XFire Debate Aftermath, Part 2

By Shamus Posted Friday Feb 8, 2008

Filed under: Video Games 9 comments

About a week ago I posed some questions to indie game developers. Jay and Corvus responded by answering the first couple. Now the other shoe has dropped, and they’ve answered the rest of the questions.

In his response, Corvus spends most of his time on question #4, which asked what “else” the developer has to do once they finish the game. In that answer, he has this to say: (Talking to other indie devs)

Your ideas are what's compelling about your game. You are the story. The industry has been crying out for more notable personalities. We need more Will Wrights, more Peter Molyneuxes, more Tim Schafers. Where are they going to come from? From the indie sector, where we're not contractually obligated to keep quiet about our designs. From the indie sector, where we're free to dream big. From the indie sector, where we don't have lawyers telling us we can't share our business plans and setbacks.

He also makes the case for going all open-source. He makes a lot of sense. If you’re making a game to make money, you’re probably wasting your time. If you’re making a game because you want people to play it, then the best way to reach that goal is to give it away.

Like Corvus, Jay spends a majority of his time on question #4. He answer is also tainted by the bitter taste of cold, hard truth.

As an indie, it’s not like you’ve got some built-in infrastructure and information channels that you are already plugged into to get the word out to the potential customers. And when you do, through Herculean effort, manage to make people aware, they simply shrug and say, “Okay, so, when’s the next Halo game come out?” I sometimes think I’d generate better sales for the same effort by going door-to-door. Nobody knows about your game, and nobody cares. Nobody knows why they SHOULD care.

And while we’re talking about indie developers, Michael Rubin, the developer behind Vespers 3D, has started a blog dedicated to Vespers and indie games in general.

Vespers is an interesting project. It’s an attempt to combine the freedom of movement available in a first-person game with the freedom of action available with a text parser. I’ve had my eye on this for a while because the idea sounds so unusual and yet has such potential. I have a lot of questions about how it will work on a practical level, so I’ll be eagerly reading to see how the thing takes shape.

 


 

Technical Difficulties

By Shamus Posted Thursday Feb 7, 2008

Filed under: Rants 30 comments

please_stand_by.jpg
If you attempted to visit the site this morning you may have noticed that the thing was very nicely broken. Sometime yesterday this site started putting a “huge load” on the server. The load increased overnight, during the normally low-traffic hours, and by this morning it was pretty much shutting down, along with all the other websites on the same server.

My web host was a very good sport about this, all things considered, although I’m still not clear on where this load was coming from. I wasn’t flooded with newcomers or lots of comments, so the “visitors” were most likely not people. Perhaps an attack, perhaps just some very stupid spammer. It’s hard to tell.

I had this problem a couple of months ago, and then my host went in and blocked huge ranges of IP’s. Most of them from Russia and China. I wasn’t crazy about this solution, since I wasn’t consulted, but it did indeed fix the problem. Over the next few weeks I’d get emails from people saying they could reach me at work but not at home, or vice versa. I unblocked some of the IP ranges and the frustrated readers came back. I figured we were all good until it happened again today.

Sigh.

I’m going to leave the IP blocks in place this time. I take no joy in this. I know there are readers out there who won’t be able to get to my site, won’t be able to read this message, and won’t be able to reach me and tell me about the problem. Right now I don’t see any way around it. Someone out there – or more than one person – is pounding away at this site in such a way that they use up more resources than all of my legit visitors combined. The bandwidth costs are unacceptable, my website can’t function, and there is always the risk that my host will ask me to take my business elsewhere. (Note that they have never threatened this, I’m just saying.)

The “attack” – intentional or the result of inept spamming attempts – is particularly pointless since none of it makes it through. Between Akismet, Bad Behavior, and Peter’s Custom Anti-Spam, less than one in ten thousand spams make it through the nets, and I’m pretty sure the ones that DO make it through are entered by hand and not automated.

Sorry to all the users who are locked out, not that you can hear me. What a stupid, pointless shame.

 


 

Release Date

By Shamus Posted Thursday Feb 7, 2008

Filed under: Rants 35 comments

article_calendar.jpg
It’s the start of February, and yet right now the people at Columbia pictures know that the movie Hancock will hit theaters on July 2nd, five months from now. Given that the advertising campaign has launched, they have most likely known this for some time. This is no big deal. They always know when their movie will be releasing. Once in a long while you’ll hear about a movie which was delayed in production but for the most part people who make movies know how long it will take before they even start.

So why isn’t this true for videogames? Movies have to cope with larger crews, complex scheduling challenges, and logistics problems in moving the actors, equipment, props, costumes, and crew all over the world. A software developer just needs to get their small group of people into the office every day until the game is done. That’s far simpler, yet they can never reliably predict how long it will take. And when they’re wrong, they’re always guilty of underestimating. Games which don’t come out “late” are usually ones that were allowed to develop “until it’s done”, rather than shooting for a fixed date at the start of a project.

