Tag «Indie»

Splatter – An Interview with Thomas from Dreamworlds

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I talked to Thomas from Dreamworlds about the German Indie scene, the problems of being indie, his game Splatter and the difficulties we both had with stories in games.

Hi Thomas! Please tell us who you are, and what you're doing at Dreamworlds.

Jo moin! I'm Thomas Ziegenhagen, currently 34 years old and married since 2 weeks. I founded Dreamworlds a long time ago together with my twin brother. I'm mainly a programmer, but also do everything else needed - graphics and sound to help out, game design, writing dialogues, organization, etc.

My brother and I have started at the age of six on a small GDR computer. The first game that reached the thin public on the Internet was a pure multiplayer spaceship shooter game called “Crossfire” in 1996.
Much later in 2003, when I worked for a year in Tübingen and spent too much time alone in the evenings, I started “Splitterwelten”.

How came the decision to become “indie” back then?

A good question! It was probably primarily this constant bumping against limits. I had so much fun developing games and invested a lot of my free time. But I realized that I would need much more time to implement all the things that I wanted to see realized. So I asked my former employer if he wanted to get involved on a part-time model. As this wasn't possible I quit and started to make a living through game development.
I was aware that this wouldn't be easy. But I hoped that the decades-long study of the subject would give me an advantage.

Is your brother still on board or do you work alone?

No, Stefan is not with me. He remained permanently employed, but hopes for my success to perhaps join later. It is very exciting to be able to work on your own project – you have a completely different motivation than in a profession with externally specified tasks. Of course, for all that the too much and sometimes enormously stressful side-work has to be done as well.

Thomas Ziegenhagen from Dreamworlds.
Thomas Ziegenhagen from Dreamworlds.

How is it to be "indie" in Germany? What is the game scene in Dresden like? And do you think that Germany is generally a difficult place for independent developers?

I know some amateur developers here, and there have been other notable indie projects as well. However, we have no regular gathering or something like that, the contact is more volatile, like in forums. Furthermore I do not get funding anymore, even if the German government has initially given me a start-up grant. After two and a half years you could say that I would have to stand on my own feet.
I think it's more difficult to live on Indie games here because of the Central-European typical high cost of living. On the other hand, the infrastructure in Germany is outstanding and the social system can intercept the worst falls - a luxury the world envies us rightly. It has advantages and disadvantages to work here.

And what do you miss, what would help you in the development of games?

To be totally honest: I don't miss anything. Game development is a very difficult field, but in my opinion that's mostly because of the extreme over-saturation of the market. There are quite a lot of game developers in the world who are all highly motivated and also very talented, resourceful and dedicated. Each of these people deserves to make a living from their passion as well.
But when I look at the whole thing purely selfish, I'd say any additional funding for me by the government would be useful. To make my game better, for example through the early involvement of testers and test coordinators. And to properly promote my games. Just working with the press and the public is a full-time career for itself.
Regarding developer tools we now live in a sort of paradise already. I don't think it can be easier and greater than today.


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How did you develop the idea to make Splatter?

Splatter originally started as a contribution to a game development competition in the ZFX forum. At that time I was only following my spontaneous impulse to develop a top-down shooter like in the good old times. Even the idea of using light radiation to chase around monsters kept running through my head back then already. I upgraded this light and shadow game mechanics to a core element of the current game when I took Splatter up again. It was also intended to be new aspect to the shooter genre, since I have played many games of this genre with great joy but felt a certain repletion after a short time.

What was your inspiration for the scenery? I especially notice the natural, down to earth characters that are rather uncommon for the shooter genre.

That is more of an issue of conflict. Stylistically I went more in the direction of “Max Payne” - one of my all-time favorites. Which is due to the black and white style in the cut-scenes and the brooding bouts of the main character. He actually is a photo model from the circle of my graphics-artist Michael. To use the photos of friends as characters was a spontaneous idea really and born out of necessity.

How important is story in terms of the level design to you ? Or NPC interaction?

Very important. If it were up to me only, all the characters had to tell a lot more, and I would have loved to implement a role-playing dialog options system to offer more choices. But I restrained myself as much as possible, because I suspected that most players of shooters have neither patience nor interest to have dialogues.
The level design was developed along with the characters. I usually have a basic idea of what should happen in every level - I wanted at least one new game element in each of them, so the game remains fresh and players get new experiences again and again. Characters and the level design are developed as a result of these ideas.

I loved the scene with this one girl totally pleased that she is now on an organic farm with no genetically modified organisms, while zombies are running around outside. Tell me more about this down-to-earth world!

The village was also such an obsession - a pure dialog level without shooting action in a shooting game. But I thought to myself: why being indie, when I don't take my freedoms that comes with it.

I had the idea quite early of a hero getting into almost everything by accident and growing stronger by that. But by following this proposition I found that the story runs entirely speculative until a certain point. Half of the game feels very much like “because the author wrote it”, while a real human being would have said a hundred times “no way I'm doing this, I stay at this nice farm now”.

You can destroy every desk, crate, car, basin, window andandand in this game.
You can destroy every desk, crate, car, basin, window andandand in this game.

Yes, you are right. Player motivation is a hard nut to crack. As a developer you just wish the gameplay alone would be motivation enough. With TRI we have also considered different stories to motivate the players. Which is especially difficult when the gameplay already works without a story.

