Pillars of Eternity and Divinity: Original Sin look infinitely better than my work. Those games also have huge teams, paid for by big budgets.

And let's be clear. If this is what you want, there is absolutely nothing wrong with that! Hey, I like good graphics too. If you want really good graphics, my games will never be for you. I can't afford you.

Writing story-heavy RPGs like mine is still a total niche business. AAA gaming has moved away from what I write very fast. Yes, Divinity: Original Sin 2 was a big hit, but Pillars of Eternity 2 very much was not.

I will never run a big game company. I have to stay small, both because of business realities and because of what my wife and I want from our lives. So our games will never be fancy. They will always be humble.

LESSON: Before trying for a goal, make sure that goal is possible to reach. It might not be. Know your limits!

Nethergate, released in 1997. A huge improvement over Exile. Before I released it, everyone said my games look bad. After I released it, everyone said my games look bad.

"BUT ... Just because we can't shoot for the moon doesn't mean that we can't make some improvements! Hire a full-time artist. Hire another programmer who knows Unity. Why not do that?"

2. We Want To Run a Profitable Business

When you want to run a small business, managing your budget is vitally important. Right now, our games only need to earn enough to support one family. When you have a solid product and a decent reputation, that is a very realistic goal. We've been doing it for 25 years.

Suppose I want to hire a second employee. That will double the budget for our game. That means we have to double our sales to make up for it. When you are in business, especially one as competitive as video games, doubling sales is HARD.

Would a second or third employee increase sales? Absolutely. Would it do so enough to justify the expense? Far more dubious. And bear in mind I need to come up with the money to hire those employees in the first place. That probably means a bank loan. Even if I get that loan, if the extra sales from the new employees isn't enough to pay the loan, that means the whole business can die.

Can increasing headcount and making better games be a good idea? Of course! Businesses do it all the time! It's how great games are made. It is also a good way to lose everything.

I already have a long-term profitable business, and that is not unrelated to my risk-averse personality. I don't want to blow it.

LESSON: When you spend more money, you need to increase sales to match those expenses. Make sure you have a good chance of doing this, and make sure you can stomach the risk.

Darkest Dungeon has really good art that a small team can afford to do. However, the style is really distinctive. Finding artists to reproduce this exact look is hard.

"BUT ... Small companies make great-looking games all the time. The key is to get an artist to make a cool, distinctive art style (like hand-drawn or pixel art). My games have fairly standard, neutral icon art. Why not have more style?"

3. We Need To Maintain a Consistent Look

This is a very subtle but important point, and it's one that people don't think about enough when analyzing or planning indie games.

Suppose I want to make a game like Darkest Dungeon, that doesn't actually have a huge amount of art, but it has a really cool, distinctive style. A small developer could afford to write a game like Darkest Dungeon. I have to get a freelancer who will develop an individual art style for a reasonable price. (Because I can’t afford a full-time employee, see above.)

But.

There is a key problem with freelancers: They have free will. They will very rarely be able to work for you for a long time. They get better jobs, or they quit making art, or they make art but for someone else, or they just flake out.

Suppose I get half a game-worth of really neat, funky art, and then my freelancer gets a real job for big bucks. I then have to find a new artist who can match the style of that art and make a lot of it, which is very difficult.

And then suppose I write a sequel, and I want to reuse that art and need more art made in that style. Then it is even more likely that my freelancer (and any replacements) will have moved on, and then I either have to throw everything away and get it redone (expensive in time and money) or find a new artist who will try to match that art's style and probably not do a great job at it.

I can't stress this enough: Finding talented, reliable, reasonably priced freelancers is HARD. Cherish them when you find them.

That is why all of my games have a more generic fantasy style. I have to work with a lot of different artists. It's the nature of the business. Thus I have to write games in a way that the artists can be replaced. The generic style this requires is not ideal, but it is necessary.

LESSON: Always be aware of when you are relying on other people. Always be prepared to replace anyone. People move on. Life happens.

This is a really good, critically acclaimed, successful indie game. If a game that looks like this can be a hit, maybe there can be room for me?
"But you did games with a more 3-D look and I like those better. Your games looked kind of fine. Why didn't you stay with that?""

