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Showing posts with label Develop in Brighton. Show all posts
Showing posts with label Develop in Brighton. Show all posts

Friday, 27 June 2014

GUEST BLOG: Window Shopping in Steam

My dad used to own a shop. It was a men's clothing store. He was in business for a long time (over 50 years) and only recently retired. I've learnt a few things from his experience managing a small store. One of them I remember quite clearly is related to the shop window. He used to say that no matter what you put in certain spot in the window it will sell well. If you put something good then you'll sell truckloads of it, if it's something mediocre then it'll simply sell better than it ought to.

The store had 2 windows, a big one, where the 'sweet spots' (there were a couple I think) were placed, and a smaller one, on the side. In that smaller one he usually put stuff that was new or on sale, last pieces of last year's items, etc. He changed that one more often because it was there to serve a purpose (increase the sales of what was there) not to attract people to the store (that's the main window's purpose).

My dad's store as it appears in Google Maps. The side window isn't even visible from this angle

I can't but find similarities between how my dad's store worked and how Steam works. You have your main window (the big banner with game pictures that appear when you open Steam) and you have your side windows (the 'New Releases', the 'Top Sellers',...). If Steam thinks your game is a great game (or is going to be a great seller) you'll make it to the main window, otherwise you'll be in the side window ('New Releases') for a while and only if you prove to be good enough, move to the main one.

As of lately we're hearing a lot about nay sayers talking about the indie bubble. They argue that the amount of games published on Steam is going to drown the good indie games. I don't think that's what's going to happen. Indie hits are going to go on happening and Steam is going to support them just as much as they did in the past. The problem is going to affect niche indie games. There are a lot of games being published every day in Steam now. We released Super Toy Cars on June the 7th, along with 27 other games! What's the effect of that? Our side window time was reduced to mere hours (8-10 hours).

When we launched LightFish in 2011 the game stayed in the 'New Releases' first page for over a week. That's 15-20 times longer! That means we found then a lot more people that liked the niche genre of the game and it showed in our sales.

Still, blaming Valve for opening the gates to everyone is neither fair, smart or, more importantly, a solution. Actually, I believe there's no one to blame. How could you blame anyone for doing what you do (releasing a game on Steam) or for giving them that chance? I personally don't like many of the games but then again I'm stupid and I might have the same opinion about Minecraft if I didn't know better. Only the market has the right to decide what's worth it and what's not.

So, what can we do about it? Well, the first thing we should do is make sure we have good games worth playing. Then marketing them the right way. Make sure there's buzz about your game. You've tried e-mailing the main webpages and youtubbers and they are ignoring you? Maybe you need to do something different, something better, more unique with your game or the way you communicate it. Be it releasing the game in additional platforms, polishing a long forgotten genre or adding something unique to it, mixing two genres in innovative ways, creating something completely new, or presenting your game to everyone dressed in a pink suit or, better, do a combination of these.

Alexander Bruce not only had unique style but also an outstanding game in his hands (Antichamber)

You can do anything to try to get our game noticed by the press and thus by the public. Anything but blaming Valve because your window time is now a small portion of what it used to be. Now we have to work to get noticed while before just being in Steam gave you that marketing for free. Deal with it and find solutions to the problem!

Now, if you'll excuse me, I have to go pick my green suit from the laundry.


This blog was written by Eduardo Jimenez from Eclipse Games. Eduardo will be talking in the Production track at the upcoming
Develop Conference 8 - 10 July, Brighton

Monday, 23 June 2014

GUEST BLOG: Life Moves Pretty Fast

Wondering whether to attend this year’s Develop Conference? Stop wondering, and commit. Commit right now. Clear your diary. Book your train ticket. THIS IS IMPORTANT.

To quote Ferris Bueller: “Life moves pretty fast. If you don’t stop and look around once in a while, you might miss it”.

Everything is changing. Everything is always changing. Novelty, imagination, surprise and experimentation are fundamentally embedded into games culture and markets. We bestride the twin galloping horses of technology and culture like giggling, partially-blindfolded, stunt riders. Our job is to make millions of people do things they’ve never done before - while our platforms, models and markets are in a continual state of turbulence.

This month, Amazon announced a phone that tracks your head movements. Didn’t they used to sell books? Cloud Imperium revealed that they have 260 people working on Star Citizen. Didn’t you used to need a publisher to make a game like that?

So stop and look around once in a while. Remind yourself that games are made by people; people more or less like you - and that they’re ultimately FOR people, too. Good analytics will give you excellent insight into the way your players are behaving right now; but if you want them to stay with you next year, you’ll need a taste for the future.

Get it at Develop.



Jonathan Smith is Strategic Director at TT Games, and
a member of the Develop in Brighton Advisory Board.

Thursday, 5 June 2014

GUEST BLOG: Industry echoes: 19 years later, the first E3 still rings in my ears


I was lucky enough to attend the first E3 back in 1995. It was, I think, my second ever trip over the Atlantic.

