The World Really Isn’t Flat: Xbox Live Indie Games & Pricing

Believe it or not, there are people out there still who insist the Earth is flat.  As in, they still exist.  Today.  In 2012.  I’m not joking.  They have a website and everything.  This is not a tongue-in-cheek movement.  These guys really, truly believe that the entire population of Earth has been bamboozled into believing the world is round.  This an example of a phenomenon in society called “denialism.”  Denialism is defined as a conscious rejection of an indisputable fact to avoid an uncomfortable truth.

Denialism is practiced among some Xbox Live Indie Game developers.  They still cling to a belief that selling their games above the minimum price Microsoft requires is a viable strategy.  Despite overwhelming evidence to the contrary, they truly believe that their game will be the exception to the reality of the marketplace.  In essence, they are telling people that the world is flat, and they’re willing to throw themselves off the edge of the Earth to prove it.

Imagine how Ian Stocker, creator of the sublime Escape Goat, felt when he discovered the world was not flat.

It was announced today that pricing policy has once again changed for Xbox Live Indie Games.  As of this Wednesday, developers can change their prices once every seven days.  The immediate reaction this?  “Finally, we can have sales!”  Oh dear.

Here is the reality that you, Xbox Live Indie Game developers, have been dealt.  You have no marketplace share.  You have less representation on the Xbox 360 dashboard than accessories for avatars.  There is no tab that announces when an indie game’s price has been changed.  There is no tab that announces when a game has been patched.  XBLIG sites do less than a fraction of the traffic of mainstream gaming sites.  In short, you probably have a better chance of being struck by lightning than having a hit Xbox Live Indie Game.

I’m going to pull a number completely out of my ass and guess that 99.9% of all XBLIG sales come from impulse buyers.  People who have just a few spare points left and would rather have a game than a sombrero for their avatar.  The games they purchase are selected directly from the dashboard, not from reading sites like mine.  When they go to the marketplace, there are four tabs for indie games: sort by genre, sort by name, best-selling, and new releases.  New releases and best-selling are the key here.  This is where almost all decisions to buy an Xbox Live Indie Game are made.  It’s not on Xbox.com, it’s not from Kotaku, and it’s not from Indie Gamer Chick.  It’s on the dashboard.  The point of sale.  Xbox Live Indie Games are a pack of gum next to the cash register at a grocery store.

This is why temporary sales on Xbox Live Indie Games won’t work.  Because  most consumers don’t pay attention to the scene.  They select games based off the available tabs on the dashboard, and that does not feature a “recent price drops” tab, at least for XBLIGs.  It probably never will.  Without that, a price drop means diddly squat to consumers.  If they see a game that is 80MSP that normally sells for 240MSP, they don’t know they’re saving points.  Consequently, they have no way of seeing if a game they were previously interested in has gone on sale, unless they gain that knowledge directly from the developer or from following the scene.  As I’ve previously established, there’s very little interest from consumers in taking the time to do so.  The scene is so small that calling it niche almost feels like a stretch.  If you price at anything above what your minimum requirement is, you miss that one chance.  If you’re lucky enough that someone takes the time to look at your game on the marketplace, it’s probably off of the new release tab.  Once that 240MSP price tag is spotted by the consumer, your game’s hope of being purchased by that individual is likely gone.  Forever.  After all, you’re competing directly against hundreds of games that will price at 80MSP.  Consumers get four screen shots and a brief description of the game to go off of.  Maybe your 240MSP title is better than the three 80MSP titles that person has their eyes on.  But is it one-for-the-price-of-three better, when you have so little info of the game there to base your decision on?  I really hope this is sinking in.

“Hey wait, FortressCraft and TotalMiner has grossed over $1,000,000 and they’re priced at 240MSP!  See, the world is flat!  I told you so!”  Um, no.  The world you’re living in really is round.  Those guys live in an entirely different universe altogether, where your laws of physics don’t apply to them.  Which is ironic given that the physics in such games are typically way fucked up, but that’s beside the point.  Minecraft just became the best-selling Xbox Live Arcade Game in record time.  Before it came to the platform properly, the original PC game had spawned an entire cottage industry of clones, mods, and communities.  It’s fair to say that the genre is trendy right now.  The games that climbed the best-selling charts did so because there was an immediate demand for that type of game on a console.  Period.

Pictured: A really good game that did not have tens of millions of people drooling over the prospect of it.

Of course, sometime soon one or both of those games will probably have a special one-week-only 80MSP sale, which will cause a spike in their sales figures, and this will be all the proof that XBLIG flat-Earthers need that sales can work.  They’ll probably also point to games like Escape Goat and Take Arms, which started at 240MSP and then caught on fire after their prices dropped.  But that’s also a little different, because both games dropped their price around the time that Microsoft’s original price-change policy went into effect.  It got mainstream attention and larger sites covered it.  Escape Goat and Take Arms happened to be two of the best games that took advantage of that, even though both games were small enough to have been priced at 80MSP from the get-go.  Ask those guys what they would do.  If they knew then what they know now, they would have priced their games at 80MSP.  They’ve both said so on this very website and elsewhere.  Hell, if some misguided developer had a wonderful game and plans to overprice it, they would probably get on their hands and knees and beg the person to reconsider.  Why?  Because they care about the community, and they know the reality they live in.  It might not be fair or just, but it is the cards you’ve been dealt.  You can keep trying to prove the world is flat, but the only thing that is going to fall off the face of the Earth is your game’s sales figures.

