Showing posts with label whistling past graveyard. Show all posts
Showing posts with label whistling past graveyard. Show all posts

Tuesday, August 25, 2009

Rock Band. Guitar Hero. Why They Are Doomed.

So I will begin this by saying I am an unashamed Rock Band fanboy. Playing expert guitar and drums (and, when I'm feeling brave, vocals) is now one of my favored ways to listen to music and relax at the end of the day. I'll be in line for Beatles Rock Band on day one. I've written about how wrong-headed criticisms of these games are and how they are a cool, new way to appreciate music. Playing fake plastic drums is probably the most fun I've had with a video game, ever. I am one of the music game dead-enders.

Which is why it pains me so much to be the turd in the punchbowl. The fad is dying. Fast.

We all know it. We've all seen the glut. (What? Eight rhythm games out this year? Yikes!) It's the sure sign of trying to cash in on the installed base as much as possible before the fall. Sales for new Guitar Hero titles are, well, not encouraging.

If there could have been any question, the offer of a free Guitar Hero: Van Halen with purchase of Guitar Hero 5, before either of those games is even out, is the clearest sign you could possibly want. (This deal actually tempted me a little, until I realized that taking it would put me at risk of listening to Van Halen.)

The Beatles game will goose the genre a little, but even new releases with serious, broad appeal (Led Zeppelin? Pink Floyd?) will only slow the decay.

But, here's the thing. It's easy to blame the glut for the death of the fad, but, even if music games had been released at a reasonable pace, the thing was doomed to collapse. It wasn't sustainable, ever. I think it's interesting to look at why.

i. The Magic Wore Off

Now, most of this is based on my own personal observations and thus should be taken with a grain of salt. But isn't the magic gone? When Rock Band was new, I and two other friends frequently threw Rock Band parties, and they were well attended. Getting four people to pick up the plastic instruments was easy. Two years later? Not so much. I stopped throwing Rock Band parties after my last one, when I looked around during one song and realized I was the only one left playing. Everyone else had migrated to the next room. It was pathetic.

There is a certain sort of brain that has a compelling, all-consuming urge to hit those little colored spots as they come down the track. I have such a brain. But for everyone else, well, let's face it. Pressing the red button to hit the red light and the green button to hit the green light does not compelling gameplay make. It was a kick to do it a few evenings. Now it's done. Even a game for the Casual Market (tm) has to have SOMETHING to it.

ii. It Is An Expensive Activity ...

$249 for the full Beatles: Rock Band set. Again, yikes.

Happily, in an effort to avoid flaming suicide, it was just announced that there will be cheaper bundles available. And yet, MSRP of $160 is still pretty darn spendy.

iii. ... and Not Just In Cash

I'm talking about cost in resources. And my liberal leanings are going to show a little in the next paragraph, so be warned.

It takes a lot of resources to make these bulky instruments (especially drums), pack them up, ship them over the sea, get them to you, and, from there, dump them in landfills. A lot of plastic and oil in our new oil-short, global-warming reality. And, if this recession should have taught us anything, it's that we're going too much in debt buying too much useless crap from the Chinese. Something has got to go. And I think shoddy plastic Fisher Price drum kits will be first in line.

And, perhaps most significantly, these games consume a lot of space in stores. You want to know when there will be serious blood on the walls in the music game business? It'll be when some executive at Best Buy looks at the enormous amount of precious floor space taken up by big, bulky Rock Band and Guitar Hero boxes, remembers the sloping sales, and says, "Enough."

What Is the Future?

Of course, music games will remain a profitable little niche in this huge industry. Nothing that generates as many sales as Guitar Hero 3 had can ever disappear. But how will it evolve in a sustainable form?

First, games with vocals will always do all right. Microphones are small and easy to make. People love singing drunken karaoke. SingStar fans have nothing to worry about.

Guitar games will always survive. Fake plastic guitars are relatively small, flat, and easy to pack. Stores will always have a small section with two or three brands of plastic geetar. Borderline Asperger's cases like me will always have little, bright lights to hit.

