Tales of the Rampant Coyote
Adventures in Indie Gaming!


(  RSS Feed! | Games! | Forums! )

Wednesday, May 11, 2005
 
Viva La Resolution
And I ain't in it for the power,And I ain't in it for my healthI ain't in it for the glory of anything at allAnd I sure ain't in it for the wealth
--- Meatloaf, “Wasted Youth / Everything Louder than Everything Else”

A couple of nights ago I read George “The Fat Man” Sanger’s story behind the song “Viva La Resolution.” You can see it here:
http://www.oreillynet.com/pub/wlg/6949

It got me thinking a little bit. Part of the reason I decided to make my (semi-)graceful exit from the games industry in the first place was to get out of the world where creativity was constrained by bean counters, and where original titles were only considered after there were no franchises remaining worth a sequel. It turns out that doing games on the side, with very limited budgets and resources, is much harder than it sounds.

After a couple of years of puttering around, I finally got serious and created the game I really wanted to create. The trouble with “dream games” is that they may sparkle and shine on the showroom floor of your mind, but they don’t transition easily into reality, nor do they do it without significant changes and compromises – particularly on the very limited resources of a part-time indie development effort. I started without a plan and not much of a clue, without any amount of market research or serious thought to marketing or sales. It was a hobby that transitioned into a commercial venture halfway through development.

Just as the song says – I didn’t do it for the dollar bills. I’m quite proud of Void War, warts and all, and it’s every bit as fun in multiplayer that I hoped it would be. My biggest regret is I didn’t put enough into the game to facilitate matchmaking and allow people to play together more easily. But it was the game I wanted to make, and with a bit of help from friends I did it. The feeling of satisfaction of seeing it “done” was surpassed only by the satisfaction of seeing sales come in and realizing that the game was enjoyed by others enough for them to shell out their hard-earned dollars for it.

But I definitely want to do better. So now I’m a little bit older and wiser from the experience, and I find myself hanging out on discussion boards and reading books to get an education on things like conversion rates, customer retention, marketing strategies, contract negotiation, and all the other crap that never really had anything to do with the purity of MAKING GAMES. My current project isn’t any kind of long-term dream of mine, and I’ve made lots of changes and compromises in an effort to make it more accessible to potential customers. And so now I listen to Sanger’s song, and I wonder if I can rectify the love of making games with the realities of trying to run a business?

I heard a quote by John Mellencamp a few years ago about performing his older music in his live performances. He said that a lot of artists are resentful of having to perform their old hits, songs that they are quite sick of, when they have so much newer, better material they’d rather perform. But his attitude was that he is an entertainer – the audience pays their money for them to perform a service for them, and he’s happy to give them what they want.

I think that attitude reflects where I should be, mentally, as a game developer. Making money and expressing oneself, pushing the boundaries of game design… those are all cool fringe benefits that come from a job well done, but those aren’t my focus – nor should they be. But as weird as it sounds, I am starting to understand game development as a service industry. As a game developer, it’s my job to give something to my audience that they’ll enjoy and value. Call me idealistic, but I can’t imagine how success can’t follow from that.

So that’s MY resolution. Viva La Resolution!

Labels:



Did you enjoy this post? Feel free to share it: del.icio.us | Digg it | Furl | reddit | Yahoo MyWeb

Comments:
Could you clarify the last paragraph? I'm, as always, intrigued, but for me, the last sentence contradicts the first.
 
I watched "Man on the Moon" (the Andy Kaufman story) last night, and I was pretty interested in one line from Andy Kaufman's agent to Andy and his partner. (paraphrasing): "Think really hard about this: Who are you trying to entertain? Yourselves, or your audience?"

While Andy was breaking new ground and doing really clever new stuff, he was also alienating his fan base and causing problems that only limited his abilities to make a future impact on the world and achieve his true goal of being the greatest entertainer ever.

While I'm all for dramatic, clever leap-off-the-edge innovation, I think I've learned a lot this last year about at least being *aware* of who you audience is and what they say they want.
 
I didn't think the two contradicted each other - but here's my attempt at clarification (and Ninjabee pretty much expressed it):

There are a lot of times when you are making a game when you have to make some hard choices about what you are going to do and how you are going to do it. It can be easy to make those decisions based on ego or upon the desire to make a quick buck. It may be difficult to really focus on the nebulous "customer's" point of view (since you have to assume generalities about your audience that almost never apply 100% to any single member of that audience), but if you can make those decisions based upon the customer's experience, trying to make sure THEY get the biggest bang for their buck, you may have more success (and more opportunity to do those cool things you want to do) in the long run.
 
Post a Comment

Links to this post:

Create a Link



<< Home

Powered by Blogger