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Indie Interview – Mark Morris of Introversion

Indie Interview – Mark Morris of Introversion

About

  • Name: Mark Morris, Director
  • Time operating: Since 2002.
  • Location: UK.
  • Staff: 8.
  • Discography: Uplink (PC/Linux/Mac), Darwinia (PC/Linux/Mac), Defcon (PC/Linux/Mac), Multiwinia (PC/Mac), Darwinia+ (XBLA-out soon), Subversion (PC-in progress)

Introversion Links

Mark Morris

» About the history of Introversion…

At the end of Uni Chris had this game (Uplink) and we thought we could commercialise it on the internet and see how much we could make – (we expected) a bit of pocket money. But we made quite a bit of cash and we thought, wrongly, that we had made it and we were rich and successful. So we carried on with the business.

» What’s your personal interest in it? Have you always liked games?

I’m much more interested in the entrepreneurial activity of running a business and seeing if I can turn this into a long-term sustainable enterprise. I’ve become interested in games as artistic media; I find the whole process of games to be very interesting. But it’s taken years from running Introversion, it’s not a natural affinity to me. I played a lot of games when I was a teenager but drifted away at Uni.

» That split you had right at the start (dev / business people) is that something you realised right at the start when you had Uplink

It came from an entrepreneur competition so we had to write this plan to win 10,000 pounds. In order to win, we were quite aware of the differences (in ability) we had to bring to the table. I thought Chris had the game, Tom had the commercial talent, and I was the one who walked past the competition entry.

When we launched the business we carried over these roles, and Johnny (who hadn’t been with us in the competition) we really wanted to be on board as he knew so much from an engineering standpoint. It wasn’t quite as simple as “we need to put this skillset together to run a business.

We’ve now got 4 directors, 2 developers, dad does shipping, and one other doing sales and marketing. Chris and Johnny (the directors) are acting as full time coders; they do more coding than they should. Tom and I don’t do any coding.

» But that’s still only half the company doing developing…

Yes, it’s always been like that, and I believe that’s the key to our success. We haven’t just been a group of coders that got together. Right at the start it was just myself, Chris and Tom, and Chris was the only coder, and Tom and I did the business development so that looked even more skewed. And for a lot of time Chris would sometimes jest “what the hell do you guys do?” We’ve always gone down a self publishing route right from the beginning – also in terms of the deals you do with other companies – if you entirely focused on the game at a coding or even a production level you don’t have the capacity to grow at all. All you end up doing is putting all your eggs in one basket and you hope desperately that it sells.

Small indie teams who have just launched a game and it’s done nowhere near as well as they thought it was going to do, and they realise it’s not sustainable as they don’t have enough revenue coming in to sustain them in the future… and that’s a result of being far too focused on one project. If I have a couple of programmers come up to me at Uni or when I’m doing a talk and they ask my advice, the first thing I say is go and find a person from the business or management schools and join up with them. You need someone with good negotiation and communication skills, who can draw the business plans, and stay on top of the finances, and who wants to be quite far removed from the day to day activities on a project.

A lot of teams might find that surprising but I think it s crucial to running a business that is sustainable.

» About trademarks…

There have been a couple of iPhone games called Defcon. We own the worldwide trademark for Defcon. It’s a game we are very proud of on the PC and we are hoping to exploit on PSN and hopefully XBLA and iPhone. The legal team are quite keen for you to protect these trademarks, and there are interesting discussions that go on within the company. There’s a bit of “this is one guy on the other side of the world, why are we being so mean to him?” but equally “this is value that we’ve got and we might be on the back foot at some point and need to put out an iPhone version in the future”, and what we’ve found is that when we’ve got in touch with the developer they’ve just changed the name. I was impressed with how easy that’s been, considering the number of trademark infringements there must have been and how apple have handled that.

» Tim Langdell didn’t do it that way… I hope you didn’t send out letters demanding all their money

The legal stuff when it goes out can be fairly terse and quite threatening, but what we start with is fairly relaxed. I don’t want to be seen as the guy who takes sides in this, but I’m seeing some interesting stuff with us. Recently we’ve had to take out IP insurance because Microsoft require us to have a certain amount of cover (so that if we release a game and Microsoft are sued for any IP infringement they can claim on our insurance) so we pay every year for this, but whenever you are notified of an IP infringement issue or someone attempts to make a claim against the company, the power to deal with that is removed from you, you have to pass it over to the legal team at your insurer.

If we deal with it we are pretty relaxed, but as soon as it goes out into that big corporate world it escalates so quickly into nasty letters from one legal team to another. It was interesting how we had inadvertently placed ourselves in this position so we could get bigger and onto XBLA. It was an interesting ramification of a scale increase that I’d not foreseen.

» Looking at that increase in costs from releasing onto the bigger platforms – how many of these “slight increase costs” are there?

It’s not huge, but it’s substantial.

» Nobody wants to take the first step saying “I paid 20k for IP insurance” only to find they could have got it for 5k.

People get a bit upset about giving that info – but we are pretty open. Our quote was 4.5k for 2 million pounds worth of cover. But it would be interesting to see how that compares to other companies getting XBLA cover.

» Where are you with Darwinia+?

Microsoft have about 6 milestones to go through, and we are at the last one – the release candidate. You complete it, once it passes your external QA it then goes off to Microsoft for certification. Once they have certified it they give you a launch window, which can be up to 2 months from the cert date. Even now the guys are testing our second release candidate. We will be certified in about three weeks – if not it will come back to us. It might take a few more weeks on that. We were hoping to be certed in September – but it’s taken a while to get through.

» I don’t think people are fully aware of the effort required to get their own game through the certification programs of one of the major platform holders. Even XBLIG is a bit of a shock and that’s a cut down TRC list. You’ve got a primarily PC background. What’s the process been like for you – did you expect it to take this long?

No we massively, massively underestimated this project. From the time we started Introversion we shipped 3 PC games, so we already had a track record of getting things out the door that were scoring well (Uplink, Darwinia, Defcon) so we knew what we were doing and we really thought the port to XBLA would be quick. We knew we’d have to change to DirectX from OpenGl and do some stuff with leaderboards. On the Darwinia+ website I’ve put all the old plans down so you can go through and look at the plans and see when they changed. I host them as I thought it would be good for other indie devs to see how wrong we got it. The project got extended by massive, massive amounts. Even now, things like the complexity of the Microsoft sign in process, whether you are using a local or a live enabled profile, or whether it’s on the memory unit or the controller, whether the controller is active or not… there are huge matrices you can draw of the state that the Xbox can be in at any point. We just didn’t understand that, and even now, at the 11th hour on the project we are still having revelations about the philosophy Microsoft have used to architect this system, and how we need to write our systems to fit in with it. It’s taken four years to get it out on the platform.

