Tales from the Dev Side: What Xbox Live Indie Games Have Meant to Me

Trust me, nobody was more surprised that Indie Gamer Chick caught on than I was.  And I was even more caught off guard when I realized that I was starting to have an influence on the Xbox Live Indie Game community.  A positive one at that.  At most, I figured I would inspire people to raid my house with pitchforks and torches to tar and feather me while setting my dog on fire.  Instead, people actually use my reviews and my editorials as a case study on what people from my generation (gamers who started during the 32bit era) expect from gaming.  I have to admit, I never figured anyone would seek my advice when it came to game design.  I’m still a little stunned by that.  Part of me is flattered, while the other part thinks you guys need your fucking heads examined.

Realizing that I had something special going with Indie Gamer Chick, I thought about how so many people who come here previously had little to no awareness of Xbox Live Indie Games.  Obviously the lack of promotion on Microsoft’s part shares some of the blame for that.  But part of it is undoubtedly the fact that indie developers typically are faceless to the gaming population as a whole.  That’s not exclusive to XBLIGs, by the way, but I doubt anyone will be rushing to make an award-winning documentary on the trails and tribulations of creating Escape Goat.

It was in that spirit that I came up with Tales from the Dev Side.  Well, that and the fact that it would be an easy way to get content on my site without having to do much work myself.  Again, laziness prevails!  Since starting the feature in December, readers have enjoyed a wide range of topics from pricing to community acceptance.  Hell, one in particular has been cited as the definitive piece on creating online multiplayer games on the platform.  It’s really incredible to me how receptive my readers have been to the variety of topics discussed by developers here.  Thousands of views have been achieved between them.  The people want these, and I want you to contribute them.

Xbox Live Indie Games are niche.  The market is small.  The community is small.  But the people involved are wonderful human beings.  Being Indie Gamer Chick has changed my life, and all I do is write about the games.  I wondered if any developers out there would want to talk about what XBLIG has meant to them.  The results were, in a word, overwhelming.

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Breasts, Avatars, Crafting, and You

Sex sells.  It’s an expression as old as the concept of mass-marketing.  And if there’s one thing I’ve learned from my year as Indie Gamer Chick, it’s that the expression is absolutely true.  I’m closing in on nearly a year of having this site, and I’m on the cusp on having 200,000 lifetime views for it.  This will be the 300th item I’ve posted on my site since launching on July 1, 2011.  As tough as this is to admit, I would have just over half of those 200,000 views if not for three game reviews: Don’t Die Dateless Dummy, Temple of Dogolrak, and Trailer Park King.  What do these three games have in common?  Well, they’re graphic adventures.  They all are kind of lame.  The writing isn’t particularly good.

Oh, and they are about tits.  Or space twats. And this really infuriates other developers of Xbox Live Indie Games.  There is an undercurrent of bitterness among developers who work hard on their fine-tuned platformers or RPGs who have to sit and watch their games get buried on the sales charts by games that offer little more than static-pictures of anime breasts.

Although I can’t blame those developers for being sore, I have to side with the smut peddlers on this one.  Yea, I haven’t exactly loved the quote-unquote “sexy games” I’ve reviewed here, but that’s on account of the games being no good.  If the gameplay was decent, I would have probably cracked a joke or two about the content, but I’m certainly not offended.  I know that there is a market from them.  I’ve had over 40,000 views come from search engines, the top-10 of which are as follows:

don’t die dateless dummy 2,707
temple of dogolrak 2,506
indie gamer chick 2,190
trailer park king 2,159
indiegamerchick 747
dont die dateless dummy 491
dead pixels game 373
trailer park king review 286
dlc quest 272
trailer park king game 248

As you can see, the top-10 is dominated by those three games.  If I ignored all other search results, the six hits off “boob games” account for over 20% of all search terms in my site’s history.  Oh, but it’s actually far more.  In fact, it’s around 25,000 of those searches, or over 60%.

Pictured: the game that has generated 10% of my total views.

But you didn’t need me to tell you this is what sells on Xbox Live Indie Games.  When I reviewed Apple Jack 2 yesterday, I pointed out that only 2 of the 90 best-selling games Xbox Live Indie Games were punishers.  Although I admit that what constitutes a punisher varies (Alan pointed out to me that Soul, which I have not played, would count as a punisher in his book due to extreme difficulty).  Still, I think my point is valid: punishers are an over-represented genre on Xbox Live Indie Games.  For all the bitching people do about Minecraft clones, avatar games, or raunchy stuff, you can’t say that the market hasn’t spoken, and spoken clearly.  Minecraft clones dominate the top of the charts, while games with the word “avatar” in the title represent 21 of the top 90.  Meanwhile, stuff featuring women on the cover (including pregnant women) account for 14 of the top 90 sellers.