Indies in Due Time: May 19, 2012 I Love the Polish Edition

Well I do.  They gave us Polish Dogs and.. um.. I’ll come up with something later.  To the trailers.  I seriously think this is the best collection of trailers ever done for Indies in Due Time.  I’m not saying that to hustle you.  If you’re reading this, you’re already here.  But really, these are five pretty dang good-looking games.  And the last trailer is mind-blowing.  Are you hyped yet?

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What I Learned From James Petruzzi

Long before I asked James Petruzzi, developer of Take Arms and 48 Chambers, to do his excellent Tales from the Dev Side editorial for my site, I sought out his help for a planned article that never really panned out.  Although that didn’t come to pass, the hours Brian and I spent talking with James completely altered my perception of how certain Xbox Live Indie Games should be judged.  Before that conversation, I didn’t appreciate the absurd difficulty and almost unbelievable sounding limitations that Xbox Live Indie Game developers are saddled with.  As someone who has never developed games, I couldn’t grasp just how hard it was.  Mind you, I was (and really still am) new to the XBLIG scene.  I was told that XNA was one of the simplest development tools many long-time indie developers had worked with.  So it was like “well if that’s the case, why is putting online in your game such a big deal?”

Well, obviously I was wrong.  I quietly backed away from my “games should have online functions” policy.  Sure, I will still say that games can benefit from online play, or having online leaderboards, but I’m not going to let that be the focus of any review, which I had done in the past.

I’ve reviewed multiple games with online functions, and about two months ago, Brian and myself came to a realization: not a single online XBLIG we’ve played has ever been without some really serious glitches.  That is without exception.  It is universally true.  Most of these games I review shortly after their release, and it’s not unusual for me to have to accept a review code to give to someone else to test the online feature because of the lack of other active players.  This is  only time I do accept review tokens.  The code is given to someone else, while my copy is purchased by me.

Bug Ball was the game that created a change in my online review policy. It’s a good game, but networking issues greatly hampered its online playability.

I have a reputation as being the harshest critic on the XBLIG scene, and I’ve certainly earned it.  I’ve been told I’m overly brutal, too nit-picky, and sometimes even mean.  That might all be true, but there is one thing you can’t deny: I’m fair.  Every game I review starts with a clean slate.

Back in February, a developer requested that I play their latest game, Bug Ball.  A review code was provided, which I gave to Brain and his roommate.  We really enjoyed the game, but unfortunately, it was riddled with multiple glitches related to online play.  Characters would disappear from one player’s screen, the ball would disappear from one player’s screen, or sometimes the game would just stop working on one of our sides.  I believe this was the first online game I reviewed following my conversation with James, and thus it was the first time I was aware that the developer had no way of knowing that these kind of glitches were happening.  After all, they could not truly test the game over Xbox Live.

Brian and I talked about it, and we both decided that if I was to publish a review noting the glitches and how it ruined the experience for us, it would eliminate my right to claim that, no matter what I’m accused of, I’m always fair.  Because slamming a game for issues a developer could not possibly have been aware of would not have been fair.  Thus, we decided it was time for a change in Indie Gamer Chick policy.  I contacted the developer and told them what issues we had, and that I would hold off on my review until they had a chance to fix the problems.  Shortly there after, I added this policy to my FAQ.

I am often asked if I could help playtest games, or join the AppHub.  I’ve had more than a dozen people generously offer to stake my XNA membership fee.  But it’s not something I’m interested in, nor is it something I think I should be doing.  As a critic, I feel it’s important that I stay separate from the development process.  Although I understand that developers do want honest feedback in their games before they reach the marketplace, and I really do sympathize for them when they can’t get that, it shouldn’t come from me.  Doing so would compromise the entire point of my site.

I had a lot of fun playing Spectrangle360, but multiple issues with online play has caused my review of it to be delayed while its developer works to figure out what is going wrong.

But, I am willing to help once the game reaches the marketplace.  I am aware that, for many games, I’m the first person that will play it once it goes on sale.  Since I’ve never talked about this policy outside my FAQ, I want to lay it out here.  It goes as follows.

What I will do.

  • I will contact the developer and list all glitches related to the networking parts of their game, explaining as clearly as I can what happened, both on my end and on the end of whoever my playing partner was.
  • I can take any follow-up questions asking for clarification if necessary.
  • I will leave it up to the developer whether they want me to go forward with writing the review immediately or if they would like me to hold off on it until they have a chance to fix the game.
  • If the developer asks for me to hold off on the review, I will not count that as their Second Chance with the Chick, and they retain the right to request a second review once the original review is published and further patches are added to the game.

