Archive for February, 2008

Did You Forget the Map?

Saturday, February 16th, 2008

Or how to efficiently plan your route when you have a project to tackle.

Why are there so many developers who start their engines even before they have any idea on where they are heading, or any idea on how they could get there.

Is failing to plan planning to fail?

There’s an saying “Failing to plan is planning to fail”, and I think there’s some truth in this statement.

In my humble opinion, the most important aspect in game production is pretty simple: to produce games (and bit of profits while doing that). There are some developers who spend years planning their next generation MMORPG game, just to realize that all they have is one heck of a long design document.

Writing design documents can be fun, no problem with that, but planning too much can be a problem as it might never get your project anywhere.

On the other hand, there are some developers who are so concentrated on their superb idea that they simply start doing it without almost any planning. These are the people who end up asking their development partner “don’t tell me your forgot the map”. They forgot to spend little time on planning.

Balance is necessary. Planning too much gets you nowhere, and planning (or preparing) nothing gets you to some place where you probably wouldn’t want to go.

Map tells you the distance

When you get an idea about a game (or feature for a game) it makes sense to draw the plan. After you get the feature ideas and sketch out a brief plan, you can see how much work it would require to get it done.

When asked about deadlines, some studios tend to say “when it’s done”, but the problem with that approach is that unless you have unlimited funding, it might mean that you never get things done. By having a plan, you get a better idea on how far you need to go and how long it takes to get there.

When you start planning and “don’t forget the map”, you’ll start to see whether your project makes sense in the first place. You’ll see dead ends and can decide the route.

Don’t forget the map.

Every Game Purchase Is Based On Emotions

Monday, February 11th, 2008

There’s lots (and I mean LOTS) of discussion about the impact of game price for sales. Some people are certain that if only games would cost 50% less, they would double the sales.

At some instances that might be true, but there’s just one tiny problem with this thinking: irrational thinking takes place when people buy games (or pretty much anything for that matter).

I know that’s a “slight” exaggeration, but if we start thinking about the fact how purchasing decision for games are made, we can quite clearly see that there’s no much sense.

In this article I try to bring out the idea, that even though you and I both could agree that we are pretty rational thinkers, that has little meaning in the end. We’ve just become pretty darn good at convincing us that we make rational decisions.

Let’s look at what takes place in the buying process, and if buying games makes any sense at all. With this article, I try to shed light on what we could know more about buyers, so that we can get more gamers to want to buy stuff from us. That’s pretty selfish reason – I admit – but everybody who wants to create game business out of his game passion needs to think about tricking gamers to buy from you getting people to support your game by making the purchase.

I’m not joking here (all the time). This is pretty good stuff, read on.

Here’s some questions one could ask before he thinks of buying a video game.

Could the money be used in better purposes?
Think about the last video game you purchased. Did you buy the game because it was cheap?

Did you think about the fact that the money could be spent in better way? (Or the fact that staring the bright lights on monitor and playing games can harm your eyes and isn’t exactly the best way to get fresh air).

In fact, there’s lots of reasons why somebody could be thinking NOT purchase ANY games. Here’s what some people (not me) are reasoning:

  • Games make you aggressive
  • Games are bad for your eyes
  • Games make you fat
  • Games are expensive
  • Games suck (you just gotta wonder why the heck these people keep PLAYING those games if games suck so much!)
  • Games are too short
  • Microsoft is evil
  • EA is evil
  • In fact, all game companies must be evil

And the list goes on from thinking about the fact that instead of buying a game you could donate to charity and save some child’s life.

Nevertheless, if we look at the list, we can see that there’s some truth in it. For example the violence aspect, it is true to some extent (check out my blog post: Violence in games makes us murderers).

Getting fat (or not losing it) can be true to some people. It might be a better option to be outdoors instead of playing games all day long. (If you don’t believe me, check the World of Warcraft episode on South Park series)

If you look at some big companies, then you might have seen them do some things people could consider evil (like firing lots of people). But that doesn’t make game companies evil in an absolute sense, but there can be truth behind those statements.

Reasons to buy games
On the other hand, there’s lots of reasons to buy video games:

  • They are fun
  • They are cheap (yes – some people say they are cheap)
  • Indie game companies need to be supported
  • Games can last for long (just compare with watching 2 hours long movie)
  • Games are challenging
  • Games keep kids out of streets from shooting other people (thus – they reduce violence)
  • You can learn languages
  • They keep your child busy so you don’t need to spend time parenting
  • And so on.

There’s lots of reasons to buy games. It makes sense you could say.

Is it rational?
Here’s the key point. None of those reasons are based solely on objective facts. While there’s some scientific evidence on them (and yes – some games are too long), that still doesn’t make a rational reason to buy games. Even if you have fun while playing games, it doesn’t mean it’s a rational decision to buy games.

