Showing posts with label tldr. Show all posts
Showing posts with label tldr. Show all posts

Wednesday, June 14, 2017

Games Have Too Many Words: A Case Study.

In this chapter, I unwisely critique the work of my betters.

I recently wrote an article about how video games have too many words. We designers don't properly edit our writing to make sure our words are worth a player’s time reading them.

I want to do a case study where I go through a wordy game, step-by-step, and show what it's doing right and wrong and how it could be doing better. Most game criticism frustrates me. It tends to deal with generalities and floaty ideas, instead of dirtying its hands with specifics that could actually help make for better games. This is my chance to egotistically provide a different approach.

This breakdown will be long and gritty, but I'll try to include a lot of solid pointers. I'll throw in some jokes along the way.

The Subject

Let's look at the very beginning of Pillars of Eternity, developed by Obsidian and released in 2015. This game was a huge hit, critically and financially, taking advantage of a shortage of quality Baldur's Gate-style, gritty, isometric-view, story-heavy titles.

I really wanted a game like that, so I bought it. I finished it in a little over 20 hours. The combat was fine, though really chaotic and hard to follow. (The best description I read was "clusterf***y".) The story was OK, but the game is loaded with words, many of them written by Kickstarter backers. I ended up getting through all the conversations in the back third of the game by typing the '1' key as fast as I could.

I did play Pillars until the end, which is rare for me. Overall, it was pretty good. It made a lot of money, and the crowdfunding for the sequel is doing quite well.

I don't usually like being negative about the work of other sincere, industrious creators. Luckily this game got enough cash and acclaim that its creators can comfortably ignore the nattering of a non-entity like me.

This is how I picture the devs of Pillars of Eternity. They walk everywhere with big clip art watermarks floating over their chests.

"So What's Your Complaint?"

Too many words.

Pillars of Eternity wants to have a really elaborate world and story, which is fine. It wants to have a creative game system, with new, innovative sorts of character classes and spells, which is great.

However, it doesn't do a good job of communicating stuff to the player, because there's no editing and care in giving out information. The game just floods the player with text, important bits buried in gushes of irrelevant detail, practically training the player to think that the words aren't really important. (Again, I played a huge chunk of the game without reading anything but the quest log.)

To illustrate this, I'm going to go, step by step, through the introduction and character creation, the stuff anyone who tries the game is sure to see. Let's see what the game thinks is worth the player's time and how good a job it does splitting up vital knowledge from static.

"So What? You're Just Scared of Words, You Sub-Literate?"

No, I have a problem with the pacing. The human brain can only absorb so many random facts about game systems and lore at one sitting. This stuff needs to be carefully paced out, or it'll just slide off of the brain.

But character creation in this game floods the player with tons of facts, both about the game and the world. I came out of it feeling numb and confused, and almost none of it stuck.

So. You start the game. You pick your difficulty. And then you begin the eleven (!!!) steps of character creation.

I. Introduction.



A pretty graphic and some basic text saying what is going on (you're on a caravan going to some fantasy town, you feel sick), read by an old guy. About 140 words. It's fine.

II. Pick Your Sex

And now the troubles begin. You need to choose whether you are male or female. Here's a description:


Describing the sexes is about 160 words total. But look, it mentions a bunch of different countries. Let's mouse over one of them and see what their deal is.


Yikes! That's a lot of words. All the descriptions together are about 330 words, much of it references to random game locations the player has no knowledge of. "Ein Glanfath" "Dyrwood" "Glanfathan" "Ixamitl" "Naasitaq" How can anyone get anything coherent from this tangle? This is literally the second thing the game shows you.

Seriously, try this: Read the description of "Eir Glanfath" above. Then close your eyes and count to ten. Then say everything you recall about Eir Glanfath. I'll bet you retained very little. And that's setting aside whether this stuff is actually necessary to play the game. (Not really.)

And, worse, it's all irrelevant to the actual choice the player has to make, because the vast majority of players will know whether they want to play a man or a woman before they even launch the game. If a woman only ever plays female characters, telling her, "The men of the Derpaderp Tribe of Sirius XII are in charge of all of their basket-weaving!" isn't going to turn her head around.

My Friendly Suggestion - Go through all these random facts and see if there are one or two of them the player MUST know. Pluck them out and put them in the Introduction. Cram the rest of the lore in books the player finds in the game world. Then make Male/Female be a toggle in the next screen.

III. Pick Your Race

OK, we're into solid fantasy RPG territory now. Here are six races to choose from:


You've never heard of three of the races. This is good. Pillars's desire to create new, weird things is one of its good points. Each race has about fifty words of description:



Now, this is a description of a "dwarf." But, if you have even the slightest familiarity with fantasy, you know what we're talking about here: Standard-issue, Tolkein dwarves. Short. Stocky. Like digging holes, gold, and ale. Grumpy. Scottish accents. We get it. All you need to say here is, "Strong, durable, great warriors."

For each of the races, the description mainly says the lands they live in. Let's be clear. This is useless information. If I tell you dwarves come from New Jersey, whether or not you've heard of New Jersey, this tells you nothing about whether you want to be a dwarf in your adolescent power fantasy.

It's a total cliche to say, "Show, Don't Tell," but this is a PERFECT example of why this is a key concept in writing. If I say, "Dwarves come from New Jersey," and you've never even heard of New Jersey (or dwarves), you won't care. But if you go to New Jersey, look around, and see nothing but dwarves, you'll instantly be all, "Oh, I get it! I'm in Dwarfland!"

But it gets trickier. This is the first choice you make that has actual impact on the gameplay. There are six statistics in the game, and your race affects what you start with. Each statistic description is 50 more words. Let's take a look at one:


What "Might" means is important information. The player needs this. This text needs to be punchy and clear. Something like, "Improves damage from all attacks. Gives a bonus when healing. Helps intimidate people in conversation."

And this description does that, but messily and with lots of extra words. Pillars tries to do a lot of things differently from other RPGs, so it needs to be extra-clear about the surprising stuff. Having the strength skill also improve spells and healing is neat, but it's also really unusual. ("Dwarves are better wizards? Wut!?")

