Monthly Archives: October 2009

Foreign game companies have been prohibited from investing in Chinese game operators as sole owners, joint venture partners or cooperative partners. The U.S. virtual goods market is estimated to exceed $1B in 2009, more than doubling from 2008. For comparison, … Continue reading

Game Tycoon’s 4th Anniversary

I have been actively maintaining this blog for four years, as of today. There are very few things that I have remained actively committed to for such a length of time… my lovely wife, my garden, and of course, games. So it feels like a real milestone to me!

Anyway, I just wanted to take the opportunity to say thank you for reading along. Whether you started recently or in the distant past, your interest in this blog means a lot to me. And to those who have taken the time to comment on posts or send me private notes, an especially big thank you. I had always hoped this blog would evolve into a dialogue, but I’ve learned more from you all than I could have imagined way back in 2005. I’ve truly appreciated your words of support when you’ve liked what I’ve written, and (especially!) your counter-arguments when you’ve disagreed with my opinions.

It’s funny to look back on my oldest posts… this was a very different blog back when. Oh, and I’m still waiting for someone to make an RPG that I enjoy as much as Planescape: Torment, dammit. :-)

Almost Lucid

Anyone developing an original IP for XBLA, PSN or Wiiware should take note of LucasArts’ Lucidity. Why should you take note? Because Lucidity is a truly delightful game that unfortunately showcases two of the most common “big mistakes” made by developers and publishers on XBLA. If the leaderboards are any indication, Lucidity’s sales are suffering as a result.

First, it’s worth recognizing how many things Lucidity gets right. It is beautiful, distinctive, and offers an original gameplay mechanic that actually works. Many game developers will never manage to create something that meets all three of those criteria in their entire careers. And many developers, with such a game on their hands, might assume that their success is all but assured.

There’s just two problems. If you’ve been reading this blog for any significant period of time, you already know one of those problems: insufficient marketing. Lucidity was unveiled mere weeks before it was released. No time to build consumer awareness. No time to woo the press. Nothin’.

The other problem is the game’s unforgiving design. (I won’t say the game’s “difficulty”, as something can be difficult without being unforgiving.) Lucidity lacks a checkpoint system, and that combined with a few other design issues causes the game to quickly become a punishing experience. This is apparent to players even in the demo.

It’s no accident that most modern platformers are more forgiving than their ancestors. While many XBLA and PSN users enjoy a stiff challenge, their patience is ultimately limited. Don’t let the success of a few insanely challenging retro titles fool you — those games have generally succeeded because of nostalgia, not because today’s gamer longs for the relentless butt-whooping of old.

1) Come up with a meaningful value proposition for your game. 2) Craft a gameplay experience that emphasizes that value proposition and that accommodates as many players in your target demo as possible. The latter can almost always be accomplished without noticeably diluting the gameplay experience. 3) *Repeatedly* communicate the value proposition far in advance of your game’s launch. –> These are the fundamental tricks of our trade.

PS. A year ago I wrote an article on game difficulty that is relevant to this post. The comments on that post were solid, too.

Pretentious

I had a long conversation today with a person responsible for biz dev at a major publisher. He regaled me with a remarkable story about a hot indie developer who he had reached out to with a simple email: “Hey there, I’d like to introduce myself and learn more about your company.” There was more to the publisher’s email, but that is how it started out.

The developer wrote back, “A little advice — you should insert my name and my company’s name in your email. It will make it more effective.”

Can you guess how the publisher responded? Predictably: “Thanks for the advice. I wish your company the best of luck in its future endeavors.” Still no name in there. ;-)

I don’t care how great you think you are. I don’t care how many companies are knocking down your door. This is a very small industry, and people talk. Never forget that. It simply doesn’t pay to be an asshole. What good does it get you, except a brief feeling of smug superiority?

Your next game or two might flop. It has happened to the best of developers, for reasons both within and not within their control. If you find yourself in that unfortunate position, all you’ll have left is your reputation — how people feel about you as a person, what you’re like to work with, etc. And even if you’re lucky enough to enjoy an endless string of successful titles, do you really want to be known as a jerk?

There’s a reason why guys like Will Wright, Ray Muzyka, Bob Bates and Chris Avellone are so widely respected in the game industry. It’s partly because they’re successful and talented… but it’s also because they’re genuinely nice guys. Aspire to be like them, not some douchebag celebrity.

DD Summit Video

Film Victoria was kind enough to publicly share the video of my keynote at the Digital Distribution Summit in Melbourne. You can find it here.

Quick summary: I focus mainly on what it takes to successfully pitch your XBLA/PSN/Wiiware/Steam game to a publisher or platform-holder. If you haven’t already endured too many talks on this subject, I think you’ll enjoy the video. I’ve gotten an unusually large amount of good feedback about it!

Oh, and in case you’re wondering, when I ask “are you all right?” in the first few minutes of the talk, it’s because some poor guy fell on his face at the back of the auditorium. I, ummm, probably should have let someone else — someone NOT delivering a keynote at the time — ask after him.  :-}

I’ve just returned from a lovely three week trip to Australia, thus the downtime for Game Tycoon. Melbourne has earned my vote for “nicest botanical garden” and Sydney for “best large-animal aquarium exhibit,” while Cairns nets “loveliest man-made pseudo-lagoon.” :-) … Continue reading