Archive for the ‘Indie Life’ Category

The Three Amigos Indie Bundle

Thursday, March 4th, 2010

If you follow this blog at all you have probably figured out that I am a bit of a loner and maybe marginally agoraphobic…at the least I have serious hermit tendencies that are coddled by my ability to make a living via the internet. However, sometimes misery loves company. So when Cliff Harris and Chris Park approached me about doing an indie strategy game bundle that would offer our latest games I didn’t think twice about it. Being associated with two quality designers like Cliff and Chris is great business sense and I’ve followed and enjoyed their games. If you haven’t heard about Gratuitous Space Battles (Cliff) or AI War Fleet Command (Chris) then you have been hiding under a bigger rock than mine :) Seriously though, if you are a strategy fan then you should check them out. You can also grab up all three of our games (and the expansions for GSB and AI War) for the bargain price of $49.99.

British Cottage Bedrooms

Thursday, February 25th, 2010

Wait that’s not right. Anyway, there is a neat article on British One Man Indies that is a nice read and features Cliffski of Gratuitous Space Battles fame. I found myself nodding in agreement through most of it. I especially agree with this sentiment “But I get to spend all day every day doing what I love, and there’s no real price to be put on that.” That’s doubly so when you are in the fun design stage of a project like I am right now with Rogue Expedition.

Email Hell

Saturday, January 30th, 2010

I live in a rural part of Ohio. I have had to make to do with really awful “wireless” internet for over 5 years now. I would love to take my business somewhere else but dial up is the only somewhere else at this point. I have pleaded with both the cable and DSL companies to wire our neighborhood up and even been known to run down their service vans and ask them when they will be expanding their service. I’ve had Hughs net out a couple of times but the wooded hill directly to my south blocks the signal. Now I’ve just figured out that I have been receiving emails for the last 2 days but apparently not sending them. So if you have contacted me recently and did not get a response, I hope you will hear from me soon…..of course soon might be Monday when tech support comes in. :)

Indie Inspiration

Friday, March 20th, 2009

Jeff Vogel is a modest but very successful indie “old school” RPG game designer. He (and his 2 person crew) was recently picked as one of the “Best Studios Ever” in a PC Gamer feature. Even though I’ve never met him I feel like he is a kindred spirit. He both codes and designs his games and he has picked a niche to excel in that he loves. Seeing Spiderweb thrive has always been a real inspiration for me and a reassurance that I might be able to pull off something similar in the Turn Based Strategy niche. Jeff has put up a blog and he’s started it off with some very interesting stuff. A show me the money peep show of sorts. :)

Jeff Vogel’s Blog

Democracy 2 Coupon

Monday, January 26th, 2009

Cliff Harris is one of the pioneers of the Long Tail indies and his games are full of the interesting decisions that make strategy games so much fun. The concept is straight forward. Grab the reigns of power and start making decisions in a wide range of policy areas….. and see if you can hold on to your office :) Cliffski has offered up a special deal for readers of this blog in the form of a 20% discount coupon off of any purchase of Democracy 2 between now and the end of February.

The code is BJRN001CH

You can grab the demo here

Dem 2

Dubious Wisdom

Saturday, October 11th, 2008

Bill Harris has a great post from a couple of days back on the “Consolation of Gaming.” It really struck a chord with me. Not the self-assembling girl friend from Korea part but all the other stuff: The stress of all the events in the external world, the struggle with a deteriorating middle aged body and the escapism that gaming offers.

My rehab problem doesn’t sound anywhere near as difficult as Bill’s but it’s still annoying. Two months ago, spurred on by my kids burgeoning soccer careers, I decided to play in some adult pick up games. I hadn’t done anything like this for over 20 years. The last time I’d touched a ball in a game was when I played Div III college soccer in the Fall of 1987. The outcome of this mini-middle aged crisis was ugly. My mind thought it was still 21 but the body would not comply with its demands. The end result was some type of tendon injury in my heal. Now every morning I have to stretch the darn thing out.

