Tuesday, February 1, 2011

Shameless Self-Promotion.


The gaming site GameBanshee was kind enough to call our newest game, Avernum 6, in their annual awards. We were runner-ups in the Independent RPG of the Year and RPG Game of the Year categories. Thank you very much!

This sort of thing is exciting to me, and not just because of the obvious self-esteem and greed motivations. The recession has been really rough on the gaming press, and, because of that, it's been rough on us. Many of the writers and editors who liked to cover us lost their jobs, and many of the small news outlets that were willing to cover humble Indie games like ours disappeared or were absorbed. It's been depressing.

The hardest part about being a small Indie is getting attention. Press coverage is oxygen. It takes the tenacity of the cockroach to eventually find editors who are willing to say, "Sure, they're small, but I believe in what they're doing. I'm going to back them up." And, when it happens (such as the recent coverage of us in PC Gamer), I'm incredibly grateful.

Tuesday, January 25, 2011

Avadon Developer Diary #5 - Getting It Done.


This will probably be the last developer diary for Avadon: The Black Fortress. We hope to release it for the Macintosh at the end of February. Then the process of porting it to Windows and the iPad shall commence. Of course, I could get the flu or be hit by a truck, which will alter the release schedule slightly.

The first preview of Avadon recently appeared on Inside Mac Games. There's a lot of good information there.

I've already written diaries about the origin of the game, the tone, the sorts of decisions that need to be made, and the character classes. For me, the longest, most grueling part of writing the game is making the scenario. Dungeons have to be designed. Dialogue needs to be written. Gold coins, clay pots, and spoons need to be placed. In other words, the game itself needs to be made.

That process finally ended last week, meaning that we're in the endgame. Time to wrap up all the odd details and kick the game out the door! This is what I generally call the OHGODOHGODITBURNSGETITOFFMEGETITOFFMEEEEEEEEE phase.

This process, during which everyone involved is pretty much running off fumes, has several parts: Odds and Ends, Endgame Balance, Bug Fixing, and Getting the Game Stable.

Odds and Ends

There are always lots of aggravating parts of the job of writing a game that I put off and put off. Now they can't be put off anymore. Every job I hate. Doing the sound effects. And writing the documentation (and hint book). And making the game icon, and the installer. Nothing can be delayed anymore.

A lot of this work is very important, as they determine a player's first impression. Things like the icon and the starting music and art are the first things a player will experience. These details require a lot of attention, so I work on them at a time when I can focus on them as much as possible.

For Avadon, I've put a lot of work into directing the art at the beginning of the game so that they help the player understand a complicated world, with a lot of intricate politics. The early moments of the game can't be wasted. I want to intrigue the player with the story at every possible moment.

Endgame Balance

Balancing the end of the game is particularly difficult. There are several reasons for that. First, there is a wide spread in power levels among players. The dedicated grinders and min-maxers have made characters that are about as powerful as the game allows. More casual players have characters who have fallen farther and farther behind. An encounter that is challenging to a hardcore player will be impossible for a casual player, and an encounter that is tough for a casual player is probably painfully easy for the serious player.

It's a very difficult target to hit, complicated by the fact that at least some of the epic battles at the end of the game should have some pushback to them. They should feel a little tough.

So I try to make the late game fights hard but not impossible for the more casual players. I also try to put in some optional endgame fights that are a real challenge for the toughest players. These two targets are actually tricky to hit precisely, and it requires a lot of feedback and rebalancing.

In Avadon, I want the player to be able to challenge Redbeard for control of the Black Fortress. I want this fight to be soul-crushing, but, with great skill, preparation, and luck, winnable. This is an extra-difficult target to hit. Making something almost impossible is hard. Still, I think I'm getting close.

Bug Fixing and Getting the Game Stable

Of course, this should happen. Now that the game is mostly done, I am getting to the point where everything has been tested and is basically playable. Now that I am trying to actually release the game, I am trying to get it to the most stable, functional point I possibly can.

It's tricky, because Avadon has a lot of player decisions that can make big changes in the ending. Fortunately, my industrious beta testers are doing a great job of trying out all the different possibilities.

This is actually a much more complicated process than it sounds. You see, whenever I make a change, even the most seemingly tiny, innocuous change, there is a chance that I just broke everything.

Games Are Like Giant Cubes of Jello

One of my favorite books on software development describes an unshipped piece of software as a ten by ten by ten foot cube of jello. When you finish it, it is wobbling and shaking. Then, slowly, the vibrations stop and it becomes stable. However, whenever you poke the jello, it starts to wobble again and it takes a long time to become still.

Avadon is a huge cube of jello that is wobbling like mad. As testers play it and don't find serious problems, it stops wobbling. When I make a change, any change at all, I poke it. When the jello is almost still, I go, "OK, I will release the game ... NOW!" and hope it isn't broken. This is how the process works at its best.

So fixing bugs now is a process of triage. When I get a bug report, I think, "Is this serious enough to risk fixing it, bearing in mind that my fix might completely mess up the game?" As we get closer and closer to the ship date, more and more minor issues get kicked off to the v1.0.1 release.

If you've ever wondered why games ship with bugs, this is part of the answer. There is no excuse for releasing a broken game. However, small flaws are always tolerated in order to avoid disaster. Perfection is for v1.0.4.

So Back To Work

If you've been reading these diaries, thank you! I hope I made Avadon sound interesting, and I hope the game is to your liking. It's been a very long road. I've put a lot of myself into this game, and it really is the sort of game I would want to play. Thus, if it turns out to be a failure, I'll have a lot of thinking to do.

Thanks for reading, and I'll see you on the flip side!

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."

Wednesday, December 15, 2010

December Odds, Ends, and Rock Band 3.

A few mixed things for the month ...

