Categories
Audio&Games

Find its own way

Olivier made me think about the things that make a game get out of the pack, with some sort of passive marketing as I call that.

Minecraft comes from Sweden and if there’s something consistent from North Europe is that indie game developers know how to talk to people and stand out with their game, meaning by the execution and/or theme. From Petri Purho who constantly pushes prototypes with perfect-matching music and sfxs –that adds a LOT to the polishing- to Erik Svedang and his very personal vision of visuals and themes, to the dudes from Secret Exit (Zen Bound’s fame) and their physic-based gameplay to Cactus etc

be different    [EXPLORED #19]
You’re the same. Your ideas are not better. But be consistent and different.

It’s something I really pay attention to because I’ve always been attracted to everything different and the good thing about it for a product is that it serves as a true and sincere marketing –if done right-, which is pretty much the only one that can work especially with carefully crafted products like computer games.

If you look at the output from North Europe you can see that even if there’s no “marketing campaign”, games have a lot of good things in common.

  • A good sounding, attractive and “making sense” name: I know it’s kind of weird but think about it: before even play or see a game, you often hear or read about it. It has to be attractive, it has to feel natural, it has to be special. Kometen, Blueberry Garden, Zen Bound. Sounds like classics, like Mario or Sonic. Minecraft has been the result of a brainstorming on irc and people came up with this name which I find great because it feels like it always has been around. It feels like a huge classic thanks to the craft part (World of War…). It doesn’t feel uncomfortable like Tidalis, it doesn’t sound too generic ala Alien Breed… It’s important.
  • A clear, consistent AudioVisual view of it: I still don’t understand how something that obvious is still an issue with gamedev peeps but let’s say it another time: there must be something going on between the visuals and the audio, something must happen between them, something that sparkles some kind of magic. Like Bioshock or Killer7 or the eternal Mario to YouHaveToBurnTheRope. The AudioVisual sandwich is wrong. The AudioVisual sauce is good. Always been the case.
  • Near-perfect execution: never had any problem with enjoyable Petri’s prototypes. Any game that fucks up my computer is really not welcome and despite that it’s hard to get to the non-crash state for small games, it’s required. It’s not about technical excellence jerk off, it’s about respect to the player, the buyer.
  • All of that must fit with a gameplay or a mix of gameplay. That’s a pretty big question because there are so many solutions! I see Minecraft as a really good example of that: the 8bits 3D representation stands out and makes the first person view (attractive feature for me) an original one, it fits the old school RPG part (not that much an attractive feature for me) and talks to the old school Japanese RPG crowd so hard. The 8bits 3D adds some originality with the physics of the world which attracts YouTube viewers… I have hard times to believe that the developer didn’t think a little bit about all that. Either way, it works because it attracts different people and keeps them around the game. And because of the very low tech, adding new content is simplified to the max and not that limited (remember, limitation helps innovation). That’s a big achievement and it all comes down to a smart mix of things that are pretty standard (first-person, rpg, 8bits).

So all of that is embedded in the game development, it’s not on the side or later, it’s now, in the process of building a game, from the start. These points are not that much about the game or you but about the relationship with the player, about attracting him and make him play. Not in a casino way of course :-)

Anyway the game that does all that well then stands out by itself, even before being actually played. Whatever the first contact you have with the game, hearing about it, reading about it, watching it or listening to it, It is already exciting. and dear game developers that is not like an option or a plus. It’s a requirement.

That’s marketing, that’s PR embedded in the game development. That’s what we need and way too often lack in the US and France on small projects. You might argue “Wait, that’s what AAA games do, we’re indie and stuff ,we can’t do that!”.

I don’t care who does it or how “indie” it is, it’s just required to stand out and make some bucks for what I see… That’s the needed “find its way” part.

Ultimately, ship your game too. Fez did it all right but there’s one more thing to be careful of: being on the right time. In a world of over-tutorialized and rigid-like-a-stick games, Minecraft’s freedom and randomness are also part of its appeal and success. That was a good time to appear. For Polytron’s game it’s difficult to say now…

Categories
Audio&Games

Minecraft cheers me up

You certainly have heard of Minecraft. The game is in alpha, it’s made by one main developer with the help of some people.

As a description, it’s a world-building game mixed with a rpg system through a first person view. The world is huge and randomized.

Minecraft
The world is mine

The website is telling us nothing special, the YouTube video just makes you think “what the hell is this shit”.

And yet after about a year of development Minecraft racks up 250 000$-a-day of sales via Paypal. Yeah. I can’t fucking imagine that either but I’m just so happy for him, Markus Persson.

Rock, Paper Shotgun has a Minecraft diary (1 2 3 4 5) and it’s just fascinating. You can see how much a deep gameplay combined with consistent mechanics and freedom to the player is more addictive than crack.