Part of the reason is (and if you’re a longtime reader you probably saw this coming) the constantly evolving world of realtime graphics. Movies sometimes will innovate a little or change technology. New cameras. New special effects. The move to digital. But these advances aren’t very common, are limited in scope, and are probably not rolled out in the middle of a project. In computer games this evolution is constant and effects every part of the production pipeline. Imagine how smooth filming a movie would go if every eighteen months there were all new cameras, all new lights, all new editing tools, all new sound equipment, and new ways of producing special effects. Everyone would be not only struggling to learn to use their own tools, but figuring out how they are affected by the changes everyone else is going through. It would be chaos. And that’s not too different from what game developers seem to be going through.

Exacerbating the problem is that they often do this innovation during development. They are often trying to do production and R&D at the same time. It’s easy to know how long it will take to make something. It’s much harder to know how long it will take to invent something.

But as much as I love to blame problems on the endless process of graphics one-upsmanship, that can’t be the whole reason. Certainly there are games which build on a stable, established platform and end up being delayed anyway.

I keep expecting videogames to grow out of this, but there’s no end in sight. If anything, games are more notoriously and regularly late now than they were in the 90’s. Maybe this isn’t just a problem with videogames. Maybe this sort of thing is just pandemic within the software industry in general.

I don’t really mind that games are delayed – I’m not the sort to pick up games on release day – but I do wonder why it happens so often.

 


 

Mom, Dad, Mom?

By Shamus Posted Wednesday Feb 6, 2008

Filed under: Links 29 comments

Back in early October of last year, Shawn and I had a Chainmail Bikini strip where one of the players invented a characer who had three parents.

threes_company.jpg

The gist of the joke was that he wasn’t trying to make a character with three parents, he was just twisting the rules in a min-maxing, munchkinish attempt to make an absurdly powerful character. He wanted the racial bonuses of three different races, so he listed his parents as belonging to three different races. It seemed like a really ridiculous thing to try and do. I chose two mothers and one father to drive home the point that he really hadn’t thought things through. Two moms and a dad seemed more nonsensical than having it the other way around.

Then yesterday Pete Zaitcev was nice enough to send along a link to this story: British scientists create three-parent embryo.

Egads. That’s going to make family gatherings somewhat awkward. Not to mention Mother’s day.

 


 

Stardock: Impulse

By Shamus Posted Tuesday Feb 5, 2008

Filed under: Game Reviews 23 comments

Long time readers will remember (and are probably tired of) my gripes and rants against Valve Software’s Steam platform for digitally distributing games. I just want to say that this is how digital distribution should be done.

Impulse is the digital distribution platform from Stardock. It is concerned with offering convienence to the user, not treating them like a pirate. You don’t need to have Impulse running to play your game. You can back up your game to CD / DVD. If Stardock gets hit by an asteroid tomorrow, your copy of the game will continue to work even if you re-install. You can have it auto-update your software, or you can do updates when you decide it’s time to update. If ever. The choice is yours, not theirs.

It has all the advantages of Steam, and none of the annoying artificial restrictions. It’s convenient and treats you like a customer instead of a foe.

Steam will, of course, still have the more robust selection of games, but I just wanted to point at what Stardock is doing and say, “These guys are doing it right.”

LATER: For contrast, here is an avid fan of Steam who has had a good experience with Valve, and isn’t quite as impressed with Stardock as I am. Also a story of someone who reached Gabe Newell’s voicemail.

As to Stardock software “phoning home”, I wasn’t aware it did this. Can anyone provide a link describing what Stardock software does this, and when? I’m aware that GalCiv will submit your score to the metaverse when a game ends, but are there other shenanigans going on?

 


 

Hancock

By Shamus Posted Monday Feb 4, 2008

Filed under: Movies 68 comments

It’s exceptionally rare that I get excited about an upcoming movie. But this is one of those rare times:

I really want to see it. If it was out now, I’d make plans to get to the theater and see it this week. But it’s not due out until… July? Pffft. I’ll forget all about it by then. In any case, the concept appeals to me on some fundamental level.

 


 

XFire Debate Aftermath

By Shamus Posted Friday Feb 1, 2008

Filed under: Video Games 11 comments

Jay and Corvus got together and decided to tackle a lot of the overlooked questions in last Friday’s Indie Games Debate. They were nice enough to start with the questions I posed earlier this week.

I particularly liked Corvus’ answer to my second question. I don’t want to steal his thunder by excerpting him here, so just check it out for yourself. Also, I should point out that Amanda Fitch answered my questions here in the comments.

I stand corrected on my assertion that Indie games are “mostly” RPG’s. I forget that indie games include all the casual Popcap-type games, Tower Defense knockoffs, and match-3 clones. Aside from the time I needed to go into detox to get rid of a nasty Zuma addiction a few years ago, I don’t really play a lot of attention to those sorts of games. So, my assertion that indie games = RPG’s is the result of my own bias, because those are the developers I read and follow.

And finally, a new (to me) developer was nice enough to stop by but was shy about “spamming” my comments with his project website. Let me just make it official: If you have an indie game you’re working on, you’re always welcome to drop a link in the comments or in an email. (shamus at shamusyoung dot com) This is particularly true if you have a blog.