Category Archives: indie life

Which kind of games sell more?

That’s a question that many game developer ask or just wonder about. I just realized that through the course of years I made games of very different genres, so I checked some stats and came up with the following “ranking” which I hope will be useful to someone:

  1. RPG (roleplaying) games (included my games Magic Stones, Spirited Heart and hopefully will include also my upcoming Planet Stronghold)
  2. Dating Sims – (included my games Summer Session and Flower Shop)
  3. Sports Simulations – (included my games The Goalkeeper, Universal Soccer Manager 2 and Universal Boxing Manager)
  4. Visual Novels – (included my games Heileen 1 & 2 , College Romance and Bionic Heart)
  5. Strategy/Simulations – (included my games TV Station Manager and Supernova 2: Spacewar)

those represents total sales though, and are somewhat misleading because there are other factors to consider. First, in the visual novel category there are 4 games but the sales difference vs the strategy/simulation isn’t so big, so each individual game on average sold less than the strategy/simulation ones. Second, I should also consider ROI for each game. How much time I spent vs the revenue obtained for each game? I never calculated it exactly but I can fairly accurately say that the first titles (sports simulation) were the best ROI for me (took me 3-4 months each). But it could be so only because they’re also the oldest titles ๐Ÿ™‚

Anyway, that’s more a fun statistic than anything to be taken too much seriously, but even talking with other programmers, it seems clearly that RPGs are the best selling genre for indie games. Probably because there aren’t many around (if you exclude RPGMaker ones, otherwise there are a LOT! :D)

Dating sims share also many elements with RPG (statistics, dialogues, relationships, etc), while sports simulations are very hard to make, but can provide good revenues if they’re original enough. Visual novels can be profitable if made quickly and without spending too much on assets, and strategy/simulation last place is really to be taken with a grain of salt: after speaking with many devs who shared revenues with me privately, if you do a good 3d strategy game this genre can easily beat all others, on par with RPGs.

Replayability in a CRPG?


Today’s question is: does make sense to have replayability in an indie CRPG ?

After venturing deep inside the crystal castle to discuss with the supreme wizard of gameplay design face to face (that’s me looking into a mirror), I’ve come to this conclusion: No.

Let me elaborate. With a visual novel or dating sim, or even life simulation like Spirited Heart, having a gallery of several different endings could make sense. Since it’s part of their gameplay: replaying the game choosing a different path, job, skill etc. But a decent RPG should have hours and hours of fun!

Story-based RPGs like Planet Stronghold can last quite a lot of time: I am now writing the part where you venture into the wastelands, and some battles can even lead to “game over”, but in general if you lose a battle you can retry in most cases. This means that you can spend 15-20 minutes in a battle and lose it, and retry with a different party configuration / approach. Even assuming that you will win all battles at first attempt, right now there are already 30 battles in the game. Multiply 30 battles for 4 minutes each (4 minutes is an insane low amount of time, totally unrealistic!) and that makes already 2h of gameplay just for the first 3 chapters (a really low estimate as I said, since doesn’t include dialogues either). The final game will have 10 chapters.

What does this means? It means that this game once finished can last 20-25 hours or even more, like commercial AAA games. I know that SOME people probably replayed Dragon Age or Mass Effect to see different endings, but how many really? I never did that, because I don’t have the time, but even if I had it, after playing the whole game from beginning, I don’t think I would like to replay it from start.

As indie, making CGs is expensive. The ones of Planet Stronghold will be absolutely beautiful, probably the best one ever seen in one of my games. If each ending corresponds to a single CG (like happens with my other games), most people aren’t going to see them all, and that’s a pity. I feel like wasting my money for content that only a minority will be able to see.

So, I’m thinking what to do. Those CG were intented for the romance endings, so each CG would be Joshua or Lisa with one of those characters (won’t say which ones but you can guess). I thought about two possible solutions:

1) I was thinking instead if to integrate them in the story, like The Witcher did (a CG in certain specific point of the plot, with voiceovers, I think that worked really well) or 2) at least make it possible to see them allfrom a certain point of the game.

