Posts tagged business
Welcome to the new staff.
0Double Cluepon has added again to its numbers. We have added three new folks to the fold. Each of them brings their own unique stamp to what we are doing, and where we are going. So, let’s get down to it!
* Caelum: Caelum is our new Swiss army knife. Since coming aboard, he and Uriel have streamlined our prop production. But he also has proficiency when it comes to sound production. His primary project is well on its way: building the sound effects library for Emerald Kingdom. Between doing iso renders in Maya, and creating our catalog of sound he’s a busy little bee. You can find him on twitter too! (@CaelumDC)
* Zeruel: Our new creature designer. Zeruel has been creating a complete bestiary for Emerald Kingdom, from the ground up. When it comes to creating monsters and creatures, she has shown a zeal and aptitude not often seen. She has also been working to simplify some of the existing creatures, so as to make Sandalphon’s job easier.
* Castiel: Castiel is our new writing director. She has taken over all of the writing duties for Emerald Kingdom, and is plowing through current stuff while preparing to carry the ball over the goal line. Castiel comes to us highly recommended, and we look forward to not only the the final rewrite of the main piece of story…where it goes from there.
So, you know. Let’s give them all a big welcome.They have all received their orientation, and their complimentary straightjacket. =)
Make no little plans: Why you should explore the improbable & impossible
4“Make no little plans. They have no magic to stir men’s blood and probably will not themselves be realized.”
Daniel Burnham
As many of our readers know, Double Cluepon is based here in Chicago, home to the late Daniel Burnham. We tend to take the spirit of the above quote quite seriously. What’s the point of doing the insignificant or the mundane?
Yet, for all our technological advances, for all the wonder and “what if?” that brought us here there is but one thing in the game industry that is really truly unsettling. The people who find reasons, fair or foul to say “can’t” instead of “can”. We have personally encountered this behavior from the very people who we think should know better. We have encountered teachers and professors who cast a disdainful eye at us when looking at StoryTeller, because we feel that an artist, or a writer should not be *required* to always seek out a programmer to create. We have encountered so called peers who look at us with skepticism and outright scorn when we enthusiastically talk about some of the things we are attempting, and would like to attempt.
There are naysayers in any business. But nowhere can they be so heartbreaking and frustrating as in the game industry. What shocks us more is that these people show a scornful eye at anyone who is enthusiastic about this business’ stock in trade: the ability to imagine a “what if?”. They disdain the very core element of the trait without which they wouldn’t even be here.
Recently, a fellow over on gamedev.net posted this rather silly and contrived article. One of the folks we follow, Over00 made a post on his blog commenting about it. But, I wanted to really address it a bit more point by point. Because this kind of behavior among developers needs to stop. It’s truly bad for business. Game developers, and especially the ones who have a title or two under their belt and thus represent a kind of ambassador for this industry need to shape up or shut up. They need to learn to stop saying “can’t” when “can” will work just as well.
One of the things my dad used to tell me was, when someone begins a debate using semantics, he’s already lost the argument. No place is this truer than with ApochPiQ opening:
MMOs are expected to host dozens of servers running thousands of players apiece. Successful games may be played by over a million people; some notable ones are played by far more than that. Even a low-grade MMO serves a few hundred thousand players.
[..]
This is the root of the problem, here, this “massively” multiplayer business. Because going from just “online” and “multiplayer” all the way up to “massive” is a huge deal.
For one thing, I never realized MMO was an industry standardized term based on actual hard numbers. (READ: It’s not) Massively is a pretty subjective term in and of itself. But, let’s just get down to brass tacks here. A term in many ways is defined by it’s usage. By this definition, only WoW or Everquest (or similar titles) qualify for that supreme monkier “MMO”. But the facts just don’t bear that out. MMO is a generic term, and not a specific one. At it’s peak, the most I ever saw Sage Ocean on Puzzle Pirates hold was about 1100 users. I would also say, Three Rings is an established boutique/niche MMO developer. I mean, the ARPU metrics alone say so. So, I would say that Puzzle Pirates from Three Rings is an MMO, after all…it would seem Google, that barometer of what is and aint seems to think so. As a game designer, one would think you would understand a bit about Dunbar’s Number. I would say as a human being who can keep track of about 148 people…1000 is pretty massive.