What I won’t do.

  • I’m not willing to try an re-create any issues I come across for the developer.  Besides, I usually play the game long enough to see the same glitch happen multiple times.  Once the game returns to development, it’s up to them to figure out how to test it.
  • I’m not willing to test the game with the developer to try to set off the issues.  Again, once I’ve sent the information back to the developer, I consider the game to be back in development, which I should have no part of.
  • I’m not willing to continue to play the game some more to try to find even more issues.  Once the game is in the market and thus playable by the developer on the network it was designed for, they should be busy themselves looking for issues.  Asking me to do your work for you takes time away from me being able to play games from other developers who are eager to get their games reviewed here.
  • Once the developer tells me they’ve fixed the problems and are ready for the game to be replayed for its review, I will not inform them of any further glitches that come up.  The game will be reviewed as is, and any further fixes will have to use up your Second Chance with the Chick.  So make sure that when you tell me the game is ready, you’ve tested it thoroughly and are sure it’s as ready as it can be.

By the way, I certainly hope nothing here or in James’ Tales from the Dev Side discourages developers from trying to add online components to their games.  Yes, doing so is extremely challenging, and maybe even not worth the effort.  However, if you came to the scene looking to challenge yourself, why sell yourself short?  It’s almost like what John F. Kennedy said of going to the moon.  You choose to put online in your games.  Not because it is easy, but because it is hard.  A developer who can make a game with online play on Xbox Live Indie Games is a skilled developer indeed.

I have nothing but respect for the Xbox Live Indie Game community, and I’m always willing to offer advice when someone wants it.  I know a lot of you wish I was willing to help more in the development process, and given how crappy the playing testing and peer review system you guys have to deal with is, I can’t blame you.  Because I feel that doing so is a conflict of interest, I regretfully have to turn you down.  But, when it comes to online play, I am willing to lend you a teeny tiny hand.  I’m still the same Indie Gamer Chick I’ve always been.  I call it like I see it.  I’ve absolutely demolished games here.  I show no mercy.  But with online XBLIGs, I’m willing to cut you some slack and give you a chance to make things better.  Why?  Because it’s the right thing to do.

Tales from the Dev Side: Making a Multiplayer XBLIG by James Petruzzi

The first time I had a chance to make a noticeable impact on the Xbox Live Indie Game scene, it was during the 2011 Indie Game Summer Uprising event.  I just didn’t play the part I had in mind.  Perhaps my expectations were a little too high, because what followed was one bad review after another.  I believe the term Cute Things Dying Violently developer Alex Jordan used was “assassinations.”  He then went ahead and had a panic attack when his game was up for review.  Okay, so the event wasn’t all that good, but there were a few shinning gems in it.  Cute Things Dying Violently was pretty good, and so was online shooter Take Arms by Discord Games.

I met James Petruzzi through Twitter, and our relationship got off to a rocky start in the form of a shouting match between us.  He didn’t like how rough I was being on his fellow Uprising comrades, and I didn’t like how crappy the games were so I was in a foul mood.  Needless to say, I don’t think he liked me very much.  However, we patched things up like two reasonably mature adults, and I think mutual respect for our roles in the community has been established.

I want to say this for everyone to see: of all Xbox Live Indie Game developers, the person I learned the most about game development from was James.  Long-time readers will remember that in the early days of Indie Gamer Chick, my policy when it came to multiplayer was “online or nothing.”  It’s one of the few positions I’ve backed away from since starting my site.  This came about after I had a conversation with James that lasted several hours, in which he educated myself and my boyfriend Brian on just what kind of bullshit a developer has to go through to get Live multiplayer on their XBLIG.  To say it was enlightening was an understatement.  So when I noticed a recent trend of players and critics commenting on the lack of Live support for the format, and I knew just the guy who had to tell everyone exactly what is up.  This is not your typical Tales from the Dev Side.  It’s highly technical.  It’s very complex.  It’s HUGELY educational.  Fans of the Xbox Live Indie Game community owe it to themselves to read this, just so they know what a developer goes through.

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Indies in Due Time: 150,000 Served Edition – May 2, 2012

150,000 page views in ten months.  Wowzers.  I know I do this every milestone and I’m sure you’re all sick and tired of it by now, but I have a lot of people to thank.  Thank you Dave Voyles of Armless Octopus and Kris Steele of Fun Infused Games.  They ran the 2011 Indie Game Summer Uprising, and without their support and suggestions, I strongly doubt anyone would have ever found this site.  Both guys encouraged me to get involved in the Uprising by interviewing participating developers.  I admit, my interview skills were mediocre at best, but it helped me find an audience, and I will forever be grateful to them.  Dave especially, who has offered so much support.  Funny enough, I met Dave back in 2000 when we used to play NBA 2K1 against each other on the Sega Dreamcast.  I was 11 years old, and he knew me as “that annoying person who plays as the Golden State Warriors and quits whenever she’s losing by more than 20 points.”  Thankfully I’ve since matured into the well-respected chain-cussing, dick and fart joke pseudo-critic I am today.  Maybe “mature” wasn’t the right word.

