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September 18, 2013

Gaming Week! - Kickstarted Rage

  So, on Monday, we talked about indie games, their innovation, and the new opportunities that exist for indie devs to actually get the money needed to bring their dreams to life.  Today, we'll be talking about the pit-fall that some of these methods come with.  Most notably Kickstarter.

  Bit of a disclaimer.  I'm talking specifically about Kickstarter because I'm rather unfamiliar with the others, such as Rocket Hub and Indiegogo.  I also don't know if this happens with Desura's alpha funding service or Steam's early access service, as I'm just not as involved in those communities.  Kickstarter has been where I've been the most involved, both in backing games and in involving myself with their communities.

  Now, Kickstarter is great.  It's a wonderful way to get attention for your project, and to get the funds needed to bring it to life.  Where the problem comes in is that, typically, any project on Kickstarter is still in it's infancy.  These aren't projects that have a lot of time already invested in them.  Rarely a year, sometimes not even a month.  Sometimes barely even weeks.  Most projects have a very basic video that's really more a mock up than anything playable, and sometimes they don't even have that.  Take, for example, Double Fine's adventure game kickstarter.  The first video on their first campaign was literally just asking for money to make an adventure game.  No name for it, no game play, no mock ups, just money to make a game.

  Typically, when a new game is announced on Steam, or in a magazine, or on a website, this game is already pretty far along it's development.  Major game studios do not announce games until they are almost completely certain that the game will come out.  More games than people realize get worked on for years and still get canned.  Studios and publishers won't announce games until they are almost done for this reason.

  They don't want to spend money on marketing for a title they aren't sure will generate a return.  They don't want to spend time speaking with the gaming press over a title they are not positive will actually see release.  And they don't want to lose faith and piss off segments of their customer base by talking up a title only to cancel it later.  So, with major game releases, you typically see a project that's almost done, and they show you as little as possible.  Then, they slowly feed out more info as they squash all the bugs leading up to release.  The result is that it seems like they started with a barely there game, and developed everything else really, really, really fast leading up to launch, and that's just not the case.

  This isn't what happens on Kickstarter.  What you typically see there is a game that really is barely there.  Very often, it's just the developer talking, along side some mock ups, concept art, and some gameplay video that's held together by duct tape, and very carefully edited to avoid showing any major issues.

  So, people get it in their minds that they'll be seeing swift development, and a finished, or at least very advanced beta in short order.  Nine times out of ten, this doesn't happen, and the community just doesn't know how to react.

  Now, most of the people in these communities understand that delays happen, and are wonderful supportive people.  Maybe not pleased, maybe even asking for refunds, but they are typically still very reasonable.  I'm not talking about them.  I'm talking about an incredibly vocal minority.

  Rather than supporting the game, or getting fed up and just leaving, or asking for a refund, they camp out Reddit, the game blog's comment section, any community forums.  Every time the developers say anything, these individuals are there, pitch forks in hand.  They aren't pleased with anything short of a completed game, and a developer blog that has every single detail of what every team member has done every day since the last blog entry.  They don't seem to realize how ridiculous that is.

  Seriously guys, they can't do that.  Obviously, the game isn't done, otherwise you'd already know.  And they can't give you a bullet list of every single thing that's been done.  Fact is, developers will try about a dozen different things before happening upon something that works both mechanically and aesthetically.  If they detailed everything they did, the blog entry would be two things.  Stupidly long and a really bad looking.  It would have "Failed, failed, failed, failed, failed, kinda worked, failed, failed, worked but looks crap, failed, worked properly".

  And that's for experienced developers.  The vast majority of developers on Kickstarter are not experienced devs.  Many have never worked on a full scale publicly known project, and even more have never shipped a game.  And, you're seeing the game from it's infancy, not well into development.  They won't deliver the game next month.  It just won't happen.  And if they do, you probably don't want the game.  Gridiron Thunder is a prime example of that.  They won't give you every single detail of what they do, no developer will, ever.  They won't respond to your every question, especially if you're always asking the same questions in an insulting way every week.

  And, on that topic, insulting these fine gentlemen who are trying to bring their dream to life every chance you get won't make them work faster.  It won't make them give you more info either.  I've known of several developers who have completely cut off all community interaction because of how toxic a small portion of that community became.

  If you've got questions, ask them.  If you've got concerns, raise them.  But do so politely.  Do so respectfully.  Don't hurl venom and hate at these guys, because then they won't listen to you.

  If you cut someone off while driving, and they pull up beside you, roll down their window, and start yelling, and screaming, and cursing, are you going to care that you pissed them off?  I know I wouldn't.  They're dicks.  But, if you cut someone off, and they pull up, roll down their window, and say that you cut them off, that they realize you probably didn't see them, and they ask you to please just pay a bit more attention going forward, chances are you would.  Chances are you'd apologize, unless you're actually the dick.

  If you're concerned and want to make the game progress better, and want the game to be more fun when it's done, realize that you can help.  You can bring up your concerns, and be heard.  But nobody will listen if you sound like you're full of hate and anger.  If you sound like you can't be pleased, nobody will try to please you.

  Now, all that being said, there are most certainly times when that ire and anger is deserved.  Times where developers of Kickstarter projects should be held accountable, and deserve every bit of anger they get.

  And we'll talk about a few of those in the next entry!  See you then!