My Friendly Suggestion - Editing pass. Shorter and clearer. Ask, "Why does the player need to know this?" If you don't have a good answer, save this lore for much later.

IV. Pick your Sub-Race

This is where the seriously over-designed quality of Pillars starts to show up. Picking a race isn't enough. You have to pick your sub-race:


So about 160 words (not counting rollover text), to learn about the woods dwarves and the mountain dwarves:


None of this lore has anything to do with the actual game.

What bugs me here is that this choice has gameplay significance. One choice gives you resistance to Poison & Disease (though you have no idea how serious these conditions are or how often they appear in the game), and one gives you a bonus against "Wilder" and "Primordial" creatures (though you have no idea what on Earth those are, let alone how often they show up in the game).

Giving a player seemingly high-impact decisions with no ability to tell which one is correct is stressful and confusing.

My Friendly Suggestion - Ditch sub-races. Instead, give Dwarves BOTH of these bonuses. This creates more distinction between the races and getting multiple bonuses helps the player feel more powerful instead of confused and stressed.

"Cutting Out Lore? What Is Your Problem With Lore In Games, You Jerk?"

Lore in games is great, as long is it's not thrown at the player too quickly and without any gameplay context that makes it mean something. Anyway, let's keep going. There's a LOT more screens to go.

V. Pick Your Class

Hokay! At last, this is the big one! This makes a huge difference in your play experience. Here are your eleven choices:


One of the coolest things about Pillars is that they tried to make some weird classes unlike anything in other games. The cost of creativity, however, is that you have to be extra-careful when explaining to the player the weird stuff they've never seen before.

When I started the game, my eyes were instantly drawn to "Cipher". That sounds neat! And here is the description ...


Yikes.

The main description of the class is four long sentences, but only the second sentence actually says much about what the class does. Then a very vague description of the powers, which involve something vitally important called a "Soul Whip," with no explanation of what that actually is. Then a bunch of algebra.

That's about 120 words, for one class. You have to go through all of it to get a vague idea of how the class plays. The other ten class descriptions are comparably complex.

This is just too much stuff to muck through, too early, for a choice so important to the play experience. Bear in mind that we are still less than halfway to actually playing a game.

My Friendly Suggestion - For each class, only show the stat bonuses and two or three carefully written sentences describing what it's like. Move all the weird lore and mathematical formulae to a different tab that can be opened by those who care. When the player starts using the class in the game, bring up some tutorial windows saying the key details of how to actually use it, like what a "Soul Whip" is.

VI. Pick Your Class Details.

If you're a priest, you have to pick your god. If you're a caster, you have to select a spell or two from the starting list. For the Cipher, the list looks like this ...


The spell descriptions look like this ...


Again, a ton of reading, referring to statistics, distances, statuses, damage amounts, damage types, etc. that mean nothing because you've never actually played the game.

My Friendly Suggestion - Lose this screen entirely. Pick one basic, useful ability (the best one) and give it to the character automatically to get through the tutorial. Then, after the first bunch of fights, have the player meet a trainer and be able to choose new abilities in an informed way.

VII. Edit Your Character Attributes.

Figure out how many points of Strength, Constitution, etc. you have. The game, to its credit, says which ones are most important for your class. Standard RPG fare.

VIII. Pick Your Culture

IF YOU'RE JUST SPEED-SCROLLING THROUGH THIS ARTICLE, STOP HERE AND READ THIS!!!!

Yeah, I know you aren't reading all of this. This post is wayyyyy too long and gritty and nit-picky and tedious. But reading this article takes much less time than actually picking through all of these windows in the game. Which is too long. That is my main point. Now scroll to the end and call me an idiot in comments.

Anyway, yeah, pick some country you're from ...


Each of the 7 contures has about 70 words of description.


None of this has anything to do with playing the game.

This is the most unnecessary step in the whole process. When making an RPG character, you need to build two things: Its stats/abilities and its personality.

Knowing your character is from "The White that Wends" tells you nothing about its abilities, and it's a lousy way to determine his or her personality. If you read the description of "The White that Wends," and learn that people from there are mean and selfish, that's still not the way you want to player to create a mean, selfish character. You do that by giving play options in the game that are mean and selfish and letting the player pick them. Show, don't tell.

My Friendly Suggestion - Lose it entirely.

IX. Pick Your Background.

Choose from one of nine backgrounds.


The main thing this affects is that, every once in a while, it will open up a new dialogue option. This never makes a big difference.

My Friendly Suggestion - There's a real lost opportunity here. Once again, "Show, Don't Tell." Instead of having me declare that my character is a Slave or Aristocrat or whatever, why not, once you’re in the game, make every conversation option for all of these different nine backgrounds available to me when the game starts.

Then, if I keep making the "Aristocrat" pick, start removing the other options, so that I end up always talking like an Aristocrat. Then my character's personality emerges organically from the sort of dialogue choices I make in the actual game.

X. Choose Appearance and Voice.

Standard appearance editor and list of different voices. It's fine.

XI. Choose Your Name.

Gladly.


X. The Game.

And, finally, the games starts with the tutorial. Which begins with a long conversation. Which I barely pay attention to, because my stupid brain is tired.


It's all way too much. Too many words, too many irrelevant choices, exhausting when it should be informative. Not that they will listen to me, but it might be an improvement to look for in Pillars of Eternity 2, because the market is not what it was in 2015.

"But Who Cares? The Game Was a Hit, Right?"

The real test of how good a game it is, is not how it sells, but how much its sequel sells. And it is entirely fair to ask what business a pissant like me has criticizing a hit game written by a bunch of big names.

Let's leave behind the idea of craftsmanship and a desire to always keep improving our work.

Lately, sequels to hit RPGs have been selling far worse than their predecessors. Obsidian's successor to Pillars, Tyranny, by their own words, underperformed.

Also, I looked at the Steam achievement statistics for Pillars of Eternity. According to those, fewer than half of players finished the first chapter. Only about 10% of players completed the game.

Now granted, this is not unusual. Most games remain unfinished. But that still invites this question: If the vast majority of players didn't want to experience the Pillars of Eternity they already paid for, why think that they will want to buy more?