Hear Me Talk About ME!

There is a nice interview of me up in Inside Mac Games. I got to say a lot of things about the game industry, Macs, DRM, and our upcoming game, Avadon: The Black Fortress. I haven't gotten lots of e-mails yet about how wrong and dumb I am, so the interview was probably a failure. But you might find it interesting.


Die, Bunny! Die!

One thing I forgot to mention about Red Dead: Redemption. I spent a lot of time hunting animals, for money, for cheevos, and to break the monotony of long horsey rides.

At one point, I shot a rabbit but only grazed it. It started flailing around on the ground in tormented agony.

Animating characters is difficult, time-consuming, and expensive. And yet, someone at Rockstar took the time to animate a crippled bunny. This is the sort of excessive, terrifying craftsmanship that keeps me coming back to their games.

Pity that you don't have a radio, ala Grand Theft Auto. It wouldn't be historically accurate, but I would have loved to borrow 99 Luftballoons from Grand Theft Auto: Vice City to keep my energy levels up during long rides across Mexico.

Last Thoughts About Red Dead: Redemption

I finished Red Dead: Redemption, and I enjoyed that game as much as any I've played in a long time. The last time I wrote about it, I heard from some people who were infuriated by the awkwardness going through doors. I suppose the doors could be better, but you really spend very little of the game in places that even have doors.

(Minor spoilers ahead.)

One thing I really loved about the game: The storyline in the last ten missions or so. You see, in most games, after you kill the Head Bad Guy, that's it. You're done. Cutscene, credits, and out. But in this game, after the bad guy is gone, you then have a bunch of missions at your home. You meet your family, try to relate to your son, and work to rebuild your farm.

These missions are quiet, simple, and really quite affecting. It helps a lot that the relationships between John Marston and his wife and son are very nicely done. I really felt for them as characters and it made the last chunk of the game much more engaging. Which might make it a little bit relevant to that whole, tedious "Are games art?" argument that keeps resurfacing, no matter how much we might wish it'd stop.

Rock Band 3 Reviewish Thing

I've never hidden my huge love of Rock Band, and I've written about the series on several occasions. However, I can't work up the energy to write a Rock Band 3 review. It's got a lot of awesome songs, fantastic interface improvements, some nicely done Pro Modes that only 1% of the players will care about, and a keyboard.

But music games are a fad that is slowly choking on its own blood. Don't believe me? Look at it this way. When your development house releases its classic for the ages, and, a couple of weeks later, your owner puts you up for sale, well, not so good.

And, while the keyboard is a nice little bit of variety, it's just more of the same simple "Hit the green button. Now hit the yellow button." gameplay that most people have gotten totally tired of by now. It won't save the genre, and, considering that my half-assed efforts easily put me high up on the leaderboards, not many people are playing.

But hey, I'm a dead-ender. You'll have to pry my fakey drumsticks from my cold dead fingers. And I just dropped twenty bucks for the new Billy Joel pack. I will keep enjoying this niche genre for a while longer. But it will never again be anything but a niche genre.

Friday, December 3, 2010

Red Dead: Redemption and My Failures As a Parent

Before I take a weekend-long break from writing Avadon to spend a weekend with the family in my favorite place in the world, I wanted to talk about my latest gaming obsession.

Red Dead: Redemption

Since I'm an enormous fan of Rockstar's violent, objectionable sandbox games, and the only person you will ever meet who actually played Grand Theft Auto IV all the way to the end, I'm surprised it took me so long to get around to playing this. It's Grand Theft Auto, but in the old west. So instead of stealing cars, you steal stagecoaches! Instead of killing hundreds of Mexicans in fake L.A., you kill them in real Mexico!

What was more surprising, though in retrospect it should not have been, was how instantly attached my eight year old daughter became to the game the moment she caught an unlucky glimpse of me playing it. Of course, it makes perfect sense. This is a game where you own a horse, ride your horse, take your horse out into the brush, find wild horses, capture and tame wild horses, and make one of those horses your new horse.

So she wanted to play it. A lot. But it's a Rockstar game, with all of the obscenity, gruesome violence, and graphic sexuality that entails. (Along with an unusually high frequency of rape, which I don't consider an improvement.)

So I let her play the game, but only in sandbox mode. She got stuck early on in the missions, and I haven't helped her. Thus, the things she are exposed to while questing for horses are only damaging, not totally traumatizing.

Of course, when I walked into the living room yesterday, I saw her chasing down a pack of bandits and shooting them all in the back in an admirably businesslike fashion. Also, she is trying to hunt down every animal in the game. She'll say, "Daddy! I shot a snake! And an armadillo!" And she'll bounce up and down like the happiest little girl in the world.

So I either suck at parenting or am really fantastic at it.

Two Key Differences Between Red Dead: Redemption and Grand Theft Auto

In Grand Theft Auto, when I left my car to go on some dangerous mission and returned to it later with like eighty guys chasing me and a need to get away very quickly, I never found that my car was missing because it wandered off to eat a particularly tasty clump of grass a half a mile away.

In Grand Theft Auto, when I was peacefully driving somewhere, my car was never suddenly killed by a cougar, who then ate me.

I mean, sure, sometimes gang members would shoot at me, but this was never really a problem. Gangbangers with AK-47s are a walk in the park compared to cougars. Cougars are serious business.

Oh, and Some Shameless Self-Promotion

In October, we had our 15th anniversary sale, celebrating an alarmingly long time being in the business of writing Indie role-playing games. The sale was a huge success, one of the best sales we've ever had. As a result, and as a thank you to everyone who has been nice enough to keep us in business all these years, we are resuming the most popular part of the sale: the big discount on CD bundles. For the entire month of December, all of our Game Collections on CD are 25% off.