Exactly. Then it needs some kind of brilliant idea to catch the people in front of the screen and drag them in. Any kind of story that you write for the main character often feels artificially constructed and constrained for the players.
I haven't found a solution for this problem that Splatter has, yet. And considering the fact that the game now has over 8000 words of text already that need to be translated into several European languages, I cannot change much regarding the dialogues.

You could have let the protagonist rescue his girl friend! ;)

No way!
But if I may suggest something from the experience I made with the development of Splatter: Keep the story low and rather deliberately reduced and vague. An extensive and bad story seems to be worse than none.

The engine is your own. How important is it for you to develop your own technology?

Very important. For a strictly personal reasons - I am a passionate programmer, who has big fun developing technical systems. Especially when they look good as well later. I wanted to also expand my USP. There are many fantastic tools for game creation that make it a lot easier, like Unity or UDK. However, I find that the resulting games usually look too much like their tools. My own technology might give me the opportunity to stand out visually from the myriad of excellent indie games.

What would you change in retrospect and what are you most proud of?

Looking back, I am of the opinion that the development would not run much different as it went. From today's perspective, I would freeze the development of Splitterwelten earlier – I tried to maintain two projects in parallel for a too long time. I also have some side projects and assignments adopted to keep me alive financially, which is nothing I could have changed. If possible I would probably wait even longer with the release and improve the story scenes, the voice recordings and many details. You just have one chance for a first impression, and this is gone now.

 

A first screenshot from the upcoming game project.
A first screenshot from the upcoming game project.

What do you plan next?

First, I'm currently back at employment. I have to live from something, and Splatter has not been shown successful sales to pay the bills. I will, however, move Splatter even further - more story content, more multiplayer content, maybe I can still get voice recordings for the whole story ... and more. And then there's Splitterwelten which I would love to extend.

Do you consider crowd-funding options for Splitterwelten?

For a successful crowd-funding campaign you need a good basis of previous public attention. And the biggest and thus most promising platform Kickstarter is unfortunately only available to Americans and the British.
I also believe that the crowd-funding platforms are overcrowded. There are a lot of highly motivated teams and projects that compete for the attention and the money of the public, so it is difficult to stand out.

The Splitterwelten - Dreamworld's amateur RPG project.
The Splitterwelten - Dreamworld's amateur RPG project.

Okay, so we are almost at the end, but one question is left: Do you still have time to play?

Yes, later in the evening I usually find an hour to play. And there is a lot of stuff that I enjoy, mostly games that I can play with friends. Battlefield 3, Saints Row Coop, long hours Terraria with my wife and many friends while talking via TeamSpeak. I also played Risen II through in many evenings; and I have many, many more games in the Steam library still waiting for an installation.
And as soon as I have a few weeks of time, I'll grab Skyrim :)

Thank you, Thomas!

Help Splatter get on Steam!

German Indies, where are you?

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Because of the fact that most of us smaller developers face the problem of not getting enough attention I would like to take a closer look at my own country and its even more unknown indie game scene - Germany.
When it comes to games, Germany is foremost known for simulations (Demolition Simulator by Giants Software), engines (Cry Engine by Crytek) and board games (The Settlers of Catan by Klaus Teuber). In fact, we seem to consume more video games then we actually produce or sell outside of Germany.

Besides Crysis 1, 2 and 3, have you ever heard of the building game series Anno by Related Design, The Settlers series by Blue Byte, the beloved adventures from Daedalic Entertainment like Deponia or the RPG series Gothic and Risen by Piranha Bytes?
If none of the mentioned titles - which are known by every German interested in games - rings a bell you might get an idea of what kind of problems the German indie game scene must be facing. The purpose of this article is to introduce some of their specimen, to define some typical German qualities and their problems.

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Education in Germany

To start with the German indie scene means to begin with the Indies' education and where they come from.

There are several possibilities to start your path to the German game industry. I suppose in most European countries and the U.S. it's also like this: you can study computer science to be a programmer or design to be an artist.
In Germany we have several private schools that educate students to perfectly fit in certain jobs like 3D modeling or character artist. Most famous representatives are the Games Academy, SAE, Quantm Institute and Media Design Hochschule, to mention just some of them.

Nowadays, even more public schools climb onto the bandwagon with their own programs. For instance, I studied "Multimedia Virtual Reality Design" at the University of Arts and Design in Halle.
According to the B.I.U. (Association For Interactive Entertainment Software) we have more than 144 schools and universities where designers, programmers and musicians can get their education or further training from. Not to forget a classic start as an trainee or intern in a games company!

But there is another scene, much older than the new generation of game students from any private or public school - the hobbyist scene.
When I did my research back in 2009 for my diploma about Indie Games, I had a hard time to find teams that work in a way that I would call indie today: independent, creative young start-ups that took the risk to work full time and not just for free, but to make a living from the things they love. According to my own definition of 'indie' there were just very few of them in Germany. I had to look under every rock to find them.
But to be fair, the indie scene as a whole became first popular to a broader audience with World of Goo by 2DBoy and Braid by Jonathan Blow in 2008.