» I’ve been in charge of getting games through final submission before so you have my sympathy. The TRC and Lotcheck system – when you read through them you feel “this is ridiculous, this is ridiculous” but it is a philosophy of putting the customer and their whole experience first, and I’ll begrudgingly admit it makes sense. Trouble is that excited people coding will write in a way that is productive for the game, but makes retrofitting compliancy to the already completed project hard. Will you do anything different for the next project?

I’d love to say yes, we’ve learned our lessons, but we probably aren’t doing it quite as good as we should. Chris is the creative director and he’s off prototyping Subversion. Trying to work out what it should be. The start of the games process is trying to isolate where the fun is in the game. Without the fun there really isn’t anything else going on downstream. Chris is very heavily focused on that. Johnny should really be providing the check to that to make sure it is architected to make sure it is amenable to XBLA or PSN, but he’s got his head down on Darwinia+ so he’s not really having that influence.

Chris has been making sure the interface he develops is amenable to a controller – it’s a big problem we had moving from keyboard / mouse when moving from Darwinia / Multiwinia. This time you can see he is designing in a way that would make a console port easier from a control point of view. He had the massive ball ache of working out how that port was going to happen. He spent four months solving that problem. He got there eventually, but on the eve of Multiwinia PC launch we took the game down to PC Gamer, and we made a big interface mistake with our keyboard / mouse implementation. Almost on the week before Multiwinia went into production we were doing more interface rewrites.

I’d like to come back to this concept of me not being a developer – sitting above Chris and Johnny. I’m very aware there are bits of Subversion that are architected correctly and some bits that aren’t, because Johnny’s focus is elsewhere. I can add value by compensating for that.

» There is a compromise to be had between reengineering your products to make easier money in the future, versus getting the progress now so you have a product for the pc consumer. People don’t want to make these compromises and I think some aren’t even aware they are there to be made. A lot of the indie developers are just eager and talented, so they pile in without the business concerns.

People make mistakes all the time. What you need is to identify those failures and correct them very quickly. And that’s about sustainability and how robust you are. One thing we got wrong was not talking to anyone about the XBLA port. Quite often you have to learn lessons the hard way, to be able to put something in place that works for you. If someone had told us how hard the ride would be, we wouldn’t have gone down it, and we wouldn’t be having a game out on XBLA and a nice future ahead. We probably would have carried on with a pc game, and who knows; if that doesn’t make enough cash and you have enough capability you can exploit it on XBLA, to have a second crack of the whip. But if you’ve never gone down that route then you shut off that avenue of growth of your business.

» Your blogs mention quite a few things: working with Channel 4, Introversion losing their way…

Chris had a real problem. He doesn’t like working with other people. He likes to work off his own back, his own timescales etc. He didn’t like the pressure of having C4 as a customer. At the same time I think we took a huge step forward, as we got paid a reasonable amount of money that meant we didn’t run out of money. Introversion has run out of cash a few times before. Chris’ job is to be the creative one, and I have to keep him in check. We did a huge amount of work on the prototype for Chronometer, and we weren’t entirely happy with that at the end (and C4 saw that). But if we do decide we want to do a similar type of game or use any of the ideas that came up there we’ve already been down that route once, so next time it will be easier and the game will come out and be stronger for it.

» In a lot of work for hire places you’ll do a lot of speculative pitch work for free because contracts can take six months before you see any money. Did C4 pay you up front?

Yes. I’m sure Alice (from C4) won’t mind me saying that. She’s very keen to get a lot of engagement from the UK indie seen. One of the things C4 were very good at was paying for the work and paying on time. We were in a preproduction / scoping phase; we got some at the start and got the rest at the end. Even though the project wasn’t commissioned we got paid and that’s a testament to C4 working with lots of small indie production companies in the TV domain, so they are quite sensitive to the cash flow situations of small organisations. Small organisations tend to be more creative and that’s what they want to foster.

» A quote from your blogs on Darwinia+

“It was the first time a massive company had effectively told IV what to do and we didn’t like that all. It was also months of work and the concept of open ended polish and iterations with a company several orders of magnitude larger than our own didn’t hugely appeal.”

Going through the submissions process, after you’ve probably practically rewritten Darwinia and Multiwina anyway to fit in the different control scheme; if you were to go through the same process again, are there business practices you could have put in place to minimise these unknown, open ended…

Yes. We just underestimated it. That was the first part. The problem we made – we just thought “how hard can it be to convert the control scheme over to a controller” – the answer is “fucking hard”. The lesson is to not assume the controller port is easy. How hard can it be to implement a menu system on a console – that took six months. The reason that was difficult was Microsoft had a very different idea of what they wanted it to look like than what we submitted. It took them quite a long time to convince us of what they were after. So when we looked at doing work in the future one thing we do is design work up front. This sounds really trivial (like gaming 101) but in business a lot of the answers are simple, you just don’t see them. We are submitting as part of our concept work both the menu artwork and control scheme. So if there is a problem Microsoft or Sony can turn around and say “we don’t really like this concept” and you can fix those and crack on with it. Really we underestimated every portion through technical to look and fell. The only thing that stayed the same is the game itself. Darwinia hasn’t really been touched – it’s all of the huge wrapping that goes around it.

All those things we thought would be simple to operate with (the wrapping, menus etc) actually have proven to be very difficult. Strategically, the process change that we need to make is to spend a lot more time de-risking the problems and doing the design work at the pitching stage.

Regarding Microsoft – I want to stand up and support the guys; they really, really helped us – they provided designs for us to work from that we were happy with. They donated a lot of usability labwork so we had this enormous 50 page usability doc that came out of them, that detailed every usability problem with the game and there must have been hundreds of hours testing. They were being really clear on what they wanted and communicating it in a good way. I think there wasn’t a single decision that we’ve taken on Darwinia+ that we didn’t 100% believe made the game better, so although it was difficult sometimes as it’s been a long project, everything improved the quality of the final project.