For a reasonably young man, whose work travels had up until then taken him to Croydon, Derby and Woking, it was overwhelmingly exciting. I stayed in the hotel through which Arnie rode a horse True Lies, and the one friends tell me Pamela Anderson took her clothes off in “The Pamela Anderson Story” (sadly no longer available, apparently).

I thought of my teachers who said I'd amount to little and imagined them still tormented by little bastards like me, cursed to a life of endlessly scrubbing chalk phalluses off their suit jackets whilst I was on a business trip to where Americans came from.

They were actually filming Heat in the streets outside. Imagine that. No do: imagine that.

For an industry which had historically sold its wares on hunks of plastic or “floppy” “disks” (technically neither, though no-one seemed to mention this) that first E3 was a sign of intent. We were moving from business shows in stuffy hotels literally to Hollywood.

Of course, as a young industry, we were hopelessly naive. Rich execs decided that the best way of showing how great their games were was to throw vast amounts of money at their stands; setting a dick-waving precedent which would escalate so quickly that apparently Peter Moore originally suggested he announce GTA4’s appearance on Xbox at the 2006 Microsoft press conference not with a fake tattoo, but by dangling the game’s logo from his still smarting Prince Albert.

Poetically, in 1995, no stand was more impressive than that of Acclaim. Standing proudly inside the main doors, where EA usually is these days, it was a nightclub of a booth, all flashing lights, massive screens and pulsating music from show open to show fucking close.

I was working on the stand next door, so I was the regular unintended victim of Acclaim’s “theme “ – a 30-second ditty which opened the 10 minute showreel. I heard it 162 times.

Now and again – close to 20 years later – it still bounces round my skull.
It went like this: “[Something, something] Acclaim, your entertainment source. Hits on every format – can you feel the force? Interactive entertainment, it’s so hot you just can’t contain it, something something something something Acclaim!”162 times.

What’s most astonishing about this song isn’t that presumably an actual human being was paid coins of money in order to write it and that other human beings didn’t think that the first human was joking, nor that it made such an indelible mark on my then young brain that even now – at an age when I genuinely occasionally forget the names of my family – I can still recall most of it.

No, what was most astonishing was, that from a marketing point of view, spending such a vast amount of money on a stand and theme song did the job – even now, when people stop me on the street to enquire as to where they can find the source of entertainment, I remind them of Acclaim before showing them some SNES and Mega Drive cartridges and pushing them over so they can feel the force.

Sadly, that’s where the story ends. These people can’t buy Turok: Evolution, WWF Wrestlemania, nor Dave Mira’s BMX XXX even if they wanted to. Which they didn’t: Acclaim went out of business in 2004 – leaving nothing more than a few gaming controversies, some brilliant PR ideas and one dreadful song.
E3 has always been about attracting attention, making the most noise, having the biggest queues. Yet, with the exception of a just couple of years when, quite rightly, publishers questioned the amount they were pouring into the building that Nicholas Cage tried to blow up in Face/Off, E3 has got bigger but not necessarily better.

The news rarely comes from the show floor any more, beamed instead globally onto monitors the day before, via grainy, buffering streams. American execs trying hard to be casual without realising they’re memes in waiting.
Fact is, if you’re a publisher in decline or a hardware manufacturer which lacks confidence to deliver your vision, chasing Twitter favourites rather than sticking to your design philosophy, attracting such vast attention is pointless unless you’re able to deliver the goods. Come see my talk at Develop this year and I’ll show you how to be Mike Bithell – current King of the Indies, deliverer of goods and, at the time of writing, someone who’s yet to resort to a theme tune.

Though it is only a matter of time.





This blog was written by Simon Byron, a director at Premier PR. Simon will be talking in the new Marketing track at Develop in Brighton on 9 July. www.developconference.com



Tuesday, 27 May 2014

GUEST BLOG: Go With the Flow - A Fresh Look at Old Concepts




I suspect that some of you reading this will think “Why talk about something as obvious as flow when everybody in the industry understands the concept and gets it right?”
Well, believe it or not, there’s way more to flow than people in the industry might imagine.

Only the other week, Keith Stuart talked in The Guardian about the concept of flow as one of the reasons people find games like Candy Crush so compelling (http://www.theguardian.com/technology/2014/may/21/candy-crush-angry-birds-psychology-compulsive-casual-games-mobile-flappy-birds).

When players are so completely engaged with a game, to the extent that they don't even hear you when you call them or acknowledge you when you talk to them, there’s a very good chance that they’re experiencing flow in the game play. And when an individual is experiencing flow, they’re completely fixated on the task of playing the game, and you’ll find it pretty hard to break their concentration.

I remember late last year consulting at a large game developers studio and the fire alarm went off - it was lunchtime and a few employees were playing a game in the games room during their break. Despite the piecing sound of the alarm, they didn’t even look up from their games and the boss of the company had to literally go in and drag them out.

