The 5000 lb pink elephant with missile pods in the room.

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It’s episodic content in video games. Nobody wants to talk about it. Everyone wants to do it, but in the end what it winds up being is marketing fluff to sell in the short term, and disappoint in the long term.

Duke Nukem is a minor example of this trend. A more immediate example is Half Life. Gabe Newell gives interviews, and between the vagaries of Left 4 Dead, Team Fortress and Portal 2….the thing he wont talk about in any substantive way is Half Life2 Episode 3/Half Life 3.

The problem is bigger than just Valve. It affects smaller studios and indie devs too. I think the issue comes down to a rather simple thing: the line between episodic, sequel and DLC, and update/expansion is horribly horribly blurred. I think some studios do this deliberately, but I think a majority of them don’t get or have not defined “episodic” to be something in its own right in terms of their content. Thus, you wind up with people happy about Portal 2, but lamenting that they don’t know whats happening with Alyx and Gordon Freeman. I am putting this out there now, because…the lack of definition here is a wonderful opportunity for the underground and indie game studios.

Gabe mentioned that doing episodic content like Episode 1 and 2 would “speed” things along in terms of releases. But, to be honest it’s pretty clear they never ever defined what episodic meant in terms of half life. To be blunt: Gabe slapped a half ass label on something he did not, or would not define and the fans are honked. Rightfully so. I want to also say, I really don’t blame Gabe for this. I think game design and development…as well as game business in general often fosters a lot of short term thinking for the sake of expedience. Its a culture thing.

Nobody gets as upset about MMORPG expansion packs. They come when they come. There are usually always things to do while waiting. But the idea you have to wait several years for expansion is also very outdated as well.

DLC is a fine idea. But again, I think it means different things to different people. I recently bought Blade Kitten on steam. It was amazingly short. A bit shorter than I expected for a $17 price point. It’s frame capped at 30 fps, cell shaded…and while I did enjoy it, I cant begin to tell you the disappointment I felt when I reached the end of it…after much less than a day. I said to myself: this is what happens when you rush to market in the hopes of capitalizing on DLC later. While we here at Double Cluepon believe strongly that shipping is a feature, we also believe punching customers is wrong. I definitely felt a bit punched by Blade Kitten. That feeling influenced some of my later opinions about functionality as I went back through the game again. Developers, especially underground and indie houses need to be aware of that. They are not, either by choice or by mere ignorance. It’s a really sad thing.

But, let’s get to the point; episodic content means something very specific, at least for us. What it means for us is: episodes, content delivery, with expedience. Many MMORPG’s cant meet this demand, because of testing and debug cycles. C++ and other major languages just wont allow for it. Because often times the new content is bundled in with new functionality.

FPS’ like Half Life cant meet this burden, because again: debug and testing. Game Studios often times, again, bundle in new functionality with new content. Half Life: Lost Coast was released to gauge and sample player opinions about this. Since its release, there has been nothing but some matte painting concept art of HL3. What happened to short, controlled episodes?

Until someone sets up a modular system, that separates content from features, true episodic content cannot be a reality. Bold statement, I know. But let’s look at the best example of real episodic content: Television. Imagine if you had to wait three years between season 1 and 2 of LOST, or Law and Order. And the reason was, they had to internally test a new lens for a camera to make sure it would do exactly what they wanted it to do. Television would be markedly different in the US.

Using the word episode in your game title does not mean you have episodic content. The sooner everyone realizes this, the better gaming will be. I say this because true episodic content, at least how we define it is…

  • Rapid Content Creation.  – You have to be able to develop story, and events rapidly.
  • Rapid Content Delivery – You must be able to deliver your aforementioned content rapidly. bi weekly cycles would be great. 30 day cycles would be fine. Anything more than 3 months and your dawdling.
  • On the Fly changes, while not regular, are possible – Simply put, you have to be able to change the world on a whim sometimes. Life is more fun with spontaneity.

To do the above three things absolutely eliminates beta testing because of new code, or features. Those things have their place. But when it comes to delivering the main piece of story driven games, the CONTENT…function and feature has to be separated. The time has come in game development to let the coders and the content creators: writers, artists and such…diverge a bit. Let the coders do what they do, but if a story teller has to bug a coder to put a new piece of content in…something is wrong.