Compared to indies, the hobbyist or amateur game developer scene was rich of examples. There were many people that teamed up to make the next Gothic or Command&Conquer, like Verbotene Welt by sechsta sinn (after 12 years they still meet up to work on their game from time to time), Dreamworlds with their RPG Splitterwelten (they are fully indie now with a different project) or Elite Software with Out Of This World (turned the project down). This scene flourished with the help of many huge forums (ZFX, Developia and its predecessor Deutsche Untergrundspiele, Softgames.de for different projects, specific websites for game engines like Blitzbasic and 3D Game Studio, etc.), their own festivals/gatherings like the Dusmania/Devmania and a booth at the Games Convention in Leipzig called IndiGo.

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The characteristics of the German hobby scene

Typical for most hobby game projects isn't the experimentation with game design, but to emulate the idols whose games the makers adored. The teams often worked hard and passionate to assemble perfect copies with their own added features, ideas and stories. But projects like RPGs, MMOs or strategy games were often doomed from the beginning. It turned out that most of the projects from this time were too huge and ambitious to be finished. In most cases, the teams dissolved because of academic studies or to earn money with more 'serious' work than games. In some rare cases they still try to finish a game they started many years ago - still as a hobby while having a day job.

Another attribute that sticks out from this time is the overwhelming amount of programmers in the scene. This resulted in technology-driven games and the development of a lot of smaller engines the creators proudly presented at bigger scene events like Dusmania/Devmania.
I missed a more artistic standpoint or discussions about graphics beyond shader programming, sometimes. Although most hobby teams had their graphic artists, they seldom tried to create a new look which often resulted in beautiful and polished, but uninspired graphics.

In the last years the hobbyist scene became somewhat stuck. Many of the old forums are closed or merged together. Maybe the notion of the indie scene reached German developers and they tried to get more attention in international forums. Even pupils - the biggest part of the German hobby scene - want to be professional and sell their games. For many of them, 'Indie' might be a new prospect of getting into the industry like their idols did before.

But this is pure speculation. Today, most German indies I know since 2010 are graduated students from game schools.

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The new generation of young game designers

And their number is growing every day! It is much easier to be aware of these teams, thanks to festivals like Amaze Indie Connect, Play, Next Level Conference or the increasing attention of the German media blogs like Superlevel. And their presence on Twitter and Facebook in combination with their own development blog.

Many German indies I can think of can be characterized by a certain professionalism. As much as they like to create fun games, they also want to secure their new business. And of course make money with it.
After graduation you have two chances to get money: First - check out the possibility of a design or start-up funding and apply for it. Second, search a publisher or investor to back you.

Here comes the first point where many of us had to think about business economics. To get any kind of funding (EXIST is the most common one or federal state specific funds like FFF Bayern for Bavaria) you need to write a business plan, calculate your future income/cost/investment and give a prognosis about your sales.
It is not typical for Germans to take high risks, planning is everything! And to be honest, it helps a lot to make yourself clear about what awaits you outside in the games market.

I often hear that many of the better known indies, like Phil Fish or Edmund McMillen, had debts to finish the game they wanted to make. I can't say if it's just lesser common or outright impossible for a young German start-up to get credits or be in someones debts. That's why most of us are looking for a publisher or investor to fund the project at first.
That's why I often tend to say that there are no 'real' German indies in the independent-from-publisher meaning of the word 'indie'. But whatever the clear definition of indie might mean to someone, it is more important to make interesting games!

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Games that matter or games that sell?

German developers often tend to have the opinion that you are just able to produce good games with a high budget.
This attitude affects not only the games, but the style and design, too. Ingredients like technology, quality and perfection are very important to many designers I know.
On the other hand, there are very few games from Germany that I would describe as crazy, artsy, over-the-top manic. Games that often happen to be the opposite of quality and technology, but with a great emphasis on creativity.

Why is that so? The answer might be as easy as that: If you want to sell games, you need to look for certain trends in design and what players are looking for, in order to sell as many games as possible. Challenging your own future by taking too much risks with innovation or experimentation might be too dangerous in the beginning of a young studio.

But this is not the reason there are still German studios missing on awards or shopping wish lists. The mere reason for them to be totally unknown is that most of the studios I listed below are just at the beginning of their journey. There are very few studios that developed more than one game yet!
So, if you are interested in (German) indie games, look out for the upcoming generation of German designers.

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German Indies

Andreas Illiger from Kiel, Tiny Wings (iOS)

Daedalic Entertainment from Hamburg, Edna breaks out (PC/Mac), Harvey's New Eyes (PC/Mac), Deponia (PC/Mac)

Knut Müller, the Rhem series (PC)

Dreamworlds, Splatter - Just Harder Times (t.b.a.)

Black Pants Game Studio from Kassel; Tiny&Big (PC/Mac), About Love, Hate and the other ones (iOS)

Mimimi Productions from Munich, DaWindci (iOS), Tink (t.b.a.)

Silent Dreams from Mühlheim an der Ruhr, Grotesque Tactics, Holy Avatar vs. Maidens of the Dead

Joyride Labs from Berlin, Nikki and the Robots (PC/Mac/Linux)

Jonas und Verena Kyratzes from Frankfurt, The Sea will claim everything (PC), Ithaka of the Clouds (t.b.a.)

Spaces of Play from Berlin, Spirits (iOS/PC/Mac/Linux)

Threaks from Hamburg, Beatbuddy (t.b.a.)