So you can see how flow, the state of utter engagement in gaming, can certainly account for how compelling video game playing can be.
A really great piece of work that I would recommend to developers is by Boyle et al (2012) – ‘Engagement in digital entertainment games: A systematic review’ - who initially uncovered a staggering 20,000 papers related to engagement, and then drilled this number down to 55 key papers to review.

The authors describe flow as the most influential construct used to explain the subjective emotional experience and optimal state of pleasure experienced in video game play. They highlight how flow is actually quite a complex construct involving eight different components. They maintain that central to the concept, is that the experience is intrinsically rewarding and enables immersion in the game, and they suggest that flow as a state evokes high levels of concentration and allows the player to have a sense of control, have clearly defined goals as well as providing direct feedback.
Further to this, is the motivation to escape the real world, because flow in gaming does offer opportunities to carry out behaviours not possible in the real world!

Last year I was delighted to be asked to contribute to the Charlie Brooker documentary ‘How Video Games Changed the World’. In the documentary I talked about the concept of flow and this really hit home with many gamers who watched the programme. In the weeks after, I had loads of emails from gamers who were quite relieved to understand what was happening to them when they were in this almost altered state of mind, completely fixated on a game.

Following the programme a blogger posted the stills of my contribution about flow on tumblr and so far nearly 60,000 people have reblogged or commented. (http://senjukannon.tumblr.com/post/68759294958/gloriousbacon-cyber-psychologist-berni-goode) As a psychologist, what this tells me is that gamers really want to understand what’s happening to them when they’re engaged in virtual worlds and that they very much want developers to make games that enhance this state for them, as they garner immense pleasure and contentment from the experience.


Alex Meredith, Cyberpsychologist from Nottingham Trent University says "Developers can really embrace the concept of flow and incorporate it into the development of their games, within ethical parameters of course, and of particular interest is how flow impacts on motivation to play and the sense of self during game play and cathartic release.”

And there’s a lot more to the concept of flow in video games that psychologists like myself are still uncovering, I’m especially interested in the group flow and recently saw a great presentation by Linda Kaye of Edge Hill University who examined the extent to which group flow experiences (versus solo flow experiences) impact on post-play positive effect. The results of her work indicate that post-play positive effect was heightened in group flow, something which is particularly interesting when designing for collaborative play.

At this year’s Evolve, on the first day of the Develop Conference, as part of the psychology track, a number of leading psychologists will join me to look at what it means to develop games that enhance this flow experience, and together we’ll be offering some ethical take-away tips about how to build in strategies that evoke the flow state in gamers and really heighten the gaming experience.
Berni Good is a psychologist who specialises in Cyberpsychology, particularly in video games and is the founder of Cyberpsychologist  Limited,  www.cyberpsychologist.co.uk. This year Berni will curate the psychology track at Evolve which will see some of the leading psychologists and experts in the field of psychology in video games talk and give amazing insights and tips into how to develop games incorporating psychology to really heighten the experience for the gamer. 
@GoodBerni

Friday, 16 May 2014

GUEST BLOG: The War of Art

The belly. It was always the belly. Drawing Sonic the Hedgehog in my school book, trying my hardest to get it as accurate as possible, it was always the belly that was the trickiest. Too curvy and Sonic looked podgy, too slim and he looked like a 'hog with a drug problem.


Why the hell am I telling you about the fleshy tumpkins of fictional blue hedgehogs? Well, because that childhood memory of trying so hard to replicate my favourite character is burned into my brain and that speaks volumes about how much that group of blue and red pixels meant to me.

We've all got our favourite computer game characters and we especially hold on dearly to those plumbers, hedgehogs and monkeys... sorry, donkeys that formed our early years of playing with computers. The colours, the sound effects, the feeling of blowing on a Megadrive cartridge when Streets of Rage wouldn't load properly. All these connections stay with us because our tiny little brains are so eagerly soaking up all the stimuli we can get, especially the wonderful worlds being presented to us in pixel form and this is what I'm getting at (albeit in a waffling fashion), it's THAT connection that is our responsibility now.

Us wanky media types in the games industry are the magic makers now, it's OUR creations that will be recalled in a rose-tinted conversation in 20 years time, how incredible is that!? Just as I remember how exciting it was to plug a 2nd controller into a NES to control the ducks in Duck Hunt, someone in the future will be sharing their glee at having to pop their PS1 controller into port 2 to beat Psycho Mantis on Metal Gear Solid. These moments stick in peoples brains because their interactive art, they are narratives they feel a part of, stories they helped unlock.

Now it isn't just triple-A games that this nostalgic badge of honour is reserved for, for me it's the indie games right now that are creating lasting memories. Just as my MGS memory is imprinted on my grey matter, so is the first time I saw that bloody terrifying spider in Limbo or when I realised perspective isn't all that it seems in Monument Valley. These games, these interactive pieces of art not only satisfy my inner child for gameplay, their aesthetics are so strong and unique that the way they look will be remembered as much as the interactions in the games themselves.

So, what's your point I hear you ask!? Well, it's that now more than ever we are incredibly fortunate to be the ones making long lasting memories for people. The slew of stunning 'casual' games inspiring and entertaining folk who wouldn't call themselves gamers is rising all the time, from Badlands to Leo's Fortune, Journey to Flower.