Let me just close here by saying: Emerald Kingdom will be doing episodic content.

Smiles and Kisses,

Az.

One year of the rollercoaster!

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Double Cluepon is one year old this month.

What better birthday present for a company than to learn that one development avenue which was originally closed off to us is now open. Apple recently announced that they are loosening the restrictions on development for the iPhone and the iPad.

What does this mean? Well, for us it means we can make stuff like WireWorks available on these platforms. That alone is great. I know I personally would love to see Emerald Kingdom on an iPad at some point.

Another great thing about being one year old is, we are actually still quite alive and kicking. Many businesses do not make it to the one year mark.

Aside from all that, we have been busy busy! We have recently added another artist, who is hard at work getting Twin Perennial into a working process for publication, among other things. We are also searching for a couple of new Developers, and hope to have that secured in the next couple of weeks.

Which will bring Double Cluepon to about 10 people. Not bad considering in the beginning, there were simply two.

Emerald Kingdom is slowly but surely approaching its Alpha point. That said, all of us here get more excited with every new build we see and play with. StoryTeller is coming along quite nicely, and the asset buildup is proceeding on schedule.

So, here’s to another year of fun. The next 12 months is going to be even more fun. Emerald Kingdom, and more quickplays are in the delivery chute. =)

The Happenings

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Things abound here at Double Cluepon these days.

We recently placed an ad for a comic artist. That goes well. Now that our Art Department is fully staffed I personally don’t have to do all the resume vetting. Sandalphon and Uriel, they both have a passion for the IP and are not about to hand it off to just anyone. I have the utmost confidence in them.

While they vet the resumes, I am still the one setting things up for interviews. I love doing interviews with people. It’s always a thrill to meet new folks.

However, in doing the usual slog through our various feeds, I came across some blurbing on twitter, which referenced this article. The problem with twitter, overall is that it often leads to Chicken Little moments, especially in what has become a soundbyte culture.

The article is quite telling. However, based on the copious amounts of research I have personally done before founding Double Cluepon I can say this much: I don’t see why it should come as a surprise to anyone. Let me explain why:

  • No business plan: This is the big red flag in the whole article. While there is nothing wrong with wanting to start building a game, not having a plan, and not understanding the basic things like revenue streams, cost analysis and the not so trivial matter of where it comes in, and where it goes out will lead you down this road. In other words, if you do not have even a one sheet plan for it, you shouldn’t wonder why after a few years its in the state it is in. This is in no way a reflection on the developer of Golemizer. He even concedes that the experience has opened him up to new things. Im simply pointing out that when you start a complex project open ended, the result will more than likely be chaos on some scale, and open to interpretation.
  • No monetization plan: This should be a subheading under business plan. I mention it because the article mentions that it never became a “day job”. Well, it couldn’t become a day job without a clear plan of how to make money for it.
  • Lack of structure, and organization to leverage the game’s development: In short, he spent money to “get stuff done”, tried to keep it a solo effort. This is fine and all, but if you want to really do this on a level where you can make it a “job” then you have to let go a bit and realize you cannot do it all yourself.

Anyone contemplating making a beast of a game should read this. While the numbers are a bit large in terms of the team you need, the sweat, blood and tear quotient the author relates is about right. Double Cluepon is not one or two. We are a team of about 8 or 9 if you count contracts and such. Possibly moving to 10 or more at some point. I guess the point I want to get across here is: you can make an MMORPG with a small team. It wont necessarily take 2 years per se, because technology and IDE’s have improved a lot. But that wont save you from development hell if you aren’t careful. Creating an MMORPG is something that requires that you surrender control to a group. Even then it’s hard to do unless you know how to be task oriented, and milestone driven. Puzzle Pirates and Ragnarok were not built with Game Maker. They were architected. Slowly, somewhat cathedral like. While we want to change some of that with stuff like StoryTeller and SWF Conduit, it wont change some of the simple and basic facts when dealing with multiplayer goal seeking games: you have to be detail, task, and milstone driven.  You have to know how to manage a team. You have to know how to keep people moving. You have to have a clearly defined structure, and more importantly….you need leaders and smart people.

