Showing posts with label business stuff. Show all posts
Showing posts with label business stuff. Show all posts

Wednesday, May 30, 2012

Quick Thoughts On Android

One of our games, Avadon: The Black Fortress, came out on Android recently. (It's also on the Amazon App Store.) The experience was very tiring and time-consuming, and it will great outside support (such as the Humble Bundle wanting to help with the port, as they did with Avadon) for us to go through it again. If you are a small development house without a hit big enough to get the attention of the big boys at Google and Amazon, it's really hard to summon up the resources to deal with the things that make Android so tough to develop for.

And what are those "things"? If people are interested in a developer's view of the Android situation, the Penny Arcade Report had a really good article on why one dev is avoiding the platform. It's only describes the beginning of the problems, but it's a very good start.

(If anything, the article sells short how many devices there are out there, each with their own weird quirks and bugs, and how much extra testing and debugging time you have to spend dealing with the mess. It's even harder when you write games for tablets, like we do.)

The comments on the post are very worth reading, as they provide a classic example of how evangelists for a platform can be capable of erecting a Reality-Dispersal-Field, through which not even the hardest facts can penetrate.

Tuesday, May 15, 2012

The Future Is AWESOME!

Like everyone else on the planet, this is what I currently get when I try to get a little hot single-player Diablo 3 action in.


The reason that this bothers me so much is that this sort of thing is bad for PC/Mac gaming. It's not bad for Blizzard. They'll still make a mint. But this sort of thing tarnishes the entire platform. Every gamer who gets hit with this sort of thing has a chance of being pushed away from the PC (and with good reason!) and toward consoles and iOS, platforms that don't have these hassles.

My business will, in a small way, get tarred with this brush, and it hurts my bottom line. Which makes me sad.

Oh well. I guess I'll spend time with my family instead. Sigh. If I wanted to spend more time with my family, you think I would have bought Diablo III?

Tuesday, October 4, 2011

Why All Our Games Are Now Cheaper Forever


Spiderweb Software just started our annual sale. It's ten percent off everything we sell for the whole month of October. That isn't really news. We do this every year, and people seem to like it.

But this year, there is much more. We permanently lowered the prices of everything we sell. At least 20% cheaper (in addition to the 10% for the sale). For some products, much more. The most expensive game we sell is now $20, and that is likely to last pretty much forever.

It's a big mental shift for us, and I thought it was worth blogging about. I write about game pricing on this blog a lot, and I'm not ashamed of it. Right now, most of the huge revolutions in the game biz are in the new crazy pricing models, and there are still a lot of questions out there about the most efficient way to make a game make money.

Why It Took So Long To Lower Our Prices

We released our first game in January, 1995. That is a long time ago, and much has changed. A few helpful comparisons.

Now: Huge distributors like Steam and iTunes sell massive numbers of copies for low prices, and Indie developers make good money on huge volume.
Then: The World Wide Web barely existed and we scraped by on a handful of sales from AOL.

Now: A quality Indie niche game sells on big portals for ten bucks at most. More than that and people think you're crazy and move on.
Then: Most good shareware games sold for $25. It took me a very long time just to realize that that price isn't normal anymore.

Now: Indie developers can make excellent livings selling lots of copies of cheap games.
Then: Indie game developers were called "shareware developers," and everyone thought they were losers and spat on them.

Now: Want to pirate a game? It just takes 3 seconds of searching on Pirate Bay.
Then: Took five minutes of searching instead of three seconds. This actually made a big difference.

Now: Many new games are given away for free and make their money on micro-transactions from a portion of their users.
Then: FREE games? With micro-WHAT? What are you? A SORCEROR?

(The shift to free games is arguably the most stunning development in the games biz in a very long time. My prediction: Within five years, there will be a successful game that pays you a small amount to play it and makes their cash selling better swords or whatever.)

I'm a dumb person in plenty of key ways, so it took me a while to observe the key fact:

A LOT of money is being made by selling games for cheap.

So now , instead of selling our games for $25 or $28 (!!!), we'll sell them for $20 or $15. I know this still seems like a lot, but I haven't backed off on the key thing I've long said ...

People Who Write Niche Games Can't Charge a Dollar

If you're making a pretty, shiny, highly casual game with cartoon squirrels and you think you can find a million fans for it, go ahead. Charge a dollar. You'll have to.

But if you write games like mine? Low budget, old school, hardcore RPGs with lots of content? If I charged a dollar for it, I'd have to sell a copy to pretty much every interested human everywhere to have a chance of making money.

So I still charge an actual price, an amount of money that still feels like money. Maybe I should have taken everything down to $15. Maybe I'm being too timid in the price drop. But, in a sense, that difference doesn't matter.

There are two sorts of prices you can pay for a game: An amount that is so small you don't care, and an amount high enough that you do. Our newest game, Avadon: The Black Fortress, is $20 on our site and $10 on Steam. That's a big difference, but, in a very real sense, they have the same price: an amount of money that actually feels like spending money. We will always charge actual money, as opposed to pocket change. All I have done is slightly tinkered with the level.

Bonus Point: Why Is Our Game Twice the Price On Our Site Than On Steam

I get asked this a lot, and it's a fair question. The answer:

In any place where your game is sold, pick the price that will maximize the profits. This ideal price changes depending on the nature of the place where it is being sold.

Steam is a big, sprawling gaming bazaar where practically all of the games are cheap. People see a game, spend a moderate amount of money on it, and try it out. People experiment there, and you need to charge a price that encourages customers to pick you as their experiment. Also, if you charge $20 for your game there, it will be on a list with ten good games at half the price, so you will get murdered.

Spiderweb Software's web site, on the other hand, only lists our games. It is generally only visited by fans of role-playing games. People on our site are generally really interested in the specific sorts of games we sell, and so the higher price doesn't scare them off.

This sort of logic isn't my weird invention. It's basic business. World of Goo is $20 on the company site, $10 on Steam, and $5 on iTunes. Each marketplace has its own norms, and you price your game to maximize your earnings there.

And that is why games are now at most $20 on our site. Because of the current standards of the game industry as a whole, I think that will most likely increase our earnings overall. It might not always have been that way, but I feel it is now.

(And, yes. I set game prices to maximize my earnings. Of course I do. Astonishingly, some people seem to take offense at this. I don't care. I'm not going to neglect to send my kids to college just so I can satisfy someone's arbitrary standards of Indie cred. I'm too old for that, and children persist in their irritating need to eat food.)

So. Anyway. A Sale.

Our games are cheaper forever, and even cheaper than that this month. We're getting a lot more sales, and I don't feel like the dumb jerk that still charges $28 for three year old games anymore. If you like old school role-playing games, you could certainly do worse.

And it will be a while before I write about pricing again. Believe it or not, I have other things to say (and make fun of). Time to get going on that ...

Wednesday, March 2, 2011

Avadon: The Black Fortress Released.


On Monday, after fifteen months of work, Spiderweb Software released Avadon: The Black Fortress.

I'm writing this on Wednesday, after a week spent in a pretty continuous state of total freaking out. I am always nervous when releasing a new game. But a new game in a new world with a new system? After spending an unusual amount of time on it? I've been going kind of insane.

For those who are interested, early sales are quite strong. I'm starting to suspect that we aren't about to go out of business. And yet, most of the early sales are to die-heard fans. The question is how many new people will play it and like it. I think that it's solid, the world is cool, and the game itself is a lot of fun to play. But I might be wrong. It happens all the time.

Releasing a new game also means that I have to read my forums, which, as I have written before, is painful. Even for a solid game, most of the things that are written will be critical. It's only with time that I can get a read on how good the good parts are.

This is also when I have to take the lumps for unpopular but necessary choices I had to make. The biggest complaint is that the game has no keyboard movement. Our other big series, Avernum, takes place on a fairly simple grid, so keyboard movement is easy to implement. Avadon takes place in a larger world with no simple grid for the characters to stand on, and keyboard movement just doesn't work as well as the mouse, especially for distances that aren't very short. But some people really want keyboard movement, and I can hardly tell them they are wrong. I just have to take the criticism and hope that the game is good enough.

I've also been criticized that the game text is too small, and I'm taking that to heart. I am going to work on using a larger font for dialogue and special encounters, which should help a lot.

