Showing posts with label cowardice. Show all posts
Showing posts with label cowardice. Show all posts

Wednesday, January 5, 2011

Three Reasons Creators Should Never Read Their Forums

If I have learned anything from writing Indie games for a living for fifteen years (and there are plenty who would say that I haven't), it is that it is usually a bad idea for creators to visit online forums discussing them and their work. It doesn't lead to happy ends.

This is why big, smart companies with actual budgets hire community people who do nothing but deal with and sift through forums. Managing fans is real work, and picking out the realistic and worthwhile comments takes a ton of time and judgment. That is why smart companies put a layer between the fans and the creators. If you don't have this layer, you should keep a safe, respectful distance.

It's a pity. My company, Spiderweb Software, has a really awesome, active online forum. Been there for years. Always active, full of all sorts of discussions. However, unless I've just released a game and are looking for signs of early, evil bugs, I have to stay away from it.

Some of my fans really resent this and take it personally, and they haven't been shy about letting me know. But if you've ever wondered why the creators of your beloved games often avoid the forums (especially the Word of Warcraft forums, Yeesh!), this might help you to understand why.

1. It's Not Productive To Read How Much People Hate You

It's been said that, if you want a healthy marriage, you have to say five kind things for every unkind thing. It is in our nature to gloss over and ignore kind words, but to really fixate on and get affected by unkind ones. This is why Facebook will never have a Don't Like button. If you see "Joe likes your post," well, fine. If the average online denizen see "Joe doesn't like this," he or she will probably freak out.

Which brings us to forums.

A few years ago, I wrote an article for IGN about how I felt that Indie games were far from the only source of innovation, and the big companies don't get enough credit for trying to make innovative things. Slashdot was kind enough to link to it. Someone might agree or disagree with me. Fine. But someone wrote this ...

"This is the kind of commentary I'd expect out of a cynical independent ripoff artist in action, really. You know, the kind of person who is too afraid and closed-minded to try anything new, partly because he doesn't want to lose his money or reputation - a sound judgement - and partly because he just doesn't seem to want to try. ...  In other words, nothing to see here. Just near-mindless droning from another cynic with a rather skewed and defeated view of the gaming world."

WHOA! DUDE! What did I ever do to you? Did I run over your dog? Make out with your mom? Go to where you work and mess up the settings on the fry vat? Damn!

Now, I thought that one was pretty funny. I sent links to it to my friends, saying, "Hey! Look what people REALLY think of me!" Over the years, I've developed a pretty thick skin. And yet, if you read lots of people dumping on you, unless you have super-human emotional control, it's eventually going to get to you. Sometimes I'll get weak and look at a forum and see some nasty cheap shot and it'll throw me off my game for hours.

Remember, as Penny Arcade put it (in a far superior and NSFW way), anonymity plus audience makes assholes. (And, for what it's worth, the creators of Penny Arcade don't read their forums either.)

It's a little different on my company's forums. But only a little. Even though it is mainly populated by my fans, it is still full of shots at my design skill, game quality, virility, and facial complexion. Remember, there's a thin line between love and hate. Nobody will lash out at you like a disappointed fan.

When I read the forums for, say, World of Warcraft or xkcd, I'm always amazed at how nasty things get. It makes me think, "If you hate it so much, why are you there?" But that's just the way it is, and excess exposure to insults can really get under your skin, make you doubt yourself, and interfere with your work. It's very sad, but you sometimes need to just protect yourself by staying away. Keep your brain clean.

2. It's Not Going To Be Helpful

It seems like reading forums would be a good way to get design ideas and learn ways to improve your games. With the exception of learning about bugs, this is usually not the case.

It can be tempting, when you're stuck designing a game, to read forums and look for feedback. The problem is this. No matter what the question is, there are people who will advocate strongly for both sides of it. Many of these people reflexively hate change. Many of these people are only happy if the game is much harder (or much easier). Some of them will not, in fact, have a realistic idea about anything. Often, there are issues where intelligent people can come to opposite conclusions, and you can read thousands of furious posts on either side of the issue without getting an inch closer to an actual decision.

Forums contain a cacophony of people telling you to do diametrically opposite things, very loudly, often for bad reasons. There will be plenty of good ideas, but picking them out from the bad ones is unreliable and a lot of work. If you try to make too many people happy at once, you will drive yourself mad. You have to be very, very careful who you let into your head.

Of course, it is still very important for designers to get lots of good, constructive criticism. That is why I have built up an elite cadre of awesome beta testers and interested friends, and I listen to them very closely. And, I must point out, many of those testers were recruited from my forums. You just need to choose carefully the people you ask for advice.

3. You Might Get Suckered Into Getting Angry

Not much to say about this. If you read forums for long enough, you will read a lot of nasty comments and cheap shots. If you read enough cheap shots, you'll get angry. If you are angry enough, you will eventually lash out and flame back.

Snapping angrily at your customers never, ever leads to good results.

One Final Comment

I'm sure some of my fellow Indie developers are reading this and shaking their heads at my idiocy. A lot of developers do maintain close relationships with their forums. It works for them, for now. I'm glad for them, and I hope it keeps working.

Just bear this in mind. When you start out and gain your first following, you get a grace period. You're a fresh face, making awesome new things. Everyone loves you. And, most importantly, you haven't had a chance to start disappointing chunks of your fan base yet.

The longer you are active, the more of your fans will turn on you, justified or not.

And, if you are a member of my forums reading this, know this. I love you guys. The idea that anyone wants to discuss my work at all, even to dump on it, is insanely flattering. I just hope that this makes clearer the instincts of efficiency and self-preservation that lead me to keep a little bit of distance.

