Category Archives: winter wolves games

news about my games, updates and patches I’m working on, and ideas for new games

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.

Flower Shop spin-off

I can officially announce that the original team (me, Ayu Sakata and M.Beatriz Garcia) started working on a spin-off of The Flower Shop πŸ™‚

I call it spin-off and not sequel because, even if you’ll re-encounter several characters from the first episode (Uncle Sam, Clara, Marian, and so on) the point of view, the minigames and several other aspects will be completely changed. The first major change is the point of view or perspective: you’ll play as Natalie, a cute young girl which you see sketched on the left of this post by Deji (Garcia nickname).

As you might have noticed from the kind of clothes she is wearing, is definitely NOT summer anymore: it’s cold, it’s winter! The game indeed takes place at end of autumn/beginning of winter (we’re still planning the story so that’s why I’m so approximate) and will see Natalie helping Susana in the flower shop. So the farming-sim of the first game will become a “flower raising sim”, but there are other minigames and metagames that will be present. And they’ll be perfectly integrated with the story! This means that you’ll be able to spend the money you’ll earn in a very interesting way (I don’t want to announce it yet but is really a neat idea) and it will definitely affect more the endings than reaching a minimum earning thresold like was in The Flower Shop.

The game will be called “The Flower Shop: Winter in Fairbrook” (working title, subject to a possible change) and of course, being a spin-off, it means that it’s a completely stand-alone game: those who played the Flower Shop will be pleased to see again some characters and “familiar places”, but the new players will be able to experience the game completely even if they haven’t seen/played the first one.

I can speak for all the team saying that we’re very excited to work on this game, which should be out soon, probably after the summer!

Will social / online games completely replace traditional offline gaming?

Short answer: No.

Long reply:

If you’re a developer or just a player, you’ll have noticed reading all around the net that social /online games “ARE THE FUTURE”. Literally everyone is doing it. Even Google, with his NaCl and the upcoming Chrome Appstore (at least with it people will be able to use their existing code and not use Flash or Javascript!).

But what exactly does this means for players, for indies and for the big AAA studios. I honestly belive that this is just a hype, a bubble that is going to explode. Still, we’re at the very beginning so many YEARS will pass before it’s gone. Let me explain better what I mean in some points:

1. I think players just look at the GAME, at the experience, they don’t care much if is online/offline or in which language is written to.
2. Social games right now are doing most damage to casual games. Also while I don’t have any real figures I really believe that this enormous amount of free content is going to damage everyone in the casual games industry, so that at one point it will have to end or shrink. People that once used to buy casual games from portals, now spend MONTHS playing the social games spending a ridiculous amount of money vs the time spent on them. Maybe also the crisis is helping this?
3. “Downloadables are dead”. This is far from being true. Steam basically is a giant, huge, downloadable webstore. There are many indies doing GREAT with downloadables. I’ve recently been selling Eschalon Book 2 as affiliate and honestly the download market doesn’t seem dead at all… πŸ˜‰
4. There isn’t just one type of gamer, but several types. There are also taste changes based on the age and time constraint. I myself was playing Everquest almost 10h a day when I was at the university (doing nothing), then when I started to work seriously I completely quit that game and now I don’t play any MMORPG at all. I’ve noticed this same pattern amongst many other friend I know. So, a people’s tastes can vary/change greatly over the years
5. I know many younger people that don’t care about Facebook or social games in general. It’s a bit like saying that nowadays nobody reads books anymore because everyone watches TV or play games πŸ˜‰ That is not true. You can still make quite good money with books, as well as other creative mediums.

So, while it’s clearly true that right now your best bet to make money is a social, online or MMO game (I’m doing some online game experiments too), this doesn’t mean that everything else is going to be dead soon. It all depends on your target market: if your target are teenagers or casual people, your best bet is to make a FB game now, rather than a downloadable (and still, a decent game on top10 of a major portal like BFG can bring in still LOT of money).

If you’re into niches like I am, you definitely don’t need to worry about which system you’re using. If your game can benefit from being online (for example to reduce the impact of piracy), then do it, otherwise you can just keep doing downloadables like Spiderweb is doing: he just announced his new game series called Avadon (I find hilarious the name because is very similar to Avalon). It will be a downloadable as always, he’s doing it since 1999 (or sooner, I forgot) and it’s surely easier than changing completely the kind of language/platform/system.

