Category Archives: indie life

Downloadables are dead, long live downloadables

Img_0976

In the picture above, Otello happily posing in middle of the flowers. I love spring ๐Ÿ™‚

As you could guess from the title, this is a rant-post. I’ve heard so many discussions recently about the dying downloadables, how online games is the future, and so on. It’s a very complex discussion, so I’m not going into every detail (also because I want to talk about my games) however I feel the need to say a few things:

  • “dead markets” doesn’t mean that you cannot make any profit in them. It only means that the main hype moved elsewhere. Also, since there’s less hype, means that there’s also less competition. I believe that as indie, having less competition is much more important than having a bigger potential target market.
  • speaking for my games, in general story-based games works best as single player. I’ve never played a multiplayer game that also was immersive or told me a good story, simply because storytelling requires only one viewer/spectator. If you give other people the possibility to influence a plot or ruin the mood, don’t worry, they’ll absolutely do it (anyone who played a MMORPG surely has met people that would destroy the fantasy setting atmosphere in a second with some typical US-slang words :D)
  • remember that very big portals are still using the downloadables model. Big Fish Games in the casual world, Steam, D2D, Gamersgate, Impulse and others for the more “hardcore/niche” games. They’re not going to disappear overnight, and I believe not even in 5-10 years
  • also as indie, we’re different from big publishers and most of the discussions don’t apply. Look at Spiderweb games. Old-school RPG are dead, right? since about 1990. He is not doing well indeed. He is doing extremely well! As indie (especially if you work alone or in a small team) you don’t necessarily need to sell a $1 game to 100,000 people in a week, but you can have better luck trying to sell a $20 game to “only” 10000 in several years. That makes quite a difference!

That said, of course online games/web games can be profitable! I never said the opposite. Only that they require a completely different subset of skills vs the traditional downloadables, and also on marketing. I am currently doing research to make some online games as well, but it’s a big step for me. Most of the successful online games are run by a team, with a few exceptions, and don’t want to committ myself to something “too big” yet. I could do some experiments though.

For example, an idea I recently had was to add an online mode to Planet Stronghold. You would play online battles (not PvP though, at least initially) and as you win you would get experience, money to spend on better equipment or buying skills, and so on. It would be completely separated from the main game, so that I was even thinking to sell it as stand alone game or maybe use the free-to-play model. However I’m not sure if there’s enough interest to justify the time I’d have to spend to do this (especially coding the server part), even if it wouldn’t be a completely new game since I would be able to reuse good part of the normal offline game system.

In general I think that while visual novel, dating sims, and other similar games gain zero benefits from being online, other kind of games like RPG, simulation, strategy games can become more interesting with new online features.

Speaking of dating / life sim, I’ve made more progresses on Remember Me this week, and some events are really cool like the one below:

Secretadmirer

Who is this mysterious secret admirer? you’ll have to play the game to find out, even if honestly is not that difficult!

I’ve also got some important news about the other games in development. Flower Shop: Winter In Fairbrook is getting close to the release! I don’t have yet an exact date, but should be before next June, so not much left to wait. I’m currently writing (with help of external writers) and getting the art done for the simulation/RPG game Queen Of Thieves and the comic-RPG game Loren: Amazon Princess. My sports simulation game Universal Boxing Manager 2 is also going on well, even if right now there’s not enough to make a video, since the coder is mostly doing stuff that appears behind the scenes (statistics, AI, gameplay, and so on).

My planned release schedule (which surely will be messed up completely) would be:

  1. Mid/End-April – Remember Me
  2. End of May/June – Flower Shop: Winter In Fairbrook
  3. July/August – Loren The Amazon Princess
  4. September/October – Queen of Thieves
  5. November/December – either the superheroes game or maybe UBM2

The Tao of indies!

Dsc01099

In the picture above, Gilda and Grillo sleeping on the same basket. They seem to be forming a sort of Cat-Tao (or Dao)!

According to Wikipedia, the meaning of Tao is:

While the word itself literally translates as ‘way’, ‘path’, or ‘route’, or sometimes more loosely as ‘doctrine’ or ‘principle’, it is generally used to signify the primordial essence or fundamental aspect of the universe.

