Category: Cool People

Elemental: War of Magic : The Boardgame : More Colons

I don’t want to turn this site into “All Stardock! All The Time!” but this was too cool not to pass on.

Brad (I’m on a first-name basis with Brad Wardell! Tee-hee!) has designed a boardgame version of Elemental: War of Magic, which five lucky beta testers are going to get to play. The entire game will be public on the forums. Here’s the starting post.


Brütal Legend

Best. Demo. Ever. And even though I can’t really afford it, I will be buying the game today.

It looks like finally (finally!) Tim Schafer and Double Fine are going to garner the success they so richly deserve.


To Stardock and Back

No shit, there I was.

(Forgive the expletive, but my friend Nathan Regener is of the opinion that all great stories start with “No shit, there I was” and I concur with him.)

Okay, both of my previous posts were made when I was exhausted for one reason or another, so I’m going to start over and tell the whole story.

No shit, there I was. Tuesday night before the flight, I go out and buy a rather nice netbook called a Gateway LT31 so that I can stay in touch with my family and show my interviewers at Stardock any of my previous projects that they might want to see. I spend practically the entire night scrubbing Vista off it and putting XP on, installing Visual C++ Express and Visual C# Express, syncing with my Subversion server and then making sure all my stuff compiles. Um…while Warcraft III and World of Warcraft install in the background. I also get my certification from Apple to install games I’ve compiled on actual devices so I do some updates on Inaria (it’s > < this close people, really) and install it on my iPod Touch. (Which is actually Ryan's but let's not get into that again.)

So I get very little sleep, but honestly, can you blame me? I finally fall asleep around 4 AM after everything is proven to work (except WoW which continues to download for another three or four hours; that game has just gotten out of hand).

I wake up at 7 AM and help my wife get the chilluns off to school. I then pack (which I should have done the night before, of course, but I was too busy fiddling with the computer). I bring with me some books to help me review, including Effective C++ and Game Coding Complete, Third Edition. I get to the airport around 10 AM for a flight that leaves at noon. I kiss my wife good-bye and enter security.

Now, I haven’t flown in ten years. You’ll notice that that’s before 9/11. I knew security was going to be tight, but I was surprised that I had to take my belt and shoes off. Once I escaped from security I went to my gate and, of course, had about an hour to wait. I thought I’d get online and send a message to Jamie telling her what was going on…when I realized that the airport did not have complimentary wi-fi. No, they had wi-fi service for four dollars an hour. Since I was going to be there less than an hour I figured it wasn’t worth it, and decided to call her.

That’s when I realized that I didn’t have the cellphone. I’m not in the habit of carrying it everywhere, so I’d left it at home. This is not merely inconvenient, it’s really going to bite me in the butt later on; you’ll see.

So the flight boarded. I was pretty worried. In the end, I’m not afraid of flying per se, I just hate takeoffs and landings. And…I was worried abut my anxiety level. But despite feeling afraid, nothing bad actually happened to me. Unfortunately I didn’t have anything to listen to (I hadn’t thrown any actual music on the iPod) so I basically just sucked it up the entire flight. I did get a little sleep, but mostly I was scared the whole time.

Which, frankly, was stupid because all in all, it was a great flight – smooth takeoff and landing, very little turbulence and we landed twenty minutes early because we had a good tail wind.

So I get off the plane into the largest airport I’ve ever seen. They’ve got people movers. They’ve got a tram. They’ve also got this long tunnel connecting one half of the airport to the other that has frosted glass on the walls that light up different colors in time with the muzak that is playing overhead. Seriously.

That was very cool and surprisingly calming.

But still, I’m in Detroit, Michigan. I do not know a soul. I have no phone. And while I’ve got an address for my hotel I’ve no idea how I’m going to get there. I don’t even know if it’s in Detroit or closer to Plymouth (the town where Stardock is).

So I ascend an escalator just outside the Tunnel of Sound and Light and as I get off it I look to my left. There I see – and I am not kidding – a stand for the Traveler’s Aid Society. And here I thought it wasn’t going to exist for another three thousand years.

Taking this as a sign, I approach them and take out the address for my hotel. And they kindly, kindly give me a map that has both Canton Township (where the hotel is) and Plymouth on it. And point me in the direction of the cab stands.

