Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

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.

Saturday, April 16, 2016

How I Deal With Harassment, Abuse, and Crazies In General.

Whenever I write about a topic that upsets me, I calm myself by illustrating it with royalty-free, reassuring stock photos.
"People are a problem." - Douglas Adams
I get a lot of requests for advice from young developers. Some of these questions regard advice on how to deal with being harassed online. Sometimes, these requests come from people actually experiencing harassment. This is a topic I've been afraid of writing about for some time. It tends to draw firestorms.

Also, it is an issue that affects other individuals WAYYYYY more than it affects me, and I don't want to be a callous buttinski around other peoples' troubles.

But I do get asked. And I do want to respond. I don't think young developers should value my feedback, yet they do. They certainly deserve to get fair warning about what awaits them. So.

This is how I, me personally, handle the threat of online harassment. Your mileage may vary. No, it WILL vary.

I Am a Public Figure

When I release a game or write something visible to the whole world, even a tiny something (Warning: Twitter counts!), I am acting as a public figure. A teeny tiny one, but a public figure nonetheless. Public figures have always received hate mail, abuse, threats, and messages from the unhinged, and they always will. Alas, the internet makes them much easier to deliver.

If you are a public figure, you will be abused eventually. Maybe mild insults. Maybe much worse. This abuse can spread to those around you. (Employers. Loved ones.) You should start thinking about this (and your tolerance for it) now.

This means that, unless something changes very drastically, from Day 1 of your life as a public figure, you should be thinking about your public image and how you will manage it. What is your mental resilience? How much abuse can you take?

Yeah, these chocolates are really reassuring, until some rando finds your street address and gets 100 boxes of them shipped to your house.
1. Harassment is real, and it has a real effect.

Being harassed is harmful. It's easy to say, "Just toughen up. Walk away from the screen." until you've actually experienced it.

Humans are tribal creatures, and tons of insults are upsetting to us on a deep lizard-brain level. Anonymous threats are terrifying, even if they aren't credible. Organized swarms of bad Steam/iTunes reviews can sink a vulnerable business. Organized swarms of angry people can cost you your job. And getting swatted (someone giving an anonymous call to your local emergency services to get a SWAT team sent to your house) might kill you.

By the way, these days, they don’t just come after you. Your family and loved ones will be considered targets as well. You may be capable of ignoring being called every dirty word in the book. But is your mom?

So complaining about harassment isn't just whining by sheltered nerds. The more visible and outspoken you are online, the higher the chance that a whirlwind will land on the heads of you and those you love. There is no chance of this changing in the foreseeable future. This is serious business. I am scared. Everything I do online is weighed against the risk of harassment.

Actually, that's another good reason why I haven't written about it. I don't want to be yet another sheep, bleating loudly in the middle of wolf-infested woods.

Actually, these macaroons look sort of gross. Also, who ever thought it'd be ok to charge two bucks for one small cookie?
2. I filter my input. Mercilessly.

I know a lot of creators of nerd culture. Game designers, writers, comic artists. Old, gnarled, crabby, battle-hardened pros with decades of experience. You'd have heard of a bunch of them.

They all have something in common. It never fails to amaze me, but a single mean email or bad review can send them into a spiral. Like, they'll still be obsessing over it days later. I think, "Wow. After all these years, they still won't let this stuff roll off of them?" And then it happens to me.

So we filter our inputs.

Consider this. Suppose you are, like all right-thinking people, a big fan of Taylor Swift.  So you want to write her a piece of kind fan mail, telling her how awesome she is.

She might read it. It's entirely possible. However, before it hits her iPhone, I bet it will have been filtered by at least one handler. (All of this is just my guess, of course. I would NEVER presume to speak for T-Swizzle.)

There is a super-good reason for these handlers. I've never met Taylor Swift, and I likely never will, but I do know one thing about her: She is a human being, so she is heir to all human vulnerabilities. If hit with the wrong email at the wrong time, she will be thrown off her game for a day, or three. If Taylor Swift is thrown off her game, major corporations lose millions of dollars. So they filter.