So really, the MMORPG moniker is nothing more than a bit of semantics. “Massively” and “scalability” in this sense are not in any way the same thing. In reality, the scalability of any online game is something every aspiring developer should be thinking about in the early stages regardless of the genre he is heading into.
But, let’s get into a few of the other “you can’t do this” arguments…
I will bet you a beer (or suitable beverage of your choice) that you can’t find an MMO with over a million players with a development team of less than 100 people.
See how this fell into the scalability argument…again? In this case, it’s “You can’t do this because you have no scalable staff”. This renders the argument moot, really. Because not every MMO needs to be WoW. Sacred Seasons, Puzzle Pirates, Fairyland..the list goes on. This again is a semantic argument about scale.
I will bet you a second tasty beverage that the average developer working on an MMO has shipped at least 2 games prior to shipping a successful MMO. Many successful MMO titles are even the results of collaborative efforts from dozens of people with prior MMO experience.
Ahh, here we go. We here have seen this one before, many times. You can’t do this because you haven’t paid your dues. That’s what it boils down to. This kind of garbage argument does not belong anywhere in our industry. Not with the technology we have available these days. I can even name an MMO designed by a person who seems to have no prior games: Sacred Seasons, it’s even a flash based MMO.
As incredible as it seems, the semantics, along with the argument get more ridiculous…
Running an MMO is immensely expensive. Internet hosting and server costs alone can be in the tens of thousands of dollars a month range. Buying all the hardware you need to run the game up-front can be well into the millions. You need a dedicated datacenter for the endeavor, with redundant power, fire safety systems, industrial cooling, and hundreds of miles of both copper cabling and fiber optics. A single network switch capable of running an MMO backbone can cost ten grand by itself. And if you want a global reach, you’d better roll out a datacenter on every major continent, at the very least. Three or four per continent is more like it.
Let’s break this down by rejecting his straw man argument of “An MMO is only for millions of users”. Once we get that fallacy out of the way, the rest of this is a great deal of scare tactics. Further diminishing the credibility of the argument being presented. It makes you consider the source. Double Cluepon has created a Flash Socket server that runs and scales pretty well in FreeBSD machines hosted on Xen. Anyone not dealing with virtualization now is already behind the curve. Our server costs right now? About $500 a year. It will go up. We know this, and have planned for it. Not just in the code either. In the budget. Indeed, in our chosen technology, there are even folks who will do a lot of the hosting for you. Sites like Kongregate. The rest of this is just silly. Blizzard may need to run an “MMO Backbone”, but I can tell you right now, there are plenty of boutique and niche MMO’s that don’t need an “MMO Backbone”.
But, let’s go on…
Graphics are amazingly critical. If you don’t have a great looking game, don’t expect to attract too many players. The MMO space more than any other genre is dominated by players who are into aesthetics and first impressions. A great game with bad graphics might still get some hardcore fans, but it’ll never compete with a great game with great graphics.
With this statement, he loses any credibility he may have had left. As he seems to be of the mind that “I work for ArenaNet, makers of Guildwars” so you have to listen to me, let me just deflate that a bit…First off, in my opinion, calling him a game designer might be a stretch. He may write code, but my best guess is, it’s probably in a cube farm. That’s all well and good. But to see the complete fallacy of the above…replace “Graphics” with “Gameplay”….and any real designer will tell you right now the above is a bunch of malarkey. It’s also one of the biggest problems facing the game industry today: shiny vs gameplay. When I look at successful, money making MMO’s…sure, WoW is there. But WoW is a roll up of a lot of other games that came before it. Let’s look at Minecraft, let’s look at Puzzle Pirates, let’s look at the sheer number of isometric MMO’s still rolling out of Asia. I’m still seeing a lot of MMO’s that don’t require serious graphic cards. Many of them which don’t even come close to photo realism. This incessant need for picture perfect graphics is a fallacious argument. It is about, what it’s always been about: the game play. Double Cluepon chose isometric because we could still produce quality looking stuff, but focus more on the game play.
But, it’s par for the course. Just like saying “can’t” where “can” will do nicely.
And we haven’t gotten to the networking side of things yet.
The client side is pretty easy; it just has to connect to a server and spam some packets back and forth. But the server itself is a place of truly dark voodoo.
…and again with the scale argument. It’s really the central idea of his whole post.