The people have spoken, and they’ve done so with their wallets.  So while I sympathize with those developers who feel they can’t compete with Avatar Boobcraft, I would like to point out that you asked for this.  This is what all real artists go through.  You don’t think there’s some dejected filmmaker out there who poured his time, money, and life into his project only to watch in agony while something completely shallow and empty like Transformers 3 out-grossed it by over a billion dollars?  You don’t think talented singers started measuring themselves for the noose when Ashlee Simpson’s albums went triple-platinum?  Artistic success is rarely a measurement of talent or effort, which is why the average person my age can name all of the Spice Girls but none of the Three Tenors.

Yea, I don’t like it when these games totally half-ass it, but I don’t like it when ANY game half asses it.  Also, I find it obnoxious when games put women all over the cover, yet the game has little or nothing to do with sexuality.  This was the case with my latest review, Superdimension Iliad.  The actual game starred a blocky avatar and was about platforming and shooting your way through gaming history.  The game looked like this:

The cover looked like this:

In cases like this, I’ll side with the crybabies.  There should be some kind of “cover art that actually represents the game” rule for Xbox Live Indie Games.  If you allow developers to shameless pander to the pocket-pool enthusiasts even when their game is about as erotic as watching an old man sleep on a hammock, the results could get ugly.

Oh who am I kidding?  This would be on the top 90 in a week or two.

Thanks to Michael Wilson for the (completely fictional) box art above. 

Bureau: Shattered Slipper

I’ve played a few games on Xbox Live Indie Games that cater to the gentlemen who like to play tug-of-war solitary if you catch my drift, but Bureau: Shattered Slipper is the first one that doesn’t make my skin crawl.  Coincidentally, it’s also the first one that isn’t a total waste of time.  You play as an FBI agent on the mend who is tasked with solving the murder of a young Stanford student.  It’s not exactly a riveting mystery.  I actually picked who the killer was the second I laid eyes on him.  But the way to get there is kind of novel.  Think of this as the grown-up version of Capcom’s Phoenix Wright games, with a touch of Carmen Sandiego’s time-management mechanics mixed in.  I never actually got in trouble for incorrectly guessing anything.  My one and only failure was related to mistiming one of the narrative’s two quick-time events, which happen seconds apart.

“So we meet again, Lara Croft. Only this time, my tight, revealing clothing is even more impractical than yours!  Mwahahahahahahahaha!”

Oddly enough, the training session in the game makes out like the quick-time stuff will be a regular feature, instead of just popping up for a quickie during the game’s climax.  Seems like it’s hard-ly useful at all.  Excuse me, I just blew up the pun machine.

Most of the gameplay, a term that should be applied loosely here, revolves around listening to conversations so long and dry that I wouldn’t blame the chick for whipping out her gun and firing it into the air.  Just to shake things up.  Instead, you occasionally just have to answer questions like you’re paying attention and shit.  Depending on who you’re talking to you, you either have to avoid pissing them off, or avoid sending them into hysterics, or try to intimidate them, or try to get them to fuck you.  And no, to you guys looking for the newest single-arm workout on the indie scene, there is no nudity or actual fucking here.  Everything you want happens off-screen.  I know, life is cruel.

After piecing together various clues, you have to solve the mystery.  This is done by watching a cut-scene, then identifying three items (or locations) shown in it.  No really, it’s like one of those “are you paying attention” things.  Once you identify the three items, you have to place them in the correct order you saw them in.  And that’s it.  That’s the entire game.  You do that a few times, then you do a couple of quick-time events, then you get a teaser for sequel, credits.  Honestly, Bureau: Shattered Slipper isn’t bad or anything.  I just wish there was more to it.  The whole thing takes an hour, and although the solution is pretty obvious, the writing isn’t embarrassing (mostly) and the main characters are interesting, enough so that I bought the original Bureau game and plan on playing it just for fun.  I don’t do things like that a lot on here, so I guess that says something.  It even features semi-decent graphics for an XBLIG.  My boyfriend was really impressed by how realistic the cars looked.  And that damn well better be the only thing that caught his interest.  I did have to shy my eyes away from them from time to time due to having flashy effects.  That is to say, flashy as in it had strobes and could set off my epilepsy, not flashy as in she shows you her boobs.  For real, there are no boobs.  Sorry if that killed the bulge in your pants.  For what it’s worth, her bulge is just fine.

Not convinced?

Hey, I’m not judging.  Maybe the poor girl has a hearing disorder and thinks that underwear is where you keep your clips.

Bureau: Shattered Slipper was developed by Twist-EdGames

240 Microsoft Points said “I know in video games starring girls, the heroine typically has the biggest balls of the cast, but this is ridiculous” in the making of this review. 

Yea Cyril, it was the low-hanging fruit.  What can I say, this game is full of things that hang low.

Hurley, whom I anticipate will suffer significant shrinkage when he sees those pictures, also reviewed this at Gear-Fish.

Trailer courtesy of ClearanceBinReview.com

Indies in Due Time 4-27-2012 Scent of the Indie Ocean Edition

We’ve got trailers, yes we do, and we have a special guest, Mr. Alan C with the Tea, the operator of the Indie Ocean.  He has assured us that he actually wants to participate and he’s not here just to hide from the army of half-naked women that Team Shuriken sent to kill him after his review of Avalis Dungeon.

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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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