Now, the direction of the cab stands was also the direction to the shuttles that ferry people to the car rental places. Since I was going to be driving out of Detroit and back I figured I’d do better renting a car than taking a cab everywhere. So I take a shuttle to Budget car rentals. There I am informed that renting a car will be $126 and can I please see your credit card? I hand the nice lady my card; she runs it and frowns.

Now, you see, I don’t have a real credit card. I have a couple of check cards tied to two different bank accounts. Both of them had enough money to cover the rental, but because they weren’t “real” credit cards they couldn’t be used to rent a car. So…no car. I’d been dragging my bags around for an hour now, and I knew Jamie had to be getting nervous because I hadn’t contacted her yet. So I ask the girl at the counter to call me a cab.

I cabbed to the hotel, which was pretty easy to find. As I entered the hotel parking lot I noticed the nearby White Castle restaurant, which also bode well. I paid the cab driver, went inside and said, “My name is Anthony Salter. I have a reservation.”

I’ve always wanted to say that.

Checking in to the hotel was painless and they had free wi-fi. They’ve also got these things called “phones” in each room, so I call Jamie. I tell her everything that has happened so far, and of course, now I’m about to drop dead from exhaustion. But I’m also starving, so once I get done talking to Jamie I walk out to the White Castle and get four of them, which I then bring back to the hotel room and eat with relish. Uh…not really with relish, just with great enjoyment. A White Castle already has pickles on it, it doesn’t need relish.

ANYway, as soon as my stomach is full I cannot keep my eyes open any longer. I plug in my laptop so it can charge and I hit the hay. This was at about 6 PM local time (Michigan is in Eastern Time, an hour ahead us here in Texas). I set the alarm to go off at 9 PM.

Which it does. I start boning up for the interview. I skim through what I think the most relevant parts of Game Coding Complete 3 will be (tools, matrix math and debugging, mostly). I do this for about two and a half hours and go back to bed around 11:30 PM. Interview is at 1 PM the following day.

I wake up at 3:30 AM. I toss and turn for a half-hour before I realize I’m not going to get back to sleep. So I get up and do some more preparation for the interview. I answer some C++ trivia questions online. I read through parts of Effective C++ again and also skim some of my questionnaires that I still had from previous interviews. I shave. I realize that I left my nose hair trimmer at home so I spend a painful half-hour doing some hand plucking. I upload some music to the iPod, thinking it’ll help on the trip home.

Around 6 AM I start feeling sleepy again. I set the alarm clock for 9 AM and get back in the bed.

I wake up at 11:30. The alarm clock had been set to radio and the static that was issuing forth wasn’t enough to wake me up. My interview is in an hour and a half and I am in my underwear.

Now I’m panicking, not only because of my interview but because check-out time at the hotel is noon. I shower really fast. I throw on my nicer clothes and lace up my stormtrooper boots. I throw all the detritus that I’d spread around the room back into my clothing duffel and my backpack, hoping I don’t forget anything. I call the front desk and ask them to call me a cab. I race downstairs and check out just before noon. My cab arrives. I go out and throw the bags into the back of the cab. The cab driver says, “Where are you heading?”

It is then that I realize that I cannot remember Stardock’s exact address. All I remember is that it’s in Plymouth. But I know exactly how to find out; it’s all on Stardock’s web page. I pull out the iPod, run back into the hotel, and try to look it up.

Except that suddenly the hotel’s wi-fi has stopped working. It keeps connecting and disconnecting, never actually bringing up the page. The cab driver honks, so I jump in and say that I want to go to Stardock Corporation. The dispatcher can’t find a listing for it. Finally I say, “Let’s just head to Plymouth and we’ll figure it out from there”. I’m hoping that we’ll drive by an unsecured site long enough for me to bring up the page, but that never happens. Finally we get to Plymouth and I jump out and enter a small coffee shop. It doesn’t have wi-fi, but it does have a phone book.

Which doesn’t have a listing for Stardock.

At this point it’s a few minutes to one. One of the things that I think defines me is that I am never, ever late to an appointment. Ever. And here I am, about to be late to one of the most important ones of my life!

So I ask the nice girl behind the counter (notice how nice everybody has been so far? It’s almost like Texas) if she’s got a computer I can use for a minute. She can’t let me, but I write “Stardock Corporation” on a piece of paper, she goes back to the back and her Google-fu is obviously mighty because she comes right back with the address and phone number. I am so grateful I nearly cry.