Everyone should keep improving, if just for their survival in this mercilessly competitive business.

Video games are a new art form, and there is still so much we have to figure out. That's the terrifying and awesome thing about making them. And now, having already written way too many words, I will take my own advice and cease.

Edit (6/19) - For fairness, I want to point out that Josh Sawyer of Obsidian did write a rebuttal to this piece.

It is an extremely dignified and thoughtful response, and it makes me really interested in seeing how Pillars of Eternity 2 turns out. (And, of course, I wish them every bit of good fortune.)

Wednesday, September 21, 2016

A Very Long Post About How to Become a Creator.

Even by my wordy standards, this page is super TL;DR. I suggest just reading it until I get to the bit where I plug my new game.
It has come to my attention that quite a few young, aspirant creators find my opinions to be of value when it comes to making a career in the game industry.

It's true, and it terrifies me.

Kids, most mornings I don't know whether to crap or wind my watch. (You used to have to wind up watches. Also, people used to wear watches.) My own kids don't pay any attention to me. I see no reason why you should. If I'm so smart, why am I old?

But I do get asked for advice about making a career as a game developer. A LOT. And some questions come up again and again. So I’m writing an answer to the question. I know it is hopelessly, bone-jarringly arrogant for me to do something like this, but I wanted to put my answer on one web page so I can send them here.

These are the answers that worked for me. Your answers will definitely be different. But still, this is a set of possible answers.

(Also, I have a new RPG, Avadon 3: The Warborn, to promote. I need to get it attention to buy food for my kids. Sorry. That’s how the sausage is made.)

As a bonus, much of this advice also applies to other fields. This blogpostlet might be useful if you want to be a writer, or a comedian, or a sculptor, or make naughty needlepoint.

Much of it is focused on encouraging you to actually create something, by yourself or in a small group. There's a reason for this: If you want a real job in AAA gaming, the best way to get it is to have a portfolio to show them. Being able to point at something and say, "See? I made that!" is a huge advantage, if not a necessity.

Here are five bits of advice, elaborated in my trademark snarky, excessively-worded style. Each bit of advice comes with an exercise for you, the aspirant. Do not skip the exercises. They are more important than the advice.

This person took my artistic advice once. Then he embarked upon a memorable career in hotel management.
Disclaimer

This is MY advice. Mine. It is what worked for ME.

My advice is mostly oft-repeated cliches, written thousands of times already by more attractive people. My advice may not help you. It may, in fact, harm you. Do not use my advice without consultation with a physician.

A young lad in Dublin tried my advice, and he came down with simultaneous scurvy and rickets. He travels with the circus now. For four shillings, they'll let you poke him with a stick.

This advice is worth what you paid for it. Opinions are like assholes: Everybody has one.

That said, let's begin.

When you make 1000 things, make sure you make 1000 different things, not the same thing 1000 times.
Advice #1: Make Games.

"Eighty percent of success is showing up." - Woody Allen

If you want to make games, make games. You don't need permission. If you want to make board games, make them. If you want to make computer games, learn a programming language. Or learn GameMaker, or RPG Maker, or Twine. No wrong answers.

Or mod one of the many video games that are moddable. Again, you don't need permission. You can make a Skyrim dungeon and upload it and people will play it and let you know what they think, and this is amazing.

Once you have a game/mod/whatever, show it to anyone who will look at it. Get their feedback, and LISTEN TO IT. More specifically, listen when they say, "I liked this," or "This confused me," or "This made me want to quit." They will also give you advice for how to fix the problem. Ignore it. They're not the creator; you are. Just listen to how your work affected them. That is the precious feedback.

Then make another thing. And another. This is a very difficult craft to learn, and you will have to spend a lot of time and endure a lot of failure. In the end, the only way to ever learn how to make games (or sculpt, or write plays, or knit) is to do it. (It's the same for everything else. Want to be a carpenter? You'll have to saw a lot of wood.)

If your job and/or kids keep you too busy to do this, please believe me when I say you have my sympathy. Look at the bright side. At least you have a job and/or kids.

(Note that I am not saying, as some do, “You must create EVERY DAY or you FAIL.” You’ll probably need to take breaks sometimes. Just remember that, whenever you put the weight down, you do have to pick it up again eventually.)

It is sometimes possible to make a mod or adventure for a game so good that some company will just up and notice you and offer you a job. It has happened. Good, dedicated, serious talent is rare and valuable. (Warning: The quality bar for this is VERY HIGH. Yet, your goal is to be that good. That is what you are working toward.)

Exercise #1:

You should have these things around your home: A chess set. Checkers. A pair of dice. A deck of cards (any set of cards, from any game, even Candyland). Paper and a pencil.

Use some or all of these components to make a game. (If this exercise is too wide open, try using these materials to make a game where the players are trying to win a race. Limitations aid creativity.)

Teach the game to someone else. Play it 2 or 3 times.

If you want to create something (a game, a story, an earwax sculpture), and you've never tried to create that thing, STOP READING. GO DO IT. NOW. NO EXCUSES. YOUR LIFESPAN IS LIMITED, AND YOU WILL BE DEAD SOMEDAY! GO! You'll learn more from an hour of creating than from reading a thousand blog posts. This article will still be here when you're done, and blogs are dumb.

Real artists ship. Heck, I once had a big success with a game that looks like this!
Advice #2: Play Games. Thoughtfully.

If you want to excel in some art form, it is extremely valuable to be very familiar with that art form. Play games. A lot. Experience it. Know the history of your craft. Know how it developed and the mistakes and clever inventions people made along the way. The more you know, the more tools you will have in your happy little toolbox.

This is meant to be work. Playing one game fifty hours is fun. Playing fifty games of different genres and styles, for one hour each, is work. Really picking them apart and figuring out what worked, why it worked, what didn't work, and why it didn't work, requires effort and concentration.

It also provides an invaluable education, and you don't need to pay one penny beyond the cost of the games to get it. With freemium titles, bundles, and Steam sales, you get honestly get a ton of games (and thus a ton of education) for really cheap.

Exercise #2:

Think back to the last 3 (or more) games you played for more than ten minutes. For each one, come up with a list of three SPECIFIC things it did well, and three things it did badly. Then come up with one design element you can see yourself wanting to use in a game of your own.