» All your games – they don’t look the same, but have a style. One thing I notice in games is a trend towards more and more realism but this is incredibly resource hungry. Have you made a deliberate strategic decision to keep the graphics far more stylised, and in my opinion making them simpler to create and implement?

Yes, it’s important to get the scope right. I do a great event in Newcastle (like the dragons den) – where Codeworks get 4 of us to criticise the pitches of new game designs that people are thinking of working on. And there have been a few indie studios set up on the back of that. Scope is where they tend to fall down. They want to make Halo, but ok that’s going to take a team of 400 people, where will you get the money for that? It doesn’t fit. Making sure the scope of the game is amenable to team size and the marketing reach you have is crucial to being successful. In terms of the graphics – we don’t have any artist but in terms of keeping our costs down it’s a decision to go for this programmer art. There’s a lot of Chris in it – he’s quite a talented artist in his domain; he’s got a very good eye for a look and feel that appeals to us so we tend to just move down that particular route that he’s taking us. We spend a lot of time on procedural generation. There’s no point in us trying to compete with AAA games in look and feel so we don’t deliberately bother.

» My take is there’s any number of WW2 FPSs and I can’t tell the difference, but if someone looks at a picture of Darwinia they recognise it; so that has value. Personally I’m always looking for that sweet spot – between a unique good look and being cheap to produce.You’ve returned recently from PAX. How was it?

We came back a few weeks ago from PAX, and I’ve never been before. I’ve tended to head over to GDC a bit more, and at PAX the atmosphere was incredible. At GDC it’s always tended to be a little bit of whinging developers and undercurrents of discontent in different fields; not in a negative way as they are always good fun, but there does tend to be an “us and them” dev / publisher vibe. But at PAX there was just pure unadulterated energy from gamers and fans. It was just amazing. When they opened the door people sprinted to play halo and Left 4 Dead 2 and Forza. It was just wonderful to see the sharp end of what we do and how much fun there is in this industry. The PAX guys gave us a booth and Microsoft gave us a booth and we had Darwinia+ on display and I remember going to one of the booths and this guy had come back with a friend, and he’d never seen Darwinia before and was absolutely blown away by it. It was so good to see that passion and fire from someone; the last time we’d seen it was four years ago when we launched Darwinia and to see it again in this one guy… I hope there are lots more out there with their 360s who are going to get it.

» There are quite a lot of conferences and shows that indies can display at. But these have a cost; is it possible to quantify the benefit to your product and sales.

It’s very hard. Sometimes it’s quantifiable because you go and meet people. We met Valve at one GDC and did a deal. But you never actually know who you are going to meet or what opportunities will present themselves. If I was talking to someone new who was price sensitive who wanted to know which one to go to; I would say go to GDC SF. In terms of getting all the major players you might want to see together in one place, that’s SF. You’ll be able to meet all the other developers / publishers / outsources / indies. You know you’re not going to get bored.

» If I’m a new developer and coming to the end of my product – it’s getting ready for launch in a few months; there’s so many avenues to spend time and money- going to trade shows; adverts; getting in with print mags; there’s a lot of costs. What do you think is the most cost-effective thing you’ve done to help sales?

I don’t really believe in print advertising. We haven’t really done any online advertising. A few years ago we just worked with the UK mags and a few of the major websites. We were really lucky – when we started “3 guys from Uni making games” was incredibly new and we got a huge amount of press attention and love for going down this path. For Multiwinia this had gone, and it went because there were many other small indie games studios that had started up, and so we weren’t in any way novel or new, and we learned the hard way that we are only as good as the game we are launching. We launched at exactly the same time as World of Goo and of course WOG did phenomenally well, an incredible game, and kudos to 2dBoy, but we were shocked. We were expecting to get a WOG-sized response to Multiwinia because that’s what we’d always had in the past.

I think marketing for the indie has now got more sophisticated than it used to be as you can’t just rest on your heels and send out a few press releases. If there is an indie studio and you are launching a game and don’t have someone entirely responsible for PR then I think they are missing a massive trick. They need to be working on all these areas: talking to magazines, talking to websites, checking Google analytics, make sure the company is selling from own site, make sure that Steam is in place; managing campaigns… what do you need to give to Valve to make them happy to give them added value. It’s a full time job to come up with the ideas and assets and measures of effectiveness to launch a game. I think that’s a whole interview in itself, and a full time job.

» You set up an ecommerce site (Glengarry). What have you learned from it?

When we started we were just processing credit cards way back then. Our web presence hasn’t really evolved and it’s not a particularly good sales site. It’s very good for informing the customers about games so if you want to find out about Uplink come to our site. (It’s not good) in terms of tracking footfall around the site, and that you get redirected to our sales site which doesn’t look the same so there are potential trust issues. We identified we aren’t doing our ecommerce well. I was hoping that Darwinia+ would launch this year so our website can be reworked so we can be much more effective at selling the game. Then we’ll take some of these principles and putting them into practice with a whole new website.

» Is Google analytics sophisticated enough to give you the info you want?

There are too many of our sites. Uplink has 70 odd pages added over time. Google analytics is great but we aren’t set up for it. Our domains are different so it finds it hard to track people across these entry points to the store. One of the key specs of the new sites is that it works well with Google analytics so we can run marketing diagnostics.

» You said on one of your blog posts you were putting a break on growth. This was about 6 months ago. Are you just trying to get stable to continue to make games with roughly the size you currently are, or is it an absolute goal to grow to get 2, 3, 5 teams.

Personally I want us to get bigger. I want to be bigger and put more games out the door every year. I don’t want us to lose our ability to be fiercely creative, and they must have high “production standards”. For me this is why I sit in this chair, to make this company bigger and to be able to replicate what we’ve done in the past on an ever increasing scale.

What I think will happen ultimately is if were successful is we’ll get too big, and we’ll be sat in a board meeting one day, all driving up in our Ferraris, and Cliff will say “I want it to go back to the old days when I could actually write games, when I could spend my time making games and not being in production meetings”, and we’ll probably resize the company. At the moment I want us to be able to put out at least one game per year from Introversion and that includes ports. Defcon PSN would count. That’s the first step, but I want to be able to put out new IP once a year.