But now I'm rambling. Releasing a game is only the beginning of a long process. Maintenance. PR. Sequels. I hope you try it out. I hope you like it. And I hope Spiderweb gets to stay in business.

On to the Windows port (hopefully out at the end of April). And the iPad port (I have no idea when this might be ready).

Wednesday, October 20, 2010

Should Games Sell For Donations? Or, Is Setting a Fixed Price For Losers?

So here is a question for Indie developers. Suppose you didn't have to charge a fixed price for your game? Suppose instead you could just have it sell for a donation. Customers give any amount of money, and they get the game. Should you do it?

Of course, any credit card transaction involves a fixed fee, so we'd allow you to set a minimum price, say a dollar, so that you aren't losing money giving people your game. Some people will complain that it's not a donation if you set a minimum price. But only a true jerk would expect you to lose money for the privilege of bringing them entertainment, so these people can be safely ignored.

This question has been asked a lot since the success of the Humble Indie Bundle. I have been repeatedly asked what I thought of that, so that's a good place to start.

What Was the Humble Indie Bundle?

Basically, it was a bundle of five successful and high quality Indie games. They were not new, but they weren't so old either. They were sold for a donation. You could have all five, with DRM, for Windows, Mac, and Linux, for whatever you wanted to pay. And, even better, you could designate a percentage of your donation (from 0% to All) to go to charity!

It succeeded beyond all reasonable expectations. It got huge amounts of attention, everyone involved made buckets of money, and a lot of statements were made about what the Humble Indie Bundle meant for the future of games distribution. In particular, since they all made so much money just asking for donations, shouldn't every developer consider this?

It was a brilliant idea. It got several deserving developers a lot of money, it got deserving charities a lot of money, it got a lot of people some really good games, and it was just generally fantastic overall. If I was asked to include one of my games for a future Bundle, I would jump at the chance.

But Let's Not Overstate the Case

We should probably not leap to extreme conclusions too quickly. Because of the novelty and general virtue of the offer, it got a HUGE amount of publicity. And then it made a ton of money, which got more publicity, and they extended the sale, which got more publicity, and so on.

Look. If you gave me extensive free coverage on Slashdot, Kotaku, The Escapist, and every other online news outlet, I could make a fortune selling quarters for a dollar each. (Hey, it works in real life.) This is something people forget when they look at sales on, say, Steam making a lot of money and then say, "OK. All games should be cheap, always." Sales do so well because they get a ton of attention. If it becomes a regular, everyday thing, it won't get the attention. Will accepting donations generate acceptable income if many developers do it? I don't know, but it won't get the same glowing success it got when it was new.

But the fact remains. The Humble Indie Bundle was a brilliant idea that got a ton of well-earned success. They made a ton of money asking for donations for their games.

Should you?

When It Might Work

Not long ago, I wrote about how there is a spectrum in how games should be priced. On one end are the casual, disposable, impulse-buy games. These should be very cheap, painfully cheap. At the other end are are hardcore, involved, long playing-time, niche games for a small audience. These need to earn as much money from each member of their small player pools as possible to avoid developer bankruptcy. These games need to carefully choose an actual price that brings in adequate earnings.

So suppose you're writing a cheap, impulse buy, casual game and you had the chance to make it donation-ware. Should you? Quite probably! You need to charge a small amount anyway to work as an impulse buy. And, if you ask for donations, some people will give you more money. Maybe they love Indie developers, or they feel the higher price is fair, or they just hate having money. Either way, it's freely given, so grab it while you can!

I have several games that I bought on XBox Live Indie Games that I got for a dollar each. I like them a lot, and they made good money for their makers. But if instead of charging a fixed dollar they asked for a minimum dollar donation? I would bet just about anything these games would be making a LOT more money. I don't think Microsoft is going to add a Donate button to the Indie Games channel soon, but they should. It's a great option for developers, and it would make more money for Microsoft too.

When It Probably Won't Work

When you have a niche product with a small customer base.

The average donation for the Humble Indie Bundle was $9.18, and you got SIX games out of that. I am planning to charge my small but dedicated fanbase $25 for my next game. If my donation size was similar to what they got, to make the same amount of money, asking for donations would have to increase my sales by 250%. That is a LOT. To get that, I would have to get a huge amount of publicity and gather a lot of sales from people who would otherwise have pirated it. However, if this became a common business tactic, the publicity wouldn't be there, because donation-ware wouldn't be new and exciting anymore.

And if it didn't improve sales that much? At nine bucks per copy, I would be out of business inside of a year.

But I said earlier that I would jump at being in another Humble Bundle in a second. That is because the Bundle would get that sort of publicity. There's strength in numbers. But a lone small developer? It's a dangerous, dangerous tactic.

Who knows? It might work. Part of me would love to try it. However, Spiderweb Software is how I make my living and buy food for my kids. Someone will experiment more with this in the future, but it can't be me. The personal consequences of failure are too big. So feel free to pillory me in the comments for how much I suck and am a coward, but I'm sure some of you will understand.

It's An Exciting Time

The last few years have made all developers rethink everything they know about development, distribution, and pricing. It's an amazing world, full of exciting new options. Why just considering whether I should ask for donations instead of charge a fixed price totally blows my mind.

And, finally, one more thought about PC/Mac development. Since it is so easy to pirate games on personal computers, people will only buy your game in they are virtuous and don't hate you. Since you are only actually selling products to Good People anyway, going to them with open hands and saying, "Pay me what this is worth to you." might eventually be the only business tactic that makes sense.

Thursday, September 23, 2010

Indie Games Should Be Too Cheap or Too Expensive.

I wrote a while ago how amazingly, crazily cheap Indie games have become. Big Fish Games sells every title for $6.99, tops. The most you can charge for a title on XBoxLive Indie games, ever, is $10. And, of course, if you try to sell a game in iTunes for more than 99 cents, you will get complaints about how expensive your game is, no exceptions.

This still really bugs me, because not all games should sell for so little, and systems that force Indie games to always be cheap aren't good for developers. But I went too far when I said that all Indie games should cost more. The people who made Angry Birds and Doodle Jump are making gigantic fortunes selling games for such low prices, and it is foolish for me to say anything about their tactics should change. Hey, success speaks for itself.

But I have been thinking a lot about Indie game pricing, as my games are actually quite expensive by the standards of the day. For any young developer who is trying to figure out how to price his or her sparkling new product, this is a huge issue. So how should an Indie game be priced, anyway?

These days, I think that there is a spectrum that all of these games fall on, and where your game ends up on it pretty much determines how it should be priced. This is the spectrum of Casual & Disposable versus Hardcore & Deep.

1. Casual & Disposable?

What games fall into this category? Games that are relatively small in scope, simple, and easily to learn. Games without huge, complicated rules sets, so that a LOT of players can figure them out easily. Games that lend themselves to be short play sessions. Games that aren't too deep in any one niche (not too easily marked as an RPG or a shooter), to maximize the size of the customer base. And games that are meant to be disposable impulse buys. You buy it for a small amount of money, have a bit of fun, and move on.

These games are really cheap. They have to be. They have to be cheap enough that the amount of money you spend on it hardly feels like spending money at all. Probably a dollar, up to three for an experience that is particularly well-known, high quality, and sought after, like Peggle.

To make any money at all selling a game for a dollar, it really has to catch on. You have to write a game that scares away as few players as possible. And then you have to either market it well (which costs money) or hope that it gets noticed through word of mouth (which requires a lot of luck).

Writing these sorts of games is perfect for an Indie developer because they can be made in a small amount of time with a small team. Most games in this market fail, but the few that break through into the public consciousness do very well. It's a lot like what has been written of Broadway: "It's a place to make a killing, but not a living."

If you're making a game at this end of the spectrum, you'll probably have to swallow hard and make your price low enough to compete. It's a painfully small amount to get in return for your work, but you need to be an impulse buy to have a chance.

2. Hardcore & Deep?

What games fall into this category? Games that take a long time to experience and that have more complicated game systems to maintain interest during this increased play time. Games with longer individual play sessions. Games that are deeper in a niche and that were written to serve a small and perhaps neglected set of gamers. Games that have few competitors that are very similar, and that you buy because you will only be happy with that game. Games that you pay more for and that reward you with an experience that you live with for a while.