Brightside Games from Berlin, Zeit² (PC), Spin Wars (iOS)

Bit Barons from Munich, Astroslugs (iOS/PC/Mac), Tridek (t.b.a.)

Candygun Games from Hamburg, Dead Block (XBLA/PSN, PC), Dollar Dash (XBLA/PSN, PC)

Z-Software from Dortmund, Solar Struggle (XBLA, PC), Ambulance Simulator 2012 (PC), Rush on Rome (PC, iOS)

Wolfram von Funck, Cube World (t.b.a.)

Krystian Majewski from Cologne, Trauma (PC/Mac/iOS)

Bumblebee, Days of Dawn (t.b.a.)

kunst-stoff from Berlin, The Great Jitters - Pudding Panic (iOS)

Tinnitus Games from Hannover, Reperfection (PC)

Hammerlabs, Farm for your Life (PC/MAC/Linux)

VisionaryX, A Knight's Dawn (iOS)

Wolpertinger Games from Munich

Mediaguild from Kassel, Little Indie (Indie publishing platform), Spyaction (t.b.a.)

Media Seasons from Leipzig, Driving Simulator (PC), Pingvinas (PC, XBox)

and us, RAT KING ENTERTAINMENT, Pitman (iOS/PC/MAC), TRI (PC/MAC/Linux)

 

Edit 13.0305, more devs added

Matthias Zarzecki, Unstoppaball DX

Frame6, Crysis Borad Game

Layered Mind, Colour Souls (Win,iOS)

Duangle, Nowhere

Tinytouchtales, Super Zombie Tennis (iOS), Muffin Munch (iOS)

Slip Shift, Reborn Horizon (Browser)

Decane from Hamburg, RC Mini Racers

Damian Thater, Argh! Earthlings!

Uniworlds, Caravan

Klonk Games, Mercury Shift

Golden Trycicle, Clark

Virtual Cosmonauts from Karlsruhe, Kraut Attack

Vidiludi Games from Munich, Highway Run

Elcoino

The Grey Studios, Pixel Towers

Black Goat

...and a lot more? Feel free to add your own studio in the comments! A discussion about the perception of the German indie scene is appreciated as well!

Day 2 and 3 – Amaze Indie Connect

Missed Day 1 of our Berlin adventure? Click here!

After I failed at being more business-like and professional, we really enjoyed talking to all the Indies. Especially what they are working on, where their secret jelly glass filled with coins is to be found and, of course, how their business works.

This whole Indie thing was some kind of conference meme everybody interpreted in their own way. Many people reacted a bit bugged out when it comes to the question what is "Indie" and what not.
Some don't like the discussion, because we all need money and partnerships, which doesn't necessarily mean that we are the marionettes of publishers.
Others loved the Indie label to keep out stiff business guys and get recognized even with smaller titles.

And many folks prefer to just call all the little game company start-ups Indie, without making a distinction what it exactly means to be Indie.
Even Thorsten Storno – the host of Germany's first Indie festival didn't come up with a manifest. Although he wanted to, but couldn't afford doing one due to the lack of time. Luckily! Because maybe too many restrictions would contradict with the Indie mind of being independent from stupid guidelines. At least this can be said, I think.

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A fact is, that we all need money and that a pure Indie-fication seems to be only possible with sponsorship, waiting tables, freelancing, putting aside our own projects to work at errands or being purely commercial from time to time. So in the end, everybody is Indie and nobody is.

At this point Cactus from Sweden comes in. He held the first talk/keynote and gave us all a telling-off about stopping to be so commercial. After his 2-year sponsorship ended he now has to sell his games, too. Ironic!
I really enjoyed his speech, though, especially as a contrast to the Quo Vadis - he stood there somehow drunk with a canned beer at 11am. Although I was a bit unsure what exactly his point is, but I think he was as confused about him being business punk now, as I was.
Cactus' talk strongly reminded me of Anna Anthropy's book “Rise of the Videogame Zinesters”. Both complain that on the one hand making games is easier than ever, but on the other hand, it is harder to get an audience with free games or in other words, the barrier to gain a foothold is getting higher.
The funny thing about this discussion is that I – as somebody who tries to sell games – saw this always from another perspective: There are tons of awesome and super-creative free games and I never understood why the heck they gave them away for free. Because it basically means that I as an Indie dev who needs money has to explain myself for being greedy.
The developers of free games - on the other side - argue that they get no coverage for not having polished, super-functional games. They seemed to be the Indie Indies, the artsy ones, while we are the black suits.
The good thing is that most of us do both ways, which brings the whole discussion together somehow and makes it dispensable.

I have to admit that I didn't follow most of the talks, again. I think my attention span is extremely short and every talk was followed directly by the next one. A little pause to discuss what you heard just moments ago is very important.
Especially when controversies occur: Martin Nerurkar's talk was about to use every possibility to make and sell games - even free2play. This was followed by a discussion that our creativity should not be destroyed by, let's say, free2play. Like I mentioned in the post about Quo Vadis, free2play and social games are the end of creativity to many game developers. This kind of friction was fascinating.

douglas wilson

The talks on the next day were interesting and very inspiring, too. Douglas Wilson, member of Die Gute Fabrik and brain behind Johann Sebastian Joust, compared his game with the minimalism in Proteus. He pulled a metaphor about gameplay being the chips and the surroundings, graphics, atmosphere, etc, are the sauce. And Indies too often just think about the chips, which are flavorless alone, but he loves the dip and would be glad if the chips would be more often just used as a vehicle to eat more dip ... I think, that was what he meant!? Using tasty food pictures as a metaphor didn't work for me that well.