In fact – if it’s about “having fun”, what more is that than something based on emotions? You feel the fun (you don’t “know that game is fun”, you feel it) and it’s those feelings and emotions that really makes us buy.

I mean, rationally thinking, wouldn’t it make more sense to save some child’s life by giving money to charity than purchase the latest video game?

We feel differently and hardly even think this type of comparison when we purchase games.

Yes, we purchase games because they are fun (and for some other reasons). While it’s true that price affects our decisions, ultimately it’s our feelings and emotions that really tell us what to buy.

And then some examples
I purchased Half-life 2 multiplayer game some months ago via Valve’s Steam. The reason I purchased it was so that I could test a zombie game mod. While there might have been some rational reasons (I keep saying “market research” to my wife), the purchase timing was completely irrational (I just bought the game as soon as I heard about the mod, without much thinking). And, I think there could have been other games to check out. Nevertheless, I made the purchase – and it wasn’t based on rational reasons. In the end I “felt like I really need to buy that game” (and the “so that I can test it” came after to rationalize the buying process).

Let’s take another example. Couple of years ago I bought Battle For Middle Earth strategy game. Rationally it made no sense (it was such a time eater that I suppose it theoretically cost me thousands of dollars to play that game – if I think about the time spent on playing). I bought the game because I wanted to play it, and the LOTR brand has such a positive image in my head (just read my past blog post about why people buy games) that I simply had to get the game.

Do you really think price was a factor? I could rationalize by saying it had… but that would be lying. In the end: it was the irrational feelings that got me in the buying mood.

What were you thinking when you made your latest game purchase?
Okay, it might happen that I just admit the fact that I buy games (and pretty much everything) based on emotions. Logically it doesn’t make sense, I admit that my logic is telling me “that’s not true”, but what the brain logically fails to see, doesn’t make it untrue. In my case: I admit that I buy stuff based on emotions no matter how much my brains try to persuade me and say I buy based on rational thinking. There might be some shreds of logic when I purchase something, but ultimately it’s the feelings that are in control.

Now, let’s get to you.

What do you think?

Has anything I’ve written here resonate in any level. Even though you are probably an intelligent individual, have you really put your logic under a serious scientific experiment? Have you really explored every tiny bit of feeling that you’ve had after making a purchase.

Think about the last time you purchased a game.

Was it a rational purchase? Was it because “price was so good”? Or was it because you assumed it is a good game? Could you have waited 30 days before making the purchase – or did you just had to get the game? Weren’t the old games enough fun to keep you playing them?

What were your reasons for doing the purchase? If you look carefully, do you think you really based the purchase on rational thinking, or could it been that you purchased the game for some hidden reason – and then justified it with logic?

Tell us.

To Clone Or Not To Clone?

Thursday, February 7th, 2008

Jake from Grey Alien Games arouse a subject on their blog, regarding the differences on cloners vs. idealists on casual game design. To clone or not to clone, that’s the question! I think it worths to make a post on this subject.

I think the Cloners vs. Idealists subject for casual game market can be evaluated from another perspective: cloning is less risky. Of course you will have a smaller piece of the pie, since there are so many clones like your game, and the game will sell well for just a couple of months. But cloning IS less risky also, after all you are selling something that is already proven successful. For no other reason EA releases the same games every year.

The Risks

Innovation is way more risky, and much more costly – it will take more time to get to a both innovative and salable gameplay. Maybe years: consider Bookworm Adventures and The Sims. Producers will have to throw away many prototypes, and can’t be sure when exactly will have that design that will nail when implemented on a final form.

Since casual games focus on gameplay experimentations can really postpone milestones and delivery dates, and that means more months maintaining infrastructure and salaries – the final cost may skyrocket from first predictions. Even more risky, the public might not like it at all! Consumers do like more of the same, and tend towards concepts they already know and are familiar with.

The benefits

However, the final game, for its uniqueness, can outsell any ultra-polished clone and have a trully extended lifespan. Consider Peggle, Chuzzle and Diner Dash – titles that have been selling (and will sell) for many years. Hell, Bejeweled is five years old and still sells so much!

Even better, it might create new consumers who aren’t used to play much games, but for some reason got atracted by a new concept. Juan Gril exposes here how innovation on gameplay can create genres/markets by turning non-game-consumers into new players.

The Important Decision

Deciding on cloning or innovating could end on a clear economical choice:

- Will I take the safer path and sell a fair number of units for one or two months, but with a somewhat already built fan base?

- Or will I invest time and money on a more innovative and potentially more profitable project, but risking on ending up with something not fun enough (poor sales) or that will demand more money and time than predicted?

Project Top Secret Is Looking For Artists Now

Tuesday, February 5th, 2008

I’ve enjoyed watching the Acclaim’s Project Top Secret – directed by David Perry – although I really think they should provide simpler information about what the project is all about and how people can participate.