What about me? I am making some experiments right now with a Renpy downloadable client+php/mySQL server, and I must admit is VERY HARD. I am making it though πŸ™‚ But I have intention of keeping this project running as a “side-project” because I want still to make normal downloadable games as well.

Time for a screenshot I think:

Not hard to guess what kind of game it is… πŸ˜‰

Outsourcing or DIY ?

As an indie developer, I asked that question myself several times. I also tried both, several times.

Recently I thought about this because one day of last week I went really grumpy because my php/mySQL code wasn’t working as it should for my online game. Then I tried reading about Ruby, a language which was suggested by a developer that follows me on Twitter, but I know php too much well and I don’t have enough time to learn a new language right now πŸ™

So I thought to give up coding, and just hire people/outsource programmers. But, to be honest, my past experiences haven’t been really convincing. I don’t have lots of funds to spend on coding, but that is only a marginal aspect. I talked with several other indie developers, who have way bigger funds and they all agreed on one thing: if you want to do something right, the only way is to Do-It-Yourself.

That is, especially if you are working over internet. If you know the other person in real life, it’s going to be very different. Also, I’m talking about coding here: there’s nothing wrong in outsourcing art (I’ve been doing this since 3 years now) or music. But coding is really something you need to do yourself, or have someone always available to modify/change the code because you’re going to need him/her to fix the bugs that will inevitably be found even months after the game release (this last thing is even more true in my case, since I wanted to make a webgame).

Right now I’m finishing lots of normal offline games I started, some even last year (like Card Sweethearts) some this year (like Vera Blanc, of which you see a screenshot in this post). Because of that, for now I’m only working on my webgame a few hours in the morning, and then writing for my VN/dating sim/light-RPG in the afternoon, or just relax doing some manual works. So far it’s working pretty well.

Let me give you a suggestion, if you’re indie, never start 6 projects at once like I did this year – it’s going to hurt you πŸ˜€

Yes, I’m making a horror game too

But not the kind of game you might think πŸ™‚ Even if to be honest Vera Blanc games could be considered horror as well, not splatter, but if you check the video below:

I’m sure you’ll agree that isn’t definitely a romance game! The final description of Vera’s death is particularly gruesome (poor Vera, you wouldn’t really bite her neck that way). So, actually, with the Vera Blanc series (which should be out next month for sure!) I am already doing a normal offline mystery/detective/horror game. What I want to do instead is something different: a multiplayer horror webgame.

The idea isn’t particularly new of course, I know well there are many zombie-MMO like Urban Dead for example (which I play from time to time after discovering it last month). It would be a free to play game, and not completely text-based, though I’m thinking to use simple php/AJAX stuff and not Flash, so even people using iPhone/iPad will be able to play it πŸ˜‰ The setting would be sci-fi, involving humans, mutants and robots. Three different factions eternally fighting each other for survival. It would use an action point system, and I have really LOTs of ideas (a body-targeting system like Fallout during the fights for example) but of course, first I’ll release a basic version 1.0 and then will keep updating it, since it’s how most webgame work (and this way I can also see if the public response is good enough for me to pursue this idea further!).

So right now I’m doing some php/mySQL tests, which will be also useful for some other online only/online enabled game I plan to make in the next months. Of course, I’ll still release the normal offline games as I’m doing now, but I want also to test the waters and expand my horizons. I had this idea already long time ago, when I wrote in a blog post:

“I have what I think to be a pretty cool idea that all Magic Stones fans will surely like, a sort of online rpg card game. The advantages of a online-only game are lots, for example multiplayer possibility, no need to store the data on your pc, possibility to play the game anywhere (even at work! eheh) and also the micropayment thing, so that you can pay only for how much you play the game (have still to decide the details, but this would allow much more flexibility on payment methods).”

The necromancer card of the amazon setand I have already a bunch of beautiful hand-drawn card images, like the one you see on the right, ready to be used! But I never had the time so far to work on anything else except my VN/dating sims, but I want to take a break to release this card rpg game, since it’s about time!