You should be able to do this for any game. Every game has problems or rough spots, and I've never played for 10+ minutes a game so bad it had nothing to offer (even if it's just a cool little animation on the title screen).

A great example of inspiration from varied sources. Also a great topic for the "Find three good things. Find three bad things." exercise.
Advice #3: Absorb All Media.

Be a voracious consumer of media. Books. News. Movies. Even music. The more you understand humans and how the world works and stuff, the more resources you have to draw from when you create.

People always ask artists, “Where do you get your ideas?” Often, we get our ideas by filling our brains with as much stuff as possible and letting it swirl around and recombine until weird stuff pops out. The key step is the “filling” part.

For example, I am a news junkie. I read the New York Times every day. In 1996, I was writing a game called Exile 2: Crystal Souls, about a war in a huge series of caverns far underground. (I recently rewrote this game. It's pretty sweet. Check it out.)

At the time, the Siege of Sarajevo was going on. I read about it, and, as I did, it infected the story I was writing. It filled me with ideas for encounters and infected the mood of the whole thing, making for a grittier, realer, cooler game.

But others drew much deeper, more productive inspiration from that tragedy. For them, it inspired a terrific indie hit called This War of Mine. I can think of no better example of how being attuned to your world can improve your work.

Exercise #3:

Go look at a reputable newspaper and read the headlines. Pick an intriguing one and read the story behind it.

Now design a game based on that. Not just a few quick sentences. Really think about it. What genre? How would it play? What are the goals? What makes you fail? Try to get your mental design to the point where you can close your eyes and picture a minute of actual gameplay.

Then think of one aspect of your design that really intrigues you, and one aspect that is underbaked or unfun or won't work.

(For example, at this moment, I'm looking at an article about a young woman who died young and had her head cryogenically frozen. It is very sad, yes, but it also makes me want to write a funny, macabre business sim set in a second-rate fly-by-night head storage facility.)

I tried to come up with the best royalty-free image to convey the concept of "College Debt."

Advice #4: Be Careful About College.

At some point, if you're young, you have some formal education ahead of you. Perhaps college. In these exciting days, you don't have to teach yourself to make games. There are educational programs specifically designed to cram game stuff into your brain folds.

I am REALLY nervous about giving kids advice about where to throw tons of their post-tax education cash. I'm not trying to ruin anyone's life here. I must, however, say this:

Most people who try to get into the gaming business don't succeed. And most people who do get into the gaming business leave within 10-15 years.

When choosing a place to buy your diploma, ask yourself: "If I don't work in games, will my education plan still help me get a job?"

If the institution grants standard-issue bachelor's degrees, the answer is yes. Otherwise, be honest. If the answer is "no" or "probably not," think VERY hard before going into debt to go there.

Established creative types tend to be somewhat suspicious about schools that teach art. If you have drive, talent, and inspiration, you don't need a degree to express it. If you don't have those three things, you probably aren't going to make it no matter how many degrees you get.

Don't get me wrong. Going to college in your chosen field CAN help. It really can. You get to spend several years focusing on nothing but honing your craft, relatively undistracted by the hassles of life. Even better, you get to do so in the company of passionate, like-minded students, who can work with you, challenge you, and provide valuable networking contacts later on. These things are truly precious.

Also, a real college will require you to study a wide variety of different subjects, and this can be very valuable to a budding creator. Revisit Advice #3, above.

Yes, college can help. Just, if games don't work out, be sure you have a Plan B.

One more thing. College can be fun. Live a life. Just never forget one thing:

Somewhere in the dorms, there is a young woman who is working her ass off. She is going at it hard, day after day, studying like her life depends on it, because it does. You don't know her. Nobody does, because she is too driven to leave her room.

In five years, she is going to be your mortal competitor. When you start your business, if you aren't ready, she is going to kick your ass.

So I think it might be a good idea for you to be ready. Don't you?

Exercise #4:

If you're in college, finish your blog-reading break, and then get back to work.

If you aren't in college, you have saved yourself a ton of cash, but you will need to educate yourself. Go do Exercises 1-3 again. And again. And again. Also, find your own community of like-minded folks, online or in reality. Challenge each other. You can make your own college experience, if you try.

This article is long and I am tired and coming up with incisive images is a lot of work why are your still reading zzzzzzz.
Advice #5: Find Your Own Voice.

You are a unique being. Humans are unimaginably complicated. There has never been a person exactly like you, and there never will be again. You have within you, somewhere, a game/book/song/scarf that only you can create. Your job is to find your way to let it out.

This is called Finding Your Voice. If you can do this, and your work is good, you are very close to attaining your dream.

(Of course, it's possible that, in the end, nobody will want the things that only you can make. Don't feel bad. Happens every day. It will happen to me someday. Then I'll get a soul-deadening job writing database software until I die. Oh, well. I had a good run.)

The problem is that, as you work, everyone in the world will be screaming at you what you should and shouldn't do. These loud people come from all design aesthetics and from both ends of the political spectrum. They all have one thing in common: They want to control you. You don’t have to let them.

Academics and college professors will tell you the true meaning of "Games" (or "Ludic Creations" or "Interactive Oppressions", or whatever intentionally obscure term they come up with). If your professor comes to you with friendly, concrete advice about improving your work, give them a serious listen. Otherwise, duck and cover.

No matter what you make, someone will try to bully you for it. Everyone in the world will have an opinion, and it will be LOUD. Don't let them into your head. Find your own voice. It's more fun that way.

This is art. Nobody knows anything, really. Just remember that, at several points in your learning, a trusted authority figure, in person or online, will serve you up a plate of pure, good olde-fashioned crappe.

This is OK. It's part of the process. Often, figuring out why someone’s bad idea is bad is far more educational than just meekly absorbing a good idea.

Just don't ever take anyone's words as Absolute Truth. Your path to success might be proving them wrong.

Never forget that, in the end, all of the teachers and web commenters and friends and family and me will fade away, and it'll just be you sitting there staring at a blank screen. It's all up to you, friend.