But what really cheers me up with Minecraft’s success is that it kicks off pre-conceived ideas with hard facts:

  • The personal computer is awesome. Nothing like that would have been possible on a closed platform like consoles are. And there’s a ton of free PC games out there, there’s billions of free flash games. Minecraft just didn’t care and made it through nonetheless.
  • There is no such thing as a target market in games (and overall in the entertainment business, it’s been made up). Build your game with a strong vision and the market will be here, whoever they are, little girls, gay nerds, Irak vets. It doesn’t matter.
  • The best Technical mantra: Minecraft works on any PC of the last five years finger in the nose (WoW anyone?). It’s a Java game. Works anywhere and beyond.
  • Visually interesting and quite original while being the most rudimentary ever (8bits 3D).
  • Single player is important. 
  • The only channel of marketing/PR has been word of mouth. Word of mouth made this man with his little team and his Java game millionaire. Read that twice and try to find any product in the world that makes people really wealthy without them spending an insane amount of money to make that happen. I don’t know one.

Lessons learned:

  • Indie game developers are concerned about getting attention for their games. But it seems that if your game is original and deep (and really, this is the hardest part here) it will find its way. Remember, Minecraft is not even finished yet! The thing is we see the market the wrong way, we see it as traditional publishing sees it: you need to make a lot of noise so that a large part of people are hearing about your product and eventually a share of them are going to buy the game. With word of mouth over the internet, it doesn’t work this way: it ramps up with people aggregating and buying from anywhere in the world, silently. It’s a discrete process, totally the opposite of what marketing/PR are doing these days: being obnoxiously in your face all the time, screaming. Trying to sell an indie game this way is not going to work. Never.
  • The insane amount of resources used in games for visuals and 3D is a waste. Focus on your gameplay, more and more and again. Open your game to people early and build what they want too. Nothing better than real world beta test. I mean, we can’t stress that enough.
  • Minecraft’s business model is neat: play for free in your browser, pay for the premium version that makes you able to download a client. It’s kind of scary to go this way but it doesn’t stop people to buy a copy at 10euros. As of today, 27,27% of registered users have bought the game. That’s just insane. On XBLA if the rate of players buying a game goes over 10% developers jizz in their pants. Point is: in a direct relationship like that, trust and don’t screw your users. They will do the same to you. They will buy your game. They will talk about it. They will be more fan of your game than you ever will.
  • The power of communities. Reddit, a news website funnier than Digg was in 2005 mixed with an extraordinary powerful community ala 4chan (without the nsfw tag) played a big role in Minecraft’s success. Don’t go to them to sell your stuff you moron! Just focus on your game and if it’s good enough, a community, somewhere, is going to take action and spread the word. It worked well for Minecraft, the one-man Java game from Sweden. And it’s the case with every success with digital distribution and indie games.

So while people are wondering about the 3DS CPU or how the Bioshock Infinite “gameplay-rollercoaster-without-AI-lol” video is amazing, while the mobile market looks like an awful clusterfuck as the Facebook game thing, a dude from Sweden shows us that you can make some “substantial” money today with a solid Java game for browsers and PCs.

Jesus fucking Christ. Now that’s something.

Categories
Me Myself&I

Patchwork

Releasing some music always feels like being naked while presenting some architecture project to a group of people.

The workflow in my mind looks like this:

“Good…Mmh ok so there’s a conflict of sound at this moment, what should I do, lower this synthesizer volume or cut through frequencies with the EQ or lower the cycle of that operator? Let’s try and then apply the master compressor to see if it works… Almost… Now if I just get enough of reverb feedback at this moment, that should add to the consistency in the background… Right, so that grooves but because the HPF adds a lot of overhead on this track, I’m going to lower it at the same time… Nice curve, be smooth, less than -4 dB.. OK! Now rewind and PLAY”

Repeat. And that is just the mixing stage, but the point is that I really feel building something, creating it with plans, expectations, failures, progress and some sort of deadline… Daniel Cook did an amazing blog post about visualizing the creative process and it fascinates me how well it defines design, could it be music or a game or even your own way of skateboarding. The creative process is the same. It’s probably the same for a lot of people. Even you.

Anyhoo, here’s the last track:

Patchwork by Harold

I wish it was used in some demoscene stuff… Enough, let’s play some bass.

Categories
Me Myself&I

The software rules it all

Or the complicated relationship between software and hardware and how the software is always the most important thing.

The best example of the complexity would be the HTC case. HTC makes phones. They’re so fast at iterating their models that they jumped into the software wagon after witnessing the iPhone’s kick in the mobile butt. HTC started its work on user interface in 2008 with TouchFLO 3D which became HTC Sense, both for Windows Mobile and Android. Really neat integration with social media and stuff that wasn’t available anywhere else in these ancient times, last summer.

