Tuesday, November 04, 2008

Back From the Dead!




That's right, after a long hiatus of 2 years and a few months, this blog has been brought back from the dead for your viewing and reading pleasure. We hope to post a lot more frequently, so make sure to check back soon. So for today, some good news:

A Kingdom for Keflings has been officially announced!

Finally we're allowed to talk about when it's releasing (Nov. 19), how much it will cost (800 MS Points) and what it's rated (E), not to mention the fact that it's the FIRST Xbox 360 game to launch with in-game, playable Avatars! We're pretty happy about this, can you tell? :)

Anyway, that was just a shameless plug for our game because, well, we're excited. Check back again soon for some more posts that may or may not be shameless plugs for our other games as well! ;)

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Wednesday, September 06, 2006

UltraExit™

We decided a couple of days ago that rather than fix our crashes, we're going to market them as a feature. UltraExit™ - the FAST way to get out of the game.

Then Jeremy had a great idea - we'll patent the technology, and then anyone else whose game crashes will have to negotiate patent use rights from us! We'll make millions!

Friday, August 18, 2006

Cool stuff I saw at GameFest this year

1. Game Studio Express looks very interesting. Not ready for prime time, but something I'm going to check out for sure.

2. RoboBlitz is outstanding. I'm definitely sold on the game. I'll be buying it myself and recommending it to anyone I know looking for a great 3rd-person 3D action adventure game on the 360.

3. ProFX2 (the procedural texture system) is also a lot more convincing than I thought. I'm still not sold on the price, but I think most or all of my concerns about how useable it is are resolved.

4. Live Arcade is crazy-hot. Every time I saw Ross Erickson, he was being hit up by another developer with Live Arcade plans.

5. Here's something awesome about the Xbox 360 team: Nobody is sitting back and watching things go by. Every subgroup working on some aspect of the 360 (Dashboard, Live Vision Camera, Live Arcade, Dev Support, Marketing, QA, etc.) is pushing forward very heavily with new support, feature updates, future plans... The system is just getting better and better, and I was already pretty happy with it a long time ago. :)

Tuesday, April 25, 2006

Are Your Ideas Worthless?

It might sound a little harsh but it is often more of a true statement than anyone cares to acknowledge. A video game idea by itself is rarely worth much without a lot more than a word document, a couple of sketches and even a cool web site to back it up.

Is it a good idea? Maybe! But what is the financial value of the idea by itself? Not much!

Idea vs. Ability
Everyone has a good idea for a video game. I could walk around the office of any video game developer and gather ten video game concepts in ten minutes. Many of them will be great ideas for a game. One of the ways the real worth of a game concept emerges is when it's mixed with the ability to take a good idea and complete it. This is worth so much more than the idea alone.

A good development team can take a mediocre game concept and make a great game if they are given enough control. An inexperienced or poor game developer can take a great idea, spend a lot of money and still come up with a bad game. Or even worse, not even finish the game. The ability to make a polished game is much, much more important than the idea itself.

I have seen countless game-designer hopefuls that feel that they are an exception to the rule. Their idea is so amazing that it must be guarded with utmost secrecy. Although they don’t have the money or ability to complete the game on their own, they are sure that the second any one in the position to green light a project hears their idea, big money will be paid out to make this game.

The Amazing Watercar
Claiming you have a great game idea can be a lot like saying “I have a great idea – let’s make a car that is fueled by tap water instead of gasoline. I have scheduled a meeting to talk with the head of Ford Motor Company. I am sure they are going to give me millions of dollars to find a team to do the research to figure out how to do it."

Maybe you have taken the idea to next level and you have a diagram of how you believe it is possible to make a car engine that runs on water. Although you have never been to an engineering school or designed a car engine, you certainly have driven a lot of cars in your lifetime and you know what the consumer wants. You have no proof that your new engine design will really work but if someone would give you a lot of money you’re positive that you would be capable of turning out completed cars, for sale to the public, by the year’s end. Oh, and by the way, the materials in your designs cost over 250K per car but a high cost will be worth it, because the car will run on water.

This sounds ridiculous but it is very similar to how many people feel about their game idea. They can walk into a game publisher, tell them about a cool idea and the publisher will trust that they can complete the game in the proposed schedule and budget.

