Category Archives: development tricks

Making story-based MMOs ?

It sounds impossible, doesn’t it?

While talking with some other developers last day, it appears clear that to survive in the struggle that is happening right now in the shareware games (in which we are seeing the return of middlemen, cutting indie revenues even more) there’s only one effective way: do online / MMO games.

As a player personally I hate them. I was a long-time player of Everquest, but when I started working I didn’t had hours to spend (waste) into that kind of game anymore. Anyway, as developer, I can clearly see how this is the only viable solution for long-term revenues nowadays.

Problem: how do I integrate online/multiplayer/MMO with a story-based game ? I’ve come up with some ideas, nothing really new of course:

  • making simple flash / JS singleplayer online games – this would mainly have the purpose to eliminate completely piracy, but no particular advantages for the player
  • do some sort of series of games centered around a character – somewhat similar to what I’m doing with Vera Blanc, but not simple offline downloadable games, but a series of games connected each other, using achievements and maybe even some RPG elements. However this is a big risk since if the first episode for some reason doesn’t sell, it’s really not worthwhile to continue the others
  • a MMO based on missions, each mission with a story, still playable as single player, maybe with some limited player to player interactions (but not real-time) – I like this idea, like a collection of stories, each story representing a mission (like in a fantasy or sci-fi RPG) that the player must complete, playing as single player game

I think it is possible to come up with something like that, keeping in mind to focus on the single player experience. I would love for example to do a sequel for Bionic Heart, but apart some art problems (I would still need to wait for the artist Rebecca to be free, which will be next year anyway!!) I would need more guarantees to make it. The first game was VERY popular amongst male, sci-fi userbase, as much that I got lots of emails asking me about a sequel. Unfortunately, as you can imagine, there’s also lots of piracy in that market segment: so much that clearly damaged the direct sales, demotivating me from even just considering the option to make a sequel!

This is one of the most common situations for a developer and I hate it: have a game that has a good following of “true-fans” (people who would instantly buy a sequel) but that unfortunately has also a lot of piracy, so that makes me think twice before starting a sequel 🙁 So it’s really not a surprise that many of my developer friends completely abandoned the road of single-player offline games, and I believe many will in the near future.

I would love to start something new like this. Imagine a normal game like my others, but that could connect and auto-update, downloading new chapters, books or missions. I could add the new content anytime, after 2 weeks, after 1 year, of the initial game release (of course with some sort of notification like email/newsletter). Each content could be only a small fee, so there would be less risk for me and less money to pay for the player.

Yes I like this solution, maybe I could try it already with my next game Planet Stronghold… by the way an alpha is coming out very soon!

Is worth having a Flash version of your downloadable?

That’s one of the most frequent questions I see asked around in game development forums. I released in May a flash version of my downloadable game Spirited Heart, so thought to share some info about it.

The stats are quite clear (timeframe, 2 months):

gameplays: 60-70k estimate (mochi-ads is 55k, plus a few more thousands in Kongregate, Newgrounds and other portals I submitted my game to)
unique visitors to my site:  12,886
tracked sales: 7 !!

As you can see, the visitors to sales ratio (called also CR, conversion rate) is 0,05%! Well below the standard CR of downloadable demos that is around 1% (actually, for my game it’s 2,6% well above average). If we calculated the people per sale ratio from everyone that played the game, we would get 1 sale every 10.000 players 😀

And I even put lots of “nag stuff” in the game, in several parts there was a hint that certain game functions would be available only in the “Deluxe Version” and not in the free flash demo.

That said, I probably made some mistakes in it: putting too many “hints” that the game was only a “flash demo”, pissed some people off and especially on Kongregate I got very low rating only because of that. Also, the flash market is known to like more male-oriented games (zombies, blood, violence!) so my game was badly targeted also for that.

Still, even if my game was played by 7 milion people (that would be a TOP record!) according to those visits/buy ratio I would have got “only” 700 sales, or translated in money, about $15000. But just so you know, Desktop Tower Defense, one of the most popular flash games of all times, made 15million plays. So getting 7 million would be almost an impossible task unless you have something really UNIQUE.

Based on this, the conclusion would be quite easy: is NOT worth it. However, I know some other devs doing online only games or browser MMO got much better results than me. So is correct to say that making a flash version of your DOWNLOADABLE game is a bad move. But for a online/browser game that could be very different.

Making of Card Sweethearts

My latest game, Card Sweethearts, is out. So I thought to make a post about the making of it, including some interesting informations for developers about a hard DRM decision I had to take.

As you might imagine taking a look at the screenshot on the right, the game is about poker. In some parts, you can even play strip poker with one of the four women you’ll encounter during the game. The game features beautiful manga art from Rebecca Gunter (don’t bother contacting her, she is full of work until next year!) and uses a custom version of the Ren’Py card-game engine that the programmer Tom made specifically for this game.

The Game

The project started a long time ago, so long that I had to look in my emails archive to find out when first I asked Tom if he would like to collaborate with me for this game. It was september 2008! The poker engine took quite some time to make (it’s more complex than you might think, especially the Poker AI of the CPU players) so around the summer of 2009 I had a finished alpha version of the poker engine, all the art for the game and a general plot idea in my mind.