I would like to thank two people who interviewed me for their websites, giving people a chance to see a slightly different side of me.  That would be Bruno Barbera of Italian gaming blog Recenopoli and Taylor Iscariot of Albatross Revue.  I would like to thank all those people who have linked to me on their blogs, websites, and forums.

I want to thank my incredible boyfriend Brian.  I don’t know why you put up with me, or where you find the infinite patience you have in dealing with me, but I’m so lucky that you have it.  I am the luckiest person in the world, and you’re proof of that.   I love you Brian, with all my heart.

I want to thank all the developers who have accepted me as a part of their community.  I’ve heard a couple of them use the term “valuable” with me in a non-hostage/mail-order-bride context, which is pretty cool.  Big thanks to Ian Stocker, Alex Jordan, Scott Tykoski, George Clingerman, Shahed Chowdhuri, and Adam Spragg for their contributions to my site, Tales from the Dev Side.  It’s because of the encouragement of developers like them that I strive to do better for the Xbox Live Indie Game community that has treated me so well.  You guys make me feel special, and I won’t forget that.

Finally, I want to thank all the new friends I’ve made through Indie Gamer Chick.  I’ve never been the most social person, and don’t have a lot of what you would call “friends.”  But I’ve met some awesome people through here, and I think I could call them my friends.  Guys like Alan C (tea drinking limey bastard), who never fails to make me laugh.  Tim Hurley of Gear-Fish, who is like the ultimate little ego-booster, and a hell of a writer too.  Nate Graves, who is like the big brother I never had, and you should send him stink bombs until he returns to writing at Gear-Fish.  Cyril of Defunct Games, who is always there to argue over silly bullshit with me.  I don’t know what the future holds for my site, other than continued growth (fingers crossed) and maybe a Pulitzer Prize for best use of vaginal jokes.  But, no matter what, I know you guys will be my friends long after Indie Gamer Chick ceases to be.

Alright, I’m done now.  No more sappy bullshit.  Onto the trailers!

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Tales from the Dev Side: Why is Conflict Fun? by Adam Spragg

Although his Hidden in Plain Sight was not an overwhelming success on Xbox Live Indie Games, Adam Spragg still received near-universal kudos from critics for his efforts.  Even my infamously cold heart warmed to it as I played with three interns who probably hate me and call me mean names behind my back.  I’m betting on “Take-a-Bath-rine” although I won’t rule out “Catheterine.”  If they had known my alias was “Kairi” I’m sure it would have been “Cry-ri.”  Which is absurd.  I beat them like 20 games to 1.  If anything, I made them cry.  Or maybe I’m being paranoid.  They probably didn’t call me anything too mean.  I can deal with Catheterine.  I’ll call off the hits.  Well, maybe.  I’m guessing I won’t get my deposit back.

Okay, so maybe I don’t handle conflict (real or imagined) as well as I should.  Adam views conflict differently.  In this very philosophical installment, Adam shares his thoughts on how conflict is the chief reason for a game being fun.  And you know what?  I think he’s on to something.

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Kickstarting and Screaming

Over the course of April, I have gotten a request to plug someone’s Kickstarter literally every day.  That’s not hyperbole.  Sometimes I get more than one a day.  As of yet, I haven’t plugged a single Kickstarter, and I probably never will.  At the rate I get requests for it, my site, or at minimum my Twitter account, would become a dedicated Kickstarter alert channel.  This has been going on pretty much non-stop since Double Fine Productions asked for $400,000 and received over three million dollars during their Kickstarter.  You can practically see every wannabe indie developer walking around with dollar signs in their eyes since that happened.  Before Double Fine’s, I hadn’t received a single request for one.  Since March, I’ve had over fifty.  Developers also aren’t afraid to hound you by sending you requests several times a week.  In my case, they start getting uppity with me if I don’t immediately tell my readers to spend their hard-earned money towards funding the hobby of someone else for little or no return.

Let’s get something straight here.  You are NOT Double Fine.  They were able to raise money because they have a long, proven track record with the genre they were raising funds for.  You are a person with an idea.  Maybe a good idea, but that doesn’t entitle you to free money to attempt to realize it.  People could confidently give cash to Double Fine, because they know something will come of it.  Meanwhile, there are developers who have a history of abandoning projects before completion who are asking for some shockingly large sums of money.

