Double Buffered

A Programmer’s View of Game Design, Development, and Culture

Archive for September, 2010

Good Old Games: WTF?

Posted by Ben Zeigler on September 22, 2010

Last Sunday, Good Old Games (GoG from now on, it’s a DRM-free digital game download service) announced it was abruptly closing. This was alarming to me, as I had enjoyed several of GoG’s packages (bought Master of Magic off them), but given the financial climate and rumors of acquisition I figured it had something to do losing licenses to older games or some sort of business disruption. They announced “On a technical note, this week we’ll put in place a solution to allow everyone to re-download their games.” but tons of other internet gaming companies have announced the same thing before abruptly closing, never to be seen again. People mentioned it may have been a weird hoax but that didn’t make any sense to me.

Imagine my surprise this morning when I see this was all a stupid PR trick for a relaunch of the site. Well I say surprise but what I really mean is irritation. First of all, why does launching a new version of a site take 5 days of downtime? During this downtime all of GoG’s customers were completely unable to access the games they already bought and paid for unless they happened to have them installed. Another big failure is in the original announcement. Looking back at the original announcement I can see what they were going for, but the language in it is 100% identical to what you would see when a company actually closes. It may have read as humorous to them but it read as deadly serious to everyone else. Also, the way they apologized did not come across as particularly sincere: dressed in monk robes in a weird YouTube video.

There are a few things that don’t make for very funny corporate hoaxes, and death is one of them. The whole idea of a service like GoG is that it needs to be reliable, because you are purchasing theoretically lifetime access to games as well as becoming emotionally attached to the service as an entity. GoG has spent years building up positive word of mouth and emotional connection, and they severed those connections the same way as if a friend sent you a serious-sounding suicide note, wouldn’t answer his phone for 6 days and showed up in a clown suit saying “Just kidding! Check out my new suit.” It’s a bit amusing, but it doesn’t really make you inclined to lend him $100 the next time he says he needs help. In the back of your mind there’s always a bit of doubt about them: Was that the only way they knew how to get your attention? Can I really trust them with my personal information? Are they lying to me right now?

When a company builds a personal relationship with their customers (which GoG definitely did, by trading on nostalgia and using social media effectively), it’s up to them to realize the gravity and importance of that relationship. Screwing with the emotions of a friend just because you want attention is a good way to lose friends. I’d be very reluctant to buy anything off of GoG until they prove their trust to me again, and based on twitter and message boards 90% of their core audience feels the same way.

Posted in Uncategorized | Tagged: , | 1 Comment »

Realtime Worlds and Runic Games: Vastly Different Strategies

Posted by Ben Zeigler on September 17, 2010

It appears to be official that APB is closing, a mere 2 months and change after it was released. This might be some sort of record in the MMO world, especially given the much-heralded pedigree and investment capital behind APB. I don’t know anything about the internal workings over at Realtime Worlds, but ex-employee Luke Halliwell has posted a set of thoughts on his blog. They’re quite frank, which may be a bit of an English thing as compared to the average game developer perspective it’s pretty unedited. I have no opinion on the veracity of his notes, but I did find them a fascinating read.

I found his Part 2 to be the most interesting, as it directly discusses what happened when the company received $100m in funding: they figured out how to spend as much of it as possible as quickly as possible by hiring 300 people. Then, when they ran out of money they started nickel and diming expenses instead of releasing some headcount. It turns out that many companies have tried this strategy, and it rarely works out. It’s hard enough to scale up to be a “real company”, but no game company I am aware of has done it successfully over a 3 year time frame. You cannot grow a company built around creative work and software development that quickly. I recommend you read the linked entry, as this kind of rapid growth leads to the specific type of gaps between “business” and “development” that leads to something like the APB monetization model.