Mobile UI 2010
iOS/HTC Sense/WP7. I’m totally bored with icons now, so WP7 is really appealing to me UI/UX wise.

These user interfaces (software) really had a huge role on selling phones (hardware). Today, manufacturers all try or do that: customizing the phone’s OS they’re selling. Which is the reason they all embrace Android and are not big fans of Windows Phone 7 which doesn’t allow customization like Windows Mobile 6.5 did. And yeah, they embrace Android now because the next version, Android 3, will not allow that skinning and rebranding shit.

The biggest bad point of this customization craze is that carriers and manufacturers abuse it and basically lock phones on features. Thankfully it’s mostly a US thing. In Europe, laws are behind consumers on that matter and phones can not be locked to carriers, it’s anti-competitive practice. Carriers already fuck us up quite well, thanks.

The second bad point is that having a customized phone software makes you unable to update easily and you all know how much it’s important these days. HTC finally released the update of HTC Sense for Android 2.1, except that Android is now at 2.2 and Google just released a new Gmail app that only works on 2.2… See? What was supposed to be a seemingless experience, is not. And HTC is trying the same with Windows Phone 7: adding a layer of user interface because it used to sell phones.

Manufacturers and carriers, face it: users don’t need your interfaces and widgets anymore because the main OSes of the market are today well mature and are looking good, thanks. Moreover, developers NEED a homogeneous market so that they can focus on the quality of their products and by making special OSes or blocking features, you’re not helping that.

True, the closer the relationship is between the hardware and the software, the better it is for everyone. The problem is that if it works, people will always forget about the hardware: I don’t have a HTC Hero, I have an Android phone. That really sucks for hardware people. How can they differentiate themselves? Yep, software customization and bigger marketing (SamsungGalaxyyy) that’s about all.

Hardware people want to shine like Apple. The problem is Apple works because it’s small, the Apple way cannot work with dozens of hardware makers and multiple OS providers.

Can’t wait to see the output of HP’s Palm critically acclaimed webOS.

Seriously, the tablet market is going to be such a mess especially for developers. That’s not good news, more time spent to try to make an app work everywhere… Like usual right, but I thought we were learning from our mistakes somehow.

This is where a hardware-wise open platform with a widespread OS like the couple x86/Windows, serving everybody quite well from the developer to the user, is pretty remarkable. Because looking at the mobile market and the overall trend in technology from a business standpoint, this kind of balance sounds like a dream.

Categories
Audio&Games

The “video game console”, this lousy heritage

I read a lot of comments about Apple’s policies and how they don’t differ from consoles manufacturers policies and how we should be ok with them because we didn’t say anything since the NES.

Well, I believe that:

  • Apple’s devices are not game focused devices. They’re now claiming that it always has been the case, you know, Apple’s classic rewriting of events. Their devices are mobile computers where any software can be made and sold, even stupid ones like fart apps. The software ecosystem is wild and large like the desktop computer market. Developers always have been free to do whatever they want in an environment like that (windows/linux/osx/symbian you name it). It generates innovation. So these policies are a big step back (same with Windows Phone 7).
  • Consoles are more about 25 years old and they had two advantages over computers: the gamepad and the living room. For some reason gamepads only became common on computers around 2000 and they are still tied to consoles. Computers are more and more in the living room but it’s still early. So Nintendo Sega Sony Microsoft console dictatorship over developers has been ok since 85-86.

Why do we comply nowadays even with Apple who should not do that? Besides having a game specifically thought for an input you can’t find anywhere else (Wiimote, touchscreen), which is the case for a minority of games, it’s only for lousy reasons. Gamedev peeps grew up with dreams of making their own game on the obviously awesome next Nintendo console or next Sony station or because they started on their beloved old ass Apple II, they’re doing iPhone stuff. It’s a fanboy thing. It’s  mostly a non-business made decision, sadly.

It's in the Game
Never have been a fan of them…Lefty thing?

But  with the explosion of budgets game developers increasingly didn’t really like to work with Nintendo/Microsoft/Sony. Dealing with expensive dev kits, verifications, approvals, delays and people having absolute power over the work of a team is unproductive. Who wants to spend thousands of dollars on hardware to develop a game for a console, with a smiling manufacturer pushing your game release for the last month of the quarter or not pushing it enough in the store because it would cannibalize their product? Months, years of hard work to witness that kind of shit? Thanks but no thanks.

Even worse, today if you are a third-party developer and want to make money –at least in the classic AAA business- you have to do it multi-platform which is basically, like making a game for computers, with different configurations… Add the dictatorship hassle. To be successful on a console today is an impossible task (look at how publishers just bleed money like crazy despite using huge marketing campaign for their games). It’s ridiculous.