4. You Gotta' Follow Your Muse

Game makers are artists. Artists are dependent on their inspirations. Sometimes your brain just wants to make a certain thing. If you aren't going to do what you want and believe in, why are you writing indie games?

I've been writing games with that angled isometric look for twenty years. Twenty! I just wanted to write something that looks different. I have to change things sometimes to stay interested and keep from burning out. Period.

LESSON: Not every artist can make every sort of art. Van Gogh couldn't paint a Renoir painting. If something inspires you, consider following that. If you're writing things you don't want to write, why not just get a real job? You'll get a regular paycheck and benefits.

Atari Adventure, one of my all-time favorite games. A true classic. I STILL love this game. If you don't like it, maybe the problem is you.

"BUT ... Surely you can do SOMETHING? Surely there is some hope! Can nothing be improved?"

5. Again, Some People Like Our Games

Remember, we've sold MANY copies of our games. We have fans. Our games have a scruffy, eccentric handmade look. Our indie games look, well, indie.

I like how our games look, more or less, and I get a vote too. Maybe I'm a big weirdo, but weirdos spend money too.

And, honestly, isn't one of the foundational ideas of indie games that there is room for all sorts of creative expression? That having more dollars doesn't give you a better claim on The Truth? That you don't have to be a billion dollar company to be good, to be right?

Seriously, if you think my games look bad, don't play them. Believe me, I understand. But I got into this business to make my weird toys in my weird way. If I ever can't convince people to buy them, I'll quit and sell shoes.

LESSON: If you are doing something that is working, keep doing it. If you are comfortable with your success, don't let anyone psych you out of it.

People have been hating on my art for 25 years. I am very lucky, and I hope they'll be doing it for 25 more.
We Run Our Own Businesses To Have Freedom

To me, one of the most saddening things about our current economy is that the number of small businesses and self-employed entrepreneurs has been dropping for quite some time.

We at Spiderweb love the freedom of being our own bosses, and we hope others get to enjoy it too. It's a scary way to live, but it has its rewards. We get to be weird. We get to make our own thing, and we OWN it. That is wonderful.

So, anonymous Reddit person, that is why we don't have art that is "pleasant to look at and doesn't alienate people". This was a lot of words, but it's actually a pretty big question.

If you've stuck with me this far, thank you, and I hope, in your life, you get to create things that make you content.

###

I am writing these blog posts to get attention to our newest game, Queen's Wish: The Conqueror. You can also follow me on Twitter.

Thursday, February 1, 2018

We Released Avernum 3: Ruined World.

Seasons come and go. Pages fall from the calendar. And Spiderweb Software releases another game.
In 1997, I wrote a hit game.

It was called Exile 3: Ruined World. It and its remasters are the most popular games I've ever written.

Bear in mind this game was a hit by 1997 shareware standards, not 2018 indie standards. It made enough to buy a modest 1997-priced house. It didn't make enough to buy a mega-mansion.  But I'm certainly not complaining.

In 2002, I remastered the game into Avernum 3. It sold a lot of copies. Then, this week, twenty years after its first release, we shipped Avernum 3: Ruined World, the second remaster of this title. If my email is to be believed, a lot of people want it.

This is a brief story of writing a game that did really well and figuring out how to deal with it.

Exile 3: Ruined World. 1997 shareware at its semi-finest.
The Science of Careful Theft

When I started Exile 3, I'd already put out Exile and Exile 2, and they'd sold well enough for me to go full-time. It was a modest living, but entirely adequate for a 26 year old in Seattle. (You didn't have to be an Amazon employee with a mega-salary to live in Seattle then.)

At that point, I'd been writing shareware for two years, was starting to feel a tiny bit confident and comfortable. I decided that I was really going to stretch my wings. I wanted my third game to be GOOD.

So I did what I usually do when I want to design something good.

I played every game that was popular at the time, stole the very best idea from each, and synthesized them all into one coherent title.

Here's the thing about stealing ideas: Everyone does it. We all stand on the shoulders of giants. It's knowing which tools to not steal, which ones to steal, and how to assemble them together to makes a real craftsman.

