Category: The Game Biz

The new Battle.Net

Lured by the promise of potential Starcraft II beta keys, I went ahead and created a new Battle.Net account.

And I discovered something interesting that I hadn’t seen people mention much. You can add Starcraft, Diablo II, and Warcraft III to your account just by typing in your (valid) CD key for each product.

At which point Blizzard will store the key and allow you to download and install the games onto any computer.

Which means that, for the first time since its release ten years ago, you can finally play Starcraft without needing a disc in the drive. Same thing for Diablo II. (To Blizzard’s credit, they did remove the CD check from Warcraft III a few updates back.) Indeed, you don’t need the discs OR the cd keys ever again, as long as you’ve got an internet connection.

This is progress of the highest order. The only thing lacking is the ability to buy the games online (Blizzard will still ship you a physical box if you order a game from them). Once that happens, Battle.Net will effectively be Blizzard’s version of Steam or Impulse.

Of course, you can’t add Diablo I or Warcraft I or II…which is kind of disappointing. Maybe that’ll get fixed later. Maybe Blizzard could offer those games as freebies to people who have purchased enough Blizzard products (which, goshwow, I think I have.)


Demigod Update

Despite Demigod’s absolutely disastrous launch, it appears to be selling well. Stardock’s policy of “No DRM” seems to be paying off yet again. I wonder when other companies will get with the program.


What the…?

Google “iPhone RPG” and this is the first link you get.

Take a look at this screenshot:

Do those tiles look…familiar to you?

Now, I’m not saying he stole them from me. He obviously got them from the same site I did. And the tiles are listed as being in the public domain.

But it does chafe a bit seeing someone charge $4.99 for a game that, in all my horribly egotistical honesty, probably isn’t as good as mine.

I really need to start making some games I can sell.


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.”


Cybermage Tryout Video

In this video, I succinctly explain why voice acting in older games sucked so bad while making a complete fool of myself.  It’s what I do.

(Yes, if you’re a longtime reader of this blog you’ve heard this clip before. But I think I’ve “enhanced” it.)


Cybermage Tryout Video

In this video, I succinctly explain why voice acting in older games sucked so bad while making a complete fool of myself. It’s what I do.


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.


Fourth Rejection

This is getting disheartening. And it was made worse by the fact that it was Twisted Pixel that turned me down.

Frankly, I’m in serious trouble. Everybody either wants console experience (which I’ve got, but just a bit) or, on the PC side, MMO experience (which I don’t have at all).

The Going Theory is that in April companies are going to realize that they need developers to make their Christmas deadlines and will start hiring again. I dearly hope that is true.


Newco Has a Name-O

If you’ll recall, in the wake of Microsoft shutting Ensemble Studios down the founders of Ensemble formed a new company to invite former Ensemble employees to once they were done working on Halo Wars. At the time that company was just called Newco.

Now it has an official new name: Robot Entertainment. Eh, I’ve heard worse, I’ve heard better.


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.