I do the same thing. Your messages to me are checked before I get them. I almost never read forums. I'll bet most public figures with any kind of profile do the same thing.

Some people are mean. Some people are crazy. Some people are both. I do not let people in these categories pour poison directly into my ear.
That's odd. I don't find this picture reassuring at all.
3. I remember that life is not fair.

Suppose someone gets angry at me for what I write. He gets a bunch of friends together and they give my games bad reviews on Steam and iTunes.

This is really mean and genuinely harmful, and there is not a damn thing I can do about it. They will cost me earnings, and I have no recourse. They walked up, punched me in the nose, and strolled away, and I could do nothing.

Meanwhile, anonymous hordes gather and attempt to cause real suffering to their targets (and their targets’ loved ones). Targets often chosen for silly, trivial, or even factually incorrect reasons and given punishment utterly out of proportion with what they might possibly have done (or not). There is no logic to it, no justice. Just mad lashing out. I have tried to understand it, and I have failed. It is simply maddening.

Life is not fair.

If there was a solution, I would be suggesting it. If I had ever heard or read an answer which would really work and not be a bandaid and would actually make things better, I’d be shouting it at the top of my lungs. But I got nothing. What can’t be changed must be endured.

So, when I get scared or angry (which is often), all I am able to do is attempt a measure of Zen acceptance. I mean, sure, I could rail about how mean the Internet is. But the Internet is what makes my business and awesome life possible in the first place, so it seems a little churlish to hate the Internet.

I will never be totally safe. There will always be fights. Afterward, I get up, dust myself off, get back to work, and try to make enough money to endure the occasional asshole assault.

Well, this is kind of reassuring, I guess. Bones are good. We need them to live.
4. I am very careful about poking the beast.

Over the last year, my writing output has dropped to almost zero. I'm still writing. I have a folder full of completed articles. I just don't post them, because of fear.

The main way to draw abuse is by saying things that anger people. Saying true things still makes people angry. In fact, true things often make people more angry.

When I chose to make a living as a creator, I picked a very difficult job. Very hard, long hours, with a minimal chance of success.

Suppose I also decide to try to change the world in some way. In this case, I picked another very difficult job. Very hard, long hours, with a minimal chance of success.

But there's a key difference between these two jobs. When I try to make stuff to make people happy, most people like me. Only mean, nasty people are out to genuinely hurt someone who only wants to share neat things with the world.

When I am trying to change the world, it's different. Human beings naturally hate and fear change. If you try to change the world, no matter how noble your cause, you will make some people angry.

Remember what I have egotistically termed Vogel's Iron Law of Anger: If you try to make people angry, intentionally or not, you will succeed.

Now what I am not (NOT NOT NOT) saying is that you should be quiet and never state your opinions. I am NOT saying that. In fact, as a citizen of a republic, I believe it is my sacred responsibility to occasionally speak up and try to nudge opinions.

However, a republic is not a suicide pact. What I AM saying is that I weigh my opinions very carefully. When I decide to speak up and try to change minds, I must ask: Am I currently ready to be shouted at? How much? Is the piece I am about to write a ticking time-bomb that will explode and destroy my career in five years? Then I pick fights that will not overly distract me from my first work: creating.

OK, my reassurance-evaluation algorithm is definitely on the fritz. Give me a second.
5. Beware Twitter. 

Twitter was designed, from Day 1, to enable any random person to send messages directly to any public figure. In other words, from Day 1, it was designed to be an abuse and harassment engine. It's not a bug. It's a feature. All that abuse and controversy is how it gets clicks and money.

They are a publicly traded, for-profit corporation, so they will never change in a way that brings them less money. In fact, being a publicly traded corporation, they receive overwhelming pressure to not do so. Do not trust corporations to make the world a better place. They are not your pal. They do not love you. Beware.

6. I have obtained a weapon for self-defense, and I have become proficient in its use.

Ha. Ha. I'm just kidding.