These games are more expensive. They have to be. When you write a game for a small, dedicated fan base, you need to extract more money from each customer as a condition of survival. Suppose the market for my retro RPGs is ten thousand people. If I charge each of them one or three dollars for a game, I go bankrupt in one year. So they have to pay more, but, in return, they get an experience that is deep, lasting, and rare. I can charge more because very few developers make what I make.

Writing these sorts of games is perfect for an Indie developer because you can "own your niche" and have very little competition. Blizzard can always make a bigger, shinier real-time strategy game, so you can't ever beat them. But if you write a super-detailed simulation of war in the Pacific, lack of competition will help your fans to forgive the flaws that come with a smaller budget. And, when you do build a fan base, they can give you a decent living. You won't get rich writing games for 10000 people, but you can have a nice life.

If you're making a game at this end of the spectrum, you'll probably have to swallow hard and make your price high enough to survive. You will get e-mails every day complaining that your game doesn't cost as much as Doodle Jump. Ignore them, and turn away any distributor who tries to get you to charge a pittance. You have to charge what it takes to survive.

Remember, This Is a Spectrum

Of course, few games are completely casual or completely hardcore. It is a spectrum. Plants vs. Zombies is a great example. It's casual enough to have broad appeal but enough in a genre (tower defense) and deep enough that it should sell for actual dollars. Ten bucks (twenty on some platforms) is a great price for it. Figuring out how to price a game is a matter of judging where your game is on the scale and pricing accordingly.

In the current environment, small developers really do need to make hard decisions about what their game has to sell for to survive, price accordingly, ignore the criticism, and stay away from markets where you can't charge what you need to. When XBox Live Indie games only allows you to charge $10 for a title, it makes games at the niche end of the spectrum far less viable.

And customers have every right to complain that games are too expensive. Customers are going to say whatever they can to have the chance to save money. That's their job. I just hope they will remember that some games are expensive not because developers are cruel and grasping but because that is what they have to charge to be able to serve a relatively small niche.

My next game, Avadon: The Black Fortress, will be $25. I hope that turns out to be the right spot. I'll know soon enough.

Thursday, August 19, 2010

Being Nice Is Good Business.

One of the fundamental truths of writing single-player PC games now is that it's so easy to pirate anything that people will only buy your game if they want to. Which means that being honest and forthright and likable is a key business strategy.

For the fifteen years we've been selling games, we've had a suite of generous, customer-friendly policies. However, we haven't been clear and forthright about them. Some of them are only known to people who ask us for support privately. The others can only be found by hunting our web site. This is dumb. If you're going to the trouble to be nice, make sure everyone knows about it! So I wrote this little manifesto that will be prominently linked to on our site.


In you're an Indie developer and like one of our turns of phrase, please feel free to borrow it.


Our Spiderweb Software Promises To You

Spiderweb Software is a small company. We read all our e-mail, we love our customers, and if you are sad, we are sad. We're literally a Mom & Pop company, and we believe in the personal touch. So here are our three promises to you ...

1. No Obnoxious DRM!

Pirates exist. Sad, but true. But we won't let hatred of people who rip off our games drive us to annoy our paying customers.

When you order from us, you get a number you can enter into the demo to turn it into the full game. And that's it. No online authentication. No need to keep a disk in the drive.

If your computer dies and you need a new registration key? We're sorry to hear that, and your replacement is free. Register on the Mac and switch to Windows? A new key is free. Your child wants to play the game on his or her own machine? That's awesome, and an additional key is free.

2. Money-Back Guarantee!

If you don't like our game, we don't want your money.

We have a no-questions-asked One Year Money-back Guarantee. Game stops working? You wake up one morning and realize that it sucks? You decide that you hate us personally, and our adorable children too? Money back within one year.

You might think, "Hmmm. I wonder if people ever buy the game, play it through, and demand a refund." The answer is: No. This has never happened. You know why? Because our customers are awesome people.

3. Big, Free Demos!

Spiderweb Software has the biggest demos in the business. What's more, the demo is actually the full game. You just need to enter a key to unlock the whole story.

That means that you get a chance to play a bunch of game and make sure that 1. It works, 2. You are having fun, and 3. The retro graphics don't enrage you. If the demo works for you and is fun, you can buy the full game and be confident that it will still work and still be fun. And if it doesn't? Have we mentioned our Money-Back Guarantee?

We love that almost all of our customers played a demo first. It means we're earning our pay honestly. Because, again, If you don't like our game, we don't want your money.


Hopefully, we will come across and friendly and honest when this goes up on our web site. And the truth is, we at Spiderweb are pretty friendly, honest people. But make no mistake. At the heart of it, the reason we are putting this up is pure self-interest. Since being nice is a core part of our business plan, when we are nice, we will do it in a loud way.

Wednesday, July 28, 2010

Sometimes It's OK To Steal My Games

This blog post is about the bright side of software piracy. It's about the times when not only is it OK to steal my games, but, in fact, I get something out of it. Perhaps an unusual topic for a blog post from a game developer.

I admit to being a little bit nervous about writing this. The sad truth is that, these days, it is so easy to pirate single-player PC games that most gamers only have to pay for them if they want to pay for them. And there is strong evidence (links below) to indicate that they usually don't want to pay for them. So giving people ammunition they can use to convince themselves that they shouldn't pay for my games seems perilous, especially since they are, after all, how I support my family. But I got into the blogging game to write about the reality of the game biz from the viewpoint of my shadowy little corner, and piracy is a huge part of it, so here we go.

Of Course, Piracy Is Almost Always Wrong

I think that the best way of evaluating the morality of an action is to ask, "What would happen if everyone who wanted to do it did it?" Littering and dumping toxic waste into rivers are wrong because, if everyone who wanted to do those things did them, our streets would be choked with refuse and our drinking water would be half benzene. And pirating PC games is wrong because, were it not for that minority of worthy souls who actually chip in, the industry that makes the games we love would descend into a shadow realm of tiny ad-supported Flash games and Farmville. Some people would be cool with that, but I'm looking forward to playing Starcraft 2, thanks.

And I've now set myself up for 50 comments of increasingly overwrought and implausible justifications for why pirating games is a good, noble thing to do. No. Sorry. You don't get everything you want in this world. You can get piles of cool stuff for free. Or you can be an honorable, ethical being. You don't get both.

Most of the time.

Because, when I'm being honest with myself, which happens sometimes, I have to admit that piracy is not an absolute evil. That I do get things out of it, even when I'm the one being ripped off.

Computers Exist In the Third World

Every so often, I get an e-mail in broken English from some kid in Russia or southeast Asia or India. He says how how he is playing my game in a cyber-cafe, for fun and perhaps to practice English. The disparity in the strength of the currency between our two countries makes it impossible it is for him to get the 25 or 28 hard US dollars to buy my game. (It's entirely possible in much of the world to not be dirt poor and yet to be entirely unable to scrape together a chunk of hard U.S. dollars.) The message ends with a sincere and heart-rending plea for a registration key.

Now, you're probably thinking, "Yeah, the kid is probably making it up." I doubt it. Remember, my games are easy to pirate. Anyone who wants to steal my games can grab them any time he or she wants. Maybe some of these pleas are fake, but I'm sure that most aren't.

When I get one of these message, what I want to respond is, "PIRATE MY STUPID GAME!!!" I mean, seriously, the time used drafting that e-mail would have been much more profitably spent figuring out how BitTorrent works.

But I don't say that. I delete the e-mail unanswered. Because, the truth is that these games are how I feed my family. Asking me for free keys is simply not a behavior I want to encourage.

But I really hope those kids pirated my game. And I am sure that, for every such e-mail I received, a horde of others in faraway lands pirated it on their own. Sometimes, thanks to the vagaries of the international monetary order, my games are just out of reach any other way. And, when people enjoy my work, it gives my life meaning, which bring me to ...

I Want My Life To Have Meaning

I consider myself a reasonably bright person, who works hard to make something people like. When I'm old and crumbling, I want to be able to feel that I had a successful life in which my work brought happiness to a lot of people.

I feel fully financially compensated for my time when one of my games (which usually takes a year or so to make) sells 5000 copies. However, from the game industry perspective, 5000 copies is nothing. Even the crappiest flop from a real publisher sells a ton more than that. So am I wasting my life? If I really care about the number of people I reach and the amount of happiness I bring, shouldn't I try to get a job somewhere where my work has a chance of reaching far more people?

