Archive for the 'Game Programmers' Category
“Ben There, Dan That!” and the Supremacy of Community
So two froody dudes, Dan “Gibbage” Marshall and Ben Ward, decide to stop piddling about with their own pathetic projects and team up, creating Zombie Cow Studios in the process.
And to celebrate, they decided to give away a game for free - an adventure game called Ben There, Dan That!, which stars…um, them. That’s right, you control Ben and Dan as they bumble through a loving homage to the classic Lucasarts Adventure games, doing things like smacking priests with bibles, visiting alternate dimensions, and…um…climbing out of a cow’s rear end. Hey, they’re British.
Now, even given the fact that they used Adventure Game Studio to create the game, that’s a heck of a lot of work to just give away. But I heartily, heartily approve of the process, and not just because I’m cheap. I think it’s the right thing to do because it helps them grow their community, and I believe that community is the solution to all of gaming’s problems.
Does your game stink? Get people interested in the potential your game might have and they can help you fix it. And you don’t have to do it all before you ship. Feedback after you ship is just as vital - but those lines of communication must be open.
Are you having trouble marketing your game? Again, community can help. Bungie’s testers sang the praises of Myth: The Fallen Lords to all their friends once their NDAs were lifted, which helped Bungie as they took their first steps into the PC market.
Are you having trouble keeping people interested in your game? Once again, community to the rescue. The most popular online first-person shooter in the world is still Counter-Strike, which kept copies of the original Half-Life on store shelves for years. The incredible response of the Korean community means that you can still walk into a Wal-Mart and buy a copy of StarCraft - a game that was released in 1998! Caravel Games goes even farther with their Deadly Rooms of Death series. The DRoD games consist of a layout of rooms, each containing a puzzle. The DRoD website gives you an overall map of the game - and clicking any room on the map takes you to a forum thread discussing that room. It’s an excellent way to provide player-based support, in addition to player-created content.
Are you having trouble funding your game? Yes, this is the iffiest one, but it’s been done. Lots of people have started by creating a small, well-supported game and then rolling the profits from that into something much larger. I think my favorite story of this nature is that of Jeff Minter, who was saved from having to get a real job by the incredible response to Llamatron, which Minter released for free along with a README.TXT file that included this paragraph:
Here’s the deal. You play Llamatron and check out the hook. If it gets you (and I reckon it will if you like mayhem), then send us a fiver and, as a reward for being so honest, we will send you an ace poster of our gun-toting llama, a newsletter, and a complete copy of Andes Attack, originally released in 1988 to considerable critical acclaim. Two games for a fiver - can’t be bad. And if the response is good, there will be more Shareware. And better.
And of course there’s also the aforementioned Dan Marshall, who is currently in the process of giving away two hundred pounds to an indie developer chosen by his readers.
This is the kind of thing Jeff Vogel is talking about when he says, “Shareware is a force for good.”
And finally, the big one.
Are you having trouble with people pirating your game?
Well, of course you are. People pirate stuff. They’re going to do it. You can’t do much about it.
If you want to come to terms with piracy, you need to come to understand that you’re not trying to eliminate it. You’re trying to reduce its impact to the point where you can still make the money you need to make on your game to stay in business. I wish I could tell you to just ignore piracy but I can’t - you should be going onto those download sites and demanding that they remove your game, because you do want pirating your game to be more complicated than just doing a Google search.
How can community help here?
Well, it’s harder to steal from somebody when you feel like you know them personally. It’s also harder to steal from somebody when they are trying to be the good guys.
The seminal example of using community to beat piracy is Stardock’s Galactic Civilizations 2. Absolutely no anti-piracy stuff on the disc. No CD key. No CD check. No phoning home. No refusing to run if there’s a compiler on the same system. No installing low-level drivers that monitor all data traffic without the user’s knowledge. Nothing. The only thing it uses is a unique account key that allows you to create a support account on Stardock’s digital distribution network, so that you can redownload the game if you lose your discs.
And yet it sold a bazillion copies and was a huge moneymaker for Stardock. And as I’ve mentioned before, one of those copies was sold to me. Even though I’ll never have time to play such an involved game. Why did I buy it? Because they were doing it right.
I have said that game design is a conversation between the developer and the player. But now I’ve come to realize that the metagame of game development is the same thing.
If you want to succeed in game development, don’t just make games. Help people have fun. And that means getting personally involved, with all the risks that carries.