My only twist on Bill’s story is that now that I have started working with computer games for a living, I’ve started having problems losing myself in the games. Not the worst kind of problem but also one that a pill you buy via an internet pharmacy can’t solve. The issue is twofold. First, I work at home so I always feel like I should be working. Punching the clock is a psychological effort not a physical one. It helps to have a family with schedules that pull you away (soccer, gymnastics, school etc.) but there is still the fact that my “office” also doubles as my sanctuary. Second, after so much time spent sitting in front of the computer working on a game, it takes a huge effort to get excited about “playing” something else. Its a combination of mental fatigue and media overload. That’s probably why I have gravitated more and more to board gaming over the last few years. There is something to be said for having to move to the kitchen table, set up all the components and chat face to face with real people. The physicality of it is refreshing.

Now don’t get me wrong. I still love PC gaming. It still scratches a mental itch and offers an escapism that other forms of entertainment just can’t match in the same way. But the binging is gone and probably for good. It’s both a casualty of age and the work choice that I’ve made now. It was something I could see coming even when I was making infotainment CD-ROM’s a decade ago.

This all brings me to something I’ve been thinking about that relates to the strategic direction of Cryptic Comet. When I’m brain-fried and can’t think about coding anymore for the day my mind wanders to the type of projects that I’d like to take on after Solium Infernum. I’ve got a notebook full of such things and 4 solid ideas in various stages of cannibalized board game mock ups. I’ve definitely decided to pick the one that falls into the “Light Adventure Strategy” category. I build things things not just to sell them but because I want something for myself to enjoy and after this development cycle on Solium Infernum, I’m feeling like I need a light time waster…. something like a Puzzle Quest or Solitaire. In the board game space it would be something like Lost Cities/Ticket to Ride….thinking along a single dimension. Something that requires mindless thinking if you know what I mean. That’s the type of engagement that I’m finding very therapeutic.

With a little help from my friends

Wednesday, July 2nd, 2008

I owe a big debt of gratitude to many people out there who have tried the Armageddon Empires demo, purchased the full game and then had their sleeper programming activated to spread the word about the great endorphin rush you can get playing the game. I’ve written about this before but word of mouth advertising has been a huge component in the formula for success of this indie enterprise. With that in mind I came across this post on the GameSpot forums from a fan of AE who honestly wanted to let other players know about the game and see if there was some way to get GameSpot to feature the game or at least list its existence. Thanks to whoever the poster was (it really wasn’t me). Thanks as well to everybody else who has spoken up on Armageddon Empires behalf.

I’m not hammering on GameSpot mind you. I have tried to contact them now and then through their general contact emails without any luck. I would like to get a review or some coverage or at least a listing so if anybody knows the secret handshake send me an email. :)

Tilting in the Right Direction

Saturday, May 31st, 2008

Rock Paper Shotgun has a link to an interesting article about Tilted Mill moving to self publish via direct sales on the internet. This is really positive news for small guys like me. With companies of this calibre and size moving into the Long Tail space there are bound to be improvements in the information distribution channels…. it should get easier to get news of the existence of your game out there. That’s still the biggest hurdle. Spreading the AE virus is still mostly a word of mouth thing right now. I’ve gotten several emails recently from satisfied customers who have been persuading friends to give AE a try. If you have a friend like that go out and infect them!

Bill Harris Levels Up

Wednesday, May 14th, 2008

Bill Harris of Dubious Quality has launched his guest blogging slot at Newsweek’s Level Up gaming blog where N’Gai Croal holds court. Bill’s first two entries are an interview he did with me about how Armageddon Empires was almost an overrun landing zone. The interview is nice but in my opinion what really makes it interesting is the cogent analysis Bill provides on this new Long Tail indie scene.