But then I remember that for everyone who buys my game, dozens more just tried the demo. And a lot of those people will play the whole demo, have fun, decide they had enough, and move on. That counts as providing fun for people, sort of.

But, more importantly, the percentage of people who pirate PC games seems to be very high. It's possible that 90% of the copies of my games out there are pirated. There is definitely solid evidence that the piracy rate for PC games is that high, and believe me, there are a thousand ways to get my games for free. It happens a lot. And, if that figure holds, that brings the player base for each of my games to 50000. That is a number that can keep me from lying awake at night.

Of course, a lot of those people could have bought it but decided to pirate it instead. In other words, jerks. Which brings up a good question. Am I satisfied that my life's work went to make a jerk happy? Does that give me Life Value points? Is it a worthwhile thing to bring a jerk pleasure? This is generally the point where I force myself to think about something else.

But not everyone who steals a game has money. Some of them are legitimately poor. Which brings me to one final point.

The Recession Is a Thing That is Happening

These days, some people are legitimately poor. Many people, through a mix of poor fiscal choices and ill fortune, are in bad shape. Foreclosed on, or facing foreclosure. Trying to pay down a mountain of credit card debt. Unemployed for a long time. Lacking health insurance. Some people brush this growing population off, saying, "Oh, they brought it on themselves." And sometimes that is true. They made mistakes. Everyone makes mistakes. I make mistakes. It's just that some people are unlucky enough to be savagely punished for their mistakes.

Someone who is facing long-term unemployment and bankruptcy probably should not pay for my game. And, in that case, if stealing my game gives them a temporary reprieve from their misery (and there's a lot of misery out there right now), I'm cool with that. I'm happy to help. These are my fellow citizens, and I want to help out how I can.

Now here is what I am NOT saying. If some kid has to actually save his allowance for a few weeks to buy the game, stealing it is instead of paying is not cool. I'm not OK with that. If you can pay, you should pay. But I understand that some people can't. It's reality. As for whether someone can truly pay or not, I have to trust them to be able to tell the difference. It's probably unwise to trust so many strangers so much with my livelihood on the line. But it's not like I have a choice.

How I Will Now Single-Handedly Solve the Problem of Piracy

I just have to add one thing, and then I can hopefully go without writing about this ugly topic for a good, long time. The way the economics of the business work right now, if you want good PC games, someone has to pay for them. You can't support a project like Starcraft 2 with ads. The money just isn't there.

If you like PC games but you usually pirate them, I want you to start actually paying for one game a year. Just one. Please. You should do it because you need to do it to help something you like to continue to exist. Sure, you might find that doing the virtuous thing feels surprisingly good. But, in the end, you should do it for the reason anyone ever really does anything: Because it is in your best interests to do so.

But what game should you pay for? It's tempting to say you should support some small Indie, like me, who is just working hard to support his family. But I don't believe that. The people who made Starcraft 2 have families to. No, buy the game that you feel most deserves to be rewarded. Who gave you the most fun, or carried the industry forward, or that you felt treated you fairly.

Maybe that game is Starcraft 2. Maybe it's Avernum 6 or Aveyond or Eschalon 2 or World of Goo or one of a million tiny games. It might even be Assassin's Creed 2. Could happen.

And, before you post flaming me because Piracy-Is-Always-Good or Always-Bad, remember that all I'm trying to do is pay a little visit to reality-land. And while I do get something out of piracy, all things being equal, it's better to pay for the thing you use. Again, with PC games, you can get cool free stuff, or you can be honorable. You don't get both. Once in a while, be part of the solution.

Thursday, May 13, 2010

Three More Tips For Getting Started In the Indie Gaming Biz


In February, I wrote my first three tips for getting started in the Indie gaming biz. I am starting to feel old and outdated in this business, so I feel like I'd probably be better off not trying to act wise. Sometimes I get e-mails from successful Indie developers, telling me what an inspiration I was to them when they were young. And then my skin starts to peel off in sheets and my hip spontaneously breaks.

And yet, there are still several more bits of advice that I think are genuinely helpful.

4. All Relevant Laws Apply To You

If you are trying to run an Indie game business, you are, first and foremost, running a business. All local, state, and federal laws apply.

You need a business license. Or licenses. I, for example, need one license for Washington state and another for Seattle. Go to your local bookstore and get a book on starting a small business wherever you are. Read it carefully, take it seriously, and get all your paperwork in order.

Every business should have a lawyer and an accountant. I personally have done without having a dedicated lawyer on tap (an unwise course), but every business should have a skilled accountant. This is very important. You have to fill out your tax forms, and an accountant will help you to do so in the safest, most beneficial way possible. Do not neglect this! If you screw up on your taxes, no matter how innocent your intentions, the best you can hope for is that your auditor will give you a sympathetic shake of his head before he destroys you.

You should try to get liability insurance. People sue each other for crazy reasons. It's good to have protection. Sadly, I have found that, as a game designer, liability insurance is hard to get and expensive. This should be taken as a measure of how high your legal risk in this business is.

5. Respect the 90/10 Rule.

Ten percent of the work takes ninety percent of the effort.

When you are designing your first game, putting things together in your spare time, you will probably have a lot of ambition. When you are actually writing it, it will be a thrill. Things are moving. Creation is coming together. I'm doing it! I'm really doing it!

Then, at some point, you hit a wall. You start testing, and there are a million bugs, and fixing them is not fun. Your first spurt of energy is starting to flag, and there are still a ton of levels to design. And, perhaps, the trickiest game systems still need to be done.

So be wary. So many promising projects die at the 90% mark. When designing your game, try to estimate how long each step will take. But, as you do so, also pencil in months of time chasing bugs, fixing broken systems, and doing the grinding polish work that will make your game stand out. How long everything will take to do should be a key factor to take into account when deciding what will be in your game. If this process makes you realize that your initial design concept was too difficult or ambitious, start losing some of the unnecessary elements earlier rather than later.

6. Find Good, Cheap Online Resources, But Make Sure You Have the Rights

Oh, how much time I would have saved if, when I first started out, I had the awesome resources that are available online now. For someone whose games are as retro as mine, it may seem odd that I am suggesting you get graphics and sound effects where I do. And yet, you will need all sorts of assets, and I can recommend a lot of good places to start looking.

When you find resources online, be sure that you have the rights to use them in a game. This can save you a lot of hassle. When I was writing Exile 2: Crystal Souls in 1998, a friend gave me some awesome sword effects he found online. They were great, so I used them. Then I got the Cease & Desist letter from Blizzard. Turns out, they were from some obscure title called WarCraft 2. Ouch. Learn from my errors.

Sound Effects - When I need sounds, I always go to SoundDogs and Shockwave Sound first. Quality stuff, very reasonable prices. Everyone uses these sound libraries. I often hear sound effects from my games on TV. Don't worry about this. Nobody will hold it against you. I often get e-mails saying that some TV series stole my sound effects. That's right. The Cartoon Network totally needs to steal from me.

Textures - When I need a quick stone texture, I go to CG Textures. Very handy site, and free.

Stock Art - If I need some sort of quick art, say some button icons or a nice picture of a cave, I go to iStockPhoto. Their prices are extremely reasonable. Don't rip them off.

Creature and Terrain Icons - We render all of our creature and terrain icons using Poser and Bryce. The big shots would look down our their noses at us, but, with some care, we can make pretty nice icons for very reasonable prices. If you are doing 2-D art, you can get some really nice object and creature models from Daz 3D for very reasonable prices.

And that is this set of tips. Perhaps I will have more in the future, when I figure out what those crazy kids are doing with the iPads and their iPod and their iPoods, with the hip hip music and the pants down around their ankles.

Wednesday, April 21, 2010

How I Saved the Gaming Industry Overnight By Being Awesome

There's a web site out there called RPG Codex. They write about me a lot, sometimes even kindly. There is something they said about me recently that I wanted to respond to. Not to criticize, but to comment on. I think there are things to be learned about Indie gaming and game development in general. (Emphasis mine.)

In ten years, Jeff Vogel - the man behind Spiderweb Games [sic] - has released an impressive eleven games... or the same game eleven different times if you want to be a hater. Through the 2000's Jeff released Avernum 2-6, Geneforge 2-5, Nethergate: Resurrection and Blades of Avernum.