Today I want to talk about the Tao of indies! I hope my English will be up to it XD

Inspired by the friend/colleague Andy Schatz and his talk at this year GDC (I wasn’t there but I’ve read lots of blogs posts about his talk) I want to remark how important it is, even for an indie, to follow your true inspiration, to do the game you want to do. Too much often I see indies working on “clone of game XZY” or “I had to change this because the publisher/distributor wanted it this way” and so on. Indies by definition should be free, free to do whatever they want.

Of course, you still have to keep some common sense and not start making the most crazy ideas that comes to mind! But the truth is that I’ve seen often projects that started as “quick diversive” (because you couldn’t find the strength to finish the “big safe commercial project X”) turn into great games. To summarize it better, I want to quote Andy himself:

โ€œIf you work on a game thatโ€™s really cool, youโ€™ll either get recognition or youโ€™ll make money,โ€ says Schatz. But if you make a game to just make money, youโ€™ll either fail, or youโ€™ll make money. โ€œSo the way I see it is that if you make a game just to make money, thatโ€™s actually riskier.โ€

That’s completely spot on. I know basically… nobody who made a game he hated AND made lot of money. Every single developer I see who made lot of money (and I know plenty) made it by working on a project he really loved.

For me, last autumn was a critical moment too. After the two Vera games that didn’t sold very well, I was tired of writing VNs, and in general of making games! But at same time I felt almost like I completely forgot how to code, how to make a good game.

So, I decided to aim higher this time, and in 6 months I built a RPG framework on top of the Ren’Py engine and wrote Planet Stronghold. At first glance you might think that’s simple, but in reality it’s not at all. Writing the code for a RPG that features: a turn-based battle system, special attacks/effects on enemies and your party, inventory system, skills system, level up screen, training screen, exploration map, and probably something else I forgot, was a big effort.

But already from the first months, when I started the pre-alpha phase, and first sales started coming in, and at same time my almost desert forums started to see some activity of people suggesting new features / changes / improvements, I made peace with coding and once again I found the FUN in making the games, that I thought to have lost forever!

Because making games is fun. It should always be fun. If you’re making a game, and you’re not having fun, something is seriously wrong.

Next week will talk about progresses with the otome/lifesim Remeber Me, which hopefully will be out in April!

Announcing Queen Of Thieves game


Here’s my cat Leon sleeping seen from a very fun perspective ๐Ÿ˜€ It’s one of my favourite pics of my cats.

In the image above instead you see the three main characters of my new game “Queen Of Thieves”. Before you say “what, another game in production!” – just know that all those games I’m announcing are just in the EARLY STAGES. It means that this game might be not ready before Christmas! Remember Flower Shop: Winter In Fairbrook? I announced it in July 2010 and is not out yet… and that’s just an example ๐Ÿ™‚

So, don’t get too excited or start thinking “how can he make so many games” and so on. Simply, nowadays if you want to survive as full-time indie you either have to make a BIG game that must also be successful (and it’s very difficult) or produce games at faster pace. Since I like to create stories and design gameplay, the latter solution fits me more than the former.

By the way don’t worry – I will write the main plot of Queen Of Thieves but the actual dialogues will be written by a native English speaker. I’m thinking about the same person who edited Vera Blanc texts since she did a very good job.

So what’s the game about? Without revealing too much, the story is about three girls who gets their mother killed when they’re young (I might change this and have her imprisoned rather than killed!). Her mother was the famous Queen of Thieves, so when the three girls grow up they’ll pursue the same “career” as their mother, with the help of Sambo, their father, who runs a shop in town.

The three girls are from left to right: Thalia, swift rogue, Joanne, powerful wizard, and Kira, deadly warrior. They’re all of three thieves, but each one has a specific training, what would be a Class in a RPG. Indeed this game will have strong RPG influence even if I am not sure yet it will be a real RPG. There will be battles but I’d like it to have more gameplay elements beside battles, so for now I’ll classify it as “strategy game”.

So I was saying ,each girl is a thief, but every one does it her own way. Thalia is the most close to the classic thief, and her skills involves sneaking, hiding in shadows, lockpicking, backstabbing, using light armor and dual wield and so on. Joanne is a wizard so can use magic for most of her task like opening door/locks, levitating, becoming invisible, charming guards, etc. Kira instead is the classic tough warrior: she’ll prefer to bash open door and locks, and will be able to defeat guards fighting them.