Or am I?

I'm certainly not going to tell you here.

Online harassment has been around for a long time. Every year, it increases in prevalence, ingenuity, and raw damage. I see no reason why this trend will change. I suspect, five years from now, things will be even worse. I don't know what will happen or how I will deal with it when it does.

I've been lucky. I've never gotten to the point where I seriously considered calling the cops. Not yet. Not because I didn't want to, but because I knew it wouldn't help.

Because who are we kidding? They won't do anything. The Law's ability to deal with crimes that haven't happened yet is pretty much zero. (As so many who have gotten restraining orders against an abuser can sadly testify.)

However, the police might make a note in some database saying that SWAT teams heading to my house should be a little extra-careful. That's more than zero.

Look, I've gotten legit scary messages. I've had nights where I sat up on the couch, scared to death, listening for someone trying to break in. I have explored my gunpowder-based self-defense options.

(If you think I am being over the top here, please bear in mind that I am very intentionally leaving out the details of problems I have personally encountered, as I will NOT say anything publicly that might reawaken those problems.)

Writing about this topic, all I can do is shake my head slowly and take deep breaths and try to calm the anxiety. I tell myself that the person who actually comes to kill me probably won't bother to send a polite warning first. Weirdly, this doesn't make me feel better.

I don't know. I just do what I do and hope for the best. Does this count as advice?

GAH. OK. Time to wrap this up.
Scared Yet?

If you're thinking of being a public figure, you need to be ready for it. I guess I do have advice. If you are nervous now, you have taken it: Be nervous. It's OK. It's the rational path.

And that's all I have to say about it. This is a very unsatisfying way to end the article, but the online environment now is very rough, angry, and in a state of flux. I think things will get worse before they get better. (Spoiler warning: They will never get better.)

I respect the damage harassment can do. I don't blame the victim. I don't back down from every fight, but I am prepared for others to fight back. I am nice and respectful whenever possible. I remember some humans are mean, some are crazy, some are both, and there's nothing anyone can do about it. I also remember that the vast majority of people are quietly decent. Finally, I remember that being a public creator is a tough, noble path, and I am proud of it.

I hope you can pick something worthwhile from this heap of scraps. Good luck.

###

I also say things on Twitter.

Edit (4/17/16) - Replaced the sentence "In fact, being a publicly traded corporation, they are legally prohibited from doing so." with something more accurate.


Tuesday, April 5, 2016

Gaming Needs To Have More Arguments. Here Are Some Topic Suggestions!!!

Today, I argue for more argument on the Internet. I freely admit that this is a Hardcore-difficulty rhetorical maneuver.















I just got back from the Game Developer's Conference, where I met a ton of cool people who write indie games and attended many panels. Everyone I met was perfectly lovely. Indie developers are a bunch of friendly, outgoing, huggy folks, and they could not have been kinder to me. I appreciated it.

Yet, there is one thing I find fascinating (and maybe even slightly worrying): In several days around my peer group, talking and drinking with them, I did not hear one argument.

I'M SPOILING FOR A FIGHT!!!

Indie gaming is changing very fast. Our art is expanding in every way and getting tons more press. Our business is booming, to the point where it is actually significant. (The figure I heard at GDC was that indies are grossing over a billion USD a year, which is a real business by any measure.) Indie devs are artists, and our work is now a Big Deal.

But here's the thing. Artists are a proud, passionate, opinionated lot. Look anywhere in the history of art, and you will find passionate (even furious) debate. People used to riot at concerts and the theatre, for God's sake.

Indies have a lot of things to argue about. Our art form is very, very new, and there are countless unanswered questions. Hell, there are more questions than answers at this point. Nobody seems to know anything about anything. We should be figuring some stuff out. We should be having debates. Noisy, vigorous debates.

Therefore, I am going to, in my humble and retiring style, suggest a number of Open Questions In the Field of Indie Development and Marketing. I think they are all issues intelligent people could disagree on and have a heated debate about. If you are hungry for a good topic for a panel or article, help yourself. You’re welcome.