Anything less than total and complete commitment to the milestones, the next ledge, and motivation is tantamount to standing up one day in your basement and saying “Wow, I should make a game, it would be SO COOL“.  Which is exactly what happens in a majority of projects that go on these field trips for MMORPGS. While Emerald Kingdom is taking a year or two of actual development time, understand this: the spec, the design, monetization plan, the idea work, the planning…well, that was about 6 years of work. Starting with a notepad file, and eventually a mediawiki. Even then, the principles of Double Cluepon meet face to face every week to two weeks to cover progress, refine the ideas, and move along. Dawdling is asking for a slow death.

If there is one thing I have learned: you do not actually create MMORPG’s. You build a bunch of tools to create an MMORPG. It’s easy for a team to get discouraged, or off track when you don’t have anything for months that you can sandbox in. That’s why so many MMO projects fall by the wayside. Keeping on point, and your eyes on the prize with one person is hard enough…doing it with 10 is even more difficult.

It takes a team. It takes willingness to sacrifice. It takes the ability to convey your passion. More importantly, as a small business it takes your willingness to surrender control to a group you have tested, and trust implicitly. It takes an untold amount of patience and a sincere realization that conflicts can and will occur, and that you have to be strong enough and smart enough to understand that those can be key moments of kickass design choices. For instance: death in Emerald Kingdom was a very very hotly debated topic. I felt it should be included. Hands down. I had one or two other supporters. The rest of the company called me nuts. Raguel, our Dev director came up with an idea that compromised. I wont go into it…but I will say this: I didn’t get my perma death. The folks against me didnt get exactly what they felt it should be either. But both sides came to the conclusion that Raguel was right, he had an awesome idea…and it would serve both camps. More importantly: I was able to recognize the solution as one which would ultimately benefit the game and the company….but more importantly the audience.

In short, the conflict sparked great design from where we sit. How many people do you know have a loud debate over something…only to fork code? In other words: how many times have you seen a creative group argue to the point of everyone picking up their ball and going home?

In closing, I personally applaud the author of Golemizer. It takes a yard of spinal fortitude to embark on these kinds of games. It takes two more yards of spinal fortitude to do it solo. But, I am not surprised it turned into a learning exercise.

Double Cluepon, well…I don’t know what the future holds exactly. Nobody can see the future. I do know this: we have a business plan, we are an actual business. We have secured funding from a few sources, and we are all on track, and moving toward our goal. I have tried to assemble the best habits, people, and structure to make sure Emerald Kingdom is a success. That’s why I know & believe in my heart it will bear fruit. Sometimes you have to make sure you have your gun loaded for Bear…or better yet rabid elephant: because you will only get one shot at it before you get trampled into nothing.

Food for thought.

Az.

Update with a side of Open Source Goodness.

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Wow, we have been away from our public lately. We’re sorry about that. All of us are working hard on getting Emerald Kingdom ready for Alpha and Beta. Not to mention, we have been busy preparing for the 3g Expo at Columbia College. We will be showing off a special version of WireWorks, as well as talking to young women in high school who are interested in games and game design. One of the things folks may not realize is that Double Cluepon has two women registered as owners!

Emerald Kingdom progresses. Samael has been a coding madman; StoryTeller now has the base sprite functions it needs, and Sandalphon, our Animation Director has been doing run/walk animations. Uriel, the Art Director has been cranking out Player Character parts, clothes, hair, eyes…she is also working her magic with monsters, Gremmies, buildings and tiles. StoryTeller is nearly to the fork point. When I say point: I mean the point at which we fork it off so that StoryTeller goes one way, and Emerald Kingdom (the client) goes the other.

All of which is great, but without a way to talk to a server and a database…would be pointless. When Raguel and I started looking at servers for Emerald Kingdom, we lamented that there were no free, or at the very least, solutions which were cheap enough for an underground game company like ours. The most widely known solution was expensive: $5000.00 USD just to get started.

We elected to write our own. To that end, Raguel has now finished the first version of our centerpiece for a true AS3/Flash socket server. We call it: SWFConduit.

Here is the official release statement:

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Announcing SwfConduit! An event-driven, bidirectional Flash socket server written in Python using Twisted and PyAMF.