The main idea of the game is that you have to do both “solo” missions, so you can pick any character you want and have a very different gameplay experience, and have missions where you need to use all of the three characters, taking advantage of each class-specific skill.

Okay, that’s all for now, I’ve revealed even too much about this game! ๐Ÿ˜‰

Friday catblogging – Love & Order preview

In the picture above, my cat Batman taking some time off! ๐Ÿ˜€

But I have no time to rest since this week lots happened! As you already know if you follow my twitter or read my forums, the Beta version 0.85 of my sci-fi RPG Planet Stronghold was released. So far seems people only found typos/grammar error which is good. The game has some problems running on some netbooks (I think those that have the Intel integrated videcard), so be sure to play the full demo before buying it. If you can play the game until the end of demo, you can be sure everything will work on your system.

I’ve also made a video below that highlight the new important changes of the new “aggro” system during battles:

But this week I also started testing heavily the otome/dating sim game Love & Order made in partnership with Christine Love (you might remember playing a famous game from her, Digital: A Love Story). The game puts you in the role of Dana Larose, a young secretary working for the Crown Attorney. The office setting means she’ll have several project to complete for each of the characters, that will build up the relationship with them. When things starts to go well, you might end up dating one of them and unlock one of the various endings. There’s also a mystery (a unsolved case that is not what it seems…) that the player can also personally pursue (though it’s optional).

Obviously being an alpha version it is still rough, many bugs are already squashed and this weekend I’m testing it even more. The game script is finished, and we should get new map art and the special CG scenes very soon (hopefully before end of the month), so I can say that in the end this game might even be released BEFORE Planet Stronghold! ๐Ÿ™‚

As often happens, because something goes always wrong during game development (artists delaying, complex bug to solve, real-life problems) is almost impossible to set a fixed deadline for a game, so the solution I found is to start several games, so at least one of them gets finished! In the video below, I’m showing a short example of the kind of gameplay that you can expect in Love & Order:

That’s it for this friday. Have a nice weekend everyone: I know I will since I’ll be playing / testing this game! 8)

Why making RPGs is so hard?


Good RPGs are few. Probably are the kind of genre where there are less games available. Note that I’m not talking about hack’n’slash RPGs, or “simple” RPGs. But story-based RPGs with lots of gameplay rules and many dialog choices and ethical / moral decisions.
It’s hard to write interesting dialogues that aren’t banal (and for a non-english speaker like me, is even more difficult!). In the screenshot above, Rumi Kai poses a good question to the player: she struggles between her interest in medicine and healing, and her innate destructive powers. She asks herself what is more honorable: to harm, or to heal?

That is an example from the various romance subplot I’m currently writing right now for my sci-fi RPG game “Planet Stronghold” which should be out at end of this month (with another beta 0.9 release around mid-January).

Dialogues and story apart, another aspect why RPGs are so hard to come by is gameplay balancing. I tested this game more than any other game I’ve ever made. Partly because it’s fun (so that’s a good sign!) and partly because every update, I regularly unbalanced the game ๐Ÿ™

How this can happen? Easily, I’ll make you an example. The Psionic Power “Harm” at high level can do a lot of damage. Like even 100hp of damage. This would mean that some monsters could be killed with one attempt! That was bad for gameplay balancing of course, so I raised the Psionic Points cost (think of it like if is Mana in fantasy RPGs). Problem is that a few weeks later, I realized that even with higher mana cost, if you had two Psionics you could still do 200hp of damage even to boss enemies! A boss that can be defeated so easily with just two hits would make the game a bit ridiculous ๐Ÿ˜€

So, my idea was to introduce enemy evasion bonus. Some enemy have a very high evasion value, that doesn’t apply only to avoiding weapon shots but also Psionic Powers. So before the Harm would always hit the target. Instead now you could miss the enemy, and since every attempt costs high amount of PP, that would balance the game well. The problem was that I forgot to lower the PP cost, making the game insanely difficult to play!

This is just an example of how two small changes would affect the whole game! So, if you make a RPG, everytime you introduce a game/ruleset change, think about all possible secondary effects otherwise you’ll start hear (rightful) complains from people in your forums ๐Ÿ˜‰