I hop back in the cab to discover that the cab’s dispatcher has also looked the company up on the internet and discovered the same address. So now all we have to do is follow the GPS.

Right.

When we got to where the GPS told us to turn, it was closed off with a chain. There was a McDonald’s right next door, so I knew we had to be close (Brad used to talk all the time about eating at a nearby McDonald’s on the Poweruser Podcast). I suggested that we turn into the road next to the McDonald’s. The cab driver says, “Nah, nothing back there but McDonald’s parking.” So we find another way into the complex with the chained-off entrance and drive around the big building there. The cabbie stops someone coming out and asks him if he’s ever heard of Stardock. Nope. Then he asks him what the address on the building is. It’s 14990 and we’re looking for 15090.

So I ask the cabbie, “Please can you turn into that road next to McDonald’s? It’s got to be there!” The cabbie grumbles, “All right, but I don’t think…”

Please observe the following map image.


View Larger Map

Notice that while it denotes the address, it does not give you any information about how to get there from the street. So let’s switch to satellite view!


View Larger Map

The building just east of Beck Road with the green roof is the McDonald’s. Notice how the road next to it keeps going past it, dips down a hill and ends up at a mysterious building!

And thus, I arrived at Stardock Corporation, about twenty-five minutes late. I gave the cab driver a huge tip, picked up my bags and walked inside, certain that I was doomed from the start.

A nice HR lady instantly finds me and gives me a place to put my bags. I apologize profusely about my tardiness; she brushes it off and tells me that she was late to her own interview for the same reason. She then sat me down in a conference room, brought me a glass of water and summoned my interrogators – uh, I mean, interviewers. Once again I was talking to Scott Tykoski, Cari Begle and Jesse Brindle.

And thus began one of the best interviews I’ve ever had. There was nothing difficult or confrontational about it. They asked me again about what games I liked to play. They asked me very, very little about my previous work history, preferring to focus on the games I’d done for myself on the side. I told them about how Inaria had started as a forty-hour challenge and then been ported to the iPhone. I passed around the iPod and they all took a look at it and seemed impressed. Scott asked me if I’d done any other challenges, so I told him about the One Page Game I wrote.

To my utter, utter surprise, at no point was I required to answer C++ trivia questions or write code on a whiteboard.

Indeed, after a very pleasant conversation with the three of them, Scott and Jesse got back to work and Cari took me to see Brad. Again, I had an incredibly pleasant conversation with him – not about my previous work, but about what games I’d played and enjoyed and why.

Then Brad asked if I wanted the tour. Did I.

Brad showed me around the very nice office space at Stardock. He told me that the building had been built for lawyers and doctors but they had trouble renting (possibly due to the fact that it’s so darn hard to find) and so Stardock has been slowly buying the whole place up. The building is gorgeous and is surrounded by not one but two ponds. (Ponds! Standing pools of water that don’t instantly dry up! What a concept!)

He took me around to meet all the developers, artists, and support and marketing teams. I saw the Whiteboard Wall and even got a brief look at Elemental. He even took me out to see the bees, which was awesome. Then we headed back to his office.

It turns out that Stardock shares something in common with Valve, Bungie and Irrational Games – they don’t have dedicated designers. Everyone contributes to the design. This is why they needed someone competent at programming, but also very familiar with game history and design.

Which is why he then offered me the job. In fact, I found out from Cari later that they’d pretty much decided I was the right guy after the phone interview and just flew me up to make sure I was who I’d presented myself as on the phone!

And while it may take a while for us to get up there (we’ve some things we need to take care of here) we’re definitely going. I’m going to work for Stardock on Elemental and have a White Christmas this year.

Eating White Castles.


Brad Wardell

It’s been a while since I’ve done an in-depth story on a developer I admire. So let’s fix that!

Brad Wardell, as you probably know if you read this blog, is the president, founder and CEO of Stardock, a software development company that specializes in two different types of software: operating system customization software and games.

Brad’s entry into software development was almost accidental. His first serious business foray was into hardware – in 1990 he started building computers and selling them pretty much out of his house (a la Michael Dell). He called his company “Stardock Systems”. In 1992 OS/2 was released and Brad felt that he could gain a competitive advantage by preloading OS/2 onto the computers he sold. In doing so he became quite familiar with OS/2.