September 16, 2013

Gaming Week! - Indie Titles

  Hey guys!  We're gonna go a bit gaming heavy this week.  I'm going to have a second Tail's Tale in here at some point, but for now, games!

  Anyone who knows me knows that I'm a massive gamer.  I've been playing since I was old enough to hold a controller.  I started on the NES, and eventually became one of the PC Gaming master race.  The entire reason I got into computers to begin with was so I could play Unreal Tournament, and it's been a steady progression since then.

  While I certainly enjoy some of the bigger titles, such as Call of Duty, Command and Conquer, and Team Fortress, I've always had a special love for indie titles.  I've always felt that because of how small the teams that make them are, they are always more willing to risk failure for the sake of innovation.

  Now, I don't mean innovation for the sake of innovation.  We've seen enough of that with Nintendo's special control schemes and forced Kinect support.  Innovating for the sake of being able to say, "We innovated!" is disingenuous.  That's coming up with an idea and looking for some way to force the game to use it.

  The innovation I'm talking about is more organic than that.  It's having a game play element, and coming up with an interesting and original way of implementing it.  One of the best, most recent examples I can think of is in Godus, from 22 Cans, Peter Molyneux's development studio.

  Godus is a game in the vein of Populus and Black and White.  It places you in the role of a God, watching over the land and it's people, yet giving you no direct control over those people.  And that's all fine and dandy, and not really what we're talking about.  What we are talking about is the landscape.

  The game gives you the ability to terraform the world, raising, lowering and dragging around terrain however you see fit.  The result is a massive, and very dynamic world for you to populate with your worshipers.  Now, most games with a dynamic world like this do it in one of two ways.  Either with 'voxels', or volumetric pixels, such as Minecraft, or with a transformable mesh.

  Both methods have their pros and cons.  With Voxels, you get a very modifiable world, but it's very blocky, lacking a lot of the polish we are accustomed to in this age of gaming.  With the mesh, you get a much smoother landscape, but often run into issues with things like structures or caves, since what you're dealing with is essentially a piece of paper.

  Godus chose to do something a bit different, that I can't recall having seen before.  The world is made up of layers.  I would guess that each layer is about a meter thick.  You can remove layers, add layers, or drag around the boundaries, transforming the world however you desire.  It's something completely new, and I love it.

  This is the type of things we see from indie games.  From the floating islands and RTS game play of Castle Story, to the triple pane rhythm game styling of Sequence, indie studios simply push further to make their game play interesting.

  And, with the advance of services such as Kickstarter and Steam's Early Access, opportunities for these small studios to deliver excellence are only growing in number.  I can think of a half dozen different methods right off the top of my head, and I'm certain that there are more beyond that.  And that's just on PC.

  Of course, using something like Kickstarter to launch your game comes with it's own set of issues.  And we'll talk about that tomorrow!  See you then!

September 13, 2013

Waking Up

  I do not wake up easily.  Oh, sure, I move.  I do things like walking around to my variety of alarms and hitting snooze, but I am rarely actually awake at that point.

  I've been told about full conversations I've had just after stirring that I've got no recollection of.  And typically, those conversations are just pure ridiculousness.

"Hey, do the dogs need to go out?"

"Hmm?  Oh, no, no, didn't you hear?  Dogs have thumbs now."

"What?"

"There was an infomercial for dog thumbs last night, so I bought all the dog's thumbs.  They can let themselves out now."

"When did this happen?"

"Right after tea with Bob."

"Who's Bob?"

"My carpenter.  He carpents things."

  In order for this to all make sense, I need to put in perspective just how deeply I sleep.  A few years back, when my girlfriend at the time was living with me, I came home from work one night, and she was apologizing profusely, saying that she was so sorry about the previous night.

  I was very confused.  I couldn't think of anything that she'd done that would call for an apology.  So, I asked her what she meant.

  Apparently, she had accidentally punched me square in the face in her sleep, hard enough to wake her up.  And she was a deep sleeper too.  So, she'd apparently really laid into me by accident.

"Oh God Kyle, I'm so sorry!"

"Um, k?  What for, exactly?"

"I punched you in the nose last night!"

"You did?  I don't remember this.  How did you not break your hand when you did it?"

  I just quirked a brow, and told her she must have dreamed it.  But no, she was certain.  So, being punched, in the face, hard, had no effect on my sleep what so ever.  I'd say I sleep like the dead, but if I remember Army of Darkness right, it's a lot easier to wake the dead.

  In the morning, I am like a cornered rabbit, and my alarms are angry, ravenous wolves.

"Zzzz...  Zzzz...  Zzzz..."

"BUZZ BUZZ BUZZ MOTHER FUCKER!"

"OH GOD MAKE IT STOP!"

"RING RING!"

  Now, I actually use three separate alarms to wake me up in the morning, that go off within moments of one another.  The whole idea is to make sure I actually wake up.

  Just the other morning, something interesting happened.  The first alarm went off, and I got up and turned it off.  I quickly flopped back into my bed, facing towards the other alarms, and dozed back off.  apparently, I rolled onto my other side after I dozed off.  A couple minutes later, I second alarm, the loud one, starts going off.  I lifted onto my knees, and went for the dive to turn it off.

  But, I didn't realize I turned around.  At least, not until the wall beside my bed made it's presence very well known.

  I was very awake after that.  The third alarm was not needed that day.