Archive for the 'Cool People' Category
Promises, Promises
Okay, I know I promised a whole bunch of stuff that would revitalize this blog and I’ve delivered exactly jack and squat. But there’s reasons! Really!
First, while I wouldn’t say we’re in crunch mode on Elemental, we are working very intently. And the interesting thing is that we’re not working intently to make some publisher happy so that they’ll keep the money drip going. We’re working intently to make our beta testers happy. The current beta (1G) actually has the potential to be – wait for it – fun. It’ll be a nice reward to everyone who stuck with us through the first few betas, which were so un-fun that we felt the need to actually put a warning on the splash screen.
Second, I lost my video card. Well, that’s not really true. I know exactly where it is…it’s in my wife’s computer, since hers flaked out thirty minutes before a raid. I could try to get it back, but I’d probably lose a hand in the process.
So I’m stuck on internal video, which is not conducive to video capture and/or…anything really. The best game I’ve been able to get running on it is Morrowind, and even that is pretty choppy. Hopefully our finances will loosen up towards the middle of the month and I’ll be able to return to the land of the 3D-accelerated.
In the meantime, I’ve found something to keep you occupied. First, GetDaved, who not only has a great YouTube handle but is also one of the best LPers out there now that DeceasedCrab is semi-retired, is currently playing through Galactic Civilizations 2. He did an excellent playthrough of Master of Orion and two (count them, two!) playthroughs of Master of Orion 2, but when he was asked to play Master of Orion 3 he refused, saying he didn’t find that game fun. So he’s playing GalCiv2 instead. Good for him!
We will resume our regularly scheduled programming soon.
I promise.
Again.
2 commentsElemental: 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.
4 commentsBrütal 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.
No commentsBrad 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.
4 commentsGame 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…
2 commentsCharity
“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.”
6 commentsEmbracing 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.
6 commentsHayao Miyazaki Makes Ramen for His Staff
This is my favorite segment from the “Making of Spirited Away” special on the DVD. It turns out that crunching on an animated movie is a lot like crunching on a video game. The staff starts making dinner in rotation and one night, it’s the director’s turn…
Dwarf Fortress Video Tutorials
If you’re like me, you’re fascinated by both the concept of Dwarf Fortress and the depth of its world simulation, but you just cannot crack the shell of that abysmal interface to get at the sweet, gooey gaming goodness inside.
Well, someone going by the handle of Captain_Duck has finally decided to make some video tutorials for Dwarf Fortress, and they are actually pretty good. I would embed one but YouTube won’t let me embed a high-quality video and you need to watch these in high-quality so you can read the text. Stupid YouTube.
Will this get me into Dwarf Fortress? Maybe. I don’t really have time for it right now (major update to Planitia coming up this week) but perhaps later, now that I understand a little better what is going on…
4 commentsWeird Fact of the Day
Lori Alan, who was the voice of the Boss in Metal Gear Solid 3…

…is also the voice of Diane Simmons on Family Guy…

…and the voice of Pearl on Spongebob Squarepants.

That is all.
2 comments