» Is there a big plan to carry on with these remakes and new platforms? What happened with Defcon DS?

No one was interested in publishing it. We might do a DSi version but it depends on how much cash we get from Darwinia+ and whether we think there is a market there. We’ve learned a lot from our experience with XBLA and we think Defcon is a really successful game on pc, and getting it out on PSN and XBLA are nice projects from us given what we’ve spent 4 years learning. They are quick to get out and hopefully lucrative so if Darwinia+ does well we will be looking at that, however that’s not a sustainable as there are only Darwinia+ and Defcon we can take across, and that’s why subversion is so important.

» Sequels don’t have to be double the effort to release a new game in a shorter time. Are you quite prepared to take creative cuts just so you can get a better rounded portfolio out?

That’s a very interesting question. If we need to do that (take creative cuts) then we’ve not grown in the right way. I.e. we haven’t put the process in place to manage the games. Above everything else it should be about the game, not the portfolio, being worked on. If that means it takes a bit longer, like we don’t get it out in a year, but in 18 months then fine, we’ll roll with that. A company I’ve got enormous admiration for is Pixar, because Pixar have made… I can’t even remember how many films they’ve made…, but each one has been a stunningly high quality work of art. Apart from Toy Story 2 and 3 they tend to avoid going down the route of milking IP and sequel after sequel. I want us to grow in the same manner that Pixar grew. With Subversion we have lots of cool ideas for Subversion 2 and Subversion 3 if you like, but they are more like features we want to put in now, but we won’t be able to finish for when we need to launch it. It’s kind of like we can come up with this massive project but we might be able to divide into three different tranches of release. I don’t mean this in an episodic way, but its more if we believe we can do something very cool within the subversion environment after we’ve released it then we won’t have a problem doing it.

» I’m torn myself. I’ve read a lot about maintaining your IP; it’s the IP that is valuable. I do wonder though; for new companies dealing with publishers they have nothing to barter so you end up giving away your IP anyway. For myself I feel I need to be business focused and I should be set up to make sequels not because the IP has value, but because it’s a cheaper route to trying to make money.

It does depend on what you want to do. Introversion is kind of an experiment in some ways of whether we can make the kind of games we are interested in making. Some companies set up saying we are going to make 4 Xbox games a year and make an engine that takes away all the problems we came across because all the games fit into their framework. Now we want to go down that route but those that deliberately set up and sort of churn the handle by releasing 4 or 5 smaller XBox games – they’ve probably got a slightly better business model because they minimise tech risks by reuse; if one game doesn’t hit the niche the next one might, so there are lots of reasons for doing it that way.

But fundamentally what it comes down to is as a group of people – is that what you are going to be happy spending your life doing? As entrepreneurs that run business we need to be happy with our day to day activity.

And so for Introversion and for Chris in particular sequels and ports are not his thing. So if Introversion denies his ability to make new games that will be it; he will be out the door. Similarly for me if Introversion doesn’t offer ever increasing teams and salaries then I’m off. So there’s a balance between the two of us that keeps us on the right path. It’s not always easy but I think we are stronger for it

» How much should finances occupy the company?

It’s the lifeblood of the organisation. If you do not have complete understanding of your complete financial situation you will suffer. However, decisions don’t always need to be governed by the bottom line. It’s a very difficult questions to answer. If you ignore them you are a dead man, but if you are entirely ruled by them then you are a banker.

To put a slightly different spin on this; games are creative people based businesses. And neither creativity nor talent that comes from people reduces well to a balance sheet. So if that’s all you’re managing, purely by looking at the numbers, then your games company will suffer. The flip side; if you’re not keeping an eye on your numbers and your predictions are unrealistic and your not throwing out a cash flow for the next 2 or 3 years then you will also fail. So I think finances are important but they aren’t everything

» I want people to have the best chance of making their game and having the finances to make the next one. I’ve heard of several high profile projects that came out on something like XBLIG and iPhone after taking a year and a half and having no sales. A new unknown team, a long project, no marketing; there’s too much risk taken on there.

I had a wonderful quote from a guy, “if your iPhone game takes more than a month to develop you are wasting your time; you’re taking too much risk”, because iPhone in particular is just crap for making any money, imo. It’s just rubbish. There are just two successes and millions of failures. There are so many people quitting their jobs and becoming iPhone developers it is ridiculous. If you take someone you should ask them a few simple questions:

  • “Whats your burn rate?”
  • “How much do you expect to sell on iPhone?”

So if they expect to sell more than 20,000 units then they are probably in the top 5% percentile of games / apps from the iPhone store. So I think that’s when you’ve got to be realistic about your finance and numbers. It’s the same with XBLA. We are predicting the minimum number we need to continue the business is 28,000 and we think that’s eminently doable, bearing in mind Space Giraffe has been quoted as doing about 26,000 and that was the worst ever selling game, so we are quite comfortable we can survive off the back of this. But you’re right, if someone came to me and said I’m setting up a team of five people to make iPhone games I wouldn’t back them.

» What is your competitive advantage?

I think our refusal to have our creativity shackled in any way. As soon as you even begin to put Chris anywhere near something where he doesn’t think he has freedom, he starts to kind of whinge publicly. Just the fact that Chris does seem to be able to make games that people really love and that sell, this seems to keep Introversion going. And the mix of the team (is important).

» If you could travel back in time… what advice would you give yourself?

When we took the XBLA deal we should have talked to a lot of other XBox devs and get a more realistic plan definitely.

» If its 4 years on Darwinia+ it’s quite hard to work on. But with PAX I hope that motivates you again; that you can enjoy your child a second time.

It’s been a long ride but it’s still a great game. When they test and play MP they are still laughing and enjoying. We started in 2002 so it’s been 7 years of working on little green stick men, but the fact these guys still play and laugh and enjoy Darwinia is really heartening. If we can love it then the Xbox audience will too.

» What have you done you wouldn’t change? What would you hold up to others as an achievement?

The diversity of titles that we’ve gone for. We want every game to be different and unique and stand on its own as a wonderful example of creative brilliance. That’s very grandiose but kind of summarises where we want to be, and that’s what we’ve done well in the past and where we will continue to be.

Next…

As of 16 Nov 2009 Introversion are next to release Darwinia+ on XBLA. Keep track here.