Computer Gaming World called Exile 3 the best shareware game of the year. They even gave me a prize. The logo is 2 chubby guys with bad posture sensually hugging a floppy disk.
The Game Was Big

From the Elder Scrolls games, I was inspired to write a huge game with tons and tons of towns. This resulted in Exile 3 being the biggest game we've ever written, by far.

I've written it three times now, and each time I have despaired that I would ever finish it. It's sickeningly huge.

Since I had so much space to fill and I was still young and crazy enough to feel free to do things that were genuinely dumb, this game has a lot of weird, silly stuff in it. Towns named after old sitcom characters. A giant dungeon themed after old karate movies. A whole chapter where the enemies are giant cockroaches. (Actually, I still think this idea is terrific.)

There's a reasonable amount of it that I'm sure I wouldn't do if I wrote it now. I was a lot looser and sillier when I was young. However, when I do a remaster, I need to trust my younger self. I left almost everything alone.

Avernum 3. A big upgrade from Exile 3, but it doesn't work so good on 2018 computers.
Then Again, Maybe I Had Original Ideas

I suppose when I say that all of my ideas are stolen I'm partly joking. There is a lot of cool stuff in Avernum 3 that was quite innovative when it came out, and I can't remember any games doing those things back then.

You can be a merchant or buy a house. There was already games that had this.

The world crumbles as time goes on. If you don't fight the bad guys, towns will fall apart and characters will die. If you're slow enough, a gigantic disaster happens and you have to deal with it or the world ends. NOTE: No matter how slow you are, you can always win the game, but not without consequences.

I wanted to make sure you felt that the world was bigger than your perception and that there were things going on you would never know about.

This is really cool, and I don't remember any other games doing this.

Avernum 3: Ruined World in all its low-budget glory. It was made cheaply, but it's fun.
Working As a Curator

When you do a remaster, you are the curator of your own work. You have a responsibility to your fans to keep everything they love most about the title intact. If you don't, they will punish you lavishly.

People tend to dislike change. If you change one thing, even if it's an entirely reasonable or even unquestionable change, you will always get complaints. These complaints can get very angry.

This makes remasters really grinding, painstaking work. I tried to put in lots of new ideas and designs and stuff. I improved the interface greatly. However, as much as possible, I left the world and story and feel of the game alone.

(There is one change I regret: The artist who made the character art doesn't work for us anymore, so I couldn't get horse art that would match the old style. Sorry about no horses.)

Thank You For Your Support

This wouldn't be complete without a thank you to the many people who have supported and stuck with us over the years. Your kindness has enabled me to live my childhood dream. I promise to work hard to be worthy of it.

Back To Creativity

After 16 months on Avernum 3, I'm really itching to do something new again. I hope I never have to remaster it again. Check in with me in 2033.

We are starting a whole new series. New world, new game engine, new system, maybe even a Kickstarter.

I hope you like Avernum 3. If you aren't sure about it, we have a demo. If you loved it as a kid, I hope that I kept the things you love alive.

On to the next.

Wednesday, October 11, 2017

Avernum 3, Remasters, and the Joy of Owning Your Work.

It's weird to see over four years of my life just sitting there in a lump.
I've been making my little indie games for a living for 23 years. Being a greybeard in such a weird and young industry comes with special privileges.

For example, while some of my peers are getting around to remastering their old games, I am remastering our most popular game, Avernum 3: Ruined World, for the SECOND time. It is only when you rewrite the same material twice that you really test your discipline and integrity.

Writing indie games has become miserably competitive lately. Most new games, even promising ones with a lot of work in them, are sinking without a trace. Yet, thanks to the grinding tedium of rewriting the same game again and again, I have a fighting chance of my business surviving enough to write cool new stuff.

So I'll tell the story or Exile 3: Ruined World/Avernum 3/Avernum 3: Ruined World. (Also on Steam.) There are things to learn here for any young person who thinks, "I wanna' make cool things (not just video games), and make a living doing it."

Don't laugh. It sold like crazy.
In A Previous Millenium, I Wrote A Hit

In 1997, I'd been making games full-time for a couple years. I wrote (and still write) retro, turn-based, low-budget indie RPGs with fun systems, interesting stories, and mediocre graphics.