Which brings us to my beloved drums. Harmonix did an amazing job of creating a mode of gameplay which sits interestingly in the shadow zone between video games and real instruments. Fake plastic drums are awesome. But let's face it. They're big. They're bulky. They don't last long under heavy use. (No cheap plastic toy will withstand being hit with a stick thousands of times.) And they aren't popular. The current mode of fake drum playing is just too tricky for the casual types these games need to live.

The drums will have to go. And when they do, band games will have to go too. Music games will fragment into singing games (for the many who love that) and guitar games (which two people can play, instead of four). Rock Band, if it survives, will still provide drum charts for the installed base. But in a few years, when we go to the next generation of consoles? Forget it.

And, someday, we will look back on the Great Music Game Fad and remember the glut of titles and the mountains of instruments at Best Buy and the $299 video game controller and go, "Wow, what was that all about?" and laugh and laugh and laugh.

Wednesday, May 13, 2009

Guessing What Is Going To Kill Me, Pt. 2

Last week, I started to ponder what could put Spiderweb Software (and, by extension, any small Indie like us) out of business. Pretty fun recession chit-chat, huh? This week, I continue my litany of pessimism.

What could grievously wound, or even kill, our business?

The Rise of the Netbook - Netbooks, those cheapo little laptops for web browsing and other undemanding activities, are taking off like crazy. Every one of those that sells removes a possible customer, who likely would have otherwise bought a more expensive (but not actually expensive) machine that could run my games. This wouldn't be fatal, but it is a constant shrinking of the possible customer base.

And that's not even addressing the fact that many of those machines run Linux. Supporting three platforms would overtax my feeble brain.

Likelihood - It's already happened. When I released Geneforge 5: Overthrow for Windows, I received constant cries of woe from Netbook owners who couldn't handle its extremely low system requirements.

But I'll swallow it. People who like games generally still buy machines that can play games, and there are no Netbooks on the Mac side. Also, a lot of Netbooks can run my games. So I doubt it'll be a real problem, but only because my hardware needs are still very low.

It is still frustrating to get chewed out by someone who is ticked because his $250 machine can't run games. Well, yeah!

Piracy Becomes So Trivially Easy and the Recession Becomes So Intense That Hardly Anybody Buys Games Anymore - Pretty self-explanatory.

Likelihood - Again, this has already happened. Recent estimates put the PC piracy rate at around 80-90%. Even I am not cynical enough to believe that the percentage of honest people around here will drop below ten percent. And yet, that tiny minority of virtuous people is enough to keep me in business.

Once, I actually worried about something like this would happen. And then it did. And yet, business is strong. I think this shows that even nightmare scenarios can be surprisingly survivable. In other words, predict and prepare, but don't panic.

I Go Insane Or Burn Out - When you work alone creating for a very long time, you can get awfully eccentric. Or even crazy. Or you can just burn out or get terminal writer's block. It happens all the time. I have dreaded it every day that I've run this business.

Likelihood - Sadly, high. It's only a matter of time. The Internet is robust. The software industry is robust. That couple pounds of fat and electrical impulses I carry around in my skull? Sometimes, it feels very fragile indeed. I never know when I'm going to come downstairs, sit down, stare at the blank screen, and go, "I got nothin'." And that is the end.

But that's not the thing that really keeps me awake at night. This is ...

I Write a Bad Game - Next year, I'm going to make a whole new series, with a new game engine and IP. This is always risky. I might sink a bunch of money and time in it, and it will fail. Remember, anything new will make you lose a chunk of that reliable customer base that keeps you alive. If I don't replace what we lose? We have a pretty good cash and sales cushion here, but it will never be enough to survive one big flop.

Likelihood - Inevitable.

I've had a pretty good record with my games. None of them have set the world on fire, but they have almost always at least broke even. I've only ever written one game that didn't sell enough to make it worth the time. And, when I followed it with a game with mediocre sales, we almost went under. It happened once, and it will happen again, and worse. Everybody produces a real stinker eventually. And, when that happens, it will very likely be the end. It's something that every small developer has to face. Either get absorbed by someone bigger, a company that can survive some shocks, or face the fact that the wolves will catch you eventually.

