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5. XBLA Launch
Edmund: Development was over, Super Meat Boy had taken home a few awards at PAX, and the press was starting to focus their lights on us. Many websites and magazines said Super Meat Boy was easily the hit of the Feast, and possibly the next big indie hit, but the business side of Microsoft wasn't convinced.
We were told our price was too high, our visuals too rough and simply not as eye catching and flashy as the other Game Feast games Comic Jumper and Hydrophobia. Our hearts sank when we were informed that we were projected to sell as much if not less than Hydrophobia, which would be the second-highest grossing game of the Feast in their minds.
This projection became that much more soul crushing when Hydrophobia launched and its overall leaderboard had less than 10k players in the first week. If Microsoft's projections were correct, we were fucked.
A week later, Comic Jumper launched with a similar public reaction but slightly better numbers -- still very low for XBLA standards. The Game Feast seemed to be a huge bomb, and quite a few news sites were already writing it off as a failure.
Super Meat Boy launched Oct. 20th alongside Costume Quest. It was placed third on the spotlight for four days. We never received any of the promotional launch bonuses that the previous Game Feast games had gotten (exclusive launch week, #1 spotlight, and a review by Major Nelson) but were told if we performed well in terms of Metacritic score and sales, we would move up and be more heavily advertised.
By day three of our launch, we had already outperformed Hydrophobia and Comic Jumper's launch weeks combined, our Metacritic was the second-highest rated XBLA game of all time, and the word of mouth was insane.
Our spotlight placement was gone by day five and never came back. We never got a review by Major Nelson nor did we get an explanation for why Microsoft launched SMB alongside Costume Quest, or for why, even though we exceeded their expectations for sales and score, we weren't given the treatment we were promised, even while they continued to heavily promote other Game Feast titles like Comic Jumper.
In the end, we felt very confused and taken advantage of. To this day we are still unsure of why things went down the way they did. Was it that Microsoft simply wanted to detach itself from the Game Feast? Was it that they didn't believe we would perform as well as we did? Or was it just horrible luck at the most competitive time of the year for the video game industry?
Either way, by far the biggest mistake we made during SMB's development was killing ourselves to get into a promotion we would gain basically nothing from.

Meaty Bits
Tommy: It's hard to talk about any kind of conclusion... we aren't done with it yet! We have the editor, portal, and Mac version to finish. It's hard because it already feels like we are finished, like we ran the race. But then someone asks, "Hey, do you wanna do a whole other race?" and we're like, "Yeah, sure, that sounds like it could be fun."
Edmund: Then you get there and you realize it's the same race, there's no prize at the end, and at this point you've lost control of your bowels.
Honestly, it was worth it to me because I got to make this game with a friend. It's as simple as that. If I had made it with someone I wasn't close to or couldn't joke around with, I would have had a miserable time and regretted the whole thing.
Tommy: I feel overall, that the game was worth all the stress. We went in as two guys with no games under our belts and left with the fourth-highest-rated PC game of 2010, sold over 400,000 copies worldwide, and received over 15 Game of the Year awards, which is a surreal thing to think about.
Edmund: It was an honor to make a game that we put so much of ourselves into, and that so many people appreciated. It's nice to be living proof that two college dropouts with no money can make a multiplatform console game and come out the other side with only minor head trauma.
Data Box
Developer: Team Meat
Number of Developers: 1 Edmund, 1 Tommy, 1 Danny
Length of Development: 18 months
Release Date: October 20, 2010 (XBLA), November 30, 2010 (Steam)
Platform: Xbox 360, PC
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the biggest thing we learned here and the reason we publicly talked about it is so people know. if you are going to kill yourself for something like this, get what you are promised in writing so you can avoid stuff like this.
I really admire you guys, this success story have to be known by every game developer and have to teach them that building a great (even small) team, working hard, and being crazy but serious are the essential ingredients for a great product.
Both thumbs up for all you !!
:O
In fact, Gish I think is one of the best platformers all time.
Also, crunch like that suck, I learned too the hard way (finishing a game for university... got 20kg fatter in 2 months)
We were both a little worried about appearing ungrateful in this postmortem, especially after a few headlines came out summing up the last paragraph of the article only. its good to know our honesty is appreciated.
i personally think that breaking down the "illusion of success" is something that needs to be done more. nothing worth doing is ever easy, but i believe most people only see the outcome and assume things were.
im happy our honesty was appreciated and maybe some of the holes we fell into can now be more easily avoided by other developers.
-Edmund
Super Meat Boy is excellent, by the way. Congratulations to Team Meat for the success!
Do you feel at all that going for XBLA and the trouble with that didn't seem worth while due to Steam sales?
I feel like too many indie devs currently have XBLA as their main goal. It depends on the team/game, but it isn't the end all platform for indie games to be a hit as it once was
in the end SMB did well and it was worth the hard work, BUT if we had signed a 100% exclusive deal with MS we would be very unhappy with the outcome.
At this point in the game i believe that steam, xbla and psn are getting pretty even in terms of how well indie games can do on them. but i stand by this...
and indie dev should NEVER only release on console. i firmly believe that a pc/mac version of your game is vital to the success of your title and the closer you can get both releases the better.
but there is the effect of a steady build when it comes to word of mouth. i do think that the xbla launch started the buzz that was easily transferable to pc once it came out the month after.
SMB is easily the best game I played last year and is one of my all time favorite games I've ever played. Can't wait see the next game you guys make.
Oh nameless indie, wasting away in some dark corner with dreams unfulfilled, my heart goes out to you. Also I have a message for you from the man, he says "get a job you hippie!".
I think the best solution for indie developers is probably to keep their projects manageable and have a secondary job or source of income to help fuel them. Even if it only means working on your game 2-4 hours a day, it's still a lot better than starving, going into debt, etc. I don't want to say "set your sights low", but there's something to be said for efficiency and knowing your limits at the same time. Success in the indie market depends as much on game quality as it does on fairly random factors such as time of release and whether the word-of-mouth wildfire catches, so I'm not sure what the point is in killing yourself over getting your game out, even if it does mean a few months' difference in the end. There will always be a place for smartly-designed games, even if they're not necessarily the "flavour of the month."
I think tommy would have appriciated not going into lotcheck till the game was finished as well as adding a few little things like Ghost racing your best times.
Keep more of such gut-wrenching games coming our way! We love them :)
1. SMB is an awesome game, and it's awesome because you guys invested the time and effort to make it so. You guys rock, don't forget it!
2. The whole situation with Microsoft really just highlights a sad fact of doing business in the games industry. This is coming from a producer at a 30-person studio. The party which takes the largest risk is generally going to be the party which makes the least amount of money, and has least power in the business relationship. This is obviously the developer in a developer-publisher relationship.
A business strategist would have no reason to start a game development company, because it's just statistically a bad deal. It saddens me every time I see evidence of this, and I have great sympathy for your story.
Once again, I can only applaud your effort and brass balls for getting this game out AND making it awesome.
I believe this story is inspiring for indie developers that are facing hard times. It's a common situation and it's reassuring to hear how someone else succeeded after considering dropping the project - it will help other people to hold on in those bad moments. Congrats and keep up with the good work!
Also, crunch time sucks!
I found this whole story inspirational, as Marco mentioned. I'm currently trying my hand at indie game development myself, and it can get discouraging at times. Kind of ironic, since we're making bloody GAMES!
Like the super mario approach.
It's great that it was all worth it. Sometimes you can lose yourself a bit when you spend so much time with a project.
Over all every inspirering.
Btw love the game it's freaking awesome!
Will be doing a likewise postmortem for my game Pac-Port.
Thanks 'Team Meat' for such an awesome game.