There's never been a more exciting or more accessible time to get into making the game you want to make, and to share it with people who want something a little different. Looking at the amount of beautiful things on offer today, I just can't wait to see what happens next.
You never know, scribbled facsimiles of your creations could be adorning the school text books of the next generation...

This blog was written by Gav Strange from Aardman Studios. Gav will be talking about Super Sleep Fighter II in the Art track at Develop in Brighton on Wednesday 9 July.

Monday, 12 May 2014

GUEST BLOG: Creative Process(es)


A couple of weeks ago I was having a conversation with my drummer about writing songs and how different our writing process was to that of his other band. His other band lead with drums, he will write sections/whole songs creatively on drums and then the band will on that. This blew my mind because it’s so different to the way I’ve always worked. With my current band we will usually go one of two ways, either one of us will work on a near complete song at home, demo it, send it out to the others and then we will tear it apart at practice and work on it that way. The other way is we will take a vocal line, lyric or riff and just jam on it at practice and see what comes. I can hear you asking “Aj, what the hell has this got to do with video game development?” well, good madams and sirs, it got me thinking. 

I cannot even begin to imagine how many different creative processes there are in the world. You don’t often hear people speak of their processes very often so I thought I’d talk to you guys quickly about some things I like myself and the team to keep in mind when approaching idea generation:

1     There Is No Such Thing As A Bad Idea

So this is a big thing for Craig and I, I’ve probably mentioned it before, but we honestly believe that every idea deserves to be voiced because really no idea is bad. Now don’t get me wrong there are ideas that are inappropriate, won’t work and don’t fit the brief but they are not bad for the simple reason that they could be a spark. One throwaway idea you have could spark an idea in someone else that becomes the project of your dreams. So with that in mind:

2    Anyone Can Have An Idea

One thing that I really hate is when studios exclude certain disciplines from the creative process. It’s almost saying that you have to be qualified to have an idea. Which is bullshit, ANYONE can have a great idea and you should never be precious with this. I always get my best friend to sanity check all my ideas and the ideas of my team where possible. He doesn’t work in games but that means jack shit, he often inspires new ways of me looking at things.

  Write An Album, Not A Single

So I try to relate things to band life when I can to give a more simple explanation. This an example that comes up a lot. When you look to write a 14 track album you never just write 14 tracks. What you do is you write 20 tracks and you pick the best 14. This is because you sometimes need to get sections and songs out of your system to make way for your next great song. This is the same for idea generation whether it be for features, characters or full games. On our first day of looking at new game ideas we will just spend a day coming up with ideas and sticking them up on a wall, every single idea we have. We will then narrow it down over time to our favourite 8, then our favourite 4, 2 etc… each step of the process we add a little bit more detail to the game until eventually we’re pitching a game to the rest of the team.

4    Don’t Be Precious

This is one thing I learned the hard way but that we’ve tried to instill into our team. You should never be precious about an idea, sometimes something will seem like the best idea in the world and then an hour, day, week later it turns out it just won’t work, it’s not a right fit or it just isn’t that good. Thing is this is not a negative thing, this is awesome it means that the game has evolved past your early ideas and you should embrace it and not try to cling on to it. Good example of this is in our soon to be release game Overruled! we had a standard Deathmatch mode which we thought would be perfect. It took us 2 weeks after putting it in to finally admit that it’s just not that good, we used to be bored when it would come up and that we needed to scrap it. We didn’t complain about the work we had put in, we took it out and spent more time brainstorming game types and have come up with some of our best. Don’t cling on to ideas, be ready to move on and do better.

5    Love What You Do and Trust Your Gut

Now this is two rolled into one but I have already exceeded my word count for this blog as it is! These are two very simple points of the same whole. Never ever doubt how important they are. If you don’t love what you do then it will bleed through into your work creatively, people can only love what you do if you loved doing it and please please please trust your gut. Go with your instincts and don’t be afraid to try new things, ask questions and just get out of your comfort zone.
I’m not sure if these are my top 5 points or just 5 points that are really important to me right now but I hope it’s provided you with some sort of insight.
This blog was written by Aj Grand-Scrutton of Dlala Studios. Aj will be talking at the Indie Dev Day on Thursday 10 July.

Tuesday, 6 May 2014

GUEST BLOG: Introducing the Develop Teardown workshop


GUEST BLOG: Introducing the Develop Teardown workshop


We're bringing something new to Develop this year – a multi-session teardown of Rare's Kinect Sports Rivals that will deliver a deep insight into developing innovative games.

I think it's an exciting innovation for the Develop conference, too.

At first glance you might think it's a bit over-the-top to dedicate so much space and time to just one game, but if anything the opposite is true. Here's why.

Alien activity



If some alien archaeologist of the future had to explain the shifts in video game development over the past five to 10 years with reference only to the historical record of conference programmes and trade magazines (the games themselves having long since vanished) then he/she/it might suppose we got bored of making and playing complicated productions.