Having a Kickstarter for an Xbox Live Indie Game seems especially dim to me.  This is a platform where a game is lucky to make $1,000, yet some people ask for ten times that, or more.  And what do they offer back?  XBLIG developers only get 50 tokens to pass out, and they can’t purchase more.  So not everyone will get a copy of the game.  It kind of throws out the whole “Kickstarter as a pre-order outlet” theory I’ve heard a lot of this week.  Then again, who pre-orders a game for $10,000?  Because that’s what some of these developers ask for pledges of.  That’s assuming they can actually program a game while wearing their straight jacket.

Granted, I don't think I could resist pledging for a sequel to LaserCat.

I have viewed a ton of Kickstarters (and some planned ones), and I don’t deny that some people genuinely have the ability to pull off the games they so ambitiously panhandle for.  That’s why I’ve come up with a list of some handy-dandy tips to make your Kickstarter stand out.  No sarcasm here.  These are genuine pointers.

#1 – Have a track record to prove you have the talent needed to make a game.

If you’ve never made a game before, don’t bother with a Kickstarter.  Make a game first.  A good game.  Show us that you’re talented enough and creative enough to see a vision through.  Go through the same ups and downs that any novice developer experiences.  If you have no talent, no amount of money will change your ability to create a good game.  Maybe you’ll find out that developing games is not what you expected it to be and move on to something else.

#2 – Explain why you need the money.

Having a good idea for a game doesn’t entitle you to free money.  People should know exactly what the money is being spent on.  High end work station?  Better programs for graphics?  To pay a sound designer?  People should know.  Don’t be vague about it either.  Account for every single dollar you need, and explain exactly why you need it and why you can’t do it yourself.  Do you need to hire an artist?  Find the artist, get a price quote, then include that person’s portfolio and cost in your Kickstarter.  Generically saying “we need to hire a graphics guy” doesn’t work for me, because whose to say you won’t just keep the money yourself, or give it to a novice who is no more qualified to do it than you or I are?  I want to know who you’re hiring.  I should know.  It’s my money.  When I ask what you need it for, saying “because” is not a good way to win me over.  Which leads me into the next point..

#3 – Prove you have the discipline necessary to use Kickstarter wisely.

When I asked one gentleman why he needed his Kickstarter money, his answer was shocking in its glorious stupidity.  “I need it so I can quit my job and devote all my attention to my game.”  That is an actual answer I have gotten from a developer whose previous experience was a couple non-successful (but critically well-received) games.  I’ve said it before and I’ll say it again: a career in independent game development is a long shot at best, so don’t quit your day job.  If you start a Kickstarter so that you can, you’re basically turning yourself into a digital hobo.  Asking people to use money they worked for so that you don’t have to work and can devote all your time to what should be a hobby and nothing else is so incredibly brazen and stupid that I have to chalk it up to some kind of mental illness.  Maybe video games do rot your brain.

I’m not interested in paying you so that you don’t have to work.  If you’re bound and determined to go down this path, my tax dollars will already be footing your bill when your game inevitably busts and you end up on welfare in the coming months.  Ethically speaking, I think giving you a head start on that sends the wrong message.  I want my money to go to someone who has their priorities in life straight.  That generally means someone who makes rational decisions based on their desire to not be on food stamps.

Lack of discipline rears its head in other ways.  When someone opens a Kickstarter, then tweets about their week-long benders and the massive amount of weed they can smoke, I think to myself “so I have to sacrifice my money for you, but you don’t want to sacrifice anything for your own project.”  One person sent me a Kickstarter that was asking for $2,000.  On their Twitter, they talked about a surfboard they had their eye on.  One that costs, you guessed it, $2,000.  Now, I’m not suggesting the person would use the money from their Kickstarter to buy the surfboard.  I’m not saying they wouldn’t either.  What I am saying is the person made it clear, they WOULD be buying the surfboard, yet they wanted an additional $2,000 to fund their other hobby.  So what is getting the priority?  Will you be focusing on the game, the one you’re begging strangers for money so that you can develop it, or the one that benefits nobody but yourself?  If the person had said “I love surfing, but I’ll probably be spending my time this summer finishing my project” I might have taken them more seriously.

#4 – When writing your Kickstarter pitch, at least pretend to give a shit.

I’ve seen Kickstarters where the developer couldn’t bother to do a simple spell check, capitalize words, or use punctuation.  Never mind all the points listed above.  If you can’t even bother to make any effort when asking people for money, why would I think you would make any effort when it comes to the actual development part?  I would assume you’re going to half-ass it, just like you did with your pitch.

#5 – Don’t make your pitch sound like a threat.

One developer who sent me their Kickstarter had made a semi-successful PC game.  They had an idea for another project, but their Kickstarter sounded more like a hostage situation.  It took a pretty snotty tone, something along the lines of “My idea for my next game is blah blah blah, but if I don’t get X amount of dollars, I’m not even going to bother with it.  It’s not worth my time.”  Yea, that makes it sound like you really care about your idea and will make the best effort to do well with it.  I know some game developers pride themselves on being aloof and irreverent, but when you make like you’re holding a knife to the throat of your own concept, I sort of want to tell you to go fuck yourself.  Really, there are thousands of games released every year.  I don’t care if you don’t make your game.  I’ll just play something else.

