Get Rich Quick(ish)!

Also known as: Why I will never be as rich as Notch.

It bothers me how often developers ask, “What’s the in genre? What will make me the most money?” I am not bothered by developers being callous and in it only for the money; I am irked by the answers usually given. Indeed, I think any answer that involves a specific genre is wrong.

Tower defense. Physics puzzles. By the time they are popular enough that they are well known as the in genre, there are already dozens if not hundreds of competing games available. If a potential, money-hungry developer asks this question, by the time they have produced their game, sold it, and released it, they will be at best a few months late to the party. At worst, they will become yet another developer whining about how there is no money to be made in Flash.

I would like to draw your attention to Minecraft for a moment. It is freeform. It is creative. And you already know about it.

This is a diagram of how players go through my games:
Direct

This is a diagram of how players go through Minecraft:
Open ended

I like to craft experiences, where the player is made to feel the emotions that I want them to. (I just made myself sound like an evil dictator. I promise, I do it for the good of my players!) What this means is that I have all sorts of fans, who really enjoyed spending half an hour on my games – and no more. There is a built-in limitation to how involved my fans can be. The way to get the ultimate fandom is to have an experience that never, ever ends.

Give a child a jigsaw, and they will be occupied for a while. However, give a child a bucket of LEGO to build from, and you may occupy them for hours, even days, before they need feeding again. This translates directly into the gaming sphere: Fantastic Contraption, Line Rider, and Canvas Rider are the first Flash examples that spring into my mind.

I confess, this is not how I build games, so I will never be as rich as Notch. But it does answer the original question.
The way to get rich somewhat quicklyish, is to build an addictive game that lasts forever.

Has anyone tried building a game-creation engine in Flash?

Posted in Flash, Gaming, Thoughts | 5 Comments

Interview: To The Moon

After my post on storytelling, I got a recommendation to try out “To The Moon” from Freebird Games. It truly is a special experience, and I wholeheartedly extend the recommendation to anyone interested in exploring the potential of storytelling in games.

The lighthouse
Kan Gao is the team director, and was kind enough to offer a few words to share.

Can you give a quick intro to who you are and why you make games?

Kan: I’m just some guy from Canada who struggles to hold his chopsticks. I make games mainly to tell stories.

What other games inspire you and your projects?

K: The old school RPGs in general, I suppose. I’ve always enjoyed the storytelling in them, even if contrived at times; it made you feel involved.

What era of games did you grow up in?

K: Late 80s and early 90s.

It appears that you use death as a running theme, what draws you to that?

K: It’s only a running theme in To the Moon, I think. At the time I started the project, my grandfather was ill, so it was one of the things that got me thinking, and eventually became the base of the story.

Are you proud of your results?

K: Well, things could’ve always been made better, but aye, I’m more than happy with how things turned out.

That’s good. What is your development process? How long does it take you to produce a game?

K: Not that I recommend it, but it’s pretty loose and non-strict. It’s pretty much just me working away at it, doing one thing today and another tomorrow as fit. Then I’d run into things that I can’t do, and knock on talent peoples’ doors with a jar of cookie while begging for help. To the Moon took about 1.5 year to make, though it wasn’t full time.

Would you ever work for a studio that didn’t give you creative control?

K: Not entirely unlikely; there’s a lot to learn from experiences like that too, such as work ethics. Though for now, I’d be a lot happier to be able to finish To the Moon’s series as I see fit.

Do you have a plan for the future?

K: Late lunch.

Hah. On a more business-oriented note, have sales met expectations? Do you care about finance at all?

K: Aye, it’s my first commercial project and I’m hoping to be able to devote my time to this for a living, so I’m really glad that the sales are gaining enough support to make it viable for now.

Superb, I’m glad to hear it. Finally, do you have any advice for other developers looking to write more compelling stories?

K: Writing stories is a pretty personal thing, so I can’t exactly dictate the exact directions. . . but if there’s a choice, I think it’s better to write smaller-scaled and delicate stories than epic ones. There are plenty of the latter around nowadays, but we could use more of the other.

Thanks for your time, Kan.

K: No problem, thanks for the opportunity!

So there you have it, some thoughts on development and storytelling from the developer behind Gamespot’s Best Story of 2011. If you didn’t notice at the beginning of the article, I seriously enjoyed this game and I demand you download the demo now.