And from the proliferation of free-to-play conferences and mobile workshops around the world, you could understand why a six-armed space-faring academic would reach that conclusion from the headlines.

Yet we all know big development hasn't been seen off entirely by smartphones, freemium MMOs, indies, and so on.

What it has become is harder to explain to outsiders.

Even 20 years ago, most people working on most top-of-the-range titles knew everyone on their team. Staff often had input into more than one aspect of the game. The era of the artist/designer and a myriad other 'slashes' was at its height, as studios struggled to cope with challenges that were steepening faster than the growth of their workforces.

Today, making big console games is a multi-disciplinary logistical nightmare, made feasible only by specialism, advances in development frameworks, and producers who've finally wrestled the whip hand from the most talented coders and creatives who used to speak for teams. There's simply no other way to drive hugely complicated next gen projects to completion on time and budget otherwise.


Mindboggling challenges


Indeed I often think modern game development makes blockbuster filmmaking seem a doddle by comparison.

You're working on the special effects for the new Star Wars? That's nice. Try doing that while devising the physics of the Star Wars universe, the AI of its free-roaming characters, a non-linear narrative to span 40 hours instead of the mere couple in a movie – and all for an audience that expects to see similar quality on the small screen as at the cinema.

Oh, and before anyone points to prima donnas sulking in their trailers game development also has egos to manage…

Making a triple-A video game is like making a fairground ride with a narrative plot and Newtonian physics on the side. There are so many moving parts.

As we continue to plod through the Uncanny Valley, it has to look and feel great, too.

Separate together



No wonder big budget game development is now the domain of specialists. Yet even today they hardly operate in a vacuum.

Game artists work to constraints set by the producers and programmers, for example, while constantly pushing their own requests back, too. Designers frequently see their vision for the game shift as concept art is produced or prototyping begins.

Agile development tries to address the Balkanisation of the creative process by re-integrating the difference disciplines involved, to harness their interdependence to best achieve the goals at hand. We hope our multi-session teardown can do something similar.


See the big picture


You see, all this complexity means it's very hard to get a true sense what it took to make a game in just a single 45-minute session.

Often I've left a conference session with more questions than answers!

Sometimes you hear about some particular aspect of a game's development in detail, for example, but it feels like learning about just one stop on a gigantic journey. Other times you get a good overview, but it's a Captain's Log bereft of colour from the engine room.

We hope Rare's teardown will give you as holistic a view into what goes into making a game today as is possible, short of being on the team yourself.

Please do feel free to make notes for the benefit of those extra-terrestrial game historians of the future!



This blog was written by Owain Bennellack who is Chair of the Develop in Brighton Advisory Board.

Wednesday, 17 July 2013

GUEST BLOG: My best meeting at the Develop Conference

After returning from the Develop Conference in Brighton this week, Mike Bithell - Develop Award-winning developer of Thomas was Alone - wrote this magical blog for Develop Online about his chance meeting with an ageing coder.   



The conference, well, it kinda rocked for me this year. The volunteer stewards kept recognising me. I got to hang out with a ton of awesome journos, devs and the charming as hell Pewdie. I won a hefty award. I ate donuts on a beach. It was a good three days. But one meeting stands out.

On the Wednesday morning, I wandered into the restaurant at the conference's venue bleary eyed. It was later than I'd like, and I knew I'd missed the Cerny keynote. I was gutted. I'm a bit of a Sony fan. I queued, surrounded by holidayers and pensioners, looking around for anyone I knew to chat with over buffet scrambled eggs and single serving jam sachets. Nobody. I was, alone.

Except I wasn't. In front of me in the queue stood a short, elderly lady, politely waiting her turn to be seated. We bonded, mocking the complexity of the breakfast buffet's seating arrangements, and the manager's insistence on precision. I think the manager may have overheard my giggling, as she came over and suggested that as we were 'getting along so well, maybe we'd like to sit together to take up less room'.

And so we did. I saw a couple of chuckling industry folks as we sat down for our breakfast date (and a fair few more nodding approval at me for keeping the lady company) but we got on well.

I went through the predictable small talk list when confronted by a woman of extended years. "Do you holiday in Brighton often?", "What do your children do?", "Have you met any interesting people on the coach trip?". We had a laugh, and I grew less and less concerned about missing the keynote.

And then she asked it, the question I fear from anyone over 50, the question that instantly turns me from 'charming young man' to 'peddler of filth and innocence corruption'.

"What do you do?"

I explained that I made games, not the ones with guns, but more artsy pretentious fare. She talked about her grandchildren's love of iPad games, but how she never could work them out, despite really enjoying animation growing up (she equated games to animation, which I liked). We chatted a bit about that, but then, conversation dried up. Searching, I tried a question that I was surprised hadn't occurred to me earlier..

"What did you do before retirement? Before having a family I mean?"