I freely argue with gamers and developers, because I am respectful and thoughtful and know that we are all bound by the Magic of Friendship.
A Selection of Topics For Argument

We know it's possible for your game to be a hit or to fail. What about in-between? Is it still possible for new indie devs to chip out a sustainable, middle-class career, building a fan base and serving an underserved niche? If so, how?

So how DO you figure out what price will maximize earnings for your game? Does it depend on genre? Production value? How much media attention you get?

Should indie games be cheap? Indie games have long been cheaper than AAA games. This is an advantage. Is it a good idea to give it up?

I have long believed that one of the great advantages of indie gaming is that people like us and think we are cool. Thus, people want to keep us in business. Buying our games makes them feel good. Is this true? Do indie developers have an ethical responsibility to maintain the reputation of our industry? (This is a tough question. If an indie dev wants to do something unpopular, but it will provide the money he or she absolutely needs to stay in business, I'm not sure I could in good conscience tell them not to.)

Have indies let their quality control slip? If an indie is selling a strictly non-functional game, should we be pressuring them to remove it from sale? (I am a long-suffering Mac gamer. So many indie Mac ports are seriously broken or just plain non-functional.)

Are free to play games ethical? If so, are some sales practices for them ethical and some not? If so, how do you tell where to draw the line?

Computer games are a 100 BILLION dollar a year global industry that employs multitudes and entertains countless people. Given that, does our industry deserve a serious, professional media that adheres to reasonable journalistic standards? If so, do we have it?

Have I gotten myself into trouble even asking those questions? Also, am I being unfair? Is it even possible to make money doing rigorous old-fashioned journalism anymore? In any field?

Customers expect new games to eventually go on sale. Is this a bad thing? If so, how should indies act in order to extract more money from customers? If there was a way for us all to collude to keep prices high, should we do it?

Most agree that Steam Early Access is, overall, a good idea. That said, how developed should a game be before it's allowed into Early Access? How long is too long to wait for a game you bought early (or on Kickstarter) to be actually released?

If you're making an episodic game, how long is too long to wait to release the final chapter? (Bear in mind that if you take, say, five years, a percentage of your purchasers will be DEAD before the final part is out. As the gaming audience ages, this percentage will only increase.) How many years have to pass before you cross the line from eccentric, unpredictable, lovable creator to something far less respectable?

When playing a competitive game, should trash talking be allowed? How do you tell when trash talking becomes abuse? If all trash talking is bad, should it be removed from every competition, including in real life?

While I love many Walking Simulators and have recommended many of them in my blog and on Twitter, I also like to use the term Walking Simulator because I think it's funny. Am I a bad person? I play casual games on my PS4 all the time, but I still joke about Filthy Casuals and Console Peasants. Is this abuse or harmless japery? How do we find the line between the two?

Most agree that game refunds are, overall, a good idea. Should we push every platform to offer them? If so, when should a customer be allowed to get a refund?

Most agree that user reviews are, overall, a good idea. However, user reviews enable a few disgruntled cranks to brigade your game's page and directly attack your sales. This really sucks, but it seems impossible to prevent it. Can it be prevented? If so, how do you do this without enabling developers to simply remove bad reviews they don't like?

The most common story I've heard from indies lately is: "We did a ton of PR work. We got a lot of positive attention. Our game still didn't sell well." Does this actually happen or is it just my imagination? Is the universal advice of, "Indies need to do tons of PR or die," actually correct? What sorts of games is it true for?

I have read many articles saying that developers should have high self-esteem and confidence and avoid Imposter Syndrome.  Yet, my self-hatred is what drives me to improve, and my terror is what drives me to work hard. Is there really one optimal developer emotional state?

I was hugely disappointed when Steam's program for paid mods and add-ons failed. I think this is a good potential route for indies to make a name and a living. Is a working for-pay mod system possible? If so, how would you make it?