What do you think?

Posted in Interview | 1 Comment

He’s Dead, Jim!

Years later warning: many external links are now dead. Sorry!

Post-mortems are terribly, horribly interesting. I love seeing how Flash games died. Some developers are willing to describe all the gory financial details, writing up accounts so that we can all learn from their mistakes.

I have written two post-mortems in the past, and now I have finally added them to this site (with some longer-term stats added to the bottom):

The Man with the Invisible Trousers
Slide Racing

PS: I have a secret wish that people will read those and decide that I should be paid far, far more. 4 million plays per game is worth more!
PPS: For what it’s worth, Unevolve has 210,000 plays and earned $200 for 2 people, so that’s alright for a 2 day game.

But I am not the most interesting developer, nor the richest, nor even the most bitter! I present to you, a list of every post-mortem I could dredge from the mirth of the internet.

Concerned Joe
Community College Sim
Gravinaytor (Which I always read as Gravy-nator, and you should too.)
(I Fell In Love With) The Majesty of Colors
MegaDrill
The Moops – Combos of Joy
Pixel Purge
Robo Riot
Solipskier
SpeedRunner
Steambirds
Tentacle Wars
TumbleBall
When I Was Young

I will attempt to keep this list updated with all the post-mortems I can find. If you know of any I’ve missed, comment or shoot me an email with the address at the bottom of the page.

For what it’s worth, this week I also added three more short stories, if anyone still does fiction!

Until next time… *Batman swoosh*

Posted in Flash, Gaming, My Games, Postmortems | 2 Comments

Uncharted: Charted

I picked up the original Uncharted in the pre-Christmas rush for a little more than it usually sells for. Alas, the effort was wasted, since I failed to plug in the disc for well over a month. But hey, now I know that I could have saved a couple of pounds around the deadlines doesn’t make me bitter, not at all. Nope.

Uncharted comes from a heritage of Jak and Daxter games, which are staples of any good previous generation gamer’s collection – certainly, they were in mine. (P.S., Calum, if you’re reading this, give me back Jak 2!) Slowly, Naughty Dog has evolved from producing games with luxurious amounts of platforming and no gunplay, to a climax in Uncharted where there is a fragment of platforming among hours upon hours of dreary shootouts.

Allow me to summarise the plot of Uncharted, without spoiling a thing: you play as Nate Dogg. He hunts for treasure, and uses all his meagre wits to open innumerable secret passages, work out complex puzzles, and generally prove that the Aztecs were fantastically good mechanical engineers. And every time you break into a tomb where no-one has treaded for 400 years, there are bad guys to shoot. How? How do they get into every single chamber before you, when you’re solving all the puzzles? It’s like Nathan is going a complex route, when they just used the stairs. (Hah, I made a reference to my own game. Bite me.)

To kill an enemy, you shoot 10 rounds of ammunition into them. They have no fear. I was playing on ‘easy’, because I’m a wuss and also terrible at murder (is that a positive?), and I would shoot 9 rounds into some guy’s neck. As he stands in a pool of his comrades’ corpses. That brave fellow would continue shooting at me for all his worth, without the slightest worry that he would never see his wife and toddler ever again. Truly, I would love to see a game where you shoot someone, and they go, “ARGH, YOU SHOT ME, YOU ASS,” then hide in the fear that you’ll shoot them again.

The only other method is headshots. Unfortunately, all the high-ammunition weapons have a built-in inaccuracy. The enemy’s eyes can be in the crosshairs, and you’ll hit the wall behind them, and their shoulders, but no head. I surprised myself when I took out a room full of guards with a pistol, rather than my ultra machine gun thingmabob, because the pistol actually fires where you point it – an amazing development, I’m sure you’ll agree.

The making-of videos were hilarious. One of the developers joked that Nathan Drake was supposed to be an imperfect character! He had a straight face. I chortled heartily.

The 5 minutes of platforming interspersed in the 8 hours of shootery is good. If your tastes are anything like mine (and they’re not – I have found nary a person who is as disdainful of shooters as I) then it might be worth picking up for the platforming. Just don’t buy it before Christmas.

Posted in Gaming, Thoughts | 2 Comments