"I programmed architectural simulations"

I was astonished. Turns out the woman I'd pigeonholed as an 'old lady' was creating programs to balance bridges and ensure scaffolding held up in the early 70s. She was a physics programmer. At this point, I may have freaked her out a little with my enthusiasm. We chatted more about the systems she created before marriage and children whisked her off to the gender expectations of her day. She confided the many times she'd snuck out of the office to watch Popeye cartoons in the cinema. She was a fan of two things in her early 20s, programming and animation.

I leaned in, and in a staggered whisper I murmured, "If you'd been born 50 years later, you'd be an indie game developer like me".

She chuckled at this and nodded, we then had a 10 minute conversation about how character move speeds in games are calculated. She promised to pay a bit more attention next time she watched her grandchildren playing games.


Best meeting ever. And a story to tell the next idiot who tells me women 'don't get' games programming.

Tuesday, 2 July 2013

GUEST BLOG: Vive la punk!

As much as I don’t like to admit it, I’m an old bastard, having been in the industry in various forms for 20 plus years and working with the team at Sports Interactive for 19 years.
Miles Jacobson

In that time, I’ve seen a lot of changes. 20 years ago, hardly anyone was using email for a start, let alone high speed interweb that many people take as a human right nowadays. We’ve gone from bedroom coding, to being told that the only way to survive was to be a huge multi-project, multi-studio indie, from indie being the only way, to publisher owned being the only way, no studio IP ownership to Angry Birds toothpaste, from console being the only way to go, to mobile being the only way, and pretty much everyone up until a couple of years ago claiming that the PC was dead (for the record, we’ve done pretty well on PC constantly through this period).

It’s all been pretty exciting. We’re very lucky to be part of a constantly changing industry – the only stable thing being the entertainment we provide to people who play our games. But right now, for me, it is the most exciting the industry has ever been.

Effectively, we’re going through punk.

Barriers to entry have, by and large, been removed.  You can now make a game using one of the many platform tools available for next to nothing, and publish it yourself for Windows, Linux, Mac or Android with no barriers at all. Getting onto some of the digital retail platforms is harder, but in Steam Greenlight’s case, democratic. There are a few hurdles to cross on some of the others, but none of them unsurpassable. Unless you want to be on Xbox, but I expect that’ll change.

People making games in their spare time, and having hits. People able to make games around themes that they want to work on, rather than what the market tells you will sell. I’m very lucky in that, at SI, we’ve always made the games that we want to make with little interference, but I’m well aware that most in the last 20 years haven’t had that luxury.

Of course, this new punk isn’t utopia. There are still huge problems with discoverability no matter what platform you are on. I can name a lot of games that I thought would be a lot more successful than they have been, and others that have simply not been picked up on at all. When you have tens of thousands of games coming out a month, not all can be successful. But at least people are trying.

I see in the press a lot of the woes the industry has been through and still faces. But I don’t see enough celebration of the success stories, such as the dozens of teams that have gone from being made redundant to releasing their own creativity, the tools that give the power to the devs, the new IP so desperately needed to push the industry forward (hey – sports games are immune to criticism there, OK!)

What’s been really great for me to see has been the camaraderie amongst the new breed, particularly in the UK. I’m lucky to have met many of the devs and teams, both socially and via my work at UKIE, and it’s brilliant to see people helping each other out with discoverability which is the key to success – let’s not go the way of punk and let jealousy get in the way of getting creative work recognised. Or spit on each other. That would be bad.

Some old school publishers are learning, too. Those who aren’t fixated on next gen consoles and hundred million dollar budgets have either worked on their future business models already, or, well, just like so many record labels in the punk era, they won’t survive. They can certainly help with marketing, PR and finances for those projects that need it and, in many cases, will get extra sales on titles – but the best have learnt that they are not the talent who makes the games.

You, the developers reading this, are the talent. Make great games. The rest will follow. Vive la punk.

This blog was written by Miles Jacobson, managing director of Sports Interactive and Develop Conference advisory board member. Contact him on Twitter @milessi


Friday, 28 June 2013

GUEST BLOG: TALK ABOUT LUCKY

“Have you seen this game, Hunters?”, he said.

“Umm, yes, in fact my company created it.” I replied in mild shock.

“Cool.” he stated. His very words mirroring his disposition.

“Thanks... Why are you heading out to LA?” I asked, still recovering from having met an actual player of our game.

“Oh, I’m the Head of Licensing at Games Workshop.” he replied

“......”, speechless.





That’s how we met the Games Workshop head of licensing. Sat beside one another on a random plane trip to Los Angeles. Back then Laurent (co-founder and business director at Rodeo) and I didn't even fathom it would be the first steps down the path to us releasing an iOS version of their much loved Warhammer Quest. We were just enjoying meeting one of our childhood heroes! Time passes, and since then we've spoken to dozens of people about the inception of the project. The response is universally always the same....

"Wow! Talk about lucky!!"

I guess on the face of it, yes, it sounds more like a lottery winner story than Branson self-made-man style tale. However, as is often true of these anecdotes in our industry, meeting that particular man on that particular plane was inevitable because of how we’d positioned ourselves previously. Let me explain why...