One of the best ways to make a living as an indie is to find a much loved but underserved genre and start to serve it. Are there any underserved genres left?

Do Let’s Plays of your game always increase sales? Suppose you don’t want long Let’s Plays of your games. Do you have the right to prevent them? Is a long duration Let's Play a copyright violation? How long until a big lawsuit forces twitch.tv to only allow streaming of your game if you give them explicit permission?

Are schools that teach game design and programming a good deal? How useful are the degrees they offer if the recipient leaves the industry? Is anyone doing long-term studies of this issue? When a young dev asks me whether he or she should blow $80K of after tax money to study game design, what the hell should I say?

Finally, video games are a TOUGH business. Many indies go into it with the strategy of, "Newer give up. Never surrender." But not all of them can make a living. Isn't there a point where you SHOULD give up and/or surrender? How do you tell when you've reached it?

I am going to transition from My Little Pony to Naruto header images, as my daughters are forcing me to watch Naruto. All 80000 episodes of it.
“Great. More arguments on the Internet.”

I can picture you now, sighing and shaking your head. "The last thing we need is more discord, more shouting," you may well be thinking. It seems like the whole Internet is good for nothing but shouting. There is a small number of assholes out there now, doing enormous damage. I don't deny it. To deny it would be willful blindness.

Yet, we can't let those assholes keep us from doing the work we need to do and figuring out the things we need to figure out. We should provide the assholes a good example by showing them that respectful criticism and debate still exists.

I really enjoyed GDC, but the talks there left me with more questions than answers. Tough questions, that could use some real debate. When I wrote about the Indie Bubble, a lot of indie devs called me out on this point or that, and it was awesome.

Indies are decent people, and we like each other. This means that we can afford to have a few arguments. It is possible to debate someone, even passionately, even with shouting, and still love them and go out for drinks with them at the end of the day. I do it with my family and friends all the time.

This nightmare is what comes up when you do a Google Image Search for "Naruto fights." So. Um. Don't do that.
In Conclusion

When I was young, I loved a good argument. I don't really enjoy debates anymore. I'm a lot more chill in general now.

But I will still argue, not because I enjoy it but because it is my duty. Frequent, vigorous, respectful debate is good for a community, an industry, and an art form. Debate is the Darwinian crucible in which bad ideas are burned away and good ideas emerge, purified in fire.

(The key is to make sure that only bad ideas get burned away, not people.)

I’m going to try to defeat my cowardice and start blogging again and chipping away at this pile of open questions. I hope, when I’m dumb, people point it out. If you think I wrote something wrong and can provide actual reasons to prove your case without resorting to cheap ad hominem attacks, I hope you’ll take your shot at me.

Then, if you manage to score a point on me and we meet at a convention someday, I will happily buy you a drink. Something reasonable. Jack Daniels quality. None of this top shelf crap. I'm not made of money.

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As always, you can get fresh opinions and news about our games at our Twitter.

Wednesday, September 9, 2015

The Indie Bubble Revisited (or, Are We All Totally-Doomed, or Just Regular-Doomed?)

I hate writing this, because the situation is ugly, and it feels like I'm just piling on. I'll try to add something new to the discussion.

Yeah, yeah, I know. Another stupid article about the Indie Bubble, or the #indiepocalypse, or whatever dumb thing they’re calling it today.

It’s starting to get a little old. I did my part kicking off this whole discussion with my Indie Bubble article about a year ago. It's probably the most widely read thing I've ever written. Luminaries of the game industry read it. Many articles referenced it. Some people hated it, though a lot of these seemed to do so not because it was wrong but because they wanted it to be wrong.

It’s been talked about a lot since then. I’ve read a million articles and tweets and critiques by established indie devs who are eager to let you know that if you don’t create an eternal classic and market it 27 hours every day you suck and deserve to fail. (I’m know ... I’m exaggerating. Some days, it doesn’t feel like it.)

But I’m not gunning for ten million dollars, and I doubt most young game devs are either. We just want to earn pizza and housing money making our happy toys. We know that a few people can make a killing. We just want to know if we can make a living.