This speech was followed by a talk from Thomas Bedenk of Brightside Games about the Flow-theory by Mihaly Csikszentmihalyi and the difference of player and designer perspective. Well – look at the picture.

Vlambeer rocked with a lesson about back story. Although it's fun to hear this from the masters of fast-paced arcade games, in my opinion everybody comes up with some kind of fiction. Some for the need of design ideas, while others have a vast epic story early before even knowing about the gameplay. But it's nice to see them playing their games and understanding how every piece fits together. (You can re-read the talk here.)

vlambeer The talks were followed by two workshops. Apparently there was even a third one, called "Lesson learned", but most people couldn't recall the content from the website and a rumor explained that it was about business ("About the art of staying independent") - I wonder if it took place anyhow.

The other ones were about sound and coding with libpd and location based games, the last one we took part in. It is extremely interesting to speak to people like Michael Straeubig, who is a game designer for board and location based games. I think our games belong to the PC, but it's always awesome to get some input from other genres, especially the offline ones.

Again I missed the outcome of this workshop. I think I was looking more for input then laying my hands on gameplay.

So instead we joined the others on a lawn enjoying the invasion of summer.

workshop

The summit closed with the award for the most amazing game, which was Proteus of Ed Key and David Kanaga.
I loved the decision, because I just bought the game some days ago and was fully inspired. I guess games like Proteus, that suck players into their world without any double-hint what is next or where to go now and what exactly is the point, was the perfect choice for the first award. It was in fact some kind of orientation which way the first edition of the festival should lead to.
Ed, your game is perfect for this, like the festival itself: Not too polished, leaving lots of room for own interpretation of what exactly will happen next.

The best thing, after the award, was the party with the mandatory 8bit electronic music and Proteus playable flashing against the wall. We sat there for a very long time and played it. The best thing: people came along and watched us.
After observing them, these are the five phases playing Proteus:
1. Skeptical look. "THIS won the award?" Erm....
2. Just fascinatingly watching, being completely silent.
3. Curiosity, what this thing exactly about. "What do I have to do, just walking?" or "Oh, I have to follow the frog!"
4. The deep wish to try it themselves.
5. "Oh my god this is awesome. I gonna buy this."

It's funny how people kept playing it, although being extremely confused about this "Notgame". I would love to achieve this one day, without a ragequit stopping people from doodling to find possibilities in the game out for themselves.

amaze

podium

So, the big question from all, who missed the event: Was it worth going to Berlin? Just another Indie festival? "Germany? - I went to GDC San Francisco!" So, next year A.Maze, again?

Answer: Yes, YES, triple-yes. Just standing in the foyer and discussing different standpoints about business, money, gameplay or favorite beer labels made the thing awesome. Meeting many of the well-known faces in person and discover new ones you never heard of before. Or finally meeting the German developers in person, that seldom actively use Twitter or blogs - in most cases.
The talks were more an add-on to be inspired, provoked or initiated for further discussion. But I took home many good ideas, motivation and encouragement for our game-to-be TRI.

And it was fantastic to play all these games during the summit and nibble my nails about who is going to get the fantastic looking lolly-pink silicon concrete trophy. Great people overall … what should I say?

Thanks a lot to the organizers of the whole event! I miss Berlin, this whole communicative, relaxing AND exhausting event plus the international flair - Fuck yeah! In this scene I felt extremely welcome! Thorsten, this was amazing!!!

BTW: Next time with a game jam, please!

joust

Indie Buskers Post Mortem

Indie Buskers - Yet another game jam?

Indie Buskers

Introduction

Rock, Paper, Shotgun titled “2012 will be the year of the gamejam” and it absolutely is! Ludum Dare has more entries than ever before, the Global Game Jam is in the Guiness Book of Records for being the biggest jam ever and Anna Anthropy argues in her book “Rise of the Video game Zinesters” about everybody can make art or communicate issues with games. And at this point we drop in: five game devs who regularly prove their passion at Ludum Dare happenings are doing their own jam.

But why another gamejam right between the tenth anniversary of Ludum Dare and the Molyjam? Why do we want your moneys for things nearly every game dev does? And who the hell are we?

The Buskers are all one of those notorious indies. Full of crazy ideas, but with empty pockets. All of us sold at least one game until now. Most of them came into existence through participation in game jams. We are all more or less known and successful and we all love to produce games to beat the band.
So Ludum Dare is were everything started. The three game devs Pekuja, Sos and Ratking whined about their thin purses. No money. No games. Poor things. So they planned to do it the old way: Taking out their instruments to the streets and play songs to cheer up their audience and get some pennies back in order to fill their fridge.
But wait. They live in Finland, Poland and Germany. They don't know how to use guitars - all they are able to do is making games! So why not a game jam!? In open (web) space, with one or two more friends (soon they invited Tametick from Austria and Sophie Houlden from England) and a bit more interaction than just “Please put some money in the hat”.