Focus, know exactly who you are and what you do.
“We make the best turn-based strategy games on iOS”. That’s our company M.O. We have three games with a metacritic above 80 in our stable so far, and a hardcore group of fans who follow us for because they “get” what we’re trying to attain. We know who we are, and we know who we aren't  Dual stick shooters, gesture based sports titles, even flower growing sims are all experiences we've played and enjoyed. However, as a developer, our passion lies within the turn based arena. It’s something we've created a foundation for, and continue to build upon. It’s where we excel, what we love, and ultimately the fuel that runs our strange developmental machine. That single statement clearly explains to any outside force (whether fan, publisher, license holder, potential hire, etc), what our company is.

We know what we do. Come join us if you share our passion.

Have a solid history of games displaying the field you specialise in.
As I mentioned. At time of writing, we have three 80 and above metacritic titles. When we had the Games Workshop plane encounter we only had a lonesome release, Hunters: Episode One. However, Hunters 2 was in showable development, and was essentially a bigger and better version of the first title. Weekend philosophers say a picture is worth a thousand words... an entire game must be worth a billion. When a prospective partner can see and play your work, you’re no longer theorizing and explaining. THEY are experiencing. From that experience it’s much easier to envision how an existing license could work within your gameplay. I doubt many companies would entrust their hard-crafted licenses to a developer with no prior record.

Be visible.
This may sounds like a ridiculously obvious point. It’s funny though to see how many developers and people in general overlook it. Say, for example, you’re looking for a girlfriend / boyfriend. Would you sit at home, waiting for that perfect partner to chance a knock on your front door declaring their love. Ok, fine, if George Clooney is reading this, then feel free to ignore that last statement. However, the point still remains that no-one knows you. We knew that in our first year we’d really struggle to get our name out there. So, we attended conferences, shows, drinks nights, quizzes, all sorts, just to meet people. Ok, let’s face it, these functions are generally a lot of fun as well so I’d be hard pressed to say it was all work. Facebook, twitter, blogs and websites all count towards the goal in their way. As the world of dating will tell you though, nothing is as good as a face to face!

It won’t happen overnight. We still have a long way to go before Rodeo Games becomes even a vaguely recognisable industry name, but we’d have even further to go without all the founding effort.

Know what things you love.
...and by that, I don’t mean love EVERYTHING. Just some things. Be passionate about them. In no particular order a few of my object loves are: Dinosaurs, Games Workshop, Sharks, Forests, Computer Games, Cats, Movies (Can’t believe Universal gave Jurassic Park to another developer. Grrrr). Anyway, why does this matter I hear you ask? Let’s take the plane encounter with GW as an example. We didn't talk about how we could make them millions. Or how we could take their next digital business to the next level. Our conversation consisted of which BloodBowl teams we fielded. Why Fantasy Chaos Armies were so ridiculously overpowered about fifteen years ago, and why Space Wolves will always be cooler than Ultramarines (I feel I should point out the views of Rodeo Games do not reflect those of Games Workshop!). The love of subject matter shone through and in some way affected the final outcome. I'm pretty sure that if the seat next to me was occupied by a representative from Hasbro, we wouldn't be making a Transformers game right now.

Be prepared.
Ending on a point that seems so spectacularly simple, yet so many overlook... Know your business.

Don’t be the guy we've all seen on Dragons Den who doesn't know his numbers. It’s embarrassing and creates a terrible impression. If you've made the rather large steps of first creating a company and then putting yourself out there, take five minutes to know the ropes. Learn the difference between gross and net profits (Branson claimed to not know....I think he may be fibbing). Know how many units you sold in week one. Understand how advertising in games works, even if you don’t currently use it. Let knowledge be the armour that shields you from the lances of questioning and pressure. Did you ever not study for an exam? Actually I did once...and turned up drunk...though that’s probably a story for another time.

Know yourself, your business and your loves. Then get out there! You never know who you might meet.

Ben Murch will be talking at the Develop Conference on Wednesday 10 July http://ow.ly/mt1Mj 


Tuesday, 18 June 2013

GUEST BLOG: IT'S ALWAYS THE NEW, NEW THING IN VIDEO GAMES

"In all the time I spent with him, I never once heard him refer to his ability to see the future. He couldn’t see it – that’s why he had to grope for it. He would be seized by some overwhelming enthusiasm . . . and he would be off and running down some long, dark tunnel leading God knew where. . . ."
– Michael Lewis, The New New Thing


Virtual reality helmet designed by Toshiba 

What's that? You foresaw the modern era of games?

No you didn't. Maybe you saw multiplayer gaming over modems moving to the Internet, and games being slowly but surely downloaded on Steam.

Oh, and you played Snake on a Nokia.

These breadcrumbs pointed the way to today about as clearly as whether you can tell me if we will be will be ruled by our robot overlords come 2045.

It's only in retrospect the future is clear. Getting there is anything but.