Exercise #5a:

You might profit from spending a little time developing confidence and humility. You should know about and beware of Imposter Syndrome. However, you should equally beware of its evil opposite, the Dunning-Kruger Effect. Learn about them. You have to be confident enough to persevere, but not so confident that you can't tell that your poop stinks.

For a little reality about the road ahead, you should hear about the 10,000 Hour Rule. When you are 5000 hours in and not sure you're making progress, this will remind you that you are still getting better. Just slowly.

Exercise #5b:

You need to be able to recognize when your own work is flawed. Go back to the best games that you made. For each, identify one flaw or way it could be improved. Then make it better.

Sometimes I can't resist ending with a bonus inspirational quote.
The Hard Truth Of The Thing

A career in games is hard. You really have to scramble to get a long-hour low-paid position, and you may well be laid off right after your game ships. In other words, it's as harsh and demanding as most artistic careers.

Don't try to do games for a living unless you're pretty sure you couldn't be happy doing something else. You can always write games as a hobby. It's still a fun creative outlet, and who knows? You might have a financial success and end up doing it for a living despite yourself.

Time For a Big, Rousing Finish. Cue the Trombones!

At least 20% of what I've written is useless garbage.

For you.

If you try to be a creator, you will end up developing your own way to do it, your own process, your own workflow unique to you. This always happens. Some of the smug, cookie-cutter "wisdom" above just won't apply to you. It's OK. You're a free person, and it's awesome.

I love making art. All guidelines can be ignored. All rules can be broken.

I especially love making games, because games are weird and new and nobody really knows anything about what they can do. Plus, games! Games are fun! Wheeee!

Your elders can give you a ton of advice, but, in the end, it's your brain on the line, splatting itself out for all to see.

You're a creator now, another in a lineage of creators millennia long. That is awesome. Be proud.

Get going.

###

Little nuggets of my dubious wisdom can sometimes be found at my Twitter. The really nifty retro RPG I just released is on Steam.

Wednesday, June 8, 2016

To Be a Pro is to Be Abused.

Trigger warning: Bears.
I want to say a few words to young developers on the value of resilience and the growing of a thick skin.

Slow down there. Hands off the keyboard. I an NOT talking about abuse, harassment, and threats. I've already written on this topic. Certain behaviors online are clearly unacceptable, and you should not be subjected to them.

What I AM talking about is learning to endure criticism and occasional hostility that is an inevitable part of being a creator in a public way.

Because you will be criticized. You will be insulted. People will be mean to you. Also, because you are only human and will occasionally make mistakes, sometimes that criticism will be justified. So you should be ready.

I'm going to tell two instructive stories. One about me, one about an ambitious young developer. (Well, as of this writing, ex-developer.) Know enough to be afraid. 

You WILL receive feedback like this at some point. Prepare in advance an appropriate reaction.
A Time That PC Gamer Was Mean To Me

In November, 2000, PC Gamer. reviewed my game Avernum. This was a huge deal for me, as PC Gamer was the biggest press outlet around. The game was already selling very well, but we were eager for a hit. Also, press attention for a small developer has always been really hard to get.

Imagine my surprise when the review, written by a Gentleman I Will Not Name (GIWNN for short), came out and my score was 17/100. Yes, 17%. I'm sure a lot of thought went into it. I imagine GIWNN up late at night, agonizing. "I mean, this game isn't quite good enough for a lofty 18%, but it's also not the sort of hackery that merits a mere 16%."

But it gets better. The review also says my game is worse that choking to death on your vomit. (I swear I am not making this up.) The review included a helpful sidebar that listed rock stars who choked to death on their own vomit. (Again, I SWEAR I am not making this up.)

If you are upset by the current level of journalistic standards in the games industry, I assure you there have been issues for some time.

Some developers would be given pause by a review like this. Some might even be slightly upset. I was not. I was still being given a full, free page of coverage in PC GODDAMN GAMER. I know that review brought me a bunch of new customers. I heard from them. I'm sure I got more extra cash from the review than the GIWNN got for writing it. (And, when you get a few drinks in me, I still get the review out sometimes to show to friends.)

Are you an aspiring game developer? Picture the largest games press outlet publicly treating you in such a manner. If you have any response besides, "Hey, any PR is good PR," you might want to reconsider your career path.

I got that review, and I went on to have a highly lucrative and satisfying career. PC Gamer went on to give very kind coverage to quite a few of my other games. And the GIWNN went on to achieve his True Destiny: being a negligible non-entity.

Since I was taking pictures in my office, I thought my more devoted fans would like some sweet backstage info. For example, I work surrounded by my classic vidya gaem collection. Here is a tiny portion of my Atari 2600 games.
The Tale of Bear Simulator

What brought this article on was the sad story of recent indie title Bear Simulator, written by an ambitious fellow named John Farjay. Full disclosure: I have not played it, as bears are Godless Killing Machines

Bear Simulator was funded on Kickstarter with an impressive haul of over $100K. Farjay then broke from Kickstarter tradition by actually finishing the game in a reasonable period of time. He delivered it to backers and released it on Steam. (As of this writing, user reviews for the game: Very Positive.)

At this point, and I'll admit I'm a little fuzzy on the exact particulars, the game received some negative press. There was a particularly brutal takedown by renowned INTERNET TOUGH GUY Felix Arvid Ulf Kjellberg (sometimes referred to as PewDiePie). This review ended with him getting a refund on Steam, which is now the traditional way for a vicious hack job to spike the ball in the endzone.

John Farjay quit, announcing this in a poignant little post on Kickstarter. Since it might not still be up when you read this, I'll include an excerpt:

Well the game didn't have a great reception, has a stigma against it's name and there's plenty of other problems so making any updates or going further is basically a lost cause now. Plus not skilled enough to make the game better than it currently is or write better updates than previously.
 Was really hoping the Steam release would go well but why would it, should have just gave the game to backers and not bother with Steam.
 Also don't want to deal with the drama anymore. Can't ignore it because that causes more drama and can't do anything about it because that causes more drama.
 It was really fun making the game, trailers, updates, websites, tutorials, blog posts and stuff, hopefully you all liked those things.
 Am glad most of you guys are happy with the game though, unless you were just being nice

I mean, seriously, if you don't find this at least a tiny bit sad, you have an even harder heart than I do.