Anyway, it’s been a year, and I’d like to check in. Try to inject some reality, maybe a solid prediction or two. It seems like half of the game industry is too optimistic and the other half too lost to despair. Instead, all we need to do is look around and see a bit of what the Game Industry is like. What it was like before the bubble, and what it is reverting to being like again.

By the way, I don't want to turn this into an ugly class thing, but ... If you already have a massive hit, OF COURSE everything looks great.

A Bit Of Truth, and Then You Can Ignore the Rest of This

Some have described me as some sort of weirdo Indie Dev Angel of Death, forecasting the apocalypse. This is not what I said in my article. All I said was that, after several exuberant years, the business of writing indie games was returning to normal.

And what is normal? Here's the big take-away! Writing games for cash is a harsh, unforgiving affair. Success is rare and failure common, instead of the other way around. If an indie game fails, it shouldn’t surprise you. Success should surprise you. All I said was that, in the future, this hard reality will (and must) reassert itself.

Please take a moment to reread the previous paragraph. Then don’t read the rest of this mess. All that us Doomsayers are saying is that the simple reality in the previous paragraph is reasserting itself. There’s is an #indiepocalypse, kind of. It’s a painful return to the simple harshness of the gaming biz, same as it always was.

But if you’re still reading, since we're all in the future now, I wanted to revisit my original piece and see if I was accurate.

So let us look, bravely, eyes open and clear, at the situation as it exists. Let's figure out where we're going, and let's see if we can all find a way to avoid flying shrapnel.

Time for a little cheering-up break. Thanks, Twilight Sparkle! Friendship IS magic!

Now I Prove I Was Right

How can I prove that I was right, that the happy days of easy money are gone, and that we indie devs are going to have to hustle and scrape and control our budgets like in the musty olde shareware days?

Once, I dreaded writing this article. I feared having to dig up tales of high profile indie flops. I planned to rely on imperfect measures, like the increasing number of games forced to rely on massive discounts and being in bundles a scant 3-5 months after release. I thought I'd need to scrape together what sales figures I could find to show that, yes, titles that once would have been massive hits out of the gate will struggle simply to break even.

Now I don't need to do any of that. I have been given manna from Blog Writer Heaven: SteamSpy.

Aren't you sick of seeing this chart? (Full size original here.) I know I am.
The Mysterious Miracle of SteamSpy

SteamSpy is a new web site that uses online data mining, secret algorithms, and Magic to come up with weirdly accurate estimates of how many titles games on Steam have sold. Based on my own sales and what I've heard from other indie devs, its numbers are surprisingly on the nose.

It's not as good for figuring out how much actual money a game has made. SteamSpy counts sales, not how much money a sale was actually for. The site  can't tell whether sales were at full price or from sales or bundles or whatever. However, if a game hasn't yet been in any bundles or big sales, it's good at estimating how much the game has earned. It's pretty damn cool.

That being said, please consult the chart above.

One heavily disputed claim in my original article was that most people have only a constant amount they will spend on video games. Thus, since so many more titles are coming out, earnings will go way down.

This struck me as a pretty uncontroversial statement, immediately understood by anyone who knows anything about economics or who has had to make a family budget. If you release 10x as many games, people won't start spending 10x as much on games, as they also need to buy food.

SteamSpy's chart says this is pretty much exactly what happened. Number of games shot up. Money earned per game went way down. Yes, there are still hits, and they generally earned it. It's the invisible majority of developers that are drifting into oblivion in silence.

So now I'm going to make some predictions, and I hope, in a year, that I have been proven wrong. I really do.

Another chart everyone is sick of: Steam releases per month. Ignore the dumb trend line and just look at the dots. The pretty, pretty dots.

Prediction One: More People Need To Abandon Their Dreams.

As a bonus, there is another chart: Steam Releases per month. There's no guesswork here. To know the number of new releases, you just have to go to Steam and count them. The numbers are still shooting up, as hopeful, talented young devs chase the gold rush.