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Indie Interview – Alex May of Eufloria

Indie Interview – Alex May of Eufloria

About

  • Name: Alex May, joint developer.
  • Project Started: May 2008.
  • Location: UK.
  • Staff : 2: Alex May and Rudolf Kremers.
  • Discography: Eufloria “the game formerly known as Dyson” (PC – just released)

Eufloria Links

Alex May

» How much of your time on Eufloria has been actual development, and how much on other things?
That’s varied over time. For a while non-development tasks were taking up a considerable amount of my time, up to 40%. Rudolf was always more active on that side of things as well, and that only increased as we approached release and the design and content were complete.

» So with bug fixing etc. as the busy release deadline approached you also had other concerns rearing their ugly heads. That must have been stressful.
Yes, and coordinating between distributors for a simultaneous release was rather trying. Also again, community support is very time consuming and being present online before release I think was quite important. In terms of time sinks… I spent a bunch of time on the web site, which was definitely worth it, and on the community, which is also worth the time as I say. Going over contracts was a pain, and kind of risky without a dedicated lawyer. Luckily we had some good input from people we know to get us through the first couple.

» Did you chase these people for advice as you entered into a trcky area, or was it more by chance?
The former; we know a lawyer or two between us. It’s no long term substitute for having a dedicated paid lawyer but it got us going. We were lucky in that respect.

» Were there any incidents that quantified how useful having proper legal advice was?
The one big thing was changing the game’s name. We wanted to avoid any of the kind of badness that Mobigames recently experienced with Edge, and so we had a good check around and asked a trademark lawyer friend about it, who gave us some sterling advice. It was quite sad as we liked the original name, but if we’d kept it we would have been leaving ourselves wide open to claims of infringement. Luckily we managed to turn the name change into publicity via Direct2Drive, who offered to run a competition to change the game’s name. That was really cool.

» I thought it was incredibly smart; to turn a bad situation into a good one is fantastic. After the release of Eufloria could you sit back and relax or has there been a load of other work for you to do on it?
We did a beta test with a group of public testers, and squashed a lot of bugs in the process, but we did end up shipping with some howlers in there. We’ve still got an intense graphical bug that is stopping many laptop owners from playing the game, so we need to fix that ASAP. There have also been plenty of things to do like interviews, promotion, new contracts for download sites, etc. I expect it will die down soon though.

» I ask as post release work is something that should be factored in to schedules. The idea of “moving straight onto the next game” probably doesnt exist.
Quite, yes. Not just things like bug fixing but also community support and other aspects of game production that aren’t limited to development can take a lot of time even before release.

» How did you manage to maintain your interest over the past year and a half?
It was difficult at times, both when the heat was off and when it was full on. Sometimes pressure can work as a motivator and sometimes it can be really demotivating – I guess the latter happens when the pressure is too high. One excellent motivator was public feedback. Since we’ve been freeware for a long time we were always able to get feedback, and monitor download rates and news buzz. It was cool to see people were still interested.

» You are also working full time as a games programmer. How did the well known ups and downs of regular games projects compare to that of Eufloria?
Eufloria has been much more sporadic – full time employee games work is much more regular. The studio I work for (Curve Studios) has been crunch-free since they started, so it’s been really good for working on side projects. It’s topsy-turvy I guess. With each burst on Eufloria I would take a week or two off the project to recover, so that was much more like the traditional view of game development.

» You and Rudolf are just known as “the guys wot done Eufloria”. What happens next… will you leave full time employment? will it depend on the financial success of Eufloria? You might not want to say if you’re thinking of leaving your job!
Heh, they asked me that themselves a few months ago. I’d like to work with Rudolf again, as we work well together and have a well-meshed skill set between us. It’s too early to tell what will happen though. I have a bunch of projects I would like to do – who knows? Obviously one of the ideal aims is to be able to do this full time, so if Eufloria can bootstrap that then that’s great, and to keep full creative control.

» Have you thought about the cost of what the two of you have invested in Eufloria? “free time” still has a cost.
Yes, there has been a massive cost, not just financially but also with life in general. Rudolf’s story is slightly different as he went full time indie some time ago.

» Would you recommend to other people that they do what you did (to develop ion spare time)?
I think you have to really want to. The main points for me are:

  • to know you are allowed to release something. Check your employment contract; have a clause written in and make sure it’s there when starting a new job.
  • to know you will have to spend some large chunks of time on it if you plan to do it commercially.
  • not to get too sidetracked with other projects.

So a lot of people do hobby development, with possibly the idea of going pro one day. You can force the issue and start a project specifically for it, or wait until you make something that is pretty popular and develop on that, I guess. Either way going pro is a lot of work and if you don’t realise that going in, you will end up hurt.

» With Steam – can you log in at any time and see up to the minute sales data? I figured you can’t say your cut (of each sale)
In terms of sales, we get a lot of data yes. The rate we get on Steam is comparable to other similar services, and we didn’t have to negotiate it. And while I can’t speak for others, I haven’t heard anyone complain, besides that Gearbox chap. I think in general you can expect a cut of around 30% for any DD service at the moment, aside from some of the casual portals I believe.

» Eufloria has kept up peoples interest for the past year. What gives you a competitive advantage over other products / companies?
I think updates, and originality: the fact we have a kind of atmosphere no other game has.

» If you could travel back in time to when you started Eufloria; what advice would you give?
Put in multiplayer from the start, and be more professional with things like error handling and build management. And don’t feel bad about taking breaks.

Next…

As of 28 Oct 2009 Eufloria has just gone on sale, and can be bought from the Eufloria purchase page, or from Steam.

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Indie Interview – Cliff Harris of Positech Games

Indie Interview – Cliff Harris of Positech Games

About

  • Name: Cliff Harris, Positech Games’ owner and main developer.
  • Started: 1997.
  • Location: UK.
  • Staff : 1 fulltime with external music and art.
  • Releases: Planetary Defense (PC), Starship Tycoon (PC), Kudos (PC), Rock Legend (PC / Mac), Kudos 2 (PC), Democracy (PC), Democracy 2 (PC / Mac), Gratuitous Space Battles (PC – out soon!)

Positech Games Links

Cliff Harris

» You started 10 years ago – why did you do that?
Well that was before I’d actually worked in the normal industry. I was working in IT support, and had programmed many years earlier on the Sinclair ZX81, and just started making games as a hobby, rather than as a business. It just happened that people seemed to buy my first game.