Happily, I got started at a time when there were very few good RPGs out in the market. I got a nice computer, wanted to play a good RPG, and couldn't find one. So I wrote one. It sold, because no competition. This is a key example of my most important business strategy: Get Very Lucky.

My first games, Exile: Escape From the Pit and Exile 2: Crystal Souls, were designed on a simple principle: I would go back to all the RPGs I loved as a kid and steal the best idea from each one. I then carefully combined all my quality stolen ideas into a coherent whole. This is called being a game designer.

For our third game, I had a better idea. I spent months playing all the new RPGs that had come out over the previous 2-3 years. Then I stole the best idea from each one of those. Thus, I transitioned from stealing ideas from old games to stealing ideas from new games. This is how you evolve as a game designer.

I ended up with Exile 3: Ruined World, which has been our biggest success. It features a gigantic world, that is easy to get lost in. As time passed, the game world evolved. If you didn't fight the monsters off, they would ruin towns and kill the townsfolk. (Though, no matter how slow you play, you can always still win the game.) If you didn't want to follow the story, you could be a bounty hunter or merchant. You could buy a house.

(If you want to try it out, it's available as freeware here. Warning: It probably won't run on your computer. That's one of the reasons we had to remaster it.)

Exile 3 came out so long ago that most new computers then looked exactly like this.
It Was The Right Title At The Right Time

In 1997, it was what people wanted. It was a legit shareware hit. Now, having a hit indie game in 1997 (when the world wide web was basically nothing and most of my sales came from AOL) was different from having one in 2017.

These days, the sales of a hit indie game will buy you a mansion made of yachts. Back then, it bought me a modest house and made my parents slightly less ashamed to say what I did for a living.

I won awards, to the extent there were game awards back then. I got attention from the traditional games media, which was really worth something then. And it established me in the business for good.

But even then, I knew that the real prize was not the praise (which I don't care about) or the money (which is nice, but then you spend it and it's gone). What was really valuable was that I owned the game. It was mine. I could do with it whatever I wanted. Forever.

BEHOLD MY MIGHTY 800x600 PIXELS!
Five Years Later, I Rewrote It For the First Time

We rewrote Exile 3 as Avernum 3 in 2002. Five years is a really short time to wait before rewriting a game, but I have a good excuse. When I started Exile 3, I'd only been making games for money for two years, and I wasn't very good. There were a ton of ways in which the story, interface and graphics should have been improved, and I didn't know to do it.

I spent well over a year writing Exile 3, and my wife and I spent another year turning it into Avernum 3. We went over every single location, line of dialogue, and bit of code, improving and expanding it to the best of our improved abilities. The revised version didn't sell as well as the original, but it still made a lot of money. (Again, by early indie game standards. It was a lot of money for lone artists, but not big-shot money.)

(If you want to try it out, you can buy it super-cheap here. Warning: It probably won't run well on your computer. That's one of the reasons we had to remaster it.)


The new game. I am constantly accused by cranks of never improving my games. Look. I'm not saying this is super-fancy. But I don't think you can say there's been no improvement.
Now, Fifteen Years Later, We're Doing It Again

Fifteen years is a long time in the tech industry. Our most popular game is now woefully out of date in every way, largely forgotten, and doesn't even run on new Macs anymore. Now I can rewrite it so it actually works, and an iPad port will fall out of the process in the bargain.

Interfaces and game design have evolved in a million ways. I'm spending 18 months going over every tiny bit of the game again, redoing every single thing from scratch. I'll release it in January or so, and it will hopefully sell. I think it will. I've spent over 20 years building up a loyal fan base.

The Pros and Cons of a Remaster

The good side of remasters is that they can be less work that writing a game from scratch. You can, with luck, get a full new title for 2/3 of the work, and it's easy to market it because people already like it. (I'm assuming you're not remastering a game everyone hated.)

The bad side of remasters is that you become the curator for your own work. It can be grinding to go over old material day in and day out. The reason a remaster is successful is because your fans like the original game. You don't want to crap it up with too many new ideas, no matter how clever. People tend to not like change.