SwfConduit allows you to asynchronously communicate between the server and clients by passing event objects over a bidirectional AMF3 socket. SwfConduit uses full objects, so no messing around with serialization on either client or server, it all happens automatically!
SwfConduit will be powering Emerald Kingdom, an MMORPG written in AS3, and StoryTeller, the Emerald Kingdom world builder. This is a preview release. It works, but there is little polish and only the bare minimum of features are implemented.
SwfConduit Requirements:
  1. Python 2.6
  2. Twisted
  3. PyAMF 0.6 (available from http://pyamf.org)
Client Requirements:
  • AMF3 (AMF0 does not support full object serialization)
  • Flash clients require AS3 (AS1/2 do not support raw binary sockets)
Planned features for a 1.0 release:
  • Content Encryption
  • Rich set of default events
  • Server and Session objects to cover common tasks
  • More documentation on how to write clients
Planned features for future releases:
  • Server Clusters
  • Inter-server communications
  • Connection negotiation (choose the least busy server to connect to)
  • Swapping active sessions between servers in a cluster (each server can handle a geographic area in a game, spreading load while maintaining communications between friends)
  • UDP support
  • Speed at the expense of reliability

—-

And there you have it. SWFConduit is the centerpiece for Emerald Kingdom’s server, it’s support for modules means that the modules make the server. So, Raguel will be writing the modules for Emerald Kingdom to work with SWFConduit. The beauty of this is, SWFConduit is a bit like Zombo.com. You can do anything, anything at all with it. Write a module for a simple high score tracker database in SQL, or write a multiplayer server for a Flash game. THE ONLY LIMIT IS YOUR MIND.

It’s free, and licensed under the GPLv3. Which means, if you use it, or modify it….it gets better as we go along.  You can get SWFConduit from github. Be sure to let us know if you use it!

HOWTO: Treating Customers.

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Here is a little how-to for treating customers who you want to keep, and do business with again. I think these have been lost in a world of metrics, and focus groups. My Dad was in service. When what he fixed didn’t work right, he went back and worked the issue till it did. When someone sold him a part that failed, or didn’t work..it was exchanged. Nowadays…that stuff, real Customer Service…it’s been lost. Today, customers are not important. They are inevitable. Companies act like it does not matter if they lose a customer, they think there are endless supplies to take their place.

Well, one thing my Dad taught me is: vote with your wallet. So, that’s what I do.

1 ) When the customer calls you, do not focus on what you can’t or will not do. It’s important to focus on what you can, or are willing to do.

2 ) Telling customers your policy is to assume they are a thief, or scammer is asking them to take their business elsewhere. Especially when you have their verified address, phone number, and credit card details on file.

3 ) Asking a customer to call another number, when you know that it’s going to waste their time is asking them to take their business elsewhere.

4 ) Being rude to customers is never an option. While the customer may not always be right…you should maintain the high ground.

5 ) If the customer buys something from you, and it breaks a week later you have two options: making it right, without further inconveniencing the customer, or using the letter of your policy to push off the customer elsewhere. The former guarantees a return visit. The latter insures you will get no repeat business.

6 ) Remember the golden rule: it can take weeks, months and years to gain a loyal customer. But it takes mere seconds to lose a loyal customer.

7 ) Never ever use a policy to turn away a customer, with MONEY IN HAND, who is ready to spend it with your business.

8 ) The customer gives you a chance when they choose to patronize your business. You owe the customer the same chance when they have a problem.

9 ) Sneezers will affect your bottom line more than any fortune 500 company.

10) Some customers have to be fired. However, even an employee must garner a few write ups before being canned. Firing customers because you lack customer service, and you have policy that keeps you from trying to meet the customer even halfway tells the customer that his money is best spent at your competitor.

Double Cluepon will soon be in the business of having regular customers, who pay us. It is my #1 intention to have a policy that forbids the use of the phrase “I can’t do that, sorry” when it comes to customer service and/or support. Support and Service are all about what you can do. If for some reason, what the customer wants to make it right cannot be done….don’t LET THE CUSTOMER GO AWAY, try to at least meet them in the middle! Customers, the people who pay, are very important. Maybe if more companies treated customers as a rare commodity, rather than just an inevitable consequence….people wouldn’t be so jaded about spending.

Just my $0.02.

Az

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