» Did it immediately appear you could earn a living from it?
Well it wasn’t quite a living at the start, but it was certainly more appealing than IT support, and it was possibly a bit easier back then in some ways. There wasn’t a big indie games industry and you didn’t have all the web portals, or web advertising, you could just submit your games for free to the big download sites like download.com and people would just buy them. That’s all changed now. Its much more complex and there is way more competition.

» Were you also doing your own games while employed (at Elixir and Lionhead), and how hard was that running two jobs?
It wasn’t too bad, because I love working on games, and I wasn’t one of those maniacs who works till 4am every day just because their employer is a games company, so I did have the time to do my own stuff. It used to take me much much longer to do a complete game in my spare time, and they were not as good, but it can be done, even though paradoxically most companies forbid it contractually.

» Were you open and up front about your extra-curricular work?
At Lionhead I was, and they were pretty Ok about it. I think in general companies aren’t though, which is just insane. They would rather employ coders who spend their evenings watching soap operas than honing their coding skills. If you have game ideas your employer isn’t working on, you can either work on hobby projects, or quit and start your own company, which is MUCH worse for your employer…

» What made you take these full time jobs? And what made it the right time to go fulltime on your own stuff after?
I was indie fulltime ages ago, but I just didn’t make enough money and had to get a proper job, which is how I started at Elixir. Going full time again was an easy choice, because I had two things: I had a side income from my games which actually exceeded my salary, plus a job offer to do contract work from home for Maxis, so it wasn’t much of a battle.

» Did they find you because of your work on Kudos? (sorry if I’m getting the timeline wrong!)
No, it was amazingly starship tycoon they spotted ages ago. Kudos was done later.

» Your games were widespread enough to warrant interest from another commercial company. Had you realised you were making an impact on people?
No not at all. This happens now and then, you get emails from people you’ve heard of who suddenly turn out ot like your games. It’s cool.

» Was it the enthusiasm and feedback (like from maxis) that motivates you as well? Is it also appealing to run a business?
Oh I’m massively passionate about games. Its not about making money, I’m sure I could make better money elsewhere. I used to work on the UK Stock Market, and that’s rolling in money. I love making games. I take the business part very seriously because you *have* to, to stay doing what I love doing.

» How did it feel when you ended up having to go fulltime with Elixir? were you convinced even then you’d carry on in your spare time?
No, not really. It was quite grim to run out of money, but I had this list of 3 companies I would love to work for, which was Elixir, Lionhead and Ensemble, so to work at Elixir was extremely cool and exciting.

» How did working on bigger games and indie compare to you?
Well it’s very surprising how much creative freedom as a coder you have at a place like Elixir or Lionhead, especially if you are a senior coder. So it wasn’t as bad as you might think. I’ve always primarily been a designer/coder, so to be able to work on big games with a huge codebase was very interesting. I also learned a huge amount about programming from those huge games.

» I can see there’s a sim-like thread through your games leading up to GSB, but you’ve really gone to town on the visuals for this one. What got you to design the game the way it is?
It just evolved, it used to look very iconic with sort of retro graphics, and originally it wasn’t even set in space. My games change massively as I work on them. There is probably a subconscious desire to point out that I am capable of doing graphics programming too, because people assume I did sim games because I could only code AI.

» I saw the early vids for GSB before I knew what sort of game it would be. The epic space battles really look exciting. From what I’ve read on your blog the gfx are taking a large part of the development time – do you think this higher development cost has a big impact on the profitability for the game?
Well I love working on the GFX, and to be honest I tend to do all of the gameplay and UI stuff, and get that as good as I can, and I only work on the graphics as a treat when I’ve earned it. I’m not doing the gfx as a way to market the game, but because I really love super detailed and gratuitous looking space battles. It’s a labour of love.

» Gratuitous Space Battles is quite close to release. Who is the game for and what’s cool about it?
The game is for a cross section of gamers, people who just love sci fi battles, tower defence players, and people who enjoy RTS or sim games. What’s cool is it takes a genre that is normally 3D and real time, and takes away the arcadey confusion so its true strategy rather than arcadey. And doing it in 2D means you can have near-infinite poly spaceship models rendered out and draw hundreds of them! If I did GSB in 3D the poly count would be reduced by a factor of fifty at best.

» …and the assets would be more expensive to create as well.
To some extent, but they are all complex 3D models anyway

» Ah, I hadn’t realised that. Are you doing the modelling for them as well?
No, I pay a very talented guy to do that. He has done all sorts of high end modelling for big games companies and some TV stuff too.

» How is the beta period going?
It’s going very well, people really like the game, and I get a ton of really handy feedback, especially people pointing out UI niggles which I get used to and stop noticing. People get VERY good at the game. I have to cheat to even get in the top 100 on some of the missions.

» Ha, that’s a really good sign of people enjoying and being dedicated to the game. With GSB do you have a fixed release date?
Not yet, but its only a matter of weeks at most. Maybe another week.

» And how long have you been working on GSB? What keeps your momentum going?
Its about a year in total. Momentum is basically wanting to see and play the finished game myself. I’m always thinking of new stuff I want to add to it. The only limitation is the number of hours in the day, and the fact that I am the sole programmer on it.

» I’m interested in any patterns for development and sales that you’ve noticed over the long course of your games dev. Have you found anything (demos / sales / price promotions / certain portals / platforms etc…) that correlates closely to numbers of units sold?
It’s very very complex. The slightly refreshing answer is that I can see a direct correlation between the quality of a game and its sales, regardless of everything else. When I make a game that’s much better than the previous one, it tends to sell better. I think people are far too obsessed with price now, assuming cheaper games make more money. I’ve tested that theory, and at least for my genre, it’s not true.

» Price is very high on the agenda these days, particularly spurred by the iPhone. So you’re pretty set on the (approx) 14 GBP price point. What stops you going higher?
I’m not sure, I think that is the sweet spot where people will compare the game favourably to what else is around. I think the game competes with stuff like Sins of A Solar Empire and galCiv II, so I tend to look at what they sell for, given that my game is smaller in scope and development budget.

» How much did you plan the development schedule (one year) of GSB?
Well my games tend to take a year, so it was just the standard thing, but it worked out good, because it went up for pre-order just as the income from my earlier games had sarted to seriously dry up and I really needed the money. That’s what is good about the beta, it means I’m not trying to rush finished a buggy or half complete game.