For example, while each character relationship will influence how well he/she fights into the battle, at a certain point of the plot you will be able to save and from that point you can reach any possible romance ending, no matter what you’ve done before. That way at least player could have only to replay something like the last 2 chapters or so.

I think this solution might work well and that’s the one I’m probably going to adopt, since I want everyone to be able to see all the various endings without having to replay from start.

Obviously, since you pick the gender at beginning of game, if you want to see the ending of the opposite gender you WILL have to restart from scratch with that one ๐Ÿ™‚

There might be an Heileen 3

pirates!Yep…discussed with the artist Rebecca who is totally busy doing webcomics until this December, but there might be a 3rd chapter of the Heileen series. But really different from the previous games! I don’t want to anticipate too much but while it will have a strong visual novel element, it will also mix with other kinds of different gameplay.

I’ll try to be vague but I have to spoil something so if you haven’t yet played the game, maybe don’t read below ๐Ÿ˜€

The premise would be that at the end of the 2nd episode, you would end up in the pirate ship with M. Then you would wander around a mysterious caribbean archipelago to find out the missing companions from the first episode. So it would be a sort of “find all the remaining characters”. But it’s not just that: the game would have a bit of RPG (I might even include a VERY SIMPLIFIED version of Planet Stronghold combat) and some adventure parts (use object X on target Y).

For now is all just pure fantasy since I have nothing written down yet, but if this happens it might be:

  • fully voiced – this mainly because the game would have MUCH LESS text, so in this case it might be possible to voice it all. But don’t worry the story would still be intriguing and full of plot twists like the previous ones!
  • multiple endings – well, this is almost a classic. However, the multiple ending part would mostly be in the final part after you have regrouped with everyone
  • simulation – you would need to travel with a ship, you could play the evil pirate or good trader as you want
  • RPG – as I said I might include even some very short combat. After all since I coded all that combat system I need to reuse it in more than one game! ๐Ÿ™‚
  • adventure – in some location you would have to use items and solve some simple puzzles
  • strategy – I was thinking it could be cool some sort of meta-game like Risk. Nothing that would affect the game/story TOO much, but a bit yes (you could either try to win it or ignore completely)

so yes a rather unique combination as you can see. I like a lot the idea/setting and the kind of resulting gameplay could be quit interesting. If this goes on the game might be done probably by next summer, depending how other projects evolve in the mean time!

How to be an indie and retain your sanity

This is somewhat of a funny post, but there’s truth in it, I assure you ๐Ÿ™‚
What I’m talking about? I’m talking about how not to lose motivation or get “burned”. Getting burned is really more common than what you might think. If you consider that most indie spend months (if not years!) on the same game, is easy to understand that you can be burned.
By burned I mean that you can’t really stand anymore in front of your monitor coding your awesome game XYZ. Usually the indie game development is divided into 3 phases:

  1. game concept / design – this is the most funny part for sure. You start writing down all the possible amazing/awesome features that your game is going to have. Is easy to get things out of hand during this stage. Already at next stage you can be sure that you’ll read some of those features and think “I was nuts? How I could really think to have a full 3d walkable world??”
  2. implementation – this starts great, but as the time goes on, in 99% of cases become like any other “real job”. Bugs shows up, testers complains, you realize that what you thought would be aย  great gameplay system actually sucks. Then, what you do? You necessarily have to rethink some parts completely, so you rewrite them and then start testing again, and so on. In this stage you also realize how “this quick 2 months project” will turn into a “long 9 months project” easily.
  3. polishing/release – polishing is really an IMPORTANT stage but so many people (including myself) don’t take it into much consideration. How some small little insignificant features are going to change the game sales so much? is not possible! No, you’re wrong, it is very possible ๐Ÿ™‚ Then there’s release day and unless your game sells within a few hours you’ll start having some serious crisis.

Some people get so pissed during stage 2 or 3, that they put project on hiatus, or even abandon it completely. It might seem strange but this happened to me too in the past, with two games. One was a fantasy RPG which I was coding (I realized that was insane to do all the coding myself!) and another was a mission based shoot’em up (I realized that it was such a poor selling genre that I would have wasted my time).

