Can one man write a good game anymore?

http://www.spidweb.com/

Take a look at those games. Commercial quality and are damn fun. :slight_smile:

No offense to the authors but looking at the screenshots of the two games on the front page hardly makes me jump for a ā€œcommerical qualityā€. However, a post earlier on this thread makes the point:

Kev

I think they look commercial quality. As in, something that would sell. You donā€™t need 3D and pixel shaders to make something of commercial quality; just good design.

Cas :slight_smile:

Whoa, spiderweb are still going? Exile 2 was amazingly addictive, yet I didnā€™t have the cash to fork out and buy it at the time, maybe Iā€™ll see what theyā€™ve got to offer now :slight_smile:

They might not have wonderful graphics but theres a consistant style (and if Exile is anything to judge by theyā€™ll be very polished and huge plot & places to explore :slight_smile: )

Yeah, I totally agree, and I wasnā€™t really having a go at the lack of 3D/pixel shaders. I meant it doesnā€™t actually appear to have that ā€œpolishā€ associated with professional artists.

Not to pick a special case, but if you look at screenshots of the menu/ingame in AF the graphics are obviously very polished, sorta smooth. The games on that page donā€™t appear to have that quality to the GUI or the face and inventory shots.

Kev

It is amazing what antialiasing and transparency can do for a professional look, isnā€™t it?

So I wonder why after all these years the l&fs in Swing still donā€™t render antialiased :confused:

Cas :slight_smile:

Donā€™t forget that Ultima games looked like those two a few years ago! I wouldnā€™t call them AAA games by 2004 standards, I donā€™t expect the big publishers are dying to get hold of them, but they definitely sell and from what I hear are very good games.

Edit: Oh, and the RPG world is a lot more forgiving than the arcade world! Most CRPG players really do value story over graphics.

Exactly. If I were a proper RPG fan Iā€™d be wetting my pants over that screenshot.

Cas :slight_smile:

[quote]http://www.spidweb.com/

Take a look at those games. Commercial quality and are damn fun. :slight_smile:
[/quote]
Arggh! Number. One. Amateur. Mistake. ā€¦ ā€œignore screen resolutionā€. I literally need a magnifying glass to see the charactersā€¦

Runescape made the same damn mistake years ago, and I kept pestering the author to spend the 30 seconds required (an exaggeration, but the 3D engine definitely wasnā€™t hard-coded to that sizeā€¦the author just didnā€™t think anyone needed it any bigger) to make a new version of the applet that worked at a different resolution.

Classic, stereotypical, ā€œIā€™m a developer, making games for myself, I donā€™t need to try hard to understand what players needā€ mentality. Hereā€™s hoping Exile3 on other platforms can change resolution (although I have a sinking feeling about thisā€¦).

EDIT: ā€œGeneforgeā€ on that site is excellent (niggle with resolutions aside). Great user-interface, and fun new game ideasā€¦

I donā€™t think one man can write a good game anymoreā€¦
But perhaps one woman canā€¦

Old habits die hard huh? :wink:

[quote]I donā€™t think one man can write a good game anymoreā€¦
But perhaps one woman canā€¦

Old habits die hard huh? :wink:
[/quote]
Depends; how many man-months are there in a woman-month? According to the women in my life, the answerā€™s quite a few ::slight_smile: but I reckon thatā€™s cheating.

I still think one man can create a commercially successful game, Iā€™m banking on it and Iā€™m about set to find out if Iā€™m right. I donā€™t think a single person is going to be able to compete with some of the major commercial games, but tetris, one of the most successful games of all time, couldnā€™t possibly have been more than a few people involved in the game itselfā€¦ sometimes simple is perfection.

Isnā€™t the point that games market has changed since tetris was released, the market as a whole didnā€™t expect much then. Now, there is a whole bunch of demanding punters out there who want more. more. more. Should you release tetris now (or similar simple game) the moola it would bring it probably wouldnā€™t make it a ā€œcommercial successā€.

Not that I think one man canā€™t do it, just that Tetris isnā€™t a great example.

Ramblingā€¦

Although I suppose it all depends on what you consider a success. Most business folks would sayā€¦

good profit = success

so if you do produce a game that does sell (a fair number) and its only one person producing the game I guess your initial costs were lower (only one salary for one) so the success is going to be easier to obtain.

Strangeā€¦ we seem to have had a few posts like this where it all depends on defining clearly what the question is :slight_smile:

Kev

FWIW, one man can still write a good MMOG and make hundreds of thousands out of it (I believe, also, millions, but I donā€™t know of any that have managed to go that high).

The key is really that an MMOG can be (and, if you know about the industry models, must be ) upgraded continuously over time. One man gets it going, makes enough money to hire more staff, it continues to grow, etc. Eventually he owns probably 90-95% of a multi-million-dollar business (assuming 5-10% goes to employee stock program, which is roughly normal).

For a more detailed look at individuals building MMOGā€™s in particular, see:

http://www.stratics.com/content/articles/mmoguide.php

[quote]The key is really that an MMOG can be (and, if you know about the industry models, must be ) upgraded continuously over time.
[/quote]
This is actually a key best practice for success as an indie developer. Using my own development as an example, Iā€™ve spent about 6 months continuously tweaking Alien Flux in order to maximise its potential over the long run. At its release, Alien Flux had a conversion rate of less than 0.1% - ie. for every 1,000 people who downloaded it, we got 1 sale. Alien Flux will remain on sale for several more years - 4 or 5 maybe - and in that time it might expect to get 100,000 downloads. At 0.1% conversion rate weā€™d have had a mere 100 sales in all that time, for our 6 months development effort.