#6 – Do something original.

This is the final point.  I don’t want to fund something that is a clone of something already out there.  Nor do I want to pay for something that uses RPG Maker or some other lazy game creation tool.  I want something original.  Something weird.  Something one-of-a-kind.  Or especially something risky.  After all, isn’t that why Double Fine had to resort to a Kickstarter?  These are the guys who made Psychonauts and Brutal Legend.  Regardless of whether you liked them or not, they were considered under-performing games, if not outright busts.  So the likelihood of them getting any publisher to stake them on a dead genre like point and click adventures was probably slim to none.

Pictured: the man responsible for me adding the word "Kickstarter" to my spam filter.

I do admire the shit out of Tim Schafer.  I’m not necessarily a fan of his games.  I never even played any of his point and click adventures.  Remember, I’m 22-years-old.  Which doesn’t excuse me for never having played Psychonauts either, but that’s beside the point.  I admire him for being an entrepreneur.  And for Stacking, which was so overlooked.  I also think he needs to tell novice developers that they aren’t him, and to stop with the unnecessary Kickstarters.  For those of you who genuinely have a reason to ask for crowd funding, the six tips above were for you.  For everyone else, before asking for money to create yet another zombie game, put in long hours and work to improve your development skills.  You’ll know you’re ready when your dream project is in fact not another zombie game.

F*ck Nostalgia: Nintendo

July of 1998.  My parents take me to Toys “R” Us to scope out potential toys for my upcoming ninth birthday.  This included a trip down the video game aisle to see the latest and greatest PlayStation games.  At the age of seven, Santa Claus brought me my PlayStation, along with Crash Bandicoot.  Previously, my father had an NES and SNES that I occasionally played, but gaming was not a big deal to me.  That changed with the PlayStation.  Gaming became my favoritest thing in the whole wide world.  My forthcoming birthday would no doubt bring me to places I couldn’t even imagine.  What far out realms would my Sony device take me?

And then I saw Banjo-Kazooie on the Nintendo 64 demo display.  It looked way cooler than anything on PlayStation.  It had better graphics.  It had more stuff to do.  The worlds looked bigger.  I had to have it.  Low and behold, on July 11, Santa and the Easter Bunny gave word to their associate, the Birthday Badger, that I had been a good little girl and the Nintendo 64 arrived, complete with Banjo-Kazooie.  And I was totally hooked.  I became obsessed with finding every item that could be collected.  I spent the better part of two months doing it.  Then I beat it.  And I wasn’t happy about that.  In fact, I cried.

As a child, I wasn’t very expressive, and rarely emoted.  Crying was a super rare thing for me to do, and it broke my Mom and Dad’s hearts.  I remember my Father actually called the Nintendo consumer support number to find out when a sequel could be expected.  Mind you, this is only two months after the game came out.  Instead, we went to Software Etc. to find the closest Banjo substitute.  When we asked the clerk, he said that Banjo-Kazooie was really just a ripoff of Super Mario 64, and if I liked Banjo, I would love Mario.  What could go wrong?

Smaller levels.  Less to find.  Not as much stuff to collect.  Kind of easy.  Don’t get me wrong, still a great game.  But it was a huge letdown after Banjo.  If you ask people today which was the better game, they say Mario 64.  It wasn’t.  It was just the game they played first.  For most players, it was the first truly 3D game they played, and thus it created the best memories for them.  Some people actually have the audacity to call it the best 3D platformer to this day.  Really?  Over fifteen years later and the genre has never been done better?  That really makes you sound like you’re stuck in a time warp.

By the way, I treasure my memories of playing Banjo-Kazooie as a child, but I don't delude myself into saying it's a game that holds up to repeated play. I bought the Xbox Live Arcade port and immediately regretted the loss of $15. You know what? It's okay to say a game you loved from your childhood doesn't hold up today. If doing so spoils your memories of it, you probably know deep down you didn't like it as much as you thought.

Of the four branches of the Unholy Quartet of Gaming Nerds, Nintendo fanboys are probably the most docile these days.  That’s probably because it’s tough to be a cheerleader for a company that puts out systems named after the babytalk word for urination.  At the same time, they seem to suffer from Peter Pan Syndrome.  They never want to grow up.  They’re stuck playing reskinned, repackaged versions of the same games for their entire life.  If any deviation hits, the fans shit a collective brick.  Take Zelda, for example.  Ocarina of Time was brilliant.  Majora’s Mask was gutsy, but still kind of the same game.  Then came Wind Waker.  It was still the same game as the rest, but the graphics were changed to make it look like a living cartoon.  This was simply too much for the fanboys, who were left inconsolable by this besmirching of their manhood.  In fact, the first time I remember hearing the term “gay” used to describe something outside of San Francisco was someone talking about Wind Waker.  Right.  Obviously Nintendo’s plan was to demasculate the American dweeb population, setting the stage for Pearl Harbor II.