The beginning

Since things were settled from this very moment (March 13th) everything happened very fast. We discussed everything via chat and mail, whereby most decisions happened immediately coupled with an overflow of motivation. If there wouldn't be this annoying marketing, the necessity to do an announcement to reach the audience and certain organisational issues, we would have started right off that moment. The date was chosen a bit further from that very present up to March 31st - April 1st, which some days later was selected also for another jam that will go down in history as the MolyJam. Since Peter Molyneux AND Peter Molydeux are an great inspiration for many game devs and both have a bigger audience than us together, we changed the date.
Which is absolutely lucky, because as you will see there was organisation needed to be done for all of us.

first message

In the beginning there was the website (www.indiebuskers.net, programmed by Sos) and the website was with Twitter (March 26th). We asked hyper-influencial nice people to do us a favour and tweet about the Buskers. The wonderful Chris Priestman helped us with an article on Indie Games Magazine about the mysterious Buskers that others picked up very fast. At this time the website was grey, nothing on it but counters and question marks. It was a little bit crazy, but through this we really got people interested in this thing very fast. We were purely asking for game ideas at this time. No more or less! And then the first 400 followers popped up. Some felt twitted, some were suspicious, but most of them just were attracted by the chance to give away their game ideas!

We need ideas!

At this time we rotational took over the Twitter channel (@IndieBuskers), which really became a day job! Just retweeting, filtering and answering ... and keep in mind that twitter is limiting the tweets per day! When I was trying to make some things clearer they just told me that I reached this limit (250 tweets a day). You can make the final apologizing tweet to your audience by deleting old messages, by the way.
And although we would have needed a proper public relation strategy or just a way to communicate our idea, we decided against straight forward polished marketing blabla. Chaos was more fun and fit to the bunch of us.

With Twitter and our quest for ideas a little discussion arose, about how much worth and important ideas are. As jam veterans we have plenty of ideas, but we asked people to give us their ideas nonetheless; to get challenged by them and involve the audience. And this was enormous fun! The best thing right in the beginning of the jam! Although nobody knew who we are and what purpose their ideas will serve, they tweeted and posted so many awesome things, all of us totally freaked out.
Because we were not communicating too much about the issue of copyrights, of course people also wrote that we can't have their ideas or if we use them we should give them money, etc. We tried to explain that we don't steal ideas, but with our tweets three hundred other ones came and go. But luckily many people picked up the discussion and most seem to recognize that ideas are important to inspire and get started BUT they also need to be made and mostly just force a setting or beginning of the game's real gameplay. Most ideas didn't even have any description of details like gameplay, how to play it, winning/losing situations or even the type of perspective.
Although this is not completely the truth. There were a bunch of people who loved to see their favourite games to be made. Some just wished for the good old games remade they love, while others came up with three-page concepts of how exactly the game could look or work like! Most of the ideas were too much for 48 hours, which was not exactly clear to everybody due to our lack of description, but well, this was our problem throughout the jam.
Very much favoured, by the way, were games like “Minecraft but with X”, kittens and monkeys or “games like Y but deeper”, “like Z but with RPG elements” and tons of platformers and games where you start in a prison.

indie buskers ideas

And although stealing ideas was an issue, we were never accused of stealing the Payed-jam idea from ... let's say Mojam. We felt a little bad about this. They started the bundle and they were the first to do a jam with fellow indies to earn money - for charity! The only difference was, that we were less organised and the money went straight to our purse. Not to children in hospitals!
I think this was just possible by our audience. Most of them are indie devs as ourselves and understood that we needed the money, but were no greedy suckers dare to become rich with stolen ideas.

indie buskers logo

Counters here, Revealing there

From the first tweet on our jam was planned for two weeks later. We didn't have anything to entertain the audience with meanwhile, so we decided to put counters on the website and reveal one Busker after the other within days. Plural! We never expected such a run for the website, for ideas, for us and the Buskers thing! Some folks really got annoyed by our revealing. The website was full of question marks, that were replaced with counters, that were replaced with description not everybody fully understood.
Thus we needed to finally tell them who we are and what we want. We rethought fast and unmasked one Busker after the other within an hour. We used a little revealing quiz were people could guess who is the next one by Youtube clips. Interesting that some thought one of the guys is Notch or Terry Cavanagh.
After revealing us there was the next counter of course, followed up by our intentions and an approximate date.
Since then all of our jokers were already played and even bigger magazines like indiegames.com, PC Gamer or RockPaperShotgun had articles about us, we feared to lose attention. Although the flow was less overwhelming, many people stayed active and kept posting. Even the Angry Game Nerd did...something.