In 1993 he realized there could be a market for an OS/2 game. He had never programmed before, so he bought two books: Teach Yourself C in 21 Days and OS/2 Presentation Manager Programming, and using the information in just these two books, he wrote Galactic Civilizations.

As you can see, GalCiv was a bit primitive graphically. At the time, Brad only knew how to create windows and icons, so everything you see in GalCiv consists of one of these two features. But it was a critical success (and not just because it was practically the only OS/2 game at the time). It was well-designed and had some excellent AI. Now, I recall being at Origin at the time and watching GalCiv top lots of “Game of the Year” lists for 1994…a lot of us at the time couldn’t understand how Origin games had lost out to an OS/2 game that…well, looked like that.

But as good a game as it was, Brad made almost no money on it. He was ripped off by his publisher and couldn’t afford a lawyer to fight back. He learned a very valuable lesson the hard way – a lesson that almost sank Stardock.

But what the publishers couldn’t take away from him was the name Stardock on the box. While the success of GalCiv didn’t profit Brad, it did raise the profile of his company. Brad was able to profit by writing an expansion to his own game called Shipyards, which sold well enough to keep him going for a bit. IBM came to Brad hat in hand asking if Brad could create a special version of GalCiv for the IBM OS/2 game pack. Brad did, which he titled Star Emperor.

Brad had always been intrigued by the idea of customizing the OS/2 operating system, and in 1994 became convinced that an OS customization tool for OS/2 could be profitable. This lead to him teaming up with fellow OS/2 enthusiast Kurt Westerfield to release OS/2 Essentials, the software that would eventually become Object Desktop.

And Brad was also able to get the rights to the “Galactic Civilizations” name back and republish the game (with improvements) as Galactic Civilizations 2 for OS/2.

And at this point, he figured the game was over and he’d won. By twenty-four he was a millionaire and Stardock was not only selling tons of copies of OS/2 Essentials and GalCiv 2 but publishing other people’s OS/2 software as well.

And then he made his second mistake – he allowed his zealotry for OS/2 to nearly wreck his business.

IBM quietly dropped support for OS/2 in 1995, and Microsoft released Windows NT 4.0 (the one with the much more usable “Windows 95”-style interface) in 1996. Windows NT 4.0 quickly captured OS/2’s core market. There were lots of people (including some of my friends at Origin (Hi, J. Allen!)) who believed that even if IBM’s support of OS/2 was a bit spotty, the superiority of the platform plus user advocacy and support could make the platform a success.

Needless to say, it didn’t work. Soon Brad began to realize that something was wrong, but Stardock continued to release OS/2 software until 1998. This could easily have been the end of Stardock, but two things saved his company.

The first was an employee, Mike Duffy. Mike was the lead developer on Entrepreneur and decided he would write a low-level, cross-platform library that worked on both OS/2 and Windows. This enabled Stardock to finally start making the transition from OS/2 to Windows.

The second was customer loyalty. Stardock at this point had a whole bunch of customers who didn’t just buy their software – they were fans of the company. They wanted to see the company do well. So they actually bought subscriptions to Stardock’s online ObjectDesktop.Net service before it was actually ready. Because of this, while 1998 was the worst year in Stardock’s history they managed to pull through, and by 1999 they had begun to release Windows products.

By 2000 things were looking up again. Brad’s focus on desktop customization software was paying off, with WindowBlinds, ObjectDesktop and DesktopX all selling well. Stardock avoided the dot-com crash of 2001 by actually being profitable and having a business plan, and by 2002 Brad decided that the company was ready to get back into games again. The first had to be a version of the original Galactic Civilizations for Windows.

But development of GalCiv for Windows slowed when the launch of Windows XP approached. Because Windows XP had more customization features “out of the box”, Brad was concerned that people would feel they didn’t need Stardock’s customization software any longer. In fact, the exact opposite happened – Windows users who had never been exposed to desktop customization before saw it in Windows XP, experimented with it, and then turned to Stardock when they ran up against the limitations of what the built-in customization could do. Needless to say, this was a great relief for Stardock.

In 2003, Windows finally got a version of Galactic Civilizations. This edition included everything from the OS/2 versions of Galactic Civilizations, its expansions and its sequel (thus, GalCiv for Windows is equivalent to GalCiv 2 for OS/2). Plus it now looked like this!