There are some solutions though that can help indies to finish their project and avoid burning. Some are rather obvious, others less:

  1. take breaks from PC. Seriously, go out, take a walk, take a break of a few days, go on holiday, anything – if you’re burned, and if you’re late but insist on working you’re most likely to be burned even more and lose days doing nothing but getting stressed. Even only a small break can let you regain motivation and reduce stress.
  2. have a small side-project. This has really worked well for me. For example now I’m doing Planet Stronghold but at same time several other “minor” games. This helps me because if one day I’m too tired to code complex RPG mechanics, I can always “relax” by going on with some much simpler gameplay elements.
  3. do other tasks. When making a game there are LOT of other task beside programming it. Things that are usually easy and don’t take much time/resources. You have done the website of the game? did you setup the product in your vendor control panel? did you wrote the PR (press release)? have you blogged about it? did you contact some journalists to ask for interview/previews of the game? the list is long…
  4. outsource/find a partner. This is really useful if you’re like me, and even if you can code yourself you’re too tired to do it now. Beside, if you outsource to the right person, you’ll get a better overall result. In the beginning I was doing *everything* myself: coding, art (using poser), gamedesign… But now I have started outsourcing art already since 2 years, and next year I’m probably going to outsource coding as well, because what I do better is gamedesign. If you’re a coder, is stupid to save a few thousands and try to do yourself the art. And viceversa if you’re an artist, is stupid to waste lot of time trying to understand how to code (even with some easy tools) when you can outsource or partner with someone else.
  5. better have a smaller game finished than a big game never finished. Some indies attempt making something too big. Cut features out , as long as the main gameplay stays intact. If the smaller game works out, you can always make a sequel with all the features you cut out and the game will sell more. Some examples of this are Positech Kudos 1-2 and Democracy 1-2. Each sequel adds much more to the original game and I’m sure they sold more. So, build a smaller game to “test the waters” and if works, work on something bigger.

Planet Stronghold status of development – September 2010

I thought about writing each month a sort of mini-development diary about what is the current status of my upcoming RPG sci-fi game “Planet Stronghold”. I know it’s not the end of September yet but I am so busy recently that I can assure I won’t be able to make anything more beside what I’m going to write in this post.

So let’s start in order:

  1. at beginning of the month I thought I made the game a bit too much “casual”. There was little strategy involved in the fights, so I decided to add Action Points, several different kind of attacks, and more
  2. I then realized that, beside being a pain to code, it would have been too much “hardcore”. So I ended up with a middle solution that I believe works quite well. You have different attack types that can change a lot the course of the battle, and now each item can be used only once, then your turn ends (before you could just heal yourself completely provided you had enough healing kits in your pack)
  3. Then I started implementing the quest and side quests. I made only one so far, as a test, and I am very pleased. Before uploading the new alpha though, I’ll wait until I have written a bit more quests / main plot story, so you can try different kind of quests. I like the fact that now you can use the heroes skills to solve certain situations instead of simply jumping straight into the battle (you can still do that, of course!)
  4. like many RPGs, the game is mostly linear as far as the main plot is concerned, but the side quests are very open. You can complete them all, or you can ignore them all, as you wish. Some give very powerful reward items though, so I would advise trying to complete them all!
  5. I am now at a good point: the game engine, including the battle system and the new quest/skills usage system is very stable. I believe I fixed all the bugs. I am also going to improve the barracks so that you can also choose the party formation: this way you can fight the battles with less party members and they’ll get more XP each one.

About this last point, I am still unsure if to use the Training Screen I’ve been coded though. In practice would work like this: the heroes left unselected can begin a training session so they slowly improve the skills automatically on their own. Though I am not sure would make much sense? Perhaps would be cooler to have lower level heroes to bring with you so they would then level fast when fighting higher level enemies? (it’s some sort of powerlevelingย  that you can do in the MMOs :D)

I have to think about this! Share your thoughts if you want.

In October, I’ll surely reach a point where I can think seriously which direction to take. I could start a beta pre-order of the game, since then the game would be already quite long and don’t want to keep it public, or perhaps do a closed beta. I have also to see if to integrate some optional online features in it. I think a pre-order would be a good move so could give me an idea of how much people like the game, so I know if I can spend lot of more time/resources on it, or not ๐Ÿ™‚