One week before everything happened (April 4th) every dev chose five ideas out of nearly 1,500 postings. We really read all of them! And it was not easy, since few of them were ideas we would have come up with by ourselves (I just speak for team Rat King here).
Again we had to do the big revealing thing to let people vote, which of the 25 ideas they liked enough to see them to be done. In the end about 800 people voted for their favourites.
The idea with the most votes was the vampire idea followed by the office roguelike (about 300 votes). Interesting that Tametick's picked idea had the fewest votes (216), but the resulting game was the most as fun rated game (as far as I noticed, we didn't have chosen/voted “winner” game of our jam).
I'm also very happy that we got all the owners of the chose ideas were named on the website. This really brought things together. (Only one of them was angry about not having implemented the idea himself in hindsight.)

mockup complete

And then the jam finally happened

All of us were extremely excited. I couldn't think of anything but the jam. We designed a new overwhelming website (overwhelmed by icons, but I think again it fitted us more than a stylish fancy web design).
Since the week before start we also had an IRC channel (#indiebuskers on QuakeNet) we opened for all the interested people. The run was cool, we had to answer so many questions and could catch up some of the missing issues. There should also be livestreaming, WIP screenshots, pre-versions in a bundle and of course the hat money counter. Everyone of us did (or let do) sketches / mockups of the five chosen game concepts, so people could imagine where the journey should go.
Since the website was up, folks started to donate for us. There were no bundles yet - nevertheless we broke the $1,000 right before the jam begun. The Buskers' Twitter account was nearly neglected from this point, but we all met in chat, tweeted via our own channels and you even could watch all the Busker streams at once on one page (you can still re-watch them).
From this point everything was about progress: we tried to raise our progress bars displayed on the site, implement as much us possible and do new screenshots from time to time.

game jam complete

Vampire: The Shadow Project Masquerade aka THE SUN IS DEADLY

To go a bit more in detail about our project, the theme we absolutely hoped for did it:
"It might be cool to have a game where you control objects to block sunlight to create a path of darkness - so that a vampire can get to their intended victim." (by @EgoAnt)

How much we love Thief! It's one of the games that deeply influenced us in setting, gamedesign and storytelling. We never dared to do a full-length stealth game, but this jam was the chance to do it! Plus there was this new element of building your own dynamic shadows with crates and other objects! Yeah!
Our planning for this game was a bit quirky. We were very self-confident, because we are two experienced designers, especially in game jams.
So why not do three characters - a guard, female and male citizens (with exchangeable heads)? Plus a whole awesome city built from a construction set with exchangeable windows, doors and levels. Of course a game like this needs sounds, to give a proper feedback. And music. And feedback, particle effects, etc.

How super-optimistic and stupid we were! In the end we got a game where you had to find the one and only holy virgin to trick her to the cemetery with a jewel case. You need to walk in the shadows, because it is bright daytime and, you know, "The Sun Is Deadly". On your way there are more victims to satisfy your hunger with. But they will also alarm the guards who protect the city of women (due to the fact that I hadn't have enough time to prepare the male character with the exchangeable heads).
When the imaginary clock was ringing (i.e. the jam ended), the game was super-hard, had no sounds, the tutorial was full of punishment instead of one reward after the other.
The shadow thing - we did a Plan B if it won't work at all - performed very well from the beginning. The tricky thing about Thief though weren't the shadows (who could have guessed!?), but the enemies in combination with physics.

BUT! We did it! This jam was an emotional roller coaster. Although this is the first jam rule we tell everyone, we planned too much for the game. The idea was extremely complicated from the beginning. Sometimes I wished for the pigeon RPG idea, where you just fly and shit around!
Sometimes I wonder if fast and fun games only are appropriate for game jams. But we are always very ambitious, so don't bend yourself too much, a jam should be particularly fun for you! This was something we needed to tell ourselves sometimes, because “The Sun Is Deadly” was so damn hard. And fun if you just accept certain rules! Game jams, tricky but hilarious fun things!

sun is deadly

Conclusion

We did the first livestream while working under time pressure. And also the fact that there are people watching us struggling for their enjoyment or to learn something was very amusing and motivating (and a little bit frightening). The possibility to get instant feedback is priceless, too.
We are very thankful for all the people around that were so interested in the Indie Buskers! Until today we raised about $4500, which is especially amazing to the fact that many people gave more than just $1. The highest donation is by Michael Todd with $250 bucks. The average donation was about $10, although now decreasing to $8, because the buskers effect is just amazing while they do a live performance. Nonetheless, I think we also gained many fans (notably other game developers), that just wanted to support fellow indies. Thanks, you wonderful people! The Rat King and the other Buskers had an awesome time – our gratitude to you!

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Until the end of the month (April 2012) you can still support the Buskers and get the games! Just visit indiebuskers.net !!!

Indie Distribution Platforms that are not Steam

(The original posting is in German, on Indie-Inside.)

Foreword - Sale Week

Last week (March 10th to 18th) the annual 7-Day-Roguelike Challenge took place – the event for which Pitman was developed last year. That's why our yellow dwarf celebrated his birthday that week, and because the 7DRL Challenge always gets some attention, we decided to link it together to a sale.

Our roguelike is available at four PC distribution platforms: Indievania, IndieCity, LittleIndie and Desura (+ the AppStore). So we reduced the price to $0.95 / €0.79 every day at one or two sites for three days each. We also offered a few goodies or articles on our website daily.

In retrospect this sale was not only a good marketing campaign, but also very helpful to find out about the strengths and weaknesses of our four platforms.

Of course it would have been great to have self-distribution on our own website additionally (as it was indeed the place we referenced most times in our sale), but unfortunately this is planned for our web relaunch in the near future and wasn't available yet.

Indie Distribution

The four platforms are characterized mainly by low barriers for an entry; i.e. you send in a game, it gets checked and reviewed, and often it goes straight to the market with no major problems (except for Desura, where we had minor troubles with the file upload).