» From what you say your previous profit last approx 80-90% of the dev of the next game – do you have strategy or long term plan to change / improve that?
Well I don’t ever intend to do anything but make the best and most popular game I can. I have a theory that the more effort you put in, the more the payback, on a non linear scale, and I’ve never put more effort into a game than GSB, so I’m hoping it might do well enough to cushion the business slightly so I can actually relax one year!

» You do direct sales yourself – was that easy to set up, and what are the benefits / downsides to it?
Its actually trivial to do, I use payment companies that handle orders, and tax and all that stuff, so you literally just stick a link on your website and they wire you the money each month, it is very very easy to do. I think people go to Steam for the audience and the publicity, more than because it’s that involved to do yourself. PR and marketing are the real problem with direct sales.

» What has been effective for you as marketing?
Oh god, it just takes tons of things, sending hundreds of emails, trying everything, talking to everyone, it’s a huge huge area of business. I could literally write a book on the topic now, there is so much you need to do and get involved in.

» Have you got much of a fanbase, and does your back catalogue of good games help create sales for the next one?
Yes definitely, a lot of people buy every game I release, which is surprising because they do differ in genre and style a fair bit.

» With Kudos you were encouraged to do reskins for it, but developed Kudos 2 instead.
Well a publisher wanted a reskin, but I ended up pretty much recoding the entire game. Rock legend didn’t do as well as it should have, because I wasn’t very clear about whether or not it was a hardcore or casual game, so it ended up being neither one.

» Are reskins a route that developers should leave open? Admittedly, it still relies on the game being targeted well…
Well I think its a bit of a quick-panic-cash-in thing when they do that. A lot of casual games are such a blatant copy of the last game with different graphics and sounds that I wonder why they aren’t sued by angry buyers, sometimes its just embarrassing to see.

» How much should finances occupy a company?
You dont really have a say in the extent to which finances matter. Either you stay in the black or you go to McDonalds and start frying burgers, so you have to keep an eye on the money at all times. I treat it more like a strategy game than a chore.

» What gives you a competitive advantage over other products / companies?
I think the competitive advantage I have is that I’m one of very few small indie companies that do simulation games. It just seems most indies are graphics or gameplay coders, and I’m a real simulation / AI guy, so that means my games have a different focus to most other ones.

» If you could travel back in time to when you started the company; what advice would you give?
If I could go back in time, I’d change a lot of technical things, to do with what languages or software I’d use, but I wouldn’t do different games, I’ve learned something from every game I’ve done. Maybe I’d quit my last job a year earlier, apart from that, no change.

» What technology did you use and could have used instead?
Well I use C++ and know it very well, but its quite an awkward language for doing stuff like UI and network code. Ideally I’d use java or C# or something less fiddly than C++. Ideally I’d be using some GUI middleware too, this would speed stuff up a lot.

Next…

As of 19 Oct 2009 Positech Games’ next release is the PC game Gratuitous Space Battles, with a street date of “imminent” and a playable Beta already available.

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Indie Interview – Chris Walley of Escapist Games

Indie Interview – Chris Walley of Escapist Games

About

  • Name: Chris Walley, Director.
  • Started: Feb 2009.
  • Location: Guildford, UK.
  • Staff: 2 fulltime and 3-4 part time / contract.
  • Releases: World Clock (XBLIG), World Clock 360 (PC), AtomHex (XBLIG), Platypus (XBLIG, to be released)

Escapist Games Links

Chris Walley

» What was the reason behind you going indie?
Well, I guess I wanted to make my own games. Which is a little ironic considering we’ve mostly been doing ports :) But no, it’s also probably the same as most start-ups; we wanted to see if we have what it takes to go it alone. It takes guts and it’s not been easy but so far, I have to say it’s been a lot of fun so I don’t regret leaving my secure job to go it alone. I quit EA almost exactly a year ago actually. My original plan was to take 6 months out and make my own game. It’s a game that I tried to make at EA that got quite far but ultimately couldn’t be made, called “Jumpfight”. It’s still in development and I still plan to release it. I was going to make it for PC and then probably go back to full-time employment but things didn’t work out quite as expected…

» How so?
I wrote a JumpFight prototype in a simple but quite cool language called Blitz3D. My initial plan was to port it to C# XNA and then I could release it on the Xbox360 and PC. However, instead of going for the brute-force approach I decided to write a convertor first, which would do the job for me. So I did that and everything was going to plan; then I met San Shepherd (who is now my business partner). He suggested that the convertor could be used to convert existing games over to XNA and so we started looking into this with existing commercial games, written in Blitz Basic.

Hence, we found Platypus and AtomHex and loads of others. We have contracts signed with various other people, ready to go; 5 products including Platypus in the space of 9 months or so, and it’s all mostly thanks to my convertor. It gets you about 90% of the way there. Then you have to massage the code and fix the errors and hey-presto; you hit build and it’s quite a minor miracle when stuff magically appears on the Xbox, and you have no real idea how! In the end, with both Platypus and AtomHex I got to know the code pretty well of course because we upgraded them and added features etc. but it gives a great starting point.

» I can see why your plans changed – what you’ve described to me has set my mind off thinking about interesting possibilities.
Yeah, it is an exciting piece of tech. But we have yet to see if it makes for a financially viable business model, which is why Platypus is such a big deal for us right now. Because, I’ll be honest, XBLIG has not paid for itself yet. I think unless you get your game in the top 5, or even 3 you’re not going to see a great deal of money.

» I’d heard good things about the new ratings helping games sales – and thought AtomHex was up there.
It is. It’s high in the ratings but it doesn’t seem to be translating directly into sales I’m sorry to say, because AtomHex is a great little game, it really is. We have people writing in to us telling us how much they love it.

» Do you have any insight on why it might not be succeeding?
That is a tough one. I think we learned a lot from AtomHex’s launch. Firstly, it’s not possible on XBLIG to set a launch date, unlike the iPhone store for example. So, when it passes peer-review, it’s live a few hours later and you don’t know when that will be. It could fail, then you need to wait another week to be able to resubmit, or it might pass after a day or two. So we learnt that you really need to make a concerted push with the publicity as soon as it launches and we didn’t – we were caught a little off guard. Those first 24 hours are vital – because it’s at that time when it has the best chance of succeeding. You really need to pull out all the stops. Having said that, I’d say AtomHex is a bit of a sleeper though, no, what’s the word? “ever-green” something or other. It consistently sells without any publicity. We had a 25% conversion rate in September. 25% is better than most Arcade titles, so it’s very good – those that find it love it, but it would be great if more people knew about it.