The Thing That Makes Other Indie Devs Raise Their Eyebrows

There are so many of us who would give a lesser body part to be savaged in a video by PewDiePie. Man, I would love for him to tear apart my work in one of his videos. I'd salve my hurt feelings by using the extra sales to buy a Tesla.

But that's the difference between a hardened veteran and a new recruit, isn't it?

Some of the piles of junk that form my nest. Yes, those are two functional Vectrexes. I am amazing. 
THIS IS NOT A HIT PIECE AGAINST JOHN FARJAY

If you know anything about me, you know that I would never savage a young, earnest developer. Others enjoy lashing out when there's blood in the water (especially when there's tasty, tasty clicks to bait), but I don't.

I have no problem with John Farjay. He offered a game on Kickstarter, delivered a game, became unhappy, and tried to extricate himself from the situation in as ethical a way as possible. The only real criticism I've heard leveled against him is that he didn't provide Kickstarter updates that often, but that isn't a crime as long as the game eventually arrives.

Here's what this situation sounds like to me: This guy wanted the job, applied for the job, got the job, decided he didn't like the job, and quit. This happens 10000000 times a day. It's not a big deal. It's only the public element that made it newsworthy.

And here's the cool thing: There's still hope. Suppose John Farjay changed his mind. Suppose he caught up on sleep, went for a few restorative walks, and went, "Wait! I do want to write games!"

He could write a Kickstarter update, say, "Sorry. I went nuts for a few days. I'm better now, and I'm back to work!" If he did this, I promise that he'd be welcomed back with open arms. It's a great story, and people love indie devs because we're quirky and human.

This shouldn’t have ever happened, though. Aspiring developers need to hear tales like these, so that they know what they are in for.

A shareware award I got in 1997, next to notes from my new game. My work notes very strongly resemble the opening credits to Se7en. 
But What Does That Mean Exactly?

It’s easy to say “Toughen up.” But what does that mean? How do you modify your behavior and reactions in a way that enables you to withstand being in this business longer. Because that’s the goal: Creating a stable, sustainable business you like to run.

This will, in the end, vary from person to person. I don’t know what your mental fault lines are. I don’t know what freaks you out. I only know that, when you find the thing that freaks you out, you should probably modify your behavior or inputs in a way that leaves you calmer and more able to do your job.

For example, a lot of devs I know worry about weird metrics. They obsess over their Steam wishlist numbers, or their user reviews, or if they can compete with some new game that’s coming out, or whether keys they chose to sell through Humble Bundle are being resold. The world presents us with infinite trivia to worry about.

If a piece of input worries you, and you can’t control it, and you have no crystal clear idea what its impact on your life will be, feel free to ignore it. In fact, you probably should ignore it. If something upsets you, do everything you can to ignore that something.

Being harassed is VERY difficult to ignore, so do what you need to to keep from being harassed. Forums are nice, but you don’t HAVE to have them. Twitter has its points, but you don’t HAVE to be on it. (This is true. I ran a successful business for many a year before Twitter went live.) If a forum or public-facing account is a hive of harassment and nastiness, shut it down for a month. Most of the trolls will move on.

If you say, “I have to be on [web site] no matter what!” you are giving the crazies a weapon they can use to hit you. Don’t do that. “But they can drive me off of a site? That is wrong and not fair!” Yes. It is wrong and not fair. I’m angry about it too. But this isn’t an undergraduate ethics class. It’s business. Who ever told you business was fair?

(Fun aside: What percentage of online abuse against developers is secretly being launched by their competitors to push them out of the business? It might be 0% now, but, as the industry gets even more competitive, it won’t stay 0% forever. Sleep tight.)

This is a TOUGH, competitive business. It’s a blood sport. To have even a small chance of success, you will need to bring your A game, day after day, for years at a time. If something distracts you from that, you must cut it out without mercy.

My latest game's Metacritic. It's entirely fair. When I disagree with something someone wrote, I send them a respectful rebuttal
Quick Aside About User Reviews

Most indie developers write games aimed at niche audiences. Therefore, the games they write won’t be liked by most gamers. This is pretty much the definition of ‘niche.’

Alas, indie developers also tend to really freak out about negative user reviews on places like Steam. They worry about this too much. It’s easy to forget that, if you write a game aimed at only 10% of the gaming audience, 90% of players will hate your game. A lot of them will leave bad reviews. This sort of review is not harassment. It’s the system working as intended.

Sometimes, when a dev expresses an unpopular political opinion, those who disagree will organize a brigade and spam your Steam page with negative reviews. This sucks, and they shouldn’t do that. (Although I would gently observe that, when your goal is to run a profitable business, political activism will only very rarely help in this.)

Not all clumps of negative reviews are signs of evil intent, though. Maybe you just wrote a game a lot of people don’t like, and they told you, and that’s the end of the story. Be ready for it.

I suggest making sure that the sliver of users who like your games are paying you enough money to stay in business. Then do what I do and don’t read user reviews. EVER.

But Getting Back To the Main Point

John Farjay was living the dream, and he fell apart. It's far from the first time, and it won't be the last. Life in the public eye, even in so lowly a role as indie game dev, can be tough. It's not for everyone.

It's the job of me and others like me to prepare the neophytes. They need to be ready for these jolts. They can't let one nasty review or article collapse them.

Assholes and hacks exist. So do reasonable people who will call you out when you inevitably make mistakes. You must be ready for all of them.

How do you get to this lofty point? I don't know. I just wish you luck, and I won't hold it against you if you find you aren't cut out for it.

Brace yourself. Good luck.

###

(You can read my moment to moment thoughts on Twitter, which I am on for the moment. Finally, I can't resist ending with a link to this.)

Wednesday, June 18, 2014

Surviving In the Post-Indie Bubble Wasteland!!!

Incendiary title. Check. Dramatic image. Check. Time to sit back and let the retweets roll in!
A couple of weeks ago, I wrote a widely read and mostly acclaimed article about the popping of what I termed the "Indie Bubble." I promised to write more about what I thought was coming and how I thought a small-scale creative artist could make a living in the times to come. It’s a long piece, and boring, so I’ll try to slip in a fart joke somewhere to keep things lively.