Anyway, Project Top Secret (probably the biggest community created game in history) is in the home stretch to completion. Their team is putting the final touches on the game design and development teams are working on the code. If you are an artist, please feel free to get involved. Check out more information on their boards.

Interesting to see what these guys have done. We’ll wait and see how it goes.

Programming Tips Ebook You’d Might Want to Check Out

Tuesday, February 5th, 2008

A friend of mine Arto (or Arex) has put sale his Programming tips ebook. I’ve known Arex for years and seen his talent in action – and I’ve read the ebook. The short & sweet ebook contains 18 pro tips from a programmer who has poured years of knowledge in doing his 3D graphics engine, formerly worked at Nvidia and currently programs at Futuremark.

Arex is a fine chap and the ebook costs $18 (that’s one dollar per tip). There’s some good info in the ebook (see the free sample here), and the offer comes with 28 day money-back-guarantee, so if you are not happy with the product – just give it back and ask for the refund.

It’s quick read, and the offer is located at Arex’s website: Dawnbringer3D.com

Interview With Bruce Everiss, Veteran Games Industry Marketer

Sunday, February 3rd, 2008

GameProducer.net had a chance to have an interview with Bruce Everiss, game marketer who runs his game marketing blog BruceOnGames.com.

[GameProducer.net] Hi Bruce. You are a veteran games industry marketer and have helped start-up companies Imagine and Codemasters to become the best-selling publishers. Could you share a few more words about your past experience and what you currently do?

Bruce Everiss: Just now I mainly work on my blog Bruceongames and on my artist’s community Artforums.co.uk.

I have spent the last 30 years in and around various bits of the microcomputer industry and was lucky enough to be in the principle marketing role at both Imagine and Codemasters in their first year of trading. Both became the biggest UK game publisher by sales volume in that first year so we had some exciting times.

[GameProducer.net] How did you get into game marketing, and what tips you’d like to offer for those who want to improve their marketing skills?

Bruce Everiss: In 1978 I noticed that the professional computer magazines were talking about new fangled microcomputers. So I opened one of the first computer stores, Microdigital in Liverpool, everything followed from that. There are two ways to improve your marketing skills, doing it and reading about it. Both at the same time would be just about perfect. It helps to engage your brain as well. Marketing is more an art than it is a science, what you are really trying to do is to manipulate mass conciousness.

[GameProducer.net] Great. Marketing games has gone through some major changes in the past years and in the past decade. Digital downloads for example is a totally new distribution channel we didn’t have some time ago. Viral marketing possibilities such as YouTube have come available to public. What’s your view on these new technologies, and how companies should benefit from them in their marketing efforts?

Bruce Everiss: Viral is nothing new. Advertisers have always sought to get their adverts talked about. Look at the Wonderbra “Hello Boys” campaign for instance.
The main advance of the internet is that you can talk interactively in real time to your customers and potential customers. This is powerful and dangerous at the same time, so it frightens some marketeers and enpowers others.

It is important not to forget old media. It still has speed, power and reach that new media cannot compete with.

[GameProducer.net] Some time ago you wrote in your blog about free gaming. Free gaming is growing, but what do you think, will the biggest gaming companies in the world jump in that bandwagon, or will they keep selling their games through retail channels?

Bruce Everiss: Electronic Arts are already doing it, as I pointed out in the article. High street retail of cardboard and plastic is ultimately doomed, to be replaced by a mix of business models, one of which is free gaming.

[GameProducer.net] What other opportunities do you see in today’s gaming industry besides the free gaming?

Bruce Everiss: The iPod Touch and iPhone will take off in a big way as gaming platforms.
Social networking and gaming will come closer together. We have seen this with Steam and we will see it more with Sony Home and Microsoft Live. Coming from the other direction FaceBook and MySpace will have increased gaming content.

[GameProducer.net] In the end I’d like to ask: If you’d have to give one advice to game companies on how they could improve their marketing. What advice would that be?

Bruce Everiss: Employ me, or at least read Bruceongames!!

Seriously. Know as much as possible about your customers. Then engage in the most efficient dialogue with them. Good marketing is just word of mouth on steroids.

[GameProducer.net] Thanks for your time.

Bruce Everiss: Thank you very much for inviting me.

[GameProducer.net] For readers who want to find more about Bruce & game marketing:
Bruce’s blog is located at BruceOnGames.com and he’s available to consulting on various type of services ranging from game marketing to strategical advice and more.

WordPress Update on Progress

Friday, February 1st, 2008

I’m updating my blog platform.

This will probably take some minutes to do (I hope).

I’ll let you know when the update is done.

We’ll be right back on business in no time.

Or like they say in games…

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Update: And done!