Category Archives: indie life

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 πŸ™ 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:Β  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 πŸ˜€

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.

Vera Blanc: Full Moon is out

Vera Blanc pc/mac/linuxI’m very happy to announce that finally this game is out. I’m quite proud of it, because I think is something new, for the art-style and also a bit for the gameplay (a mix with visual novel/mystery/minigames).

Those who want to skip the rest of this blog post can head straight to the download links on the official game page.

Now, a bit of background / making of this game. I always loved comics: indeed, as soon as I was 5-6 years old I started drawing them. As I grew up, unfortunately I moved away from them, until recently when I started being an indie developer and in 2008 made the first visual novel / manga games.

I like manga art style, but I also like the standard comic (more realistic) style. I also believe that for this kind of game, which has a strong supernatural and mystery setting (and also a bit of horror), the manga would have been a bit out of place. So I think this other style fits the game perfectly.

The making of has been divided into 3 stages:

  1. game conception: I remember I pitched this game style/character to a developer friend of mine who expressed some interest in entering the visual novel / dating sim area, but then changed idea.Β  I thought it was good and worth a try myself, so I first wrote down a storyboard in Openoffice, containing all the game details (character, story, objects, events, etc).
  2. coding/writing: this was the most fun part, coding all the various minigames and write the story. Writing the story was really hard though, because of the many different paths the player can take. It caused much headache, indeed in the sequel that I’m writing right now I’m going to make it more linear, also to make it easier to test.
  3. testing/proofreading: this was the less fun part. The game was started the 1st february and finished the 1st april. So took me two months to make. It is ou now, the 1st July. All this time was due to delays in proofreading (and also some testing of course). No need to say, I am really eager to resume working on less text-intensive games!!! πŸ™‚

If you follow my tweets, you already know that I’m writing the second episode (I am at a very good point). So if you liked this one, you know that another one should be out very soon (this time the proofreading stage should take much less time).

And after the second? I don’t know if I’ll make a third yet: as you might imagine it largely depends on the sales of the first two episodes, so if you enjoy the game and want to see more, spread the word about it! πŸ˜‰

Competition, good or bad?

I’ll start this post with a quote from Jeff Vogel’s blog (he is the man behind Spiderweb software):

“One of the worst things about what I do for a living is that hardly anyone else does it. You might think that not having competitors is a good thing. It is not. In the game industry, competitors help as well as hurt you. When EA spends millions of dollars advertising Dragon Age and Mass Effect, they aren’t just pushing their games. They are also advertising the whole idea of playing RPGs. Dragon Age makes as many potential customers for me as it takes.”

I really can’t agree more with this – but under the “niche games” perspective. We all know what happened to the casual market. First, Bejeweled and Zuma. Then in a few years, 150.000 clones of those games: then the rise of Hidden Object games, and lastly, the pricewars. That had several DANGEROUS side effect (for us game developers):

  1. market flood. What if there were 3 RPG games out every day? Pretty cool (for us RPG fans), but a bit less cool for people like Spiderweb. It’s easy to say “other games also advertise the same kind of games I make, so is good because buyers might eventually find out about me”. Sure, but what if there were 3 new RPG games out every day? Seems impossible right now and probably will never happen (that’s why I overall agree with him) but this changes everything. It surely changed the casual market for the worse, because such a market flood caused…
  2. pricewars. Pricewars is when two big companies compete lowering the prices of their products (in this case the games) to gain market share. It’s a very common tecnique, used in many fields. It’s surely good for the end user, you would think. Well – yes and no. Yes, in the beginning for sure: imagine getting those great games you were paying $20 for $5 instead. Sounds great! The problem is, that doing simple maths, unless the sales also multiply by x4, devs are going to make MUCH LESS money. If they make less money, they have also less money to invest. Less money spent in game assets usually mean lower quality of games, or shorter games. So, in the end, you’ll have also worse games as consumer πŸ™
  3. clones / lack of cretivity. The last consequence I can think of, related toΒ  “minimizing business risks” is to have games that look and play identical (or almost). No need to say that this is quite evident in the casual market. You will rarely see an original game in the casual market. It’s inevitable: they know which model works, and they make game using that “template”. Why risk losing money, when you know what works? But once in a while, some more brave developer comes out with something original and in almost all cases is a hit (which I find quite ironic): Azada, Plant vs Zombies, Virtual Villagers, Build a Lot. Those are all games that innovated in the casual market and all of them were TOP HITs.

What is my take about competition? It’s good, I like it, as long as I can sell as affiliate πŸ˜€

Jokes apart, as long as are product made with heart, passion, and not simple clones made quickly to make some fast money, they’re all welcome. For example, I recently played a great game by Sakevisual called Jisei. Is really very well done, and beside the fact that I know the author and the artist well, I honestly think is a good product. It was fun when was released because I was still working on my game Vera Blanc since December 2009: so seeing such a quality game that was started just a few months (I think May) already out BEFORE mine, obviously made me thinking “What, how is possible!?” πŸ˜€

But like Jeff says, it’s good, and also I think that we indie devs should help each other (that’s why I often promote games as affiliate to my huge mailing list and other devs to the same with my games). Maybe people playing Jisei will find out about my other detective/supernatural game Vera Blanc (when it will be out, hopefully soon!!), and vice versa, maybe people playing Vera Blanc will also find out about Jisei and love it.

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 πŸ™‚

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.