Category Archives: general

posts about general topics, even not related to computer games

How long is it?

Today many other indies like cliffski are making a post about the “game length” problem. Indeed, a question I often heard in forums when talking about games is “How long is it”? Like if long=good!

I know this well because I make games that, typically, are very short to play, since they’re story-based and are very similar to books, movies, comics. I think it’s totally absurd to judge a game by the length (unless it lasts 15 minutes of course!!!). For several reasons, most of them already very well explained by Cliff.

Making some comparison: you’d rather watch a dull, boring long movie, or a short but exciting, innovative, interesting one? This might look like an idiot question (and, it is) but then, why some people complain about games length, IF the game story is good? (I’m talking specifically about VN/dating sims).

One of the best recent examples is the game Jisei by Sakevisual. The game IS short. If you play it all at once, will last an hour or so. Yet, has an interesting plot, has high production values and good voice acting. You would rather play a very long but banal visual novel instead? Of course I know you might say: I want an interesting AND long story. Well, that’s what everyone would like to play, but since writing VN is like writing a book or a comic, you can well imagine that is not easy at all to make a story at same time interesting AND long.

On the opposite, there are many examples in tv-series that insisted on length (starting a new season when they should have stopped) and the result was that they produced a very crap result, reducing the overall interest of their fans.

Beside, most new games that comes out are based on the MMORPG/social system. Basically to make each action you must wait several minutes, or repeat certain tasks. While those games are fun, especially at the beginning (I played a lot Everquest for example), after a while they’re super boring, and really would be better shorter but with better gameplay/variety.

Just yesterday I wanted to buy a game on steam. I browsed all the various FPS, but I found really nothing interesting and ended up buying an adventure game (Alter Ego) because I enjoyed the atmosphere, description, the quality. I am still playing it so not sure how long it is, but for sure I’m enjoying it much more than any of those all-identic FPS games that comes out today.

Point of the situation

It’s almost end of July, and this year so far I released 3 of the 5 planned games for 2010. The Flower Shop and Card Sweethearts were already in production since last year, while Vera Blanc: Full Moon was entirely made this year.

I am quite satisfied for how things are going looking at my planned releases, a lot less about the actual revenues 🙂 But to be honest it’s not something under my control: the crisis and the return of middleman are making the life of indies way much tougher than was just 2-3 years ago…

Unfortunately it means that some things are very likely not going to happen. A 3rd episode of Vera, despite the game has received unanymous praise from all the press, isn’t going to be made, at least this year, and surely not in this format. But let’s proceed with order:

  • this September 2010 the 2nd episode, Vera Blanc: Ghost In The Castle will be released since it only need proofreading and the person doing it assured me would be made in time
  • probably this October/November I should be finished with Planet Stronghold, at least the initial release. I might do add-ons and updates on it depending how it will perform
  • about at the same time (hard to tell really) the Flower Shop spin-off, “Winter In Fairbrook“, should be finished, in time for Christmas (it would be perfect themed game for it)
  • then there’s also Spirited Heart spin-off! That will be HUGE, but at the moment I’m still thinking if to make it as regular downloadable, or as online-only games (more likely the latter)

So if I actually manage to mantain that schedule, I would release 6 games, and not 5 as originary planned. It would be cool 🙂

Then, what next ? What will happen to the character of Vera? Will I keep doing downloadables?

I don’t know. I have lots of ideas in my mind right now: following the rule #4 of my “Five Golden Rules” post, I want to experiment:

  • I’m thinking about doing a 3d game with Unity3d. Which one? Hmm… what about a remake of Universal Boxing Manager with the fights all in 3d? sounds cool eh? 😀
  • I’m also thinking to make a HOG/Adventure game. Yes, you heard me right 😀 Not sure yet if using Vera, or with another setting, but story-driven games interests me, but to make decent money is obvious that VN isn’t the right choice anymore…
  • Make some online games in JS. I have someone porting a game of mine online… but I woud like to make a game from scratch thought to be played online. What kind of game? I would love something steampunk/post-nuclear, playable like Urban Dead. No, not a full 3d MMORPG of course! 🙂
  • I said that lots of times: I was also thinking to make a webcomic based on Vera Blanc, but first I need to raise some money to pay good artists. I don’t want the comic to look bad
  • I would also like to make a sort of sequel to Magic Stones. I have already lot of art ready, but probably that will be used to make another webgame idea I’m working on since some time
  • I have an idea for a dating sim, but for girls. I think the plot is very nice, I have to see if the writer I found is reliable enough to work on that until the end

That’s it! I don’t know yet which of those ideas will turn into concrete games and which ones will just remain ideas… but for now, I’ll finish all the project I started, and then will have to seriously think what to do next.