Although I'll be focused on video games, I flatter myself by thinking that the things I have to say apply to creators in all sorts of media.

Quite a few people, publicly and privately, asked for my advice and for my opinion on where things go from here. And I think it is solid evidence of how unpredictable and gut-emptyingly terrifying things have gotten that anyone thinks it useful to ask for my opinion.

Look, I don't know what's going to happen next. I'm not a sorceror. I approach these blog posts like Seal Team Six. I sneak in over the border, plant my bombs, and get out.

Plus, I'm old. I keep mentioning how old I am. Folks, this is not a boast. It's a warning. This whole mess is in the hands of the next generation, who grew up with their bleepy bloopy devices and have an intuitive grasp of them I never will.

I went to see a rock show the other week and these two kids in front of me (kids = people in their 20s) used Instagram, followed by SnapChat, followed by three apps that, I don't even know what they were, and it was like watching the birth of a new species. These people shouldn't be listening to me about anything.

I don't know what is next. But I'm not useless. One thing my weird endurance in indie games has given me is a very fine understanding of the advantages of "being indie." What makes people like us, what keeps us around, why we are needed, and how we can turn that into money. (I like money. It can be exchanged for goods and services.)

(Oh, and by the way, lots of people objected to my use of the word "bubble." Here is why I called it the Indie "Bubble." Because I knew if I did, many more people would read the post. It worked. Ha ha.)

So come with me! Let us, in the spirit of Christmas Specials of olde, learn the True Meaning of Indie.

In the future, young indie developers will have to fight in the Thunderdome. Winners get a 300 word preview in Kotaku.
The Term 'Indie' Is Useless

People in all media argue ceaselessly about what "indie" means. It's a sublime waste of time. Silly eggheads! Indie means whatever you want it to mean.

Indie is a type of business. It's a type of funding. It's a marketing term. In fact, the term ‘indie’ can mean everything but a type of game. Calling a game an "indie game" is like buying a six-pack of beer on sale and offering it to your friends as "on-sale-beer."

"Indie" describes the manner of its making, not the game itself. But you're the customer. You don't care how the sausage was made, only that it's sizzling on the plate and won't give you a case of the gutworms. So, in this sense, the term "indie game" is stupid and useless.

That's a Lie. You Know It. I Know It.

Everything in the previous section was wrong. You can feel it in your gut, next to the worms you got from the sausages. Yet if you try to explain why, you'll get tangled up in words, because you're trying to quantify art, and that is unpossible.

When humans say "Indie," whether in games or film or music, they are describing a quality that is completely intangible and yet entirely real. They are describing the feeling that the creation in question feels like authentic communication from another human being.

What makes my little RPGs "indie"? It's that, when you play them, you can feel the presence of my brain behind them, and you know that I cared. When you play, say, Avernum, you are spending some time living in the world as I saw it when I wrote it.

This quality is not restricted simply to games that intend to be art. My favorite example here is AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome, a game you really should try. It's a simple arcade game, and yet it is written with a very peculiar, hilarious, distinctive aesthetic that makes one feel, after a time, like one is visiting the creators' brains. (If you try it, play levels until you start to unlock the funny videos. You'll know them when you reach them.)

It is possible for an independently produced game to not feel at all Indie. iTunes is full of this. Similarly, it is possible for a big-budget AAA game to feel super-indie. (Insert Saints Row IV plug here.)

You are creating something for people. To affect them. To take one of many possible routes into their brains. We're toymakers, and it's an awesome thing to be. This is the Goal.

Advice #1: Make the thing you care about, and people will sense it. If you make something you don't believe in because you think it'll make more money, players will smell the stink of desperation on you.

And yet, "indie" is almost always applied in the context of small, scrappy, hungry developers. There is a very good reason for that, which you ignore at your peril.

The facts: Most people want this. This will sell more than you. But people need to know that they have choices besides this.
Our Greatest Advantage!!!

Our biggest advantage is that people like us. They want us to succeed.

Small game developers fit the archetype of the lone tinkerer, slaving late into the night, creating because they are driven to create, damn the consequences.

In my culture, at least, this is a truly powerful and beloved archetype, one buried deep in the cultural and professional DNA of our society. When people see you as a driven tinkerer, rich in drive and creativity if not in wealth, they will want you to succeed. It is then a short jump to actively helping you to succeed.

As long as they like you. (But more on that later.)

Indie games will have their ups and downs, but they will always be around, because people will always be driven to make toys, success be damned. And there will always be profit in that, because some people will be determined to make them succeed, because they can't stand to live in a world where the little guy can't make it.

Advice #2: Never forget that people want to root for you, and be someone they'll want to root for. When your survival is necessary for the psychic health of others, that’s good.

Pictured: The indie ideal.
An Instructive Example

When I saw the game Octodad: Dadliest Catch at PAX a couple years ago, I had to write about it. Note, I've never played it. I only watched a few seconds of it. That was enough for me to know it'd be a success.

It's a game where you play an intelligent octopus with a human wife and children, and you have to perform tasks without them realizing you are not a human too. Much of the fun comes from the imprecise controls, which make your character flop all over the place in a humorous, destructive way.

Yeah, it's bonkers. What made me sure it'd do well is this: There are a lot of people who would buy it because they wanted to see a game like that be a success. (See also: Goat Simulator.)

To be clear, the quality that brings this sort of support is not humor or novelty. Your game doesn't have to be wacky or gimmicky or hentai-scented to succeed. (Though humor can help a LOT.) It just has to feel personal. Being in some way surprising is also helpful.

But again, this all depends on people wanting you to succeed, which means they have to like you, and they have to keep liking you. So you should know how to manage that.

Heading Out On the Path

OK, here's the usual scenario. You're passionate about games (or music, writing,  acting, etc). You've been doing it as a hobbyist for years, and that's awesome. Creating things as a hobbyist is a noble activity. All those famous designers you look up to? Practically all of them were writing games for years before they made the one you heard of. It takes ten years to make an overnight success.