At the same time, Stardock had been beefing up their digital content delivery system. Galactic Civilizations for Windows was available at retail and online on the same day. Retail boxes included a code that could be entered into Stardock Central, which registered the user’s copy and allowed them to download the latest version.

Stardock Central quickly expanded to allow digital delivery of any product Stardock published – and Stardock had gotten back into the business of publishing other software.

And in 2006, Stardock released Galactic Civilizations 2, and Brad briefly became the focus of the DRM debate when he stated that GalCiv 2 had no DRM and never would. This caused some criticism from DRM providers (indeed, a Starforce employee actually posted a link on their forums telling people where they could pirate GalCiv 2) but Brad’s decision does not seem to have affected GalCiv 2‘s sales, which have been excellent.

And in 2008 Stardock updated the perfectly functional but kind of hoary old Stardock Central with a flashy new version called Impulse. Impulse is quite comparable to Valve’s Steam in that it’s a system designed to allow people to buy and digitally download software from a host of different companies, but is different in that Impulse doesn’t require an internet connection simply to play games, but only when purchasing a new game or using other online features.

Brad long ago returned to millionaire status and has stayed there since. His strategy of cultivating a loyal fanbase and shipping excellent software while staying out of debt has allowed Stardock to grow into a major online presence and allowed him to overcome his missteps.

Brad has developed a rather…unique online persona. During his stint on the Poweruser.tv podcast, he effectively acted as the “comic” to host Kristin Hatcher’s “straight man”, saying and doing outrageous things simply to get her reaction.

Brad has also been at the core of several flamewars about OS customization, routinely insisting that the customer is not always right – especially when catering to certain customers would hurt his business. At one point he exclaimed in a forum post, “I’m too old and too rich for this shit.”

His political views seem to lean toward the individualist, and he has a particular hatred of taxes, seeing them as good money given to the government who will then give it to people who haven’t earned it and probably won’t deserve it.

Overall, I think Brad is a great guy who had to overcome incredible disadvantages to succeed. If I had the chance to work for Stardock I’d probably jump at it. Despite having to move to Michigan.


Game Coding Complete, Third Edition

After I mentioned Mike McShaffry’s Game Coding Complete in an earlier post, a lot of people were complaining that the only copies they could get were used ones for $100 or more.

Well, despair no longer! Not only is the book available again, it’s in a spiffy new edition. This time, Mr. Mike has collaborated with other programmer/writers on various subjects. It’s almost like an edition of Game Programming Gems, but it covers game engine creation from the ground up.

And Amazon currently has it for less than $40.

If only I weren’t completely broke…


Charity

“We are all charity cases now”, says Jeff Vogel in this IGN post.

The only disagreement I have with him is the word “now”. We’ve been charity cases pretty much since the industry started.

Everyone’s oohing and aahing over Demigod‘s phenomenal piracy rate. Long story short: Gamestop broke Demigod’s street date, releasing the game around April 11 when the game wasn’t supposed to be out until April 14. Since Stardock is famous for not using any DRM on their games, torrents for the game were immediately available.

Demigod is a lot like Left4Dead, in that there is a single-player component, but it’s really just there to get you ready to play multiplayer. Thus, a whole lot of pirates were logging into Stardock’s servers…three days before Stardock was ready for the game to go live. The official tally that Brad Wardell gave was that on day one, out of 120,000 concurrent connections to the servers, only 18,000 were from legitimate users. Now, this doesn’t mean that those who pirated the game got to play it; Stardock’s servers were capable of detecting and booting pirated copies. But legitimate users simply could not play the multiplayer game because the servers were so busy dealing with pirated copies.

Brad and his IT guys finally had to set up another server and tell any legitimate user who logged in, “Um…log in to this server instead.” That finally got the legitimate users up and running, but a lot of damage had been done.

Most notably, Gamespot’s review. Gamespot reviewed the game on day one during the pirate crush and finally ended up giving the game a 6.5, with the two most noted problems being connections and a dearth of single-player content. It’s entirely possible that without the pirate crush that score could have been much higher – and now that the pirate crush is over players are scoring the game much higher.