Edit: Changed "think skin" to "thick skin."

Thursday, April 30, 2009

Some Morbid Reading For Your Day

As the years passed, I have seen a lot of Indie developers rocket past me, just because they are more talented and courageous than I am. Stupid Braid and World of Goo, getting all big and famous by earning it.

I have spent a lot of time envying Introversion, for getting success by being so damn innovative and good. Which is why this article about the grim state of their business really bummed out my day.

We all say it again and again, but it bears repeated. Indie development is a rough way to make a living. One or two missteps can cast you into the Abyss. Not long ago, I released two unpopular games and almost went under. Only the good fortune of writing one big success saved me.

I will feel bad if any currently operating Indie, even a direct competitor, goes under. Because, to quote an excellent book, "A marketplace without a competitor isn't." We compete, but we're all in this together. When one of us does well and gets people to go, "Hey, I should look for more games like that," it helps us all. Anyone who gets introduced to RPGs by Eschalon is just waiting to become my customer.

So good luck to Introvision. Survive and keep showing that Indie gaming can be more exciting than just 90s-style RPG retreads.

Monday, April 6, 2009

Couple More Quick iPhone Thoughts

Thanks for the great comments on my iPhone post. I did want to quickly address two points people made.

It's so agonizing missing a Gold Rush. The New York Times is taunting me with tales of untold wealth I have missed. But I still think I made the right call.

First, some pointed out that the iPhone has some people who play it seriously, like multi-hour sessions on a train or whatever. I have no doubt that there are a number of users who play long sessions, but the apps that are selling like crazy really seem to lend themselves to short sessions.

When in doubt, my main business rule is this: I always make the sort of game I would want to play. If I don't do that, my heart isn't in it. Even if a large percentage of iPhone users wanted highly-involved 40 hours games (which I still doubt), I sure don't use my iPhone that way.

Second, someone suggested that I write a quick app for the iPhone, to try it out. Throw something together and see if it floats.

Here is my bit of advice for aspiring developers:

NEVER, EVER JUST THROW SOMETHING TOGETHER. IF YOU CAN'T GIVE IT YOUR ALL, DON'T DO IT. BECAUSE THE PEOPLE YOU ARE COMPETING WITH ARE GOING TO COME AT YOU WITH EVERYTHING THEY GOT.

It is theoretically possible to put a small amount of time into something successful. But when that happens, you will have made something very easy to rip off, and your profits will eventually fade. So I really hope you had a Tetris-quality idea makes you a millionaire quick.

As for me, I write RPGs. And I don't think it's possible to really quickly write a Diablo or Rogue clone which will hit the sweet million dollars spot.

Of course, I might just be whistling past the graveyard, trying to convince myself that I didn't just pass up on a chance to make a fortune. But I, like all small business owners, have to make lots of decisions all the time. At some point, you just have to live with the calls you make and go on to the next thing.

Sunday, March 29, 2009

Why I'm Missing the iPhone Gold Rush

One of the questions I get asked most these days is, "When are your games coming out for the iPhone?" I'm getting this a LOT. I'm not going to do it. But, when you get so many people knocking down your door for something, you'd better come up with a good reason for saying no.

Here's My Game ... Do I Get Rich Now?

When you write games, new platforms become available all the time. Then you have to decide whether to write games for them or not. XBox Live was one such platform. XBox Community Games is another. And WiiWare. And, of course, the iPhone.

When you jump onto a new platform early, the platform might take off, or it might not. If it doesn't, your time was probably wasted. If it does become a success, though, you can get in on a Gold Rush. Some early adopters of the risky platform can end up with tons of money. Pure, joyous greed attracts competitors. Because they're late to the party, some of them make a bunch of money, and a lot more don't.

XBox Live had a real gold rush. Some early games, like Uno, sold sick numbers of copies. But these days, getting a game on XBox Live can mean a ton of hassle and, if the sales estimates at VGChartz are even remotely close to right, there is the real possibility of not doing so good there.

Fart Noises = Millions of Dollars!

The iPhone is in a crazy gold rush phase, and everyone is standing up and taking notice. When someone can make a ton of money on an app that makes your iPhone fart, that should be your first warning of unsustainable sales.

Some early games have done crazy good. But there are starting to be signs that Indie games on the iPhone won't make a fortune. And it'll only get tougher.

As For Me ...

Which brings us back to me. I write big, deep role-playing games. The sort of game that lends itself to long sessions, not something you fiddle with for fifteen minutes on the bus. It would take real work for me to adapt one of my games to the iPhone, and, even then, I don't think it's the sort of thing that would attract a real audience.

There's a lesson for young developers. Make sure your game fits the way people will want to play it. PC Games = Longer sessions. iPhone Games = Ping. Zap! Done.

And, on top of that, the acceptable price point for iPhone games with any depth is now in the area of $4.99. Five bucks! And, if you charge that, forum-dwelling snots from all over the Internets will bitch you out in your ratings for being so greedy. I'm sorry, but I'm not sure I can make a living charging that little for my niche games. It's certainly not something I want to risk months of development on. And I honestly suspect that price point won't support a healthy game development industry. I hope I'm wrong.

(Honestly. The whining in the user reviews for a lot of the five dollar games is amazing. What? Do people think game developers live on air? Jesus.)

When it comes to my business, I am made of pure cowardice. It's hard to make a living doing this, so I have a really hard time doing anything new and exciting and risky. I'll never get rich (as if my games could ever be enough in demand to make me rich), but I can still buy my kids food.

So I will spend my time supporting two platforms that have a proven history in the gaming arena, platforms that have lately been tragically underserved by developers. They're called Windows and Macintosh. Take a look at them sometime. I think there's money to be made there.