Nintendo wanted to try something different.  Probably because stamping out the same game year after year gets old.  But no, fanboys couldn’t handle it, so we returned to more of the same old shit with Twilight Princess.  Ocarina of Time was my first Zelda, so I didn’t have the 2D games as a reference point to chart the deterioration of the series.  Having said that, I was a veteran of three Zeldas by that point, and I got bored about halfway through Twilight Princess and never finished it.  It never at any point had me.  Ocarina of Time did.  Majora’s Mask did.  Wind Waker did.  All three of them had me from the very start.  Twilight Princess felt like an apology for Wind Waker, but I didn’t think Nintendo had anything to apologize for.  Just like that, Zelda wasn’t fun anymore.  Then they came out with Skyward Sword, which felt like it had less content than any previous 3D Zelda, and it had horrible, delayed, boring, exhausting motion control tacked on.  Different?   Yes.  Fun?  No.  Nintendo isn’t likely to experiment with actual gameplay anymore.  Different, less intuitive control inputs?  That’s fine.  As long as there’s an elf with a boomerang and a grappling hook, the fanboys won’t throw their first-born into a bonfire.

Skyward Sword felt like a step backwards.  Nintendo has become masters of that lately.  They brought out two 2D Super Mario games over the last generation, and they just set the internet abuzz with word that a game is coming called “Super Mario 4.”  I’m hearing things on Twitter like “finally!’ and “I always wanted a sequel to Super Mario Bros. 3.”  I guess Super Mario World, Super Mario World 2, Super Mario 64, Super Mario Sunshine, New Super Mario, New Super Mario Wii, Mario Galaxy, and Mario Galaxy 2 just weren’t sequelish enough for them and their lives have been incomplete ever since Bowser crashed through the last brick at the end of Mario 3.  Let’s talk about the New Super Mario games.  The ones with “new” in the title, named as such because adding a “4” would suggest some kind of advancement and “rehash” was frowned upon by the guys in marketing.  Nintendo had a chance to show they still had it.  In my opinion, they didn’t.

They should call the next Nintendo platform the "Nintendo Microwave" since all they'll use it for is rewarming old stuff.

I first really played the original Mario titles when they were ported to the Game Boy Advance and I thought they were just swell.  But there’s something very telling about the ordering of them that Nintendo chose.  They didn’t bring the games out in the order they were originally released.  First came Super Mario 2, then they went to Super Mario World, then Yoshi’s Island, then Super Mario Bros 3.  This is Nintendo admitting that they never did better than Mario 3.  That’s why they saved it for last.  So Nintendo has clearly stated what the benchmark is.  Then comes New Super Mario Bros. on the Nintendo DS.  Not only did it feel like a gigantic step backwards from any of the four games listed above, but the real kick is Nintendo didn’t even try to make it better.  They were content releasing a stripped down, bare bones, no frills Mario game.  Sure, a whole generation of fans never were exposed to Mario, but even the fanboys beat themselves blistered over it.  The Wii version was the same way.  Both these games felt like deleted scenes from good Mario games.  Fans reacted to these half-assed efforts the only way Nintendo fans can: they made them two of the best-selling games of all time.  Gimmie an N!  Gimmie an I!  Gimmie an N!  Gimmie a T!..

Nostalgia should have a place in gaming.  But a company shouldn’t be able to live in cruise control based solely on it.  Nintendo can though, and it does.  And the fanboys treat every new Nintendo release like a reunion.  Maybe I’m not wired to be able to understand this.  I crave new experiences.  I can’t believe anyone out there anxiously awaits the announcement of yet another fucking Mario Kart that changes nothing.  “Oooh, which obscure character will join the roster this year?  I bet it will be Pauline from Donkey Kong!”  For real, show of hands, who here got bored and never finished Skyward Sword?  Mario Galaxy 2?  Metroid Prime 3?  New Super Mario Bros. Wii?  And be totally honest with yourself.  Were you having fun, or telling yourself that you were?  I’m not anti-Nintendo based on some kind of bizarre principle.  My favorite system ever is still the Nintendo DS, which gave me the most new and original experiences of any platform in recent history.  You know what though?  Fuck Nintendo.  What have they done for me lately?

An Untitled Soapbox on Game Difficulty

I want to once against note before I begin this monologue that I’m not a game developer.  I’m just a chick who plays games.  Because of this, I’m not sure how well any advice I offer towards the process of development will be received.  That’s especially true when you consider that I haven’t been involved in Xbox Live Indie Games for a full year yet.  However, I have something I think needs to be said and I have reviewed nearly 200 XBLIGs.  That’s probably more than most developers have played.  So I feel somewhat qualified to offer you advice in the politest way possible.  Let’s see, how should I start this?

You guys are stupid dickweeds.