In contrast with the Realtime Worlds strategy, you can take a look at the strategy Runic Games is taking. Last week’s (9/9/2010) Active Time Babble podcast features a great interview with Max Schaefer from Runic Games, starting at the 42 minute point. The first half is discussion of the design of Torchlight 2, but starting at around 65 minutes Kat Bailey starts asking him about the business decisions behind making Torchlight 2, and Max answers them candidly in a way that few PR departments would allow. It’s not a problem, because he answers it in a way that makes me feel great about the quality of Torchlight 2 and the future of Runic. It’s particularly interesting given Max’s history at Flagship Studios, which is a company that shares some commonalities with Realtime Worlds.

Basically, the original plan for Runic was to make Torchlight 1 and then move directly into the Torchlight MMO which would be the real money maker. But then Torchlight 1 was extremely successful and fueled strong demand for a peer-to-peer multiplayer version. Because Torchlight 1 only took a year to make and the studio is only 32 or so people, they were able to refocus the company and work on Torchlight 2, which is a product that is directly based on user demand while also serving as a bridge to expertise needed to build a successful MMO. By being small and responsive to the community, they can make a product that satisfies both the market and their own creative impulses. Instead of there being a rift between business and development, they’re unified in a way that works out better for both game quality and the long term health of the company.

On APB specifically, Max says the following: “Projects have gotten too expensive and too risky and have to return so much or else they’re giant money losers, so people seem to go All In too often with their bets on getting into the online world. There’s always a temptation to go big and make the biggest and best thing ever made… it’s just so risky and the numbers are so big now, and the timelines are so long, it’s very, very easy for a project like that to fail spectacularly”. In contrast to leaping into it, Runic is “rappelling down slowly into the abyss” of making an MMO.

The Realtime Worlds story continues to develop, but I can at least appreciate that people are starting to talk about the process via which games are created. Hopefully the industry can start to learn from the mistakes of the past, at least when it comes to company structure and growth. “Go big or go home” is what investors (from VCs to the public markets) seem to want to hear, but that isn’t actually what gives a return on investment in today’s world of rapid change in the gaming space.

Posted in Game Development | Tagged: , , , | Leave a Comment »

PAX 2010, Steam Indies, and a Job

Posted by Ben Zeigler on September 13, 2010

It’s been a bit since I updated here, so I thought I’d share a few quick bits that piled up:

Last weekend I spent a great time at PAX 2010. Personal highlights for me where the Giant Bomb and Idle Thumbs (recorded a quick bootleg of The Wizard) panels, as well as the time spent with a bunch of my friends from the industry. Seattle is always lots of fun to visit, and anyone who hasn’t made the PAX trip by now absolutely needs to. The expo was pretty big this year, and I had a bunch of fun playing games of all types. SpyParty, Slam Bolt Scrappers, and NBA Jam were my personal highlights.

After I got back from PAX, I picked up 2 indie games on Steam, both of which I highly recommend. I talked a bit about vvvvvv before, and now it’s $5 on steam, which is an absolute steal compared to the $15 it launched at. I actually ended up buying it a second time, because I will pay $5 for a game to show up on my steam game list. Then, I picked up Recettear: An Item Shop’s Tale, which is a translated Japanese dojin JRPG shop simulation game combined with a dungeon crawler. In addition to being a crazy concept that I fully support, the game is a bunch of fun and well worth $20. I played about 8 hours of it over the last week to finish out the main quest, and there’s tons more content if you’re into grinding out all possible items. There’s a free demo for the game, so just try it yourself it it sounds interesting.

Lastly, I have a new job now! Starting in October (after my 2 week vacation to Europe), I’m starting as a Gameplay Programmer at a certain Unreal-related studio in North Carolina. I’m super excited because I’ll be working on high quality games where I get to use both my technical and design skills. I won’t be talking a whole lot about what I’m doing, but I’ll keep updating here with random thoughts. Expect more discussion of console-based FPS design in the near future as well as plenty of discussions about why the MMO sub-industry is doooooomed to failure.

Posted in Game Development | Tagged: , , , | 4 Comments »

 
Follow

Get every new post delivered to your Inbox.