Category Archives: other games

talking about other games, either good shareware or commercial ones that I liked in particular

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 πŸ™‚

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.

Vera Blanc: Full Moon on iPhone / iPad and web

Vera Blanc in Full Moon
Just a short blog post to inform everyone that the game Vera Blanc: Full Moon is now available for the iPhone, iPad, and as a webgame.
Check the links below:

The web version in particular is quite interesting since it plays until the demo ends, and you can then purchase the game and enter the purchase email and resume playing the game immediately. Let me know what you think about this solution since I might adopt it even for future episodes of Vera series (which won’t be out before next year, as I said).

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 πŸ™‚
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 aΒ  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 πŸ™‚ 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.

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.

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.