Indie Axioms

Saturday, February 16th, 2008

This is an indie life entry about focus, tenacity and the Will to Power. I’m a big lurker and occasional poster over at the indie gamer boards. Here are my personal observations on some kernels of wisdom that I have gleaned from the knowledge warehouse there and other places as well:

1. Start with something simple
Ok, I’ll admit I broke this one right off of the bat. In my defense I did know how to program a bit before I dove in. I’d also worked on some complex projects that while not actually games, were kissing cousins. I’d still probably do it the same way if I had to do it over because part of what was motivating me was the desire to make “my game.” If I had just made the tactical card battle module and called it “Armageddon Cards” it probably would have been a failure. Once again it’s all about risk versus reward. Who Dares Wins. I had some secret weapons though, which were a modest income from other consulting sources, a talented highly employable spouse and the ability to work from home and pick up the some of the child care. I’ve been called a Mr. Mom at more than one university faculty party that my wife has dragged me to.

2. Always focus on one project and work hard to finish it before you move on to the next shiny thing
If you are going to break the first axiom then you had better stick to this one. Grappling with this issue is actually what prompted this entry. I’ve been having heretical thoughts lately. The problem is that designing a game is the most stimulating and fun part of the entire process. Game design is hard. That’s an assertion you see a lot. I agree good game design is exceptionally difficult. However if you put me in a room and gave me a choice between designing something and implementing something, I’d choose the design. Of course in the real world a market often arbitrates this and finds an efficient solution. An architect earns the big bucks and the construction worker does the back breaking dangerous work up on the beams usually for much less pay. But the supply of good construction workers exceeds that of good architects. As somebody outside the mainstream industry it’s interesting to see a sort of inversion. The supply of aspiring game designers seems to be high and the demand is relatively modest. A large game project needs lots of programmers and acquiring the skill set for coding a 3D engine is not something you do overnight. For every 1 John Carmack there are 10 Jon Blows (no disparagement of Mr. Blow’s tremendous talent intended). So pay is generally less for the designer than the programmer. It depends of course on the specific type of job. But I digress.

Lately I’ve been in the situation where the “design” phase is pretty much over. The mold has been cast and what remains is the more mundane ditch digging phase (How’s that for a mixed metaphor!). For an indie this can be a problem. Motivating yourself to do the ditch digging can be tough. Other game design ideas echo in your head like a Siren’s song. Soon you start entertaining thoughts of just doing some “exploratory” work on the new idea. That my friends is the path to the dark side. If ever a slippery slope existed there it is. Go ahead and register the domain name. Go ahead and jot down some notes and diagrams in a special design book. But do not think that you can start working part time on it while you do your main project. I’m speaking of course as a one man indie team. If you have a clone or a small company then your resources might allow for more ambition. And in my mind ambition is one of the key things what makes life worth while.

3. You can have a false start and terminate a project but don’t let that become a habit
It’s called knowing when to fold and it can save you from catastrophe. If you have opted for the ambitious then cutting your losses at the appropriate point can be a good strategy. It happened to me. One big thing to keep in mind is a short word of caution: Don’t scrap it because you are the limiting factor. Scrap it because the project is the limiting factor. What I mean by that is don’t let emotions, laziness or fatigue force you to pull the ejection strap. If the concept is flawed or unworkable then punch out. If you are the problem….well as a famous rock star neuro-surgeon once said “No matter where you go, there your are.”

4. Never despair, but if you do despair, move forward in despair
Words to live by from the great Irish philosopher Edmund Burke. I chant it quietly like a mantra right alongside, “It is by will alone I set my mind in motion…” and “Never bring a knife to a gunfight.” Cliff Harris recently had a post up on his blog “Cliffski’s Mumblings” about NLP … Neuro Linguistic Programming. I’m not a true believer but “There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy.” Even if it works on a placebo type effect basis, it’s still a very appealing type of idea. If you are a part time or full time indie you will despair, unless of course you have had a frontal lobotomy. This could be an entire blog entry of it’s own actually. If you work at home it’s especially important to develop strategies for being productive. Otherwise you’ll spend your entire day writing entries just like this. :)