At this level, everything becomes important.
…more technical talk, which really is just about establishing his “authority” than actually saying anything useful.
Every single “You can’t make an MMO” article, post, tweet, blog, I have ever seen…seems to come from disillusioned cube farm residents. I am not discounting that an MMO like Guild Wars has millions of lines of code. But just because it does, does not exclude the possible success of others. In other words, just because you did it that way, does not automatically mean someone else CAN’T. Want to play a sharp MMO in 15 seconds? Try Sherwood. (Shockwave based If I recall…perhaps we should ask them about their MMO Backbone?)
This attitude among developers needs to stop. The article by ApochPiQ could have been much more constructive, and still conveyed a bit of the same message. Had he called it “Planning for Scale in online games”, perhaps he would have gotten a bit farther. At the end of the day, the MMORPG, the Persistent World, the MMORTS…they are becoming tangible targets for underground and indie game developers. The numbers (read: facts on the ground) seem to bear out that small MMO’s are collectively bigger than any of the AAA’s. But addressing the game development community as a whole in this way, as if they were a bunch of 16 year old kids on a basement computer with a warez’d copy of RPG Maker is insulting at best. It’s a black eye to our industry at worst.
It needs to stop. This continual attitude of “you cant”, or outright derision toward the dreamers in this industry needs to stop.
Perhaps instead, we should be trying to feed each others dreams. Perhaps instead we should be honestly trying to help each other realize new things, and new ways to play and have fun. Perhaps we all need to do our part to help creative people channel their creativity into works that are fun, works that inspire. You do that not by telling someone you cant, but by telling them how they can.
When it comes to an MMORPG, it does take a lot of hard work. It does take a great deal of creativity. Not always from one person, but certainly a strong and fiercely creative mind. It takes scale, and organization. But it does not need to require 200+ people.
You can make a smaller game, or an MMO, or an RTS. Create! Fill the world with content! But if you want to shout anyone down…shout down the ones telling you something can’t be done. Those people are not patriots of our chosen profession. The designers I admire most are the ones who use “can”, the ones who plug away every day in the trenches of their own code and dog food. The ones who keep trying, and learning, and refining.
If you’re one of these people who feel that it’s your job to do nothing but deride, cop an attitude, and subtly discourage people, do us all a favor: get the hell out of this business, and please don’t look back. You don’t belong here. Your attitude is the antithesis of what brought us all here today: the ability to ask “what if?”, dream of new ideas, and trying like hell to make those ideas come to fruition. People worthy of praise make no little plans, because they don’t stir the blood.
Don’t worry, we will be just fine without you.
Coda: Business Cards!
3This is what you get with a reputable printer:
We got our new business cards from Grace Printing, here in Chicago. Needless to say, they came out perfect! Absolutely perfect. Grace got them done right, the first time, and ahead of schedule. I ordered these Tuesday. We picked them up yesterday after being told it would probably be Monday or Tuesday of next week. Not bad for a small offset print shop. They did what a big corporate shop couldn’t do: ensure that the job was done right, the first time. While you can’t see it here, the bevelling of our logo is even there. That detail failed to even show up in the cards from Overnight Prints. No smudging, no bleeding, no over inking. A perfect run of Business Cards.
Here’s another great sign of quality:
Yes, that’s right. They are all cut to the exact same size! Compare these results with what we documented here, and you’ll see the difference is night and day. This is what you get when you’re dealing with a printer that employs people who care about their craft and their quality. This is what you get when you have a bindery department that actually pays attention to what they are doing.
Before anyone jumps in here and says well…you get what you pay for, understand this: we paid less for these cards, and the volume of the order was substantially higher! (we ordered 19,000 total from Grace. Vs. about 5000 total from Overnight Prints). While we elected not to do spot glossing this time, the quote we received was around the same price either way. (We decided in the end matte worked better for us.)
I cannot stress enough how important it is to get the most value out of where you get services if you run a small business. This is doubly true for artists and con goers who need quality printing done on schedule without screw ups. We are extremely happy with Grace Printing. You should definitely consider them for all your printing needs.
We will be using Grace again, as we fully intend to send them all of our printing for the foreseeable future. If you need printing done, make sure you give Tim a call over there. He was professional, courteous, and detail oriented. He’s also a really cool guy. =)
The bonus of being off the grid.