A Lesson For Young Creators

Never underestimate the value of owning your work. There hasn't been a day since 1997 that I haven't made money off of Exile 3. The reason is that I own it. It's mine, to alter, remaster, and distribute. All according to my whims, with all the earnings going to me.

It's a tough market out there. But suppose you release a new game and nobody ever even hears of it. Wait five years, remaster it and it really will be, as far an anyone is concerned, a new game. You can try selling it again!

And ten years from now, people will be using new consoles, new devices, new sorts of computers. Port your game to them! Each new port is an all new release. A new chance for your game to get noticed and catch on and become a hit!

Nature provides us with a perfect metaphor for any internet discussion.
"But Your Games Are All The Same And Look Like Crap"

I have a follow-up post about the reactions when I announced Avernum 3: Ruined World. It's pretty funny, but this is already long so I broke it out into its own post.

When Avernum 3: Ruined World comes out (hopefully in January for Windows/Mac and March for iPad), I'll have spent over four years of my life on it. It's not a game for everyone. It's mostly the product of one person, and it'll show.

Even if you don't like my work, I hope you take some satisfaction in this: Vidya games are still a place where one weirdo can make weird things for other weirdos and make a living at it. As long as this is possible, there's hope. Maybe the next weird thing for weirdos will be YOUR perfect game, the Best Game Ever, and it never would have existed in a purely big-budget world.

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If you're intrigued by the retro-RPG goodness of Avernum 3, you can wishlist it on Steam. News about our work and random musings can be found on our Twitter.

Edit: Added the Pros and Cons section.

Monday, March 23, 2009

How Many Games I Sell, Part Two

The first part of this column, in which I gave the full sales figures for one of my games, Geneforge 4: Rebellion, attracted a fair amount of attention on the Internets. This pleased me. I really want this blog to be a useful discussion point for people interested in Indie computer gaming, and I'm off to an acceptable start. I'm not really doing this for sales. And, if anyone is curious, I only sold three or four more copies of Geneforge 4 last week than I probably would have otherwise. But that's all right, because it's not why I made this blog.

So, on to some more information and conclusions about the previous post.

Platform Sales Breakdown

We release all of our games for Macintosh first and then port them to Windows. The Windows version almost always comes out about three months later.

So far, the Windows/Mac sales of Geneforge 4 break down to about 55/45. Before that, it was about 60/40. Now it's about 50/50. Macintosh market share went way up over the last couple years, and this has helped our sales a lot.

Releasing games for two platforms has always been the key to our profitability. Porting games is free money, and it's awesome. I suppose this is the sort of thing we should keep secret, as it'll only get us more competition on the Macintosh. But, on the other hand, more games makes the Macintosh more viable as a gaming platform and thus attracts more potential customers for me. So I don't worry about it. Write Mac games! Please!

Was Geneforge 4: Rebellion a Success?

Picking Geneforge 4 as the game I released sales figures for was the right choice, as it really was in the middle in terms of sales for us. However, it created a false impression of how Spiderweb Software is doing. This business is more profitable than it seemed from looking at that one case.

Geneforge 4 cost about $120K and has made about $117K. Given current sales rates, it should be in the black in at most 2-3 months. After that, everything it earns is pure, tasty profit. And we will sell it in bundles (we sell a Geneforge 4-5 bundle already, and a Geneforge 1-5 CD is coming), making more money. So I don't regret the time spent writing it at all.

And it gets better. What was my reward for the year spent writing Geneforge 4? It wasn't just the cash. I also own the game! That means, in ten years or so, I can return to it, give it better graphics and interface, add a bonus 2-3 dungeons, and release it to a new generation of gamers. I've done it before, with my games Exile 1-3, Blades of Exile, and Nethergate, and the resulting products, since I didn't need to write them from scratch, were immensely profitable.

Don't underestimate the value of owning your own intellectual property.

Can This Success Be Replicated By Others?

Yes. But it is difficult.

I had two advantages with Geneforge 4. First, I already had a large and loyal fan base. New developers don't have that. Every game I write attracts a sizable new batch of fans, but the existing base is what makes much of our money.