If there's anyone who owes his success to the "just make a sequel" methodology, it is Jeff Vogel. While the professional studios fail left and right, Jeff has somehow or another managed to chip out a tiny niche market for himself. And pretty much only himself. He's nestled into it now and is well and truly quite snug.

Updating little if anything of his games over the past decade, Jeff has simply added story and new locations to explore. He's changed some bits and pieces as he goes of course but the core technology has almost always remained consistently the same. The graphics too. In any other genre this would be a death knell but when it comes to RPGs, it seems the shittier the graphics, the more chances there are of having more interesting role-playing elements.

There's a lot I can say about this, but I'm most interested in the bit about how I have not changed my core technology in ten years. And you know something? They're exactly right. In fact, my "core technology" is so rough and low-budget that I am embarrassed to call it "technology." I still use it year after year. And yet, somehow, during the last decade, my fan base and profits increased dramatically.

If you asked me why I used that same old clunky game engine and why I am still using it, I would give this answer: Because I am really smart and cool and awesome. And if more people emulated me, the game industry would not be near so messed up.

Now, mind you, I don't write the same game again and again. That's like saying an author who wrote ten books wrote the same book each time because they are published using the same paper and ink. Did I write a whole-new story? Then it's a whole new game.

But it's gotten to the point where a company is expected to be ashamed for using the same engine for more than one title and a few DLC packs. The Gold Box games and the Infinity Engine are rare exceptions.

This is such an astonishing waste of resources. When I start a new game, I spend 3-4 months rewriting the worst or most dated part of my engine, and then I take that old (but solid) engine and make the coolest story I can with it. It's a small company. Our resources are desperately limited. Thus, I don't spend time remaking things that already work. If my wolf icon looks good, why make a new wolf icon just for the sake of making a new one? Instead, I focus on the story, the one thing that truly needs to be all new and excellent.

And the big companies, who make AAA games with these amazing awesome big-budget engines? They should re-use more of them! The Dragon Age engine is very cool. Make ten games with it! And not just piddly Dragon Age DLC either. Make games that are cyberpunk, horror, science fiction, fantasy in a new setting. The budgets will be much lower, and that makes it easier to take risks. And use the same dragon model. It looks really sweet. And, once the engine is a drained husk (in, say, five years), then spend a lot of money making a new one.

(And, while I'm dreaming, why not use that engine to make more, cheaper, shorter games. Games short enough that people could actually reach the ends of them. I think part of the reason Portal and Braid are so lauded is that they're short enough for normal people to see the end.)

And if more assets are reused, there will be less work for the artists, coders, and testers to do. They just add to each game the assets and features that specific title needs. Which means that they might be able to spend less time in the crushing permanent crunch mode that burns most developers out young.

Most people will dismiss this idea out of hand, saying that I don't know anything about the realities of the business. And they are probably right. I'm just a dumb, little nobody. But I am running a profitable game company. But Electronic Arts and Activision (the company that owns Blizzard!) are losing bazillions of dollars. Development studios have been closing left and right. Games are crazy expensive to make and burn developers out. Massive layoffs are endemic.

Spiderweb Software, on the other hand, have seen sales drop about 10% during the big recession, but we're still comfortable and quite profitable. And I'm supposed to be ashamed of my business model? Pish!

And, in some ways, the industry is moving slowly in my direction. Once, in the heady early days after Doom came out, every company had hotshot coders who wanted to write their own 3-D engine. These days, companies wisely just license the Unreal engine or whatever. Now it is common to license graphics engines, sound engines, video engines, physics engines. Reusing old resources in new games is already the right strategy. I just take it to the natural extreme. Others should follow my worthy example.

And, in the long run, I don't think gamers will really care if three games use the same dragon model.

So thanks to RPG Codex for the press. I will address their comments about how hardly anyone else does what I do in a future post, because I have something to say about how awesome it is to have competitors.

Thursday, February 18, 2010

Three Tips For Getting Started In the Indie Gaming Biz

As of about now, I have been writing and selling my fantasy role-playing games for a living for fifteen years. By the standards of this business, this makes me older than the stones and the dirt. When I started out, there wasn't a world wide web and I made all my money on a powerhouse called AOL. Also, you kids get off my lawn!

I get a lot of e-mails asking for advice for getting started in the business of writing and selling software. (And also e-mails saying how much my games inspired people when they were 13, and how they then grew up and started their own software companies. Thanks for reminding me how very, very old I am.) At this point, I think I am too fossilized in my ways to give much meaningful advice. I mean, when I started, you went to the mall to buy shareware demos on floppy disks, for God's sake!

But I do know a lot of things that are valuable, and some of them aren't instantly obvious. Over the next few posts, I'd like to summarize a few of them. A lot of this advice is helpful to anyone trying to start their own business, software or otherwise. Though my focus will be, of course, on software. Especially games.

1. You Need a Good Idea

So you want to sell something. Well, I want you to imagine something first. Think about your wallet, and the money in it. Think about the times when you pull out that wallet and actually hand over your credit card or cash for something. I'm willing to bet it's for something you really need or really want. You don't just do it for anything. You like your money, and you want to keep it. Unless you're rich, you are probably at least a little careful about the money you spend.

Well, when you're running your business, your job is to pry the credit card out of peoples' wallets. Again and again. Systems like Microsoft Points make the process a bit more abstract, making it a little easier to get people to buy your stuff, but, in the end, you have to convince people to give you money. And people like their money.

This means (and yes, I know this seems obvious but it's amazing how often people forget it) that whatever you are selling has to be pretty darn special. It has to be a good idea, well executed, and not competing against a ton of free competitors. And let me tell you something. That's a hard thing to come up with these days.

Have an idea for a tower defense game? Well, is it better than the (free) Desktop Tower Defense? Really? I bet it isn't. Want to sell a shooter on XBox Indie Games? Well, is it better than (free) Aegis Wing or ($1) I MAED A GAM3 W1TH Z0MB1ES 1N IT!!!1? If not, you have a real problem, and you haven't even written a line of code.

How do I make a living doing what I do? I write huge, involved RPGs with funky enemies and intricate storylines. Is it a huge amount of finicky and irritating work to make games like that? Yes. Am I ever tempted to write less involved casual-type puzzle games? Hell yes. But I make something that is relatively rare and you can't easily obtain on Kongregate for free. Thus, not only are people interested in my work, but I can charge a good price for it. Selling something scarce has its points.

Look real hard at your idea. Hunt the web and figure out how cheap the games you'll be competing with are. When you are sure you want to write a game (or graphics editor or genealogy program or random number generator or whatever) that can get people to hand out their credit card numbers, only then may you proceed.

2. Professional Work Requires Professional Tools

Another question I get asked from time to time is, "How can I find a free program to do [make art/write programs/whatever]." And my answer is always, "You DON'T!"

I know. You don't have much money. You can't afford Photoshop or whatever. But starting a business isn't free, and you need the best tools for the job.

If you are doing image editing, you need Photoshop. It's the standard format. There are plenty of resources for it. It is made to do what you need and do it well. Some people will recommend using GIMP, the free software alternative. But every time I try it, it's so horrible that my skin starts peeling off in sheets. Somehow, you need to acquire the real deal.

(Bonus ProTip: When naming your product, don't give it a name like GIMP. Excel is a excellent name for a spreadsheet program. PervTech and SodomPro are not as good.)

Similarly, if you are writing programs for Windows, you want to get some form of Visual Studio. Microsoft makes the operating system. They want you to use Visual Studio. Don't fight them. Using an off-brand alternative might work, but it will cost you time, and time is your most limited resource. Happily, if you want to write Mac software, the best development environment, XCode, costs zero dollars.

These programs are expensive, which hurts. There are ways to shave off the cost. You can get an older version on eBay, or luck into one on craigslist or somewhere used software is sold. If you're a student, you can get established with a much cheaper student version. (Of course, as long as you can get your hands on a recent report card, you can buy an educational version whether you're a student or not, but this is ethically dicey and not to be recommended. Eventually, you want to own your tools for reals.)

There are places where you can cut corners. This is not one of them. Your job is hard enough. Get the best possible resources to help you do it.