That’s usually what I think when I play a game where the difficulty curve spikes straight up out of nowhere like it just popped some digital Viagra.  I won’t go so far as to say it’s the biggest problem on Xbox Live Indie Games, but it is the one that has ruined the most good games.  This also isn’t a plea to dumb down your titles.  I like a challenge as much as anyone.  But I like a fair challenge, one that I feel tests me on the level of which I have progressed.  Often, XBLIGs play out at a rate equal to instructing a child on proper cap-gun safety, then shipping them off do front-line infantry duty in Baghdad.

Games should challenge a player.  A game that is too easy has to be exceptional to leave an impression on the player.  On the flip side of that, a game that is too hard is more than likely to leave impressions on a player.  And also the player’s controller, couch, television, walls, etc.  Now granted, some gamers want that.  But those that do have a genre all to their own for that.  This isn’t an editorial on punishers.  I’ll leave them out of it.  This is about any average game where a developer loses track of reality.

Lumi's difficulty curve could be more accurately described as a straight horizontal line immediately followed by a straight vertical line, and it ruined the game.

I’ve spoken with many guys on the XBLIG scene, and we all agree that developers often forget that they are the best player at their own game.  What happens is they play the game themselves hundreds of times, to the point where they know every little nuance about it.  They know the best ways to defeat enemies, the best angles to clear jumps, the best places to camp, or the best places to situate your defenses.  In no time at all, the game suddenly seems too easy.  The worried developer tries to correct this by beefing up the difficulty in a way to challenge themselves.  As a result, the finished project is an impenetrable mess fueled by swearing and rage quits.  The perplexed developer doesn’t realize this, because they could still beat the game, so everyone else should be able to as well.

Of course, the developer forgot that they were making a game to challenge everyone.  That’s really what it boils down to.  They created a game that was challenging for them but not impossible.  By time the game enters peer testing and peer-review, the developer is (perhaps rightfully) full of pride.  After all, they just made their very own video game.  Unfortunately, the resulting ego trip usually makes them oblivious to real concerns of difficulty that are brought up.

From what I’ve gathered from my time on the scene, there seems to be three types of peer-review testers in existence.  The first is the genuine tester who will play a title all the way through and give honest feedback.  The second is the cheerleader.  These are the guys who are just a little too in love with the scene and treat every game they come across like the mother of a spoiled child with a sense of entitlement.  They offer no constructive criticism, because that might hurt someone’s feelings.  Chances are they probably don’t even play a game all the way through to begin with, and if they dislike it, they’ll still slap on the pom-poms and congratulate you for whatever miniscule thing they can come up with.  “Way to not misspell the title of your game.  Man, XBLIG’s fucking rule!”  The third is the kickback reviewer.  They also probably don’t play games all the way through, nor do they offer any feedback.  They’re simply trying to pass games so that when their title is up for review, they can get it passed with minimum resistance.

The next-to-be-reviewed Spoids is a genuinely fun game that morphs into a lump of digital hatred for humanity in its final act.

So basically, two-thirds of peer-reviewers out there don’t actually do any work.  If someone with real concern over a game’s difficulty says something, the developer ignores it.  After all, nobody else said anything, and they were still able to beat their own game.  Maybe the guy who said the game is too hard simply has no skills.  I’m guessing there is also the occasional tester that’s too embarrassed to admit they found a game overly hard.  Guys, don’t worry about it.  I admitted I couldn’t throw a Dragon Punch in Street Fighter II and was able to weather the gentle barbs that followed.

Dragon Punch? Ha Ha!

Developers often don’t realize how difficult their games are.  It comes down to play testing for this to sort itself out.  It also comes down to expecting straight-forward honesty in the process.  Do your due-diligence in the testing process.  How reliable are the testers you’re getting?  If they lean too much towards the cheerleader set, make note of it, and don’t look to them for the real answers to the questions you should be asking.  Stuff like “is my game too difficult?” or “do the controls feel right?”  Don’t rely on just your fellow developers either.  Bring your friends into it, and be clear to them that they can’t possibly hurt your feelings if they think your game sucks.  Even if that’s not true.  I concede that getting people outside of the scene to play an XBLIG is tough.  But hell, you’ve already spent X amount of dollars.  What’s spending $20 more on a pizza and some soda?  Gather your friends.  Gather their friends.  And when they play the game, keep your mouth shut and your eyes open.  Don’t offer any tips or pointers.  If possible, don’t even tell them that it’s your game.  Just watch it play out.  You’re about to find out exactly how good it is.

There are some developers out there who truly don’t give a shit what anyone has to say and want no feedback outside of kudos and congratulations.  There’s no point in reaching out to them, because there is no helping them.  This goes out to everyone else: you can do better.  You deserve better too.  Developers need to ask for blunt honesty before their game goes on the marketplace, because the last thing they want is to hear it first from me.

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Indies in Due Time: Easter Special – April 8, 2012

Happy Easter, and surprise!  Indie Gamer Chick and Brian are here with some new XBLIG trailers for your consumption.   Hit it!

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