Second, I was writing for a market, fans of single-player RPGs, that is painfully underserved. When you write your Indie game, you have to write a very good game, so good that it'll get the customer to pry the credit card out of the wallet. But, just as importantly, you have to write something that they can't get easier and cheaper elsewhere.

There are very few single-player RPGs these days, so I have a good market. But if you're writing another Bejeweled clone, even a really good one, you got your work cut out for you.

There is totally room for new developers to build a business. But you have to be good, and you have to be unique.

Is $28 a Good Price?

I think so.

A lot of people have commented that I should lower the game's price to $10. The idea that this would increase my profits is, I feel, purest nonsense. Bearing in mind that the percentage cost of credit card processing increases as the price goes down, and, to make the same profits from Geneforge 4, I would have had to triple my sales. Triple! As in, go from a conversation rate of about 1.5% to almost 5%. This is just not realistic.

Or, to put it another way, Geneforge 4 was the game where we raised our prices to $28. Our sales did not go down from Geneforge 3 (which was $25). They went up. A lot. And Avernum 5 ($28) sold a lot more than Avernum 4 ($25).

The Indie games market seems, pricewise, to be on a full speed race to the bottom. I will deal with this in more depth in a later post, but take this one thing away: I charge a fair price. I write big, good games (with 30-40 hours of gameplay, easy), and they easily provide enough fun to more than justify the $28. I will not be shamed into charging less, not when my dollars and cents bottom line is telling me that it's working.

Do Geneforge 4's Graphics Suck?

Yes.

Does It Matter?

No.

Look, graphics are expensive. Really expensive. We keep our costs low, and our games thus become profitable quickly. We've had some games that did worse than others, but I've never, in fifteen years, written a game that lost money.

And here's the sad truth. Suppose I spent a bunch of money, busted my hump, and wrote a game with graphics as good as, say, Eschalon. Then people who really care about graphics wouldn't look at my game and go, "Wow! He's really doing good now!" They'd go, "His graphics suck. They haven't improved at all." And then they'd go play Fallout 3.

Don't get me wrong. My next game, Avernum 6, will look much nicer than Geneforge 5. I've been working really hard on it, and there are a lot of improvements there. And the next game after that, which will have an all-new engine, will look even better. And you know something? Everyone will still say they look like crap. Big budget games will ALWAYS look better. I can't compete there, there's no hope, so I don't try very hard.

And, once again, I make good money overall. So who knows? Maybe I'm onto something. After all, I'm more profitable than Electronic Arts right now.

In Closing

Thanks everyone for the comments, kind and otherwise. I hope all of this was interesting and helpful. I plan to keep plugging away on this stuff on at least a weekly basis, hopefully in shorter posts.

Keep watching the skies, and support your local Indie.

Tuesday, March 17, 2009

So Here's How Many Games I Sell.

I get a lot of questions from young, aspiring Indie developers, and the most common query is: How many copies of a game does Spiderweb Software sell? It's a really reasonable question. After all, making a game is a long and punishing process. It's entirely fair to want to know what the parameters of success are. Alas, this information is generally kept secret. I've never given this question a straight answer, with real numbers.

Until now.

I am going to give full sales results for our game Geneforge 4: Rebellion. I am not the first Indie developer to reveal this sort of information. However, most public sales figures come from projects that were either blockbusters or disastrous. But our games have never landed in either pool. I have been doing this for a living for almost fifteen years. I make good money, but I'm not a rich guy. At the same time, I have been unusually successful in this business, if for nothing else that I HAVE done it for a living for a long time.

So, young developer, beware. Even the numbers you are about to see are difficult to attain. You have to write a very solid game, of the sort that a million other people aren't making, and then get it noticed. Then, if you catch lightning in a bottle, this might be your reward.

I'll split the information into two parts. This part contains information on the game in question, the budget, and the basic sales numbers. Next week, I'll break down the data a little more and scatter some interesting opinions about being a small-scale game developer into the wind.

Why Did I Choose Geneforge 4?


Geneforge 4: Rebellion is the fourth chapter in my five-part Geneforge series. These games are old-school RPGs. They have very rough graphics and low budgets. On the bright side, they feature extremely large worlds, cool storylines, and a healthy dose of innovative design. The main hook for the Geneforge games is their open-endedness. There are tons of factions you can join, with entirely different paths to victory. You can complete the game using combat or stealth, alone or leading a horde of monsters. They're neat games. But, and I can't stress this enough, they're really low-budget, and they look it.