By tweaking and measuring (the measuring part is critical), weā€™ve managed to deduce what makes things sell better. We now have a conversion rate of around 1%, which will in turn net us around 1,000 sales over the lifetime of the product. I admit thatā€™s pretty poor really but one of the lessons weā€™ve learned is that if you aim for a niche market you get niche sales :slight_smile: (Weā€™re instead going to hike the price a bit and see how that does)

There is further tweaking weā€™d still like to do to Alien Flux. My ultimate aim is to get it converting at around 3% - a tiny increase in percentages but a tripling in sales.

We can take the lessons weā€™ve learned with Alien Flux and incorporate them directly into the next game, saving us months of tweaking and experimentation. The main lessons weā€™ve learned are:

  1. Aim for broader appeal straight away. Defender is a niche game design in the first place.

  2. The whole game buying process is targeted directly at impulse buying. Weā€™ve removed every barrier we could to just buying the game immediately. These barriers are:

[]Having to leave the application and surf somewhere
[
]Having to pay too much money
[]Having to pay too little money (ā€œnot worth getting my credit card out forā€)
[
]Having to download the full game separately to the demo
[]Being able to play the game indefinitely - why bother paying if you can still play the demo?
[
]Not being confronted with the opportunity to buy the game wherever possible - if your application isnā€™t going to remind the user to buy it, who is?

The built-in online payment screens were a great success, leading directly to a doubling in conversion rate.

  1. Time limit your demo. Always. But donā€™t feature limit it if you can help it.

  2. The Mac market is enormous and lucrative. The Linux market is still a total waste of time.

So what Iā€™m saying is - writing a game and then just throwing it at download.com and waiting for the sales to roll in is a sure recipe for financial failure. Without constant tweaking and subsequent measuring of success to check that the tweaks worked, youā€™ll get nowhere - in any game. But as you learn the repertoire of tweaks that work you can make any game sell - even a niche weirdass game like AF - and become more and more successful at it. (The trick is, uh, unlike me, not to run out of money before you start making a profit :wink: )

Hm, big ramble - am I making sense?

Cas :slight_smile:

Thanks, Cas. I was being lazy when I said ā€œthe trick isā€¦ā€ above :). I should really have also said ā€œā€¦and MMOGā€™s, being a service, can earn money from the first day of inception, rather than waiting for a product to be completeā€.

Services have sellable value when immature - itā€™s less value, sure, but itā€™s still significan. Products need to be completed before they have value :).

Itā€™s a gross generalization, sure, but any one skilled developer can make enough money from an MMOG to live off after 6 months work if they pursue the right business model; at the moment, not enough people are using that business model in the MMOG market (the article I cited touches on thisā€¦). As Damion Schubert put it, the secret is not to ā€œthink bigā€ but to ā€œthink smallā€, and see how much profit you can make - and how easily - from an MMOG whilst itā€™s still small.

[quote]4. The Mac market is enormous and lucrative. The Linux market is still a total waste of time.
[/quote]
Itā€™s what I speculated several months ago, Iā€™m glad to see it confirmed. As a recent Mac ā€œswitcherā€ I canā€™t find ANY Mac games on the shelf of the local storesā€¦ (Of course now even PC games make up only a tiny section in the local chain store for video games -EB)
Even if you go to an Apple dealer the pickings are slim. Iā€™ve always wanted to try ā€˜The Simsā€™ since it seemed to get decent reviews and i figured the price would have come down a bit nowā€¦ I know it is out there for the Mac, but it is hard to find in a storeā€¦ all I see are expansion packs, never the main game. Other titles are old (Tomb Raider). There are a few select titles available, mainly online directly from the publisher or Apple.

I donā€™t actually buy many games, but Iā€™ve grabbed Bugdom II - purchased online/downloaded. (Which is very nice and my nieces and nephews love it. Many wished they could get it for PC - if only it was developed with Java :slight_smile: ). Iā€™m thinking about getting Ottomatic. I bought ā€˜Enigmoā€™ online/download as well - itā€™s a nice puzzle game similar in concept to ā€œThe Incredible Machineā€ā€¦ Alien Flux of course (but I got that on PC before the Mac verision was available). But these account for a large percentage of the (decent looking) games Iā€™ve even seen available for the Mac. The pickings are slim but there are some gems among them. And they seem to be made by relatively small companies. All of them could be done today using Java (like AF) & they would have the PC market to sell to as well. I know I could sell a few PC versions just to the people that watched me play them on my Mac. Maybe Tribal Trouble will be my next purchaseā€¦ It looks interesting and I really canā€™t wait to try it out. Being able to play it on my Mac laptop, or my Windows desktops is a plus.

Overall I think it is very interesting that with Mac having such a low market share it accounts for such a large percentage of the Alien Flux sales. For indies it seems that doing a Mac version is worth it - which is not what you would first expect at all given the market size. The key factor is that the Mac is mostly ignored by the big guys, leaving a void for the indies to fill.