Five golden rules for new indies

I thought to take all the years of experience as indie, and write down five ESSENTIAL rules/tips to follow if you want to be a fulltime indie, focusing on direct sales:

  1. keep your IP / retain control – seriously, everyone agrees on this. Cliff posted about it a while back on his blog, and I want to reiterate this concept. There are SO many examples of people carelessly giving up their IP (Intellectual Properties) to find out a big company XYZ had made a fortune from what they just sold. So, if you think you have a good IP, think twice before selling it. Or ask for some big money upfront 🙂
    Also: whatever tool you use, be sure that you have FULL CONTROL over it.  Some examples: you can let a portal carry your downloadable game, but be sure that you agree with their terms. If they’re going to sell it at $6.99, you won’t have much success trying to sell it directly at $19.99.
    Another example: someone just published a new platform to build games online easily. Awesome! But does that platform let you publish the games ON YOUR SITE? No? Then, it’s not that great. Remember that promoting YOUR site, building up YOUR mailing list, YOUR fans, will let you survive even through really tough periods (like this year of crisis). See Jeff Vogel posts about getting “1000 true fans”. Also, don’t forget that if you build up your site, you can later resell the domain if has enough traffic / relevance.
  2. marketing – this is a very controversial point. I see to many people wanting to burn thousands dollars investing in a marketing firm or simply Google Adwords. It’s a wrong choice and I tell you why: marketing/advertising works but ONLY in certain situation you’ll get a decent ROI (return of investment).
    Example: a MMO. The nature of MMO, with his increased revenues per user, makes advertising much more viable than trying to promote a single-player-downloadable game.
    I get decent ROI from ads because over the year I built a catalog of SEVERAL games. So people that come to my site from a Spirited Heart banner, might end up buying also Flower Shop and/or Vera Blanc. It is not uncommon to see same person buy 3-4 games at once. Now what would happen instead if I had just ONE game for sale? Probably wouldn’t recover the costs. In the beginning, the best thing you can do is either release several games or partner with some affiliates.
  3. partnership & affiliates – Affiliates can be PURE GOLD: find someone that has a similar user-base (sells similar games to yours) and ask if he is interested in selling your game. Or, look if he is affiliating his games. I regularly promote other people’s games in my newsletter and I get a nice chunk of cash from affilite sales, plus I remind people of my site and sometimes they even end up buying games of mine (it’s really like if they forgot about them, and sendind a newsletter about other games reminded them!).
    Also, build up relationships with fellow indies. Over the years I got to know some people and now I have several business relationships with many of them. I did games together with Phelios, with Hanako, with Sakevisual. We didn’t even need a contract, because everyone had a reputation to keep (of course, be careful about people you just met). We exchange tricks and tips, and we keep updated about the latest news. What you learn through those relationship is often priceless.
    It’s a pity that not many people see the enormous potential in doing partnership and affiliate other developer games, especially niche games!
  4. differentiate / experiment – I started making sports games, then RPG, then simulations, then wargames, and now visual novels, dating sim… unless you have a fixation for one specific genre, and unless that genre gives you good sales (in this case would be pretty stupid to try another!) you should really try to differentiate.
    In my example I’m talking about game genre: another way is to change platforms (iphone, android, flash) or system (microtransaction, social games). I’ve heard so many stories of people that changed completely field and made a fortune…
  5. no epic projects – this is true especially when doing the first games. Doing an awesome 3d space battle should be done ONLY AFTER you built up a good catalog of games and lots of experience in doing indie games. I’m not saying that they should be avoided: only that if you go for the “big hit”, it can work but can also be a “big miss”, so you could end up with a unfinished game (because you’re burned) or run out of funds, or simply have to get back to daily work and then not have time to market it properly, and so on.

Of course, this is based on my personal experience! I hope you found this post informative, and if you did, spread the word about it 🙂

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.