So in the end, this was a very different way that piracy harmed a game. Piracy in this case wasn’t about sales. It wasn’t about pirates getting to play a game they didn’t pay for – they didn’t. It was about pirates ruining the online experience for everyone else and hurting Demigod’s review scores. It’s possible Brad would have been better served putting up an message after Gamestop’s betrayal telling users who logged in, “The street date on this game is April 14. You’ll be able to play it then.”


Now THIS You Can Believe…

I made a video about my Cheesehead. That I love.


Embracing the Bottom

I recently read two very different and excellent articles on independent game development.

The first was from Owen Goss of Streaming Color Studios, in which he detailed the sales figures (so far) of his iPhone game Dapple.  He expressed frustration with the fact that although Dapple cost $32,000 to make, it has only made $535.19 in its first available month.

The second was from Jeff Vogel of Spiderweb Software in which he detailed the sales figures (so far) of his PC/Mac game Geneforge 4.  Geneforge 4 cost $120,000 to make and after six months has only made back $111,412.

Neither of those sound very good, but Jeff is actually pretty happy with how Geneforge 4 is selling (although he admits that these sales are unexceptional).  Within another month or two at most, Geneforge 4 will have made back its costs and everything it makes from then on will be sweet, sweet, gravy.

So what’s the difference?  I think the difference is that (despite his protests to the contrary) Owen was hoping to strike it rich in the iPhone gold rush.  As soon as his app fell off the front page of the Apple Store his sales dropped to near zero, and getting articles about his game on Kotaku and Slashdot generated exactly 21 new sales.

Owen’s claim in his follow-up post that he desires to build a software company slowly over time doesn’t really match up with the type of game he made.  While Dapple is a clever little game (especially the two-player mode) it looks very generic – because it is.  It’s a color-matching game.  There are tons of color-matching games available for every conceivable platform.  The gaming industry is awash in them.  You simply cannot stand out in that genre, especially if you’re an indie.

Jeff has chosen a different route.  He makes turn-based, single-player RPGs.  This is a market that the big game companies aren’t serving sufficiently.  The lack of cutting-edge graphics has never hurt his sales – indeed, it makes his games very older-hardware/laptop friendly.  He has found an underserved market and intends to keep serving it until it goes away…which, since Jeff’s been in business for fifteen years now, it doesn’t look like it’s ever going to do.

Jeff also understood that when he chose to take this path, he would have to be in it for the long haul.  It’s taken six months for Geneforge 4 to make its costs back, but now every time it sells (and it will sell, for years) it’s gravy for Jeff.  And since he now has fifteen games out there, each one selling away, his overall income is high enough that he can make a living.  In his inimitably cynical style, he calls this “bottom feeding”.

Now, Jeff got lucky, true.  He found a market that he loved but wasn’t being served.  He finished his first game and started selling it just as the internet was getting started.  His development cycle (make a game in eight months, then spend two porting it to the PC) allows him to make a ton of games – at least one new one every year.  And the games outsell their costs, leading to profit.

But it can still be done nowadays – indeed, it can probably be done easier, because when Jeff started he was having to advertise his games on bulletin boards and over AOL.  There are plenty of underserved markets out there.  You can still stand out, make your mark, and make your money.

You just can’t do it with a color-matching game, which is what Owen found out.  I truly do wish him better luck next time.


What’s Scarier than The Maw?

A Steam-powered Maw, of course.

On Friday, Twisted Pixel released The Maw on Steam for the PC.  You should definitely check it out.  Just…don’t let him get too big.


First Rejection

Well, my first rejection came from Spacetime Studios.

It was really disappointing because two of the company’s founders are Anthony Sommers and Cinco Barnes, two old friends of mine from Origin. So it’s almost like a “Ex-Origin employees make good” studio and I would have loved to have been a part of that.

Also, they are doing some pretty cool stuff…

But I knew it would be tough to get a position there when I went to their open house. They were mobbed by about two hundred people – artists, designers and programmers – and I saw several people there I knew were more experienced than me.

I will say that the programming test for Spacetime was actually pretty fun to complete, because it involved actually implementing a subsystem based on a design document instead of answering C++ trivia questions. (I remember once being asked what private inheritance was. I answered the question correctly, but for crying out loud has anyone in the history of programming ever used private inheritance?)

Anyway, good luck to the Spacetime guys…I wish them all the best.