The bonus of being off the grid.
I think we’re really unpopular with some people. Which is fine and all. In fact, I think there’s some truth to the idea of taking pride and rep points by looking at the people who are dismissive, or outright despise you. However, it is one of the reasons we withdraw for the most part and want to let Emerald Kingdom speak for itself. That said, a really interesting thread over here, and comment on twitter, and my response got me to thinking a little bit.
Folks here at Double Cluepon have met and spoken with various other developers. We have been truly inspired by quite a few, and less than inspired with others. But, one thing we have found is: we tend to resonate more with the real entrepreneurs and the ones who dream. The ones who actually pour something into what they do. Now with that said, this is not a discussion into what a real entrepreneur is or is not. Because I think that boils down to personal perception. No. What this post is about is some of the observations I and others have made about the developer community, and why these observations are important to use as a company.
From my own point of view, (and indeed, quite a few other viewpoints of folks here at Double Cluepon) I have found that there are two distinct types of people in *any* industry: the ones who ask questions out of a love for their industry, and the excitement you could bring to it with your own ideas and dreams, and the ones who ask questions or make comments because they want to tear you apart, or see you fail. We all know the type: they look for reasons to be dismissive, or put off by ideas. They always couch their questions in such a way as to try and trip you. In my own experience…I tend to see these ruinous types as toxic. They feel as though what they are doing, and where they are doing it is some kind of exclusive club. They are almost never excited by new things, or ideas. They tend to come at you with conventional group think, and look to tear down the notion you could fly.
Which, in some ways, is fair. After all they were doing it before you. They may be jaded by hearing similar things from others. But, in any industry, and especially the game industry: you could and should be a better ambassador.
One thing I have found though, and that is this: whether it be in printing, I.T, pharma (just a few I myself have worked in), etc: the ones who poo poo you more are typically ones who are heavily invested in shortcuts, and are also very steeped in making money as quickly as possible. I’ve actually met people in games who have been dismissive to colleagues in Double Cluepon, and in the same breath, while demoing games admit “They have no idea how critical parts of their IDE” actually work. Even better, we have been criticized by some folks (some of which think drag and drop in Unity is “neat”) for wanting to make content creation easier for people to use to make games… To which I say: LOL WUT?
Sadly, in more than a few cases, its been the rule, and not the exception. It’s one of the reasons we adopted our “shut up and make games” policy. We got really tired of people who are in this business extol virtues they themselves are really only paying lip service to. (Important note: we do believe there are more dreamers and shapers out there making games, but the signal to noise ratio sucks right now. )
So, we went the other way. Rather than side up with the people who think they have it all figured out…we have been slowly trying to build with the most important group, who actually have something of substance to say: the players. Just so I can be clear, the players are talking, but they are infrequently listened to in any appreciable way, if at all. Because the flip side of the attitude I described above is one that eventually results in: ignoring your customers in favor of foisting the usual shovelful of crap at them, with some baubles and trinkets as the teaspoon of sugar to help the medicine go down. When I consider how I myself, and some others in this company have been treated, I have to wonder how much worse it must be for the players, who have next to no voice sometimes.
When I make comments like: we like you like you, yeah…they’re funny in some ways. But, to be direct: its truth. One of the things I say often is: if you think we should be doing something, now is the time to tell us. Why? Because we’re players too. We have a limited set of eyeballs, and we freely admit we cannot readily see all possible permutations or perspectives. Part of the problem of game design is actually getting someone to pick up the pen in the first place: a lot of developers opt for quick fixes, or are just designing ways to get you to click the way they want.
We don’t know if we will make $1.00 or $10,000,000 off of Emerald Kingdom. Nobody can tell the future. What we can say, we have a better shot at perhaps a number in between, or close to that second number if we actually spend some time designing it, as opposed to quick fixing, or adding afterthoughts. We also know that excitement is a commodity that cannot be bought. You have to earn it. I have yet to speak to one person who is excitedly waiting for a Facebook game. I have spoken to many people who are excitedly waiting for Torchlight II.
As a self funded entity…we have the freedom to dream, and the ability to act dynamically. The owners of Double Cluepon don’t feel pressured by some behind the curtain group to put a product out. We can go where this leads us, without fear of retribution from a purse holder. The people who fund us are actually a part of us, and not standing on the sidelines. Our bills are paid, our bank account has money. Fiscally, organizationally, and structurally we answer to nobody.
It’s why we can shut up and make games, and still listen and talk to the people who play them.
It’s also why we’re designing as public an alpha process as we can. =)






We’ve also discussed how monetary success can be a dreamer’s worst nightmare if you let it be the sole control of what you do. Even if you’re not beholden to a shadowy, suited figure, your customers can be just as conservative, wanting more of the same and only willing to pay for exactly that.
Can you ride the wave of success to even greater heights? Or will you coast on the wave to its inevitable downward spiral?