The World is a Big Place
There are millions of people who sit around every day and think about what would make a cool game. Many experienced game designers are paid a lot of money to do this. If you have what seems like a great idea for a video game there is a massively high likelihood that someone else has thought of a very similar idea. Often, with a little research, you will find that a similar game already exists. This game may not be as good as the one you have in your head but that doesn’t mean that the guy with the idea for the existing game wasn’t planning to make a game as good as yours. If a similar game doesn’t exist, there might be a good reason no one has made this game. If you can figure out why this game has not already been made, and then you can figure out how to overcome this hurdle in a way that no-one else has been able to, you might be headed somewhere.

Pitching to Publishers
Any game publisher (that is not about to go out of business) knows that an idea on paper is worth little. A playable demo is better and a proven team history is invaluable. They must be convinced you can provide a finished product. If a publisher is just looking for ideas, there are always internal employees with ideas that are just as good as yours.

Your job when trying to sell an idea to a game publisher is to lessen the risk for the publisher. What you really should be doing is pitching a Plan, not just an Idea. How is this game actually going to get made? For instance, one of the ways to help convince a publisher to gamble their money on your concept is to make sure you just completed a successful game in the same genre. And by the way, you also ought to use the same team at the same company. Any variations on these variables heighten the risk for a publisher greatly.

Bridging the Gap From Idea to Product
So, how do you acquire the ability to make your idea into a finished game? By finding as many things as possible from a crazy list of resources that are part of any good game production: Talent, experience, stability, determination, opportunity, an experienced team, technology, art, audio, marketing savvy, money, and much more.

Despite the difficulty of pitching a game concept to a publisher, I have known people who have been successful. It was not because they had the best idea. Many other factors had a big impact. Factors like your ability to pitch a game and convert everyone around you can have a big impact. Can you convince other talented people to abandon their ideas (which might be as good as yours) and dedicate their heart and soul to your game? Can you create a piece of art or music that is so moving people will leave your presentation in tears of joy? Do you have access to cash? A rich relative or good friend with a lot of money never hurts. It is also really important to have someone at a publisher that has a lot of trust in your abilities. Persistence can take you a long way. Are you ready to fight for your ideas for many years or will you give up after a couple of months? Are you willing to make another game for a publisher to convince him that you have the talent and ability before you get a chance to work on your game? A bit of luck never hurts. You might happen to present an idea of a game about bunny rabbits to a publisher who just had a meeting where they decided that the company needs a bunny game to round out their portfolio and they also have to spend their entire budget for the quarter by the end of the week.

Find a way to turn your idea into more than an idea! Explore it, document it, test it, share it with your friends, work on it, find a team to work on it with you, get feedback on it, change it, improve it, work on it some more... Keep the dream alive but please understand that the game concept is only the first step in a hundred mile journey.

Saturday, April 15, 2006

Estimating Live Arcade Sales from Leaderboards

I've noticed a few people making a direct correlation between the number of entries in the main leadboard of an Xbox Live Arcade game and the number of actual sales of that game.

Without revealing any specific top-secret numbers, I think I can say that my experience shows this to be a fairly accurate measure of sales. So far. However, there are some reasons why this could be less than totally accurate. I'm going to jot down some thoughts I've had on the subject.

1. You have to own the game to have an entry on the leaderboards.

This is the primary reason people consider this a valid estimate. You can't have a place on the leaderboards unless you have an official unlocked version of the game.

2. Multiple people on the purchaser's console can play the game and post to leaderboards.

This is a cool feature of Live Arcade - if you download and purchase the game, your girlfriend/boyfriend/spouse/kids/mom can play the game, too, and potentially post to leaderboards. This skews the leaderboard-to-purchase ratio way up, potentially, since you could in theory have a dozen or more players in the leaderboards from a single sale. In practice, this may not be that big a deal.

3. People with free full copies of the game can post to leaderboards.

This includes free press downloads, complimentary copies the publisher arranges to hand out, and other free cases. For instance, we arranged for a number of free copies of OKX for reviewers on serious game sites. I have no idea how high this number is for most XBLA games, but it seems like it will be fairly high. At least a few hundred, I would guess. How many people with this kind of access to the game will post to leaderboards? I don't know, but it skews the leaderboard/purchase ratio higher again.