Expect earnings for most developers to keep going down for a while. I don't take any satisfaction in this. I love indie development, and, as I said in the previous article, I WANT to be proven wrong. (Remember, this is my day job too.) Yet, these numbers are pretty compelling, and they speak of a rough road ahead.

Yeah, yeah. You’re probably sick to DEATH of hearing that. LOTS of indie devs say it. What nobody talks about is exactly what that rough road will look like. Who will get hurt, and how? Here’s a guess:

Basically, solid, competently made games that would have made a modest profit 10 years ago or 10 years from now will just flop. Really ground-breaking titles will do fine, of course. It’s just that, in a normal environment, you shouldn’t need to be absolutely unique and invent a new genre or whatever to make money.

(Oh, by the way? If an otherwise solid product falls to huge competition, there's no need to pile on further by saying, "You just sucked. Indies are whiners. You just want a trophy for showing up. Loser. LRN2PLAYN00B!" It really aggravates me when profitable indie devs do this. Show some humility. You just write indie games, for God's sake. Just because your game sold well doesn't make you Jesus.)

This is REALLY important: After the hard times to come, yes, wages will be lower than they were. It will be harder to get rich, but it'll also be totally possible to scrape by a nice, middle-class existence writing competent games in underserved genres.

All it will take is enough companies dying to have a few genres be underserved again. This process will be HARD. This is the so-called #indiepocalypse, right here.

To make a living without a monster hit, however, will require some reality acceptance ...

Yeah, pretty much. I suggest writing your first game in your spare, non-job time. Yes, I know this sucks. I've been there, man.

Prediction Two: Ambitions Will Grow More Modest. Budgets Will Be Cut.

My blog is called the Bottom Feeder, because that is what I am. I am a small, fast, nimble developer, dashing in to grab the scraps the big boys leave behind. I write my games on tight schedules with modest budgets. When I can use cheap, licensed sound and graphics, I do so with enthusiasm.

As a result, our business has done well for over 20 years.

I've watched the ramping up of indie budgets and ambitions over the last few years with fascination. Having a real team and professional assets (graphics, sound, etc) can result in a very successful game. However, the more you spend, the greater the risk. Sometimes, I suspect my fellow developers have lost the ability to make hard choices about what luxuries are worth paying for and what aren't.

Indie developers tend to want nothing less than custom graphics and music of the highest quality, everything done completely fresh for each game. Sometimes, licensing a piece of music for cheap can do just as well, with far less overhead to earn back in sales.

If your game needs voicework (Does it? Does it, really?), there are a multitude of actors who can do well for reasonable rates. Instead, I've seen several developers hire big name actors. I sincerely doubt this generates enough extra sales to justify the expense and trouble.

Team sizes. Holy cripes, but teams are big! I never would have imagined that a 10+ person indie game team would seem like a viable option. Never forget that you can make remarkable stuff with two people (one coder, one artist, buy what assets you have to online for cheap).

And as for long development times, yes, I know. Art happens on its own schedule and shouldn't be rushed. Yet, discipline is still necessary. It's way easier to stay in business when you have a new game every two years than every four. If you're spending 5-7 years to make an indie game, I hope you were already rich when you started.

Amazingly, some indie devs hire actual consultants, the greatest of all cash sponges for confused businesses with too much money. The highest profile recent indie failure, Tale of Tales, hired an expensive consultancy team to help out.  I can guarantee that it wasn't worth it.

As things get tougher, the indie business will need to focus more on the 'Business' part. This is all to the good.

Look at the bright side. If you never get famous, nobody will notice when you have your nervous breakdown on Twitter.

Prediction Three: "PR Better" Will Stop Being the Answer To Everything.

Lower budgets mean you can sell fewer copies of your game and still stay in business. If you operate on a low enough budget, you don't need a huge PR breakthrough to succeed.