Everyone and everything ends. Might as well make your peace with it now.

And that is the litany of doom, from paranoid delusions to an honest assessment of my own mortality. I hope this has been a vaguely interesting peek into small-business world.

Oh, and I just finished Plants vs. Zombies. I have a lot to say about that, next week.

Tuesday, May 5, 2009

Guessing What Is Going To Kill Me

I think it's a good idea for anyone in the software business to try to predict the thing that's going to bankrupt them. Of course, that's a good practice in any field, but it's especially important with computer stuff, since the industry moves so fast.

So what will put Spiderweb Software out of business? Or deal us a serious blow, one that won't kill us alone but, in combination with other hits, could knock us down for the count?

The Destruction of the Internet - The Internet was not made to be this mega-global network used by everybody. As time goes on, more flaws show. When e-mail was new and exciting, we didn't see what a horrible mess spam would make of it. Maybe a series of viruses or other new hacker trickery might make the network unusable. And then I am screwed.

Likelihood - Very, very low. It's hard to imagine a hacker trick that could defeat everyone else on the Net. But it is very helpful to remember that the health of my business is inextricably tied with that of the Internet.

The Internet Being Remade By All-Powerful Corporate Interests - They're working on Internet 2.0. Maybe they will make it, and it will take over and only let giant businesses with tons of money function on it. Or Internet Explorer will decide to stop working with all websites and mine won't make the cut, or Windows will stop running demos not specifically cleared by Microsoft and I won't make the cut, or ... or ...

Likelihood - Sorry. I can't stay to answer that. I have to go make my new tinfoil hat.

I know, this stuff sounds crazy. But, years ago, when someone downloaded a demo of my games, Internet Explorer didn't try to scare them into not running it. Now it does. And I am not the only one who worries about these sorts of issues. It's very important to look at the programs your business absolutely needs to function and consider how they could be used to cut off your air supply.

Banzai Lawsuit From Hell! - Someone's son goes crazy and shoots up his school. The parents find a bunch of computer games on the kid's system, one of which is mine. They start suing, and I get caught up in it. From there, there's all kinds of ways for things to go real bad.

Likelihood - I want to think it's low, but ... Liability insurance for computer game makers is CRAZY expensive right now. I pay a LOT. When insurance companies are scared of taking your money, don't get too cocky.

People Stop Playing Games On the PC - The PC game industry has seen hard times in the last decade. If you aren't making money through monthly subscriptions, the world doesn't look pretty. You could probably be making a lot more money developing for consoles.

Look at it this way. I used to play tons of PC games. Now I play console games almost exclusively. You see, I can play console games on my couch, upstairs, where it's nice and warm. To play PC games, I have to be down in the basement with the cold and the spiders. And when you look at the sort of product you create and go, "Well, yeah, I don't really like that sort of thing anymore," it's time for a reality check. Now.

PC single-player gaming is dwindling. Maybe it'll dwindle too much.

Likelihood - I wonder. If this happens, it'll take quite a while, but the trend with PC gaming is unmistakable. But hey, I'll be one of the last people left writing PC games, so there'll be no competition and I'll make tons of money, amirite?

The Macintosh Dies - People have been predicting this for years and years. And the Mac is half my business. If it goes away, I probably will too.

Likelihood - Once high. Now low. Whatever I might think of Steve Jobs, his revitalization of the Macintosh brand has been crazy good for my business.

Hmmm ... This game is kind of fun. I think I will continue the litany of impending doom next week. Some of the threats get mighty plausible.

And this is a game you can play along with at home. What do YOU think will put me out of business? Tell me in the comments.

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.

Monday, March 30, 2009

A New Article on IGN RPG Vault.

My latest View From the Bottom article, the first in a long time, is now up on IGN RPG Vault. It's called "We're All Charity Cases Now," and it's about how we makers of single-player games should be adjusting to a world where people only pay for our games if they want to.

Adjusting needs to be done, and, little by little, people are getting there.