3. Take Care Of Yourself.

This is something to which not enough attention is paid.

At PAX two years ago, I attended a panel on running a small Indie game company. A lot of unhelpful advice was given, but I think the part that irritated me the most though was when everyone bragged about how few hours of sleep they got establishing their business, and how this should be considered the norm.

Let me say something here, and I don't want to put too fine a point on it.

You need sleep to live.

When you are working on your project, using your spare hours, scraping up every scrap of time to try to put everything together and get it out the door, you must take care of yourself. Doing otherwise is bad for your work. Program for an hour when you're half-awake, and I guarantee you'll make a mistake which will cost you two hours of debugging. This is what the cool kids call a false economy.

You should force yourself to get an acceptable amount of sleep. And it doesn't stop there. You'll be ingesting tons of caffeine. That's a standard thing. But maybe try to occasionally eat food with nutrients. You'll think better. Also, as soon as you can, invest in a chair with proper back support. Sure, you're young and you don't have an old, hurting back. But how do you think young backs turn into old backs?

I know. I sound like your mother. But writing a profitable product is difficult enough without compounding all your problems by being all HARDCORE. All laws of physics and biology still apply.

There. That was a start, and I hope it's helpful. I'll have more soon.

Edit: About using professional tools, I should point out that the important thing here is quality, not cost. For example, Microsoft's XNA game system is not an expensive thing, but it's a professional quality tool (for certain sorts of games). The important thing is to find the tool that will enable you to best use your time, because time is the most valuable commodity.

Tuesday, October 20, 2009

I Hate Missing Gold Rushes

I wrote a few months ago in some detail why I was running scared from iPhone development. Recently, there have been more indications that the handful of people who made bajillions of dollars developing little apps for the platform got lucky. Now everyone and their housepets are making apps, flooding and overwhelming the store, getting the apps lost in an arcane approval process, not making money when they come out, and being sad.

It was a classic gold rush. I can't take much satisfaction in the inevitable crash, because it never makes me happy when indie developers get stiffed. I'm happy that some people made a lot of money. But for anyone else to feel bad that they missed out is like walking past a roulette wheel, see that a '17' came up, and being angry at yourself for not having just bet seventeen.

But all of this does confirm one rule about indie game development that I've felt for a long time:

In the long run, the only way to make money is to make non-trivial games. If your products don't take a done of work and care to make, you will fail, because someone will copy you and do it faster and cheaper.

There is no way that quickie 99 cent apps were a surefire route to a profitable life for anyone. The inevitable result is 20 different Sudoku apps cannibalizing the market. I hate spending a year at a time on the fiddly work of making a full-length RPG, but it is the fact that other people can't do this that makes it valuable.

Wednesday, October 7, 2009

We're Having a Sale.

Every year, we at Spiderweb Software hold a sale. It's a happy tradition we've carried on for all 15 years we've been in business. It's also a way of preserving my sanity. When we release a game, it sells a lot at first, but sales tail off quickly. A temporary discount gooses sales a little bit so that I get a break from freaking out as our cash reserves start to slip.

Then we release a new game and everything is OK. For a while.

We always make an effort to make the sale press releases funny. It makes it a lot more likely that web sites will print them. I'm not sure how professional it is, but it does get results. It's a pleasant perk of being alone and crazy.

Spiderweb Software October Sadness Sale!

October 1, 2009 - We at Spiderweb Software feel that it is being a long year. Continuing economic tumult. Everyone shouting at each other. The heat of summer fading into the winter's chill and damp. All it would take is an invasion of ravenous killer ants to truly make the year complete.

And this is why we feel that now, more than ever, is a good time to retreat into a fantasy world. And, if you can do it on the cheap, so much the better.

So, for the entire month of October, Spiderweb Software is having its Sadness Sale! Everything we sell is 10% off. A host of fine Indie fantasy role-playing games, for both Windows and Macintosh! The award-winning Avernum series. The just-released Geneforge saga, all on one disc. And remember, all of our games can be ordered on CD. It's a great chance to get a jump on the tiresome holiday shopping.

Still not sure? As always, all of our games have large, free demos. Stop on by!

Remember, nobody will hold it against you if you escape from reality for a little while. What's the point of being in the world if you can't drop out of it occasionally?

Friday, September 11, 2009

Some Kind Words About DRM. For Once.

Over the years, a lot of criticism has been thrown at DRM. (Which means Digital Rights Management. Which means tinkering with music and video games to try to make people actually pay for them.) A lot of that abuse has come from me. But I think this all this shouting at Electronic Arts and the RIAA might be starting to be a bit much, since DRM, at the heart of it, has a noble goal: To keep thieves from stealing things.

But I recently noticed one little place when where I think making games pirate-proof is resulting in a better world for everyone. In the interest of fairness, I feel obligated to point it out.

(Edit: When I say "pirate-proof," I mean "So difficult to pirate that nobody bothers," not "Impossible to pirate.")

Let Me Sell My Stupid Used Games! (Or not.)

When Half-Life 2 came out, around eight hundred years ago, I vented to everyone who would listen about how angry its new rights management scheme made me. You had to sign in through a Steam account (which, at the time, did scary things to my computer). And, to me far worse, your game was attached to your account, keeping you from loaning or selling it. This new game future seemed to strip too many rights away from users, and I wanted no part of it.

Lately, though, I've been finding that this is exactly the future I am living in, and I've been extremely happy. I'm having a great time, buying fun games for fair prices. I'm just doing it on the XBox.

The rights management in PC games is still generally hostile, punitive, and self-defeating. Requiring an internet connection to play a single player game or limiting the number of installations does nothing to prevent piracy (as hacked copies are always easily available from BitTorrent) but plenty to hurt legitimate customers. And piracy is rampant, no matter what. So the PC world is still screwed. (And there is increasing evidence that these problems are spreading to the iPhone.)

All I Want Is Fun, On the Cheap

But on XBox live, over the last month, I'm played Shadow Complex ($15), Defense Grid: The Awakening ($10), and I MAED A GAM3 W1TH Z0MB1ES!!!1 (a ludicrously low $1). These games are all seriously fun. They also have impenetrable DRM. I don't have to be online to play, but I can't sell or give away my copy. There's no piracy on XBox Live.

When the inability to share (or pirate) a product comes with a low price, I don't mind anymore. Defense Grid is ten bucks, and it's giving me more than ten bucks worth of fun. Sure, I'm at Microsoft's mercy, and I don't "own" the product, but hey. Ten bucks. And the manufactures can still make a nice profit at that low price (though probably not much lower) because ninety percent of its users aren't stealing it.

No DRM. But Plenty Of Injustice.

Compare that to the games I sell. I charge $28 for a new game. I would LOVE to charge ten bucks. But, to stay in business, I'd have to triple my sales, and that won't happen. Would sales go up? Sure. Would they TRIPLE? Almost impossible.

I have minimal DRM. People can transfer their registration to someone else if they want. I even have a one year money back guarantee if someone is unhappy. I've tried to be ethical in all the ways I want as a consumer. The result? My games get pirated like crazy, and I have to charge a lot to stay in business. I have a situation where honest people have to pay lots of money to subsidize the people who rip me off. The good people pay to buy games for the bad.

This, of course, infuriates me.

What I Wish I Could Do

I'm not going to be writing games for the XBox, sadly enough. My sort of games just work better on PC and Macs. But if I could snap my fingers and give myself the same absolute control over my games XBox Live has over theirs (in return for lower prices), I would. The freedom of the current system is nice, but it comes at too high a cost. The unfairness is just this side of intolerable, and it's only getting worse.

DRM is fair if, for what the corporations take, we get something in return. One of the problems with eBooks is they take away the ability to loan or sell the books you buy online, not to mention the lack of a satisfying physical object, and they still charge the same price for the book. What nonsense! Make the price of the books low enough to make people not mind what they are costing and I promise you the eBook business will improve.

DRM Has Its Points

DRM has developed a terrible reputation. Heck, it's earned it. But remember, the purpose of DRM is to prevent free riders (aka self-justifying weasels and morally damaged scumbags). None of us like being told that we don't deserve free things, but it's still true. If DRM enables products to be sold for a price that is cheap to users and fair to developers, it is something we should all grab with both hands.

Wednesday, August 12, 2009

Beta Testers: Getting Them. Keeping Them.