But you've been doing it for a while, and now you have a hot idea. You think you can turn it into money. You want to Go Pro.

Now, before, I always gave the advice to look for an underserved niche and serve it. I kind of have to take that back. One of the tough things about the glut of indie games is that the number of underserved niches has gone way down. As I write this, Steam is getting a new RPG a DAY. So many. Does this worry me, a writer of RPGs? Hell yes. But I write RPGs for a living. It's all I'm good for. So, even if I see a sexy new market somewhere else, I have to die on this hill.

Inspiration strikes where it strikes, and individual creative processes are very important. Write what you care about, even if it's another 2-D platformer. If you like to work alone, work alone. If you need to be part of a team, do that. If you don't mind doing things on the cheap (like using stock art and music), that can work. If you need perfect professional work for everything, that's what you need to do. (But be prepared to pay the price.)

Advice #3: Figure out what your process is, and then respect and defend it.
How the game industry sees me. "Golly! Is that one them new-fangled computer thing-a-ma-bobs? Gosh!"
So You Have a Dream and a Process

You're working on your game. You believe in it. There is a subset of gamers, maybe large, maybe small, that you can look dead in the eye and say, "You HAVE to try my game. It will change your life." (If you can't honestly do this, you need to go back a step or two.)

Now you need to write it, and you need to sell it. To do this and make money at the end, you need to keep two key variables in mind: PR and Budget. The reason I am writing this article is that the way of dealing with these variables is rapidly changing.

First, there is how much PR you can get. Word of mouth. Web site articles. YouTube videos. You NEED some PR, to start the word of mouth at least, and you need to be realistic about how much you can get.

Some people misinterpreted the end of my indie bubble article to mean I thought that indie games would die out and there would be no more hits. Of course, this is ludicrously far from what I was saying. Their have to be hits. Journalists need hit games to write about. Steam and iTunes need to make hits to sell. Gamers need hits to buy. Some games will always get the golden PR ticket, because the system demands it. The problem now is that, to get the attention, the number of rivals you have to elbow in the throat is WAY higher.

(Yes, I just said that Steam and Apple make hits. If they decide they just want to make a game a hit, they can give it great placement. This phenomenon happens in many media. We've been lucky so far in that the games chosen to be hits are generally good. This will not always be so.)

Here's the key point about the PR. If your game is really good, you'll get word of mouth. With work and press releases, you can get more on top of that. You need to estimate how much press you can get, and adjust your budget accordingly.

Consider Spiderweb Software. We do our games on the cheap, and, as a result, we don't need to get a lot of press to make a solid living. Most people don't want to take our route, but you should know it's open to you. If it was necessary to go to conventions to get enough attention to survive, Spiderweb Software would not exist. I'm just not good at working the crowd.

Advice #4: Do PR or die. I don't know what you should do, but you need to do SOMETHING.

Then, Budget

After you know what sort of attention you can get, figure out how much you can afford to spend on your game. I don't have a lot to say about this. If you're SURE you need a hot big-name musician to score your game, hey, that's your process. My opinion is unimportant.

Just remember that every 5% you shave off the cost of making your game gives you a 5% better chance of business survival. Just make sure that 5% is worth it.

Me, I live cheap. I'm a bottom feeder. I'm merciless about reusing assets from game to game. Rendering creatures in Poser instead of getting a pricey freelancer. Buying cheap, royalty-free sounds. We sell detailed, interesting stories, written in nice, cheap text, and skimp on everything else.

We're so cheap that sometimes, at conventions, other developers make fun of me TO MY FACE. If you know how generally cordial indie developers try to be to each other, this is worth noting.

Most indie developers would rather throw their computers into a fire than release products with my level of polish. But I have a plan. I intend to retire in this business, and I will do what it takes to make it happen.

Advice #5: Don't forget that the best reason to go indie is that you get to do things your own way.

How you want your audience to see you.
On Being Likable

Seriously, the greatest advantage indie creators have is that people naturally sympathize with us and want us to succeed. Play to your strength, and remember, every time you act like a jerk in public, you're hurting all of us.

Cultivate a FRIENDLY personal relationship with customers whenever possible. Answer e-mails. Be present and engage users on forums in a friendly way as much as you can stand. Try to make a demo available so users can make sure your game will work before they pay for it. (I haven't been good about this lately, and I regret it.) Give refunds. Give advice. Use smilies. Be a nice person.

If you do a Kickstarter or Steam Early Access, be damn sure to live up to your promises, or give the users a timely, informative reason why you didn't. Doing otherwise hurts all of us.

Do your best to say yes to REASONABLE requests. It's OK to say 'no,' though. It's your game, your baby. Sometimes, you have to live up to your own ideals, even though you'll get a lot of undeserved hate for it. Here's a good example.

How you don't want your audience to see you.
Don't Look Sauron In the Eye

Conversely, if someone is mean to your game on some stupid forum somewhere, never ever engage them, attack them, argue why they're wrong, whatever. Nothing good has even come out of doing this. Ever. Some people won't like your game, or they won't like your face. Let. It. Go.

Here's a rule that I have violated many, many times, and I've always regretted it: If you must go out in public and air your edgy opinions, remember that goodwill is like money, and you are spending it. It is very easy to cross the line from being a positive archetype (sincere, small creator) to a very negative one (dour, humorless, judgmental blowhard).

This is one of the reasons I wrote the article a few weeks ago defending mobile games. If you are the hip indie developer who lectures gamers about what they should or should not want, you will make them defensive. Then they will get angry. At all of us.

Obviously, I'm not saying you should never say anything. Goodwill is money, and money doesn't do any good if you don't spend it. Just learn from my mistakes. People like us much better when we come forward in a spirit of being friendly, accepting, and eager to help.

Advice #6: Be nice and humble.

I Still Don't Know Where the Game Industry Is Going

Nope. Nobody does. No idea. This whole medium is completely new and without precedent. Nobody knows anything.

But there are some things that always work. Creativity. Determination. Believing in yourself. Working hard. A bit of luck. Kindness. Humility.

The bubble has popped, but we'll keep going on. As long as we make sure to embody the right set of ideals, gamers will refuse to let us fail.