It's worthwhile at this point to go to the web site and look at the screenshots. Some of you might ask, "Why would anyone pay money for a game that looks like that?" The answer is, "I don't know, but they do."

I picked Geneforge 4 because it was very much an average performer for us. Some of our games have done worse. Some have done much better. Its sales were respectable, at about the minimum level I would require to consider its development a success. It's also worth pointing out that it did not get any distribution on third party sites, which is unusual for us these days. This made it easier to calculate sales for it, but also means that far fewer people played it than our other games.

Geneforge 4 was released for the Macintosh in November, 2006 (in time for Christmas) and PC Windows in February, 2007 (in time for there to be less competition). Unlike most of our games, it has never appeared for sale on another site (like RealArcade, MSN Games, etc.). All of the sales were directly from us. Geneforge 4 didn't get a lot of press, like most Indie games. Some web reviews, some news articles, a few banner ads, but news of it mainly spread by word of mouth.

How Much Did It Cost To Make It?

Spiderweb Software has three full-time employees, including me. I worked on Geneforge 4 full-time, doing coding and design. The other employees spent part of their time on the project, making graphics, helping with design details, and so on, so only part of their salaries counted toward Geneforge 4's budget. The game took about a year to make, including time for the Windows port, but it used a lot of code and graphics and sound assets from previous games.

Of course, while I am giving sales figures, I'm not going to reveal the salaries for everyone at Spiderweb Software. I will simply say that, between the salaries for the creators, the costs for freelancers to makes graphics, general business expenses for the year (insurance, internet, a new computer or two), and the printing costs for hint books, Geneforge 4 cost about $120K to make. If I had to do all of the code and graphics from scratch, this figure would have been around fifty percent higher.

Generally, when an Indie developer reveals the size of their budget, online commenters will go, "No way! It could never cost that much!" But time costs money. I work for a salary, and my time spent writing Geneforge 4 is time not spent earning money elsewhere. Salaries only don't count toward the budget if your time has no value. And time is the most valuable thing you have.

How Much Money Did It Make?

Of course, I can't say how much money Geneforge 4 is going to make overall. Its sales are pretty slow now, but it still sells. The game has always sold for $28. (That might seem very expensive for an Indie title. I will discuss the price at length in part two.) In addition, a hint book is available. The vast majority of copies of the hint book sell for $7. There are also some profits from CD sales, but it's only around a thousand bucks, so I left it out.

So let's look at the interesting numbers:

Total Copies Sold of Geneforge 4 as of March 13, 2009: 3979.
Total Gross Sales Geneforge 4 as of March 13, 2009: $111412.

Total Geneforge 4 Hint Books Sold as of March 13, 2009: 807.
Total Gross Sales Geneforge 4 Hint Books as of March 13, 2009: $5649.

As you can see, we don't sell a huge number of copies ourselves. Our other titles, which are also available from other outlets, sell much higher raw numbers. (The original Geneforge, for example, has sold jillions of copies, though we got far less cash for most of those.) So does this mean that hardly anyone played Geneforge 4? No, for two reasons.

First, there is every reason to believe that for every copy that sells, a lot of pirated copies get played. I would bet folding money that tens of thousands of people (pirates, free riders, scum) have enjoyed Geneforge 4 for free. It's been cracked aplenty.

Second, Geneforge 4, like all of my games, has a large demo. Probably too large for my own good. The free portion of the game is almost a full, self-contained game. So there are a ton of people who got to play a big chunk of it, say, "OK, that was enough," and move on. And I can't blame them. They have done no wrong. I'm the one who set the size of the demo, after all.

But I think the most important thing to note is that Geneforge 4, after a few years, is almost in the black, and it continues to sell. In the long run, the time spent on it will be quite profitable. Despite the crude graphics. Despite the high price.

And I think there are some lessons to be learned here. Next week, I'll talk about how I set the price, break down the figures for Mac and Windows sales, and give aspiring developers some friendly advice.