I've been running Spiderweb Software for about fifteen years now. I owe my ability to make a living writing my cute, little Indie RPGs to a lot of things. Tenacity. A moderate amount of designing skill. Dumb luck.

But, as much as anything else, I owe my ability to stay in business to a group of skilled, dedicated, hard-working volunteer beta testers.

There is a huge chasm between the rough, quivering lump of code you just wrote and a solid product you can distribute to actual people. To make your game/mod/level/adventure publicly available without melting someone's computer, you will need testers. And, if you are a lone individual or running a little company like mine, you won't be able to afford to pay QA people. Thus, you will need to go out and find testers.

I've been doing this for a long time. Here is some advice for how to find the people you need to test your game (or other sort of application) and how to deal with them when you have them.

1. How To Get Testing Volunteers

I am established and have a fan base, so this part is easy for me. I write that I need testers on my web site, take the beta testing application page live, and winnow through a huge pile of applications. If you're just getting started, you will have a harder time.

Make a web page and put up some info and screenshots, so that people can drop by and see what you are making. Then go to online forums where gamers hang out. Write a short, respectful post saying "Hey, I'm making this and I need testers. Drop by my web site and take a look. Send such and such information here." While forums justifiably hate advertisements, offering an opportunity like this is generally tolerated. (And even sometimes appreciated.)

Ask potential testers to send you information about themselves. What sort of computer do you have? What sort of hardware? What sort of games do you like? What have you tested before?

Hopefully, you will get applicants. However, I'll warn you now. You will get very few decent testers. People who can play a game, analyze it, spot bugs, report them in a coherent manner, and come back for more are very rare. They are precious jewels. You'll have to sort through a lot of, well, people who aren't jewels, to find them.

Also, don't be afraid to use your friends, but don't get your hopes up. Very few people have the mental skills and dedication it takes to be a good tester. The odds of any given friend having those characteristics are low. But give it a shot.

2. How To Screen Your Testers

When you get a pile of testers, you'll need to pick out the ones who are potentially useful. One advantage of asking them to write about themselves is that you will be able to scratch out a bunch of incoherent, confused, and crazy folks right away. If they can't answer a few simple questions, they will not be able to report bugs well. We all know how dangerous the incoherent can be in positions of importance.

Once I've picked out a few applications, I make them provide a signed Non-Disclosure Agreement (I let them fax the form, mail it, or e-mail me a .pdf signature). Google "non-disclosure agreement template" to find a few boilerplate versions.

Now, to be honest, if someone leaks your beta, there isn't much you can do about it. But make people sign an NDA anyway. It's legal protection. It stresses to them how important secrecy is. And making them send an NDA in is great for weeding out flakes. If they aren't together enough to send a signature, they probably won't be able to test well.

OK. Hopefully you have a few testers. Some of them might even be decent. If not, you'll be back to begging on the forums again.

3. How To Instruct Your Testers

You will need to give your testers clear instructions. How should they report bugs? Where should they report bugs to? Any particular format you want bug reports in? The exact details will vary depending on the sort of product you are trying to test. However, you will need to tell the testers something.

This is also a good chance to explain to them important basics. Things like how to take a screenshot or how to compress large files before sending them. And make sure to stress that, in any given report, they need to say the exact version of the beta they found the problem in. (So you don't go chasing down bugs you have already fixed.)

4. How To Interact With Your Testers

First off, always be nice. Always take constructive criticism well. These people are volunteers. They are spending their priceless and irreplaceable time helping you for free. Be polite. Be professional. Never lose your temper. If you find yourself writing a snide e-mail, get up. Take a walk. Count to ten. Then delete it. I have lost my temper with a tester only two or three times, and I always felt terrible about it afterwards.

This is a good chance to work on developing a thick skin. Nothing the testers subject you to will compare to the abuse you'll take online after your project has been released.

Don't hesitate to ask for more information about a report when you need it. Ask for exact steps to reproduce the problem. Screenshots. Saved games. Stress to testers that they need to provide lots of details. You never know what tiny scrap of information will help you to find a bug. Vague reports are useless reports. And, if a tester never answers your follow-up questions, that tester should probably be fired.

Yes, you will sometimes need to fire your volunteers. If they don't use the product. If they don't send helpful reports. If they don't treat you in a polite and professional manner. (The way you are treating them. Right?) Just because they aren't being paid doesn't mean that they should always be kept around. They are taking up your time and they are eating up a precious beta tester slot. Also, being able to beta test is valuable, even if no cash is paid. It is professional experience (more on that later) and a chance to actually take part in the creative process. These are valuable things.

5. How To Reward Your Testers

You must treat your testers with the respect and gratitude they deserve. Thank them. List them in the credits. Give them a free copy of your game.

Some testers will help you in order to get experience, in the hopes of getting a real QA job. If a helpful tester asks you for a reference, give one, and make it good. I have had people ask me for references before, and my success rate for getting people their desired positions is 100%.

And Good Luck.

Don't be ashamed to ask for help. For a certain, rare, marvelous breed of person, the ability to take part in the creative process is a great opportunity. Find those people and let them help you. Be nice. Be professional. Figure out what works for your particular product and go with it. After all, without testers, all software would suck.

Sunday, July 19, 2009

Getting a Thousand True Fans

Someone sent me a link to this article and said it was interesting. I agree, so I thought I'd pass it on ...

1000 True Fans

The basic idea behind it is really simple. In this day of advanced communications and powerful online distribution, all you need is a 1000 loyal fans to make a living. If you can come up with a loyal core that supports what you do, you can be a creator for a living. Since I believe very strongly that, if you work hard to provide something people want, you should be able to make a living off of it, this idea has a great appeal.

Spiderweb Software stays successful because it had built, over the years, a core of loyal fans. These fans are enormously important to me, and I'm hugely grateful to them.

However, the article plays awful fast and loose with the practical details of the thing.

The article suggests that, if you get 1000 fans and they each give you $100 a year for your work, you can make a living. This is true. However, my god, $100 a year from a given person is an ENORMOUS hurdle to jump over. I don't know what you're doing to get $100/year from people, but you won't be getting it from me. That's like, what, 4-5 Indie games or 5 books or 6-8 albums of music a year? Not happening.

No, I will give my own, much more practical rule:

You should try to get 4000 fans who pay you $25 a year for your work. Then you can make a living doing what you love.

I can see why the authors of the article didn't phrase it this way. It's because getting 4000 fans sounds much, much more daunting than getting 1000. And it is. But, practically, to make a decent living, that is your goal. And, if you're good and dedicated, it's an attainable one.

But remember, there's one other rule.

It's very difficult to get even one fan. Besides your mom.

The hard part is making a product that anyone will give you money for at all. There are very few people who enjoy blowing twenty bucks for nothing.

Four thousand people is a huge goal. But it is attainable. So get to work.

Thursday, July 16, 2009

The Joy Of Rereleasing Old Games.

Warning: This blog entry contains unpopular views, a mercenary attitude, and an unattractive display of pure, raw greed. Those who prefer a purer, more principled breed of Indie developer should look elsewhere.

A little over fifteen years ago, I started writing my first game, Exile: Escape From the Pit. (I am old.) This is quite a milestone for me. Since then, I have found that life as a self-employed Indie has many advantages, some small, some large. As I work on Avernum 6, the last game in my longest-running and most successful series, one of them has been very much on my mind.

I own my own intellectual property (or, as the cool kids call it, IP).

Why is this so awesome? Because then I get to rewrite and rerelease my older games, letting me make a bunch of money for a small amount of work. For example, Exile: Escape From the Pit came out in 1995. Its first rewrite, Avernum, came out in 2000. So, in 2011, over a decade after its previous iteration, I plan to release a super flashy new version of Avernum, with really sharp new graphics and sounds, a new dungeon or three, and some nice new features added. It won't be a huge amount of work. It'll be a great new product. I will clean up.

I once wrote a game called Nethergate, which developed quite a cult following. Then, as time passed, it became very shaky and outdated. So, two years ago, I released Nethergate: Resurrection. It took two months to do it. I really liked this game, and putting out a newer, nicer version was very rewarding, both emotionally and financially.