The history of games comprises middling periods of dull conformity punctuated by short revolutions. Trying to predict gaming's future is a loser's game, because it's irresistible to look at the current winners and extrapolate, yet it's the revolutions that reshape the industry.

I should know! I worked at Edge back when screenshots posted in a jiffy bag from Japan constituted breaking news. I spent years writing future-gazing columns for the trade press, in which I pontificated about the end of retail. And I co-founded Pocket Gamer in late 2005, just ahead of the mobile games revolution.

I even helped put together the first 'evolve' for Develop in Brighton, after a year of raving about how the Internet was changing everything.

Hark at me, the visionary!

Hardly.

I was ten years too early in writing off the High Street. Worse, like everyone I foresaw people downloading FIFA 2015 for their PS4, not Clash of Clans on iPad. Indeed iPads hadn’t been invented and most mobile pundits thought the likes of Vodafone would wield all the power.




I was humbled recently when I revisited a feature I wrote for Develop around the time we launched evolve at Brighton. Entitled Games 3.0, it came out a few months before a certain exec's GDC talk of the same name that really caused waves. Brilliant – except I focused on user-generated content and YouTube, barely mentioning Facebook and free games.

In economics they call it 'hindsight bias' – the belief we saw whatever has come, coming. Nearly always we don't, but we edit our past to believe so.

In truth, even those of us who predicted digital distribution didn't foresee a new industry springing up alongside it, nor did we anticipate handicaps such as content discovery.

Digital distribution was meant make everything available anywhere. In reality it's created an unpredictable hit-driven business that makes 1980's Top of the Pops look like a sober scientific analysis of popular music, with the sums done by Stephen Hawking.

When I edited the then-newly launched Develop magazine a decade ago, the talk was all about how we would manage teams of 500 people, and whether we could shoehorn emotion into photorealistic $500 million blockbusters.

Yet it's teams of 5-10 people who've reinvented gaming and most of the emotion we've seen has come from the staff departing triple-A studios as they've folded across the globe.

Don't try to predict the future of video games. But if you must bet on it, bet on change.

In the meantime, monitor every new development in technology, software, and monetization as if your career depended on it.


It does! But don’t ask me exactly when, or how.

This blog was written by Owain Bennallack, the chair of the Develop in Brighton Advisory Board www.developconference.com 

GUEST BLOG: Next Gen Audio - The Power of Ideas

I’ve interviewed a few famous composers in my time. They’re an interesting bunch – some perfectly relaxed, some slightly frazzled, some completely hyper, but they all have something fascinating to say.

John Broomhall

A particularly memorable moment occurred in conversation with an iconic movie maestro in front of a live audience. Having discussed some of his key works, his history and how he goes about the job, we strayed into his working relationship with orchestrators. This is sometimes a touchy subject, but no problem here. He was delightfully candid and complimentary about the contribution of the team around him. Figuring the audience of two hundred or so aspiring composers waiting on his every word might be interested in his choice of software and sample libraries, I then posed the question: “So, tell us about your studio – what technology do you use?” The terse, and somewhat unexpected, response: “Technology? F*ck the technology! What I do is all about the power of ideas!”

There are certainly many celebrated instances of sound design for moving pictures that have everything to do with ideas and little to do with technology. In fact, many were created using equipment we would now consider laughably rudimentary. The creative approach is, however, extremely sophisticated. I first experienced something of this early in my career sitting in a wildlife dubbing session watching a now famed sequence of whales beaching themselves in some exotic locale. It didn’t occur to me that the accompanying sound was complete artifice until the well-known wildlife dubbing mixer pointed out the tiger, tank and aircraft sounds that had been manipulated and combined to sell the drama of that extraordinary moment when a gigantic mammal hurls itself out of the sea.

The actual location sound recorded by some poor bod with a microphone in situ was truly pathetic. The cleverly ‘designed’ sound was awesome. The fact it wasn’t real didn’t matter one bit. It conveyed the immensity of the spectacle. This was the power of an artist’s ideas in play: story-telling through the choice and mix of sounds.

Such creativity is, of course, just as relevant to games. We may be inextricably linked to technology, but the power of our creative ideas is a real differentiator. However, it may require us to stray from some obvious paths that both technology tools and videogame culture and heritage tend to point us towards. For instance, a literal approach to sound choices and mix is not necessarily entertaining, informative or compelling for games either.  It’s a useful starting point but overriding it and embellishing it for dramatic effect to engage the power of ideas in storytelling and narrative support through audio is a rich seam, ripe for plundering. 

Xbox One and PlayStation 4 are almost upon us. Their technical power for audio is clearly obviously important. Equally important is the creative ‘ideas power’ we bring to the table to go beyond the obvious and break new ground, bringing engaging, dramatic and impactful audio to the console games of tomorrow.

This blog was written by John Broomhall who is a game audio specialist and organises and chairs the Develop Conference Audio Track. He is currently finishing work on original music composition and production for a major AAA console title TBA soon.

Find out more at www.johnbroomhall.co.uk or get in touch on Twitter - @BPLGameAudio and @broomerslive