At those times I had released already some other visual novels/dating sims like Bionic Heart. The problem for me in making those games was (actually it still is) the language: since I wanted this game to be humorous, I had lots of difficulties in writing it in english because isn’t my native language. So I hired a person I found on Deviantart to write the game texts.

Unexpected Problems

Sadly, that person quit in middle of the story in autumn 2009: so I was in a very bad situation, with almost everything ready except the story. Once again, I asked my precious collaborator Ayu Sakata (which at those times was proofreading Heileen 2, and started writing The Flower Shop) if she could finish the story. I really can’t blame her for not being too enthusiast about this (even if she never said that, I’m sure she was!), being a poker game with a male protagonist trying to date the girls, and end up playing strip poker with them 🙂

But anyway, she did a great job as always and in April/May we had the final beta version. Now comes the interesting part for developers: the DRM!

Why we decided to drop the DRM

As you can imagine, such a game would be very popular among the warez sites (manga, strip poker, etc) much more than my other regular games. Tom even came up with a neat online activation system, that was using a private/public key (similar to what OpenPGP does for emails) so that the product, once activated on a computer, was tied to its hardware. The user would have been able to “deactivate” the game from a computer to reinstall it to another, but still, was unable to play for example at same time on his home pc and on his notebook.

After some weeks of testing and feedback from friends, developers friends and normal testers, we decided to take the risk and drop it. Why? Well, for several reasons:

  • I’ve always promoted the idea that people would buy the game license as “personal”. So restricting the use to only 1 computer per person was against what I always did
  • There’s always the risk of server going down, preventing people from registering (even if was just one-time activation). A fun coincidence was that exactly in those weeks I was unable to play even for just a few hours Dragon Age expansion (requiring online log-in) and I remember I was extremely disappointed as player
  • The game would have been cracked anyway: so all that DRM would have accomplished is prevent a “0-day crack” but possibly piss off some people
  • The Ubisoft DRM epic fail was not too distant: I had fear of bringing my company under a bad name… once you lose the buyers confidence, is hard to get it back!
  • Ultimately, we wanted to provide a good experience to paying users, and focus only on them, not the pirates

So, we released the game using absolutlely No-DRM system. Just a download link to get the fullversion, like we always did.

I don’t know if the game has been already cracked or not (it’s out since just yesterday) but I have the feeling (and the hope!) I made the right choice. The choice of rewarding people who buy games, not punish them with absurd DRM requirements.

Outsourcing or DIY ?

As an indie developer, I asked that question myself several times. I also tried both, several times.

Recently I thought about this because one day of last week I went really grumpy because my php/mySQL code wasn’t working as it should for my online game. Then I tried reading about Ruby, a language which was suggested by a developer that follows me on Twitter, but I know php too much well and I don’t have enough time to learn a new language right now 🙁

So I thought to give up coding, and just hire people/outsource programmers. But, to be honest, my past experiences haven’t been really convincing. I don’t have lots of funds to spend on coding, but that is only a marginal aspect. I talked with several other indie developers, who have way bigger funds and they all agreed on one thing: if you want to do something right, the only way is to Do-It-Yourself.

That is, especially if you are working over internet. If you know the other person in real life, it’s going to be very different. Also, I’m talking about coding here: there’s nothing wrong in outsourcing art (I’ve been doing this since 3 years now) or music. But coding is really something you need to do yourself, or have someone always available to modify/change the code because you’re going to need him/her to fix the bugs that will inevitably be found even months after the game release (this last thing is even more true in my case, since I wanted to make a webgame).

Right now I’m finishing lots of normal offline games I started, some even last year (like Card Sweethearts) some this year (like Vera Blanc, of which you see a screenshot in this post). Because of that, for now I’m only working on my webgame a few hours in the morning, and then writing for my VN/dating sim/light-RPG in the afternoon, or just relax doing some manual works. So far it’s working pretty well.

Let me give you a suggestion, if you’re indie, never start 6 projects at once like I did this year – it’s going to hurt you 😀

The last heroes

Rumi Planet StrongholdOr better the latest heroes to be drawn for Planet Stronghold are on their way. You can see Rumi on this post on the right, she is a Psionicist and she’s blind since she was born. Once colored I think will be an awesome addition to the pool of characters already present in the game.

If I have some time next month probably will make a page on the official game website with the whole cast of characters you’ll meet in the game. Almost all are heroes you can control in the battle, but there are a few exception like the Royal Family (King, Queen and Prince) and some very minor robot servants.

I’m really pleased of the final appearance of Planet Stronghold, is probably going to be one of my most beautiful games, at least in term of artworks! Of course I’ll do my best to make even the story and the gameplay to be as good as the visuals 😉

A few last words about the beta testing which should start hopefully next month: in the first phase (open beta) you’ll be able to download the game, which has an autopatcher/updater system so that everytime you launch it, will notify you if there’s a new version available, and download it. I plan to make this part of testing free, until at about 20-30% of the game, then the closed-beta will start and people who want to experience the game immediately will be able to pre-order the game at discounted price and download it immediately with the autoupdater.

During the beta I hope people will send bug reports and/or make feedback comments to my forums to help me increase the game quality.

Once the game is finished (ended the closed beta-test phase successfully) will be released normally as my other games. I know other devs that had great results with this system so I’ve decided to try it myself!