3 commentsWhat My Friends Are Doing
Yes, it’s another “while you are waiting” post. Deal.
I’ve got a couple friends here at work whose websites are definitely worth checking out.
First, Patrick Rogers. He’s an avid Go player who recently hit traffic gold on his site by being the first person to post the complete lyrics to all three episodes of Dr. Horrible.
Second, Brandon “Rusty” Parks. Rusty’s a real character, as you’ll be able to tell when he starts talking about how the universe has a discrete pixel size and a discrete frame rate.
Third, Bobby Thurman…who I actually don’t work with any more and probably should keep in better contact with.
And finally, you know those people who keep coming into game development forums or IRC channels and ask how to program an MMORPG? Yeah, laugh at them. Go ahead. Because everybody knows that nobody can possibly write an indie MMORPG. And oddly enough, it’s being worked on by all three of the gentlemen I detailed above! What are the odds?!
3 comments“No. There Is Another.”
It’s not just me! I’m not alone! The thing I like most about this is that he’s taking a completely different tack. He’s doing as straight a remake as possible, whereas I, in my Yankee arrogance, have decided to actually try to improve on the original game.
I can’t wait to play it.
2 commentsGuess What I Forgot All About?
That’s right - the Ludum Dare. Once it was over I completely forgot about it, which means I forgot to play the other games of the competition and vote for them.
And now the results are out! I can hear you out there squealing, “Viridian! How did you do?”
Well…I came in Fifth in “Best Timelapse”
Here are my results. The comments are actually pretty kind; it’s just that the game wasn’t outstanding enough in any area to merit an award. Ah, well, it was my first time. I loved the “Women Are Monsters” award; it didn’t even occur to me that the symbol I was using was the “female” symbol…I can never remember which one is which anyway.
Oh, and I’m glad MrFun won best overall. I played his game, it was awesome.
2 commentsFrayed Knights Pilot is now out!
Jay Barnson, the man who inspired me to write an RPG in 40 hours with this article, has a new RPG of his own out! It’s called Frayed Knights and it combines Wizardry 8-style gameplay with as much snarky humor as you could want.
Get the “pilot episode” here. The price of admission is that you must fill out a short survey about the game so he can make it and later episodes better.
No commentsA Torrent of Talks
Thanks to SteelGolem for the tip that there is now a torrent for Warren Spector’s game development talks. You’ll need Bittorrent or a similar program to use it. It appears to be well-seeded at the moment, so grab ‘em while you can.
4 commentsA Whole Bunch of Evenings with a Whole Bunch of People
Just as I’d hoped, the University of Texas is making all of Warren Spector’s talks available. Fortunately, you won’t have to buy a DVD - instead, you can just download them all from here (Quicktime format, large files). I would like to suggest you do so quickly, before they change their minds (or run out of bandwidth).
Edit: Well, that was fast. They’ve taken the page down. Turns out they made them available before all the legal stuff was handled. There’s an alternate download site here…but I’m not sure if that’s supposed to be available or an oversight.
Edit: Now the alternate site is gone too. I guess we’ll just have to wait and hope the files become available again in some form.
3 commentsAtanua
Proving yet again that he is cooler than I will ever be, Jari Komppa has released a new software thingie called Atanua. It’s a toybox filled with logic circuits, switches and LEDs and allows you to string these pieces together to make virtual electronics. You could even build a computer inside your computer!

This was Jari’s final project for school and is damn impressive if I may say so. If you try it out, be sure to send him feedback and bug reports, since this is the initial release.
3 commentsCollector - A One-Page Game
Bwahaha! The One-Page Game meme grows!
Casey Dunham has now written a one-page game called Collector. Collector is based on a famous arcade game just like my game Sandworm was. Which one? I’ll let you find out yourself
Casey said that he likes the one-page game format because he’s so busy as a student that he doesn’t really have time for anything more involved. Well done, Casey!
2 commentsAquaria
Aquaria is a new 2D action-adventure game. It’s the culmination of two years worth of work by Bit Blot, which consists of Derek Yu (artist) and Alec Holowka (programmer, musician). The voice of Naija, the main character, was performed by Jenna Sharpe. The indie scene has been looking forward to this game for practically its entire dev cycle and for good reason…
The game was finally released Friday. I played the demo and it’s just as fantastic as I’d hoped. If you’re a fan of Metroidvania-style games you should definitely give it a try.
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