I believe a really good game, word of mouth marketing, and patience can still be enough to generate a profitable product. It’s a slow, hard road, but this is still a tough industry. It’s still was easier than it used to be, as the number of outlets for word-of-mouth and cheap marketing have gone way up since I started. If I’m wrong, we have an even more serious problem than we thought.

This is because the PR situation is becoming intolerable. I am so sick of indie devs who already made it saying, "You must spend huge resources on PR. If you don't, you deserve to fail." This is mean, lazy, and utterly neglectful of the reality now.

Look. As I write this, Pax Prime is going on. There are OVER ONE HUNDRED indie games showing at PAX. These are young, ambitious developers who are expending huge amounts of time, cash, and energy doing what their elders told them to do. For most of them, the effort will be wasted.

This isn't their fault. The gaming press only has so much bandwidth. It can and will only cover so many games, and most of those resources will go to AAA titles. They simply can't give exposure to over 100 games. Even if they could, gamers don't have the time or mental bandwidth to process so much input.

I've heard that the press will only cover you if you go directly to them in person (expensive, time-consuming). Simple email contacts (fast, inexpensive) won't do. I'm starting to believe it. The recent indie game N++ hardly got any coverage, and this is the sequel to the N series, one of the best-known, seminal series of the indie boom.

And yet, even if they had gone to cons and kissed the ring, I doubt it would have helped. Over 100 indie games on display. You can't fight that math.

(I’m assuming here that the gaming press is a pure, neutral meritocracy. If you believe that the press occasionally gives a huge amount of press to a mediocre title for unrelated reasons, well, the problem becomes even more dire.)

This is also assuming, of course, that conventional press even matters anymore. There are real doubts on that score. Reviews in old-school magazines and web sites don’t bump my sales near as much as they used to.

I believe that, of necessity, developers will rediscover building businesses the old-fashioned way. Not by getting a smash hit overnight, but slowly, game by game, building a genuine fan base that will carry them through good times and bad, counting on quality and word-of-mouth PR to get the word out there. As the saying goes, it takes ten years to make an overnight success.

It's slow and difficult. Really difficult. It may not even be possible. You’ll have to forgive me for thinking it’s possible, as it’s the only thing that enables me to get out of bed some mornings.

Pictured: The Game Industry in 2016. (Artist's conception.)

Prediction Four: Indie Gaming Will Survive.

Despite all this, I'm not a doomsayer. Indie gaming will survive. Gamers want us to survive, and the quality of our work is fantastic. I rarely have more fun than when I buy a Humble Bundle and try out 10 of the games these ambitious young people are making.

These new developers are driven, smart, and admirable. They are better than me, and I want them to get rich. Some of them even will.

Nobody knows what is going to happen. There are a ton of unsolved problems (like pricing and efficient marketing). It will be hard to succeed. Like it has almost always been, and will almost always be.

My advice for you personally? It's the same advice I'd give to anyone planning to go into a highly competitive artistic field: Don't start writing indie games unless you couldn't possibly be happy doing any other job.

I hope you're not a broken toy like me, driven by a mad compulsion to make these peculiar, garish, little works of art. But if you are, welcome aboard. I am rooting for you.

You're still reading this? What's WRONG with you? Why didn't you just read 200 words, make up some stupid opinion I didn't say, and attack me for it in a Gamasutra article? You know, like everyone else?

What I Am Going To Do

The same thing I've always done. Lay low. Work fast and cheap. I'll count on my awesome loyal fans to see me through, and I'll do my best to make work worthy of their loyalty.

My games are $20. To stay in business, I need to sell, say, a minimum of 6000 full price copies of each new game. Add on bundles, Steam sales, etc, and it's a good living. For me, now, it's an entirely attainable goal. If you care, you can follow how I'm doing on SteamSpy.

I know life is a bummer now, but indie games are just too cool to die. If you write them, as a pro or hobbyist, be proud.

Well, better get back to work. I have two weeks to write four weeks’ work of dialogue. Time to hop to it.

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Please let me know how much I suck on my Twitter.

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.