» How long had you spent on the AtomHex conversion, and how much of that was trying to get it through peer review?
About 2 months on the conversion. About 3 weeks on top getting it through.

» Can you give me figures for how many copies it sold? I’m thinking that a game that takes (roughly) two months and needs to support two people for that period to break even needs to sell X copies. X might be quite big :)
Let me just say, its not done as well as we had hoped. It made a lot less than X.

» Are you doing anything different with Platypus to increase sales?
Yes – everything! AtomHex was a real eye-opener. This time we have a much clearer idea of what to do and how to publicize it.

» Doing conversions – you have other parties involved. What agreement do you have with the rights holder? Their cut will make the sales feel worse…
I would recommend that anyone doing something similar should ensure that they have a provision for making back a certain initial sum before any royalties are paid which will cover all or some of the dev costs.

» Excellent idea. Did you find dealing with an individual for AtomHex, and a company for Platypus gave different results?
Indeed. The agreement we came to for AtomHex with Marc Incitti… was quite straightforward to hammer out. He’s a nice guy, very reasonable. When dealing with companies I’d expect it to take a bit longer, and it did.

» In putting all your info together – you’ve got a great product (the converter) that is hampered by the delivery mechanism (XBLIG), and where the traditional second sales route for those games (PC) is already fulfilled. Do you think it is feasible to get to a stage where your ability to quickly port games is enough to offset low sales?
Well, we’re waiting and seeing now. If Platypus is a success then our business model will be validated. If it’s not, then I really don’t see how to make money from it (XBLIG) without commiting to a serious gamble. ie. you need to be very lucky and hope your “big” product hits a sweet-spot with consumers. But – that’s hypothetical right now. We think Platypus *will* be a success because it’s such a great game. To address your point about the PC platform not being a second avenue of sales… the convertor converts from Blitz Basic into C# using custom XNA functions to replace the Blitz commands and that’s an attractive proposition to anyone with some old Blitz code lying around; it allows you to have much more optimised code, is much easier to expand upon, can use all the latest technology (like graphics shaders etc) and quite simply you’ll be able to to do a lot more with it. You can convert your old PC game and it will work much ‘better’ under XNA on the PC. But of course the cherry on the cake (and it’s a very big cherry) is that it will also run on the Xbox.

» This makes the software sales of the converter sound pretty appealing. Perhaps the cost to handle the conversions yourself are too high, but for other people to get a second chance at income for old projects – they have less invested in it (in a project’s success) so could do it themselves.
Yeah, as I said, we are certainly considering it, and we can use Platypus and AtomHex as examples of the fact that yes, the tecnhology does work.

» For Platypus – will you be doing any promotions for it? how will you use your 50 free game tokens for it? (50 free copies of your game donated by MS for distribution to review sites or friends)
Many of the tokens are already spoken for: press. We issued a pre-release press statement this time (again, learning from AtomHex) and so we’ve had quite a few responses from people eager to review it when it comes out. And yeah, some will go out to friends.

» Ultimately there’s quite a lot of opinon that XBLIG isn’t the way ahead though – does that seem fair given your involvement in it?
I actually think it *is* the way ahead. Just maybe not the way ahead from a standard business point of view. So, for your average hobbyist, it’s an incredible outlet but as a business venture, it’s a gamble and I’m glad I didn’t (haven’t yet anyway) bet the house on it. But I do believe in the idea, and I’m looking forward to the platform maturing and gaining wider recognition.

» Do you think changing the instant releases to a staggered one would help?
I’d actually like to see Microsoft implement a system that lets the developer set their own release date once it passes peer-review, so it passes and then you get the choice of when to release it – say, any time in the next 3 months. (I’d also add gamer-points for Indie games, but that’s another kettle of fish, ie. they’d have to be vetted. But I think just doing that would see sales increase dramatically)

» Even if AtomHex had been a massive success there is a lag until you get paid. How have you survived financially?
I had some savings, I’ve sold the car and I have a very supportive wife. Starting a new company is never an easy thing I guess – there’s a certain amount of pain at the start to get through, but I’m very optimistic about the future.

» And finally… how much should finances occupy a company?
You need to make money otherwise you won’t be a company for long… so of course they are important but if you believe in your products… then hopefully they’ll be financially successful. Personally, I do what I love: I make video games. The finances are a very necessary evil.

» What gives you a competitive advantage over other products / companies?
Between me, San and the various other people involved, we have an awful lot of experience: we know good games, we have an eye for quality – everything we’ve done so far I’m proud of and I believe that we are all really, really good at what we do. And you’ve got to believe that, haven’t you? :)

» If you could travel back in time to when you started the company: what advice would you give?
Tricky one. I’d probably give myself very specific advice, but nothing like “don’t do it!” or something more exciting. Actually, I’d probably take back a sports almanac, if I was thinking straight! I wouldn’t change any of it really – I’m not a person who has too many regrets, I guess. So everything we’ve done so far has been learning, and yes we’ve made mistakes, and I know that we’ve learnt an awful lot from those mistakes. You’ve got to make them, in order to learn from them.

» At what point would you give up on the company?
I’ll give up when I don’t think we’ll make any money and that I can’t afford to keep it going. So far we have no debts – and I plan to keep it that way.

» My own opinion is there’s quite a lot of people who can make fairly good games. But can they make them in a financially viable way? Your case is incredibly interesting. I’d almost go so far to say that if you can’t make money reliably out of XBLIG then no one can.
Well, that’s my thinking as well actually :)

» You can develop high quality, already known games quicker than people creating original games and no one else can really emulate you – so I’m hoping it works out! Can you say what game you are working on after Platypus?
There are a few possibilies right now but actually I will be cryptic… and say that no one should put all their eggs in one basket…

» Joypad Massager 7?
Oh if only I could – if only my conscience would let me.

Next…

As of 19 Oct 2009 Escapist Games’ next release is the XBLIG conversion and upgrade of Platypus, with a street date of “imminent”.

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