A lot of people have complained to me over the years about doing this. I don't understand it. It's good for me and its good for players. There are several good reasons to exploit your old IP:

Good Games Deserve To Exist

One of the most frustrating things for me about video games as an art is that individual titles die out. The older a game gets, the better the chance it will stop working on new machines. There was this awesome old Mac game called System's Twilight. It was a lot of fun, but it won't run at all on any new mac. The machines that will run it grow ever older and dustier. I think this is HUGELY wasteful.

Someday, people won't be able to play Baldur's Gate 2 or Planescape: Torment anymore. This really sucks. I want to delay my games going the same way as long as possible.

Avernum is starting to get wonky on new machines. The tech support complaints are growing steadily. Until I get some sort of universal language I can use to make games that run well forever, all I can do is freshen them up with new versions myself.

It Doesn't Keep Me From Making New Games

Sometimes, people say to me, "You should use the time to make something new." Hey, I'll still make new stuff. But if one old game dies off so I can make one new game, I haven't increased the number of games in the universe.

Releasing a nicer new Avernum will introduce it to a whole new audience. And hey, it's new to them.

It Makes Lots Of Money

A carefully done and marketed rewrite takes a fraction of the time to develop of a whole new game, and it can sell almost as much. A week hasn't gone by in the last fifteen or so years that I haven't made money off of Exile (in one form of it or another), and I have every intention of eating out on that game until I die. That is the reward of being brave, starting your own business, and making your own IP.

So Indie developers, if you put out a game and it gets some traction, and a decade passes, freshen it up, expand it a little, and kick it out there again! If it's good in year X, it'll still be good in year X + 10.

Wednesday, May 13, 2009

Guessing What Is Going To Kill Me, Pt. 2

Last week, I started to ponder what could put Spiderweb Software (and, by extension, any small Indie like us) out of business. Pretty fun recession chit-chat, huh? This week, I continue my litany of pessimism.

What could grievously wound, or even kill, our business?

The Rise of the Netbook - Netbooks, those cheapo little laptops for web browsing and other undemanding activities, are taking off like crazy. Every one of those that sells removes a possible customer, who likely would have otherwise bought a more expensive (but not actually expensive) machine that could run my games. This wouldn't be fatal, but it is a constant shrinking of the possible customer base.

And that's not even addressing the fact that many of those machines run Linux. Supporting three platforms would overtax my feeble brain.

Likelihood - It's already happened. When I released Geneforge 5: Overthrow for Windows, I received constant cries of woe from Netbook owners who couldn't handle its extremely low system requirements.

But I'll swallow it. People who like games generally still buy machines that can play games, and there are no Netbooks on the Mac side. Also, a lot of Netbooks can run my games. So I doubt it'll be a real problem, but only because my hardware needs are still very low.

It is still frustrating to get chewed out by someone who is ticked because his $250 machine can't run games. Well, yeah!

Piracy Becomes So Trivially Easy and the Recession Becomes So Intense That Hardly Anybody Buys Games Anymore - Pretty self-explanatory.

Likelihood - Again, this has already happened. Recent estimates put the PC piracy rate at around 80-90%. Even I am not cynical enough to believe that the percentage of honest people around here will drop below ten percent. And yet, that tiny minority of virtuous people is enough to keep me in business.

Once, I actually worried about something like this would happen. And then it did. And yet, business is strong. I think this shows that even nightmare scenarios can be surprisingly survivable. In other words, predict and prepare, but don't panic.

I Go Insane Or Burn Out - When you work alone creating for a very long time, you can get awfully eccentric. Or even crazy. Or you can just burn out or get terminal writer's block. It happens all the time. I have dreaded it every day that I've run this business.

Likelihood - Sadly, high. It's only a matter of time. The Internet is robust. The software industry is robust. That couple pounds of fat and electrical impulses I carry around in my skull? Sometimes, it feels very fragile indeed. I never know when I'm going to come downstairs, sit down, stare at the blank screen, and go, "I got nothin'." And that is the end.

But that's not the thing that really keeps me awake at night. This is ...

I Write a Bad Game - Next year, I'm going to make a whole new series, with a new game engine and IP. This is always risky. I might sink a bunch of money and time in it, and it will fail. Remember, anything new will make you lose a chunk of that reliable customer base that keeps you alive. If I don't replace what we lose? We have a pretty good cash and sales cushion here, but it will never be enough to survive one big flop.

Likelihood - Inevitable.

I've had a pretty good record with my games. None of them have set the world on fire, but they have almost always at least broke even. I've only ever written one game that didn't sell enough to make it worth the time. And, when I followed it with a game with mediocre sales, we almost went under. It happened once, and it will happen again, and worse. Everybody produces a real stinker eventually. And, when that happens, it will very likely be the end. It's something that every small developer has to face. Either get absorbed by someone bigger, a company that can survive some shocks, or face the fact that the wolves will catch you eventually.

Everyone and everything ends. Might as well make your peace with it now.

And that is the litany of doom, from paranoid delusions to an honest assessment of my own mortality. I hope this has been a vaguely interesting peek into small-business world.

Oh, and I just finished Plants vs. Zombies. I have a lot to say about that, next week.

Tuesday, May 5, 2009

Guessing What Is Going To Kill Me

I think it's a good idea for anyone in the software business to try to predict the thing that's going to bankrupt them. Of course, that's a good practice in any field, but it's especially important with computer stuff, since the industry moves so fast.

So what will put Spiderweb Software out of business? Or deal us a serious blow, one that won't kill us alone but, in combination with other hits, could knock us down for the count?

The Destruction of the Internet - The Internet was not made to be this mega-global network used by everybody. As time goes on, more flaws show. When e-mail was new and exciting, we didn't see what a horrible mess spam would make of it. Maybe a series of viruses or other new hacker trickery might make the network unusable. And then I am screwed.

Likelihood - Very, very low. It's hard to imagine a hacker trick that could defeat everyone else on the Net. But it is very helpful to remember that the health of my business is inextricably tied with that of the Internet.

The Internet Being Remade By All-Powerful Corporate Interests - They're working on Internet 2.0. Maybe they will make it, and it will take over and only let giant businesses with tons of money function on it. Or Internet Explorer will decide to stop working with all websites and mine won't make the cut, or Windows will stop running demos not specifically cleared by Microsoft and I won't make the cut, or ... or ...

Likelihood - Sorry. I can't stay to answer that. I have to go make my new tinfoil hat.

I know, this stuff sounds crazy. But, years ago, when someone downloaded a demo of my games, Internet Explorer didn't try to scare them into not running it. Now it does. And I am not the only one who worries about these sorts of issues. It's very important to look at the programs your business absolutely needs to function and consider how they could be used to cut off your air supply.

Banzai Lawsuit From Hell! - Someone's son goes crazy and shoots up his school. The parents find a bunch of computer games on the kid's system, one of which is mine. They start suing, and I get caught up in it. From there, there's all kinds of ways for things to go real bad.

Likelihood - I want to think it's low, but ... Liability insurance for computer game makers is CRAZY expensive right now. I pay a LOT. When insurance companies are scared of taking your money, don't get too cocky.

People Stop Playing Games On the PC - The PC game industry has seen hard times in the last decade. If you aren't making money through monthly subscriptions, the world doesn't look pretty. You could probably be making a lot more money developing for consoles.

Look at it this way. I used to play tons of PC games. Now I play console games almost exclusively. You see, I can play console games on my couch, upstairs, where it's nice and warm. To play PC games, I have to be down in the basement with the cold and the spiders. And when you look at the sort of product you create and go, "Well, yeah, I don't really like that sort of thing anymore," it's time for a reality check. Now.

PC single-player gaming is dwindling. Maybe it'll dwindle too much.

Likelihood - I wonder. If this happens, it'll take quite a while, but the trend with PC gaming is unmistakable. But hey, I'll be one of the last people left writing PC games, so there'll be no competition and I'll make tons of money, amirite?

The Macintosh Dies - People have been predicting this for years and years. And the Mac is half my business. If it goes away, I probably will too.

Likelihood - Once high. Now low. Whatever I might think of Steve Jobs, his revitalization of the Macintosh brand has been crazy good for my business.

Hmmm ... This game is kind of fun. I think I will continue the litany of impending doom next week. Some of the threats get mighty plausible.

And this is a game you can play along with at home. What do YOU think will put me out of business? Tell me in the comments.