3I 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. =)
Losing the religion, keeping the faith.
4Our Spring Party was a super happy success! We had a great many folks turn out, and it was quite an event. We held an open design meeting for some folks who we consider to be up and coming in game development. Folks with real imagination and smarts. During the meeting, and during the party, I had many opportunities to network, mingle and get new insight and ideas.
Somewhere around 9 or 10 PM, I had a discussion that let me lose my religion, and yet, keep my faith.
One of the things I’ve been trying to do is get us more involved in “The Community”. I guess what I failed to realize is, when you want to think outside the box, you should try to avoid climbing inside one. Put another way: we should be involved in “The Community”, but which community we choose is just as important as the work you do to get involved in it.
Double Cluepon rejects the main game industry. In total. There I said it.
I could give you a bullet pointed list of why we came to this conclusion. But, rather than rag about crap that is truly immaterial, I would rather focus on where we are going with this. Because, we definitely think we’re on the right track.
It was pointed out to me, that a lot of downpressing is going on, especially with respect to the people who graduate, or are close to graduating. A great many of these folks have a fist full of fire, a belly full of steam, ideas, and imagination. We need to be catching those folks to maintain something that’s missing from a great deal of game development: the hobbyist mentality. The notion that you can do something that’s not been done before. The off kilter approach to doing new things. The drive to do things that are not homogenized, sanctioned, processed, and ultimately packaged for the masses because that’s the way “it’s always been done”. We need to catch these people before they wind up in a cube farm, or even a funded and over structured studio with VC Obligations. They need to be mentored, before they get pressed down like a square peg in a round hole.
There’s a big difference between making money, and making fortunes. It would seem like, the old guard is more interested in making fortunes. To hit the game success lottery. I suppose that approach has merit, and has it’s place. But, it really does not foster anything new and inventive. It also leads to silly meta discussions about the legitimacy of success. Or meta discussions of meta discussions about whether or not something is even a game or not. (Again, I suppose these are perfectly legitimate avenues for running a game company. It’s just not legitimate for us. We aspire to do more, and we refuse to be constrained by “the way it’s always been”.)
One of the things I and a number of others have discovered is, a great many of these discussions lack one thing: discussion of mechanics & game play. More importantly and more disappointing, we have noted a more serious absence: the discussion of fun. It just seems like a lot of discussions among the established boils down to “wash, rinse, repeat”. This is pretty much what happens in the music industry too. Justin Bieber may be a hot commodity, but he’s no John Lennon.
So, we reject that notion. What we actually want to do is look at things like fun, and from there: try to innovate. Try new things. The thing about innovation is: you never know if what you’re doing is going to work or not. Risk is part of this game. Sifting risk down into formulaic methods will make you a billion dollars. It won’t, typically, allow you to go outside of precomputed and established norms. On another level, it does something worse: it ties you tight, you can’t move or react to what’s going on. I guess what surprised me most is: a lot of game developers who should understand the nature of risk better, through game development, often mitigate it in the real world and produce a great deal of mediocrity. That’s fine and all. But, as Crocodile Dundee said: “You can survive off of it, but it tastes like crap”
So, we’ve hatched a bit of a plan. We’re going to do our thing. We’re going to do more to catch some of these folks with the belly of steam before they get down pressed. Before they get roped in by slick marketing. Before their ideas are ground into prepackaged soylent green. Some of it boils down to a very simple policy of “shut up and produce”. Some of it boils down to mentoring early. Some of it boils down to rejecting all of the psycho babble oriented, hyper analytical look at the successes of others in an attempt to “wash, rinse, repeat”.
To that end, between the folks here at Double Cluepon, a few of the other devs and artists that were here on Saturday, we’re going to further develop this IUGU idea. It needs to be less about what everyone else is doing, and more about what everyone else is not doing. Not for the sake of going an opposite direction, but because we want to see what’s down that path. We’re curious. Curiosity is the backbone of inventing new things.
In closing, we’re going to stop looking at things from the group perspective, and start looking more toward the individual perspective. One conclusion I came to early was, we know as much, and as little as everyone else. Developing games should revolve around people, not labels or definitions. Sure, this might sound crazy. But everyone likes a good crank.
By all means, discuss.