4. Not everybody posts to leaderboards.

You might buy the game and never play it while online. People in your house may have access to the game, but may not have Live accounts and therefore not be able to post to the leaderboards. You may simply play non-default modes in the game and end up posting to some leaderboards, but not to the "main" leaderboard. This brings the leaderboard/purchase ratio back down a bit.

The Results

You'd think these things would conspire to make the leaderboard entry count a too-high indicator of sales, right? It didn't seem to for us, but we don't have a ton of data to work with, since the service hasn't been out that long. Maybe the first quarter of sales is a bad example, and we'll find out this quarter how far off it really is!

This technique for estimating sales also completely ignores additional downloadable/purchasable content, such as levels and gamer pictures. Of course, if a downloadable level has its own leaderboards, you can make new estimates based on that.

How to see the bottom of leaderboards

I don't know if any game has a feature to jump to the bottom of a leaderboard. I mostly doubt it. The way some interested parties arrange it is to score very low on the leaderboard, to be fairly sure they're at the bottom, and then look at their ranking to find a number of entries on the leaderboard. My theory is that eventually so many people will be doing this that the main leaderboard of any game will have a pile of players contending for the bottom spot... :)

-- stay

Thursday, April 28, 2005

The Ten-Minute Method

So, I have a method of making progress on personal projects outside of work. This applies, for one thing, to game projects for a large number of Indie developers who are working on their games on evenings and weekends.

I think we all suffer from a lack of motivation now and then, and sometimes days seem to rush by without us having the time or strength to get work done on The Project. It's not that you don't love the work or believe in the project. It may simply be that something else always seems like a higher priority, or you feel a sense of dread about the amount of work left to be finished, or you're distracted by an activity that's more appealing in the short term.

The Ten Minute Method is this:

Work on the project every day, even if it's only for 10 minutes. Every single day, no matter what, but you only need to commit to 10 minutes. You can always find 10 minutes, right? Maybe just before you go to bed, or just before you plunk down in front of the television.

The actual work you do can be anything. If you're working on art, just sketch something. Clean something up. Go looking for reference. If you're programming, just look through code for a while. Read some documentation. Comment old modules. Make lists of things to do later. Easy stuff, right?

The results are these:
  1. You'll always be caught up. It's surprising how much time you can waste just coming back up to speed on a project when you haven't been thinking about it for a week or two. This can be really frustrating with software development projects. "What was I working on coding? Why did I start writing this module? Did I need to finish something else first?" As a side benefit, just keeping the project in your head may make it easier to think about the project when you've got a little downtime (like waiting in line at the grocery store). And, it may make it easier to find motivation, if that's what you're lacking, since after a while it helps eliminate fear of the unknown.

  2. Little things add up. 10 minutes a day for a week is a good hour of work that you might not have gotten done otherwise. And since you're working on it every day and don't have to come up to speed every day, it was probably a fairly productive hour.

  3. In practice, the first 10 minutes are the hardest. If motivation is your problem, this is the real benefit of this technique. After the first ten minutes of involving yourself in whatever aspect of the project you choose, you'll find yourself wanting to work a few minutes more, and a few minutes more, and sometimes those 10 minutes can turn into a couple of very pleasant and productive hours! I find that I sometimes forget from session to session how excited and happy I was to be working on The Project the night before, and those 10 minutes are all I need to draw me back in and make me forget about my important plans for watching reruns on television all night.

Maybe it seems self-evident to you, but it's surprising how effective this has been for me and my friends. Once you get into the habit of The Ten Minute Method, things just get done.

-- stay

Monday, April 25, 2005

Blogging

Inspired by the great and powerful Jay Barnson, I've finally decided to give a company blog another try.

The basic idea here is to post occasional thoughts about independent game development and thus document my descent into madness. This blog will generally be updated by me, stay, but since NinjaBee is a real company with various employees, we may hear from other people from time to time.

"What? Another indie game developer blog?" you say. Well... um... yes. However, I hope we can provide some reasonably useful thoughts that don't completely bore you unconscious. The key people at NinjaBee each have at least nine years of professional game development experience, so it's not like we're totally making this stuff up.

At least, not most of the time.

-- stay