Now in 2010, if you’re thinking without emotions from your childhood, the platform of choice is the classic Personal Computer, like it or not. Because you have 250 millions of these sold each year. Multi-core and hundreds of stream processors, gigs of RAM and more and more similar inter-connection and architecture (laptop to TV connection as easy as a console). Digital distribution. Link sharing and its virality via emails and boards. Because game developers can use whatever the fuck they want to build a game, can use any topic and let their minds explore ideas without fearing that it’s going to be rejected by some stupid and arbitrary organization or committee. Mind you, that’s critical to make a good game or at least, get a good start at it.

So there.

Categories
Me Myself&I

Innerview

I absolutely cannot imagine what it’s like to not choose your parents like 99.99999% of you. I cannot feel what it’s like to be linked to someone by the mighty Randomness of this Universe, to look like him.This feeling doesn’t exist for me.

I’m born through one of the most tragic freedom in this world, which is abandon your child forever. I am the result of a highly improbable fate that would have been impossible to achieve without people believing and people trusting each other, even if they are fundamentally different and wouldn’t share anything if I wasn’t here. I was in the middle of an amazing flow of respect and will to do good between opposites. Nothing too religious, just people making moral contracts that yeah, they’re going to make this work (guys, thanks again).

This made me very sensitive to randomness in life. I don’t like it. It reminds me of the start of my life. But this is how all of you started. You started by being randomly attached to two people by blood while I started by being attached with my consent to five people by moral contracts and paperwork.That’s quite different.

I can’t stop thinking that the way people are born allows societies to allow inconsistent behaviors and say it’s ok. Because I always feel more annoyed by these than anyone so far. 

My whole life started badly but quickly went really consistent, like maybe too much. But it made me what I am now and I could have been a much worse person at so many stages… 

The most inconsistent thing for me is how you people behave. And I have a hard time to know how to handle it, what to say knowing that my perspective comes from being born in a total chaos followed by an extreme consistency, comes through social barriers inexistent to me but ruling your world… It’s like I understand you very well while I don’t understand you at all at the same time, alternatively.

That makes me socially awkward, silent. Dreamy. Alone.


Exactly. Picture by Cris Dobbins

Categories
Music

BREAKING: Music is not relevant with friends

So Ping is bad. Shocker!

I’m taking an example with Sean. Sean is a friend and when he’s writing stuff on his blog about philosophy of life or feelings about behaviors, I pretty much agree 100% every time to what he says. Because reading about core values like how you see Life or how to take advantage of it, I feel respectful and ready to help or do whatever it is with someone I respect like Sean.

We’re connected through multiple social networks.

We both love music so much that we’ve been deeply involved in it, him from running an indie rock label to designing covers, me creating all my music by myself and self-publishing it since 10 years. We don’t listen to the same music at all. AT ALL.

Our musical tastes are irrelevant in the connected world and I find that amazing looking at how close I feel from his brain you know? And it happens with a lot of friends.

Music doesn’t say anything about who you are now. It says something about what you’ve been through, which is something secondary in friendship and social networks. What you needed as a soundtrack for your Life says quite a lot because in relation on where you were and when, it shows in what spirit you were and music is almost the only thing that can track your mood and feelings. But even if you shared it or that you’re sharing the current one with someone doesn’t mean you value the same things, buy the same stuff etc. Companies can’t use that to market anything, barely some music.

If a friend is recommending some music in a genre I’m not familiar with, I will trust him more than any algorithm or other automatic process. And the more people like music, the less they need recommendation from a software, they have friends and are actively and precisely searching by themselves.

I think it’s really misleading because music is a very personal thing so exposing it should make us able to find some people “like us” where companies could invest on that. But relationship is more than just sharing a spirit/mood for a moment. I believe we all go through the entire palette in our lives, at different moment and with different bands and sounds, but it’s the same: love, rebellion, independence, hedonism, experiment… It’s just something human, we all share that.

So filtering people through this huge common denominator that is music is saying pretty much nothing about people, even if you do it well (last.fm). So if like Ping you’re also doing it wrong…  Just die, merci.

Categories
Me Myself&I

Pending

Harold at the Hollywood Bowl
Me by Verdell at the Hollywood Bowl

Earth Wind & Fire, September song
September, Earth Wind & Fire

It’s was the final after three weekends full of music, mostly RnB and Funk. Thanks Los Angeles.

Also, Machete.

MACHETE
MACHETE IS KIND OF LIKE @DRUNKHULK

The story of an illegal immigrant. I am myself now fluent with all that ICE, DHS, illegal alien status stuff.

It ain’t pretty.