So if the splendid Steam Store is denied to you or you like to put smaller titles (e.g. jam games) outside of your own website or offer your product indie-compatible – you hit the right spot here.

Of course, Steam is the largest provider and has the advantage of a high number of users. However, most indie platforms – like many indie developers as well – often only have other developers or the not-so-big indie scene as players and multiplicators. Platform owners often expect that the developers bring the players (aka buyers) already with them and thereby keep the cash flowing. Thus, the scene just fertilizes itself and the few larger indie platforms remain hidden from the "normal" players.

Desura might be known by linking up with the Indie Royale bundles, since you can load their games with Desura keys. But for most games Steam keys are also available ...

In the future it would be nice other platforms having a chance next to Steam, as in my eyes monopolies are never positive. While Steam guarantees a high quality, the reviewing process is too opaque for many developers. Desura or IndieCity for example also allow the presentation of a different kind of games that would get (even) less attention.

Okay, enough about my plea to not only promote Steam, but to aim for at least another platform. However, you have to be aware that the effort you put into marketing for a platform does not always bring about the expected profit.

I was wondering what is used by other developers and what platforms do not work (anymore)?

E.g. Play Greenhouse by Penny Arcade has folded, unfortunately: "Apologies for the inconvenience, but Greenhouse is temporarily offline for some ... upgrades. We'll be back soon! " – the last Twitter entry is from 2010.

Indie distribution compared

Little Indie

little indie screen

- since August 2011
- 13 games + 3 new releases soon
- wide price range and very different genres
- DRM or DRM-free / client
- Little Indie highly values achievements
- Cloud-functions, matchmaking, multiplayer, lobbying (direct server selection) are planned
- regular news on Facebook and Twitter about new features on the client and current titles and sales
- bank transfer, Paypal

- from the review of the game until the start: a few days
- contract
- upload via SVN / SSH
- demo on the platform
- sales and updates are set by operator
- revenue share is negotiable
- payout: quarterly from € 20

Pros:

- close contact with the operator, responds quickly
- you don't go down in the masses of games yet
- individual compilation, bundles, Alpha Funding, Keys
- Forums, blogs are available
- Support Center (client-> developers) for bugs / problems

Cons:

- very low popularity
- the project, images, demos, page texts can not be adjusted by oneself via an interface
- Windows-only
- only rudimentary backend for developers (sales / hits)

little indie backend

Indie City

indie city screen

- in planning since 2010, started publicly since 2011
- >140 Games
- most expensive game: Cardinal Quest € 10.00
- very different, small, cheap games
- DRM / client
- regular news on Facebook and Twitter about new features on the client and current titles and sales (a Twitter account for players and developers each)

- there is no payout yet (tax law issues are being resolved)
- revenue share: 25% to platform (currently); with integration of achievements / leaderboard system only 15%

Pros:

- adaptive recommendation system in the client
- very good support, chat (IRC) and forums
- edit everything through the backend: project settings, updates, pricing, etc.
- do occasional promotions for developers (marketing week, pimp-up-your-media week)
- Tweeting and blogging very often
- relatively simple upload system: upload one EXE file together with game data in a ZIP, gets automatically wrapped into an installer
- Demo upload possible

Cons:

- many features are still in beta or not available at all (but marked with some yellow post-its)
- low popularity
- Windows-only
- payment via Credit Card only
- Annoying limitation of size (and number) of the images when setting up the project
- very simple statistics, no breakdown

indie city backend

Indievania

indievania screen

- since 2011
- >250 Games
- extremely diverse genres, quality and prices
- DRM-free / direct download
- regular news on Facebook and Twitter about current titles and sales
- payment via PayPal

- authorization of the game: only a few days
- upload through Amazon S3, no restriction on upload format
- money is transferred immediately after purchasing to the developer (no platform costs)
- responded late to the announcement of the sales, but then we were listed in“featured” and “specials”

Pros:

- download games without client
- Very good back-end, relatively detailed statistics
- customers may pay more; pledge, pay-what-you-want
- bundles, keys
- sale section for special sales in the backend + Twitter announcement (at least in the case of Pitman)
- Windows / Mac / Linux / Android / PSP / keys for Steam

Cons:

- relatively low level of publicity (during our sales week we got some more buyers, though)
- Paypal costs way too much for cheap games, when the micropayment option isn't used / cannot be used
- no demo upload to the platform

Desura

desura screen

- since 2009
- from very cheap to expensive higher-quality games
- DRM / client
- regular news on Facebook and Twitter on current titles and sales
- Paypal, Visa, MasterCard

- transfer from €500 (minus fees)
- platform fee: 30%
- sales must be requested

Pros:

- substantial increased sales opportunities by IndieDB connection
- biggest indie sales platform (after Steam)
- very good connection to the devlog system IndieDB and modding counterpart ModDB
- linked to Indie Royale
- Alpha funding possible, in own category
- Demo can be uploaded
- Windows / Mac (limited) / Linux
- very detailed backend, with very good statistics
- referrer bonus as soon as buyers come from your own website

Cons:

- 30% share / payout with minimum of €500 is a hurdle for smaller games
- relatively complicated upload system for Mac and Windows: Windows / Mac / demo must be uploaded in two versions (I.e. 6 different files that need to be uploaded when doing an update of the game); purchase link in the demo must lead to Desura

desura backend