Gamasutra: The Art & Business of Making Gamesspacer
Postmortem: Team Meat's Super Meat Boy
View All     RSS
September 2, 2014
arrowPress Releases
September 2, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 
Postmortem: Team Meat's Super Meat Boy

April 14, 2011 Article Start Previous Page 4 of 4
 

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

[Subscriptions to Game Developer magazine, the leading magazine for creators of video games, are now available in yearly print form, with digital versions available from the Game Developer Digital service in both subscription and single-issue formats.]


Article Start Previous Page 4 of 4

Related Jobs

Vicarious Visions / Activision
Vicarious Visions / Activision — Albany, New York, United States
[09.02.14]

VFX Artist-Vicarious Visions
Vicarious Visions / Activision
Vicarious Visions / Activision — Albany, New York, United States
[09.02.14]

Animator-Temporary-Vicarious Visions
Cloud Imperium Games
Cloud Imperium Games — Santa Monica, California, United States
[09.01.14]

Technical Animator
Blizzard Entertainment
Blizzard Entertainment — Irvine, California, United States
[09.01.14]

Heroes of the Storm - User Interface Artist






Comments


Aubrey Hesselgren
profile image
It really sucks that you were put in this position re: Microsoft. You think you're in a position to take your time a bit more now?

Eric Ries
profile image
This is such an interesting story of talent, hard work, and struggle. It's douchey of microsoft to not live up to their promises, but lesson learned i guess. Congrats guys!

Stephen Hodgson
profile image
Amazing game guys. It really shows you two put a lot into this game. It is kinda strange how Microsoft treated you guys though. Was all that stuff they promised in a contract of some sort? In either case, it seems that everything went extremely well after launch.

Edmund McMillen
profile image
No, the promo came long after the contract was drafted. we assumed we didnt need to add anything.. and that was were we made our mistake.



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.

David Holmin
profile image
Isn't a verbal contract supposed to be just as valid as a written one? Even if that's the case, though, I guess the problem is it's harder to prove in court.

Jose Teran
profile image
What an awesome story !!



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 !!

Ian Livingston
profile image
"There was one point where I had emergency gallbladder surgery that put me in the hole $50,000 due to the fact that I couldn't afford health insurance."



:O

Robert Bevill
profile image
Kind of a depressing postmortem, but at the same time pretty inspirational. SMB is fantastic, you guys deserve all the awards you've received.

Maurício Gomes
profile image
I only do not understand that "no games" phrase when Edmund did Gish (that got the indie award at GDC and everything...)



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)

Jacob Pederson
profile image
Second this. Gish is drop dead incredible :)

Alberto Fonseca
profile image
Great writeup guys, it's very inspiring to see you guys succeed after all the hard work and stress you endured. Thanks for sharing the lessons learned with us and love the game. Now go on vacation or something, you've more than earned it!

Steven An
profile image
Well, I take it you guys made a lotta money from this? TELL US!!

Edmund McMillen
profile image
we made a lot of money from this.

Edmund McMillen
profile image
Thanks for all the positive comments everyone.

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

Eric Schwarz
profile image
It's always interesting to see the process behind some of he most successful games, especially those that don't necessarily get a lot of coverage over the course of development. Real people make games, and put their blood, sweat and tears (almost literally) into them to get them out the door. Even if not every game is a success, the effort should always be acknowledged.



Super Meat Boy is excellent, by the way. Congratulations to Team Meat for the success!

Lee Vermeulen
profile image
Really enjoyed this, and yeah going by just the news headlines of SMB talks/writeups they only only really focused on the negative, so it's good to read this and see that you guys still enjoyed development (before crunch time anyway)



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

Edmund McMillen
profile image
i think the one thing to take from this isnt "xbla shouldnt be a goal for indies" but "xbla shouldnt be the ONLY goal for indies".



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.

Leandro Rocha
profile image
I believe that is important to launch in consoles first. This was something you'll thought too during the development, or it was more because of your focus in finishing SMB to 360 before the endo of the year?

Edmund McMillen
profile image
if we had the choice we would have launched on both at the same time.



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.

sean lindskog
profile image
Only 2 months of crunch? Lightweights. ;)

Geoff Thom
profile image
After reading this, I went and bought the game again (already have the Xbox version) on Steam.



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.

Jordan Fehr
profile image
My name is sadly missing from the end of this article in the list of people who worked on the game.

Kamruz Moslemi
profile image
Reading this made me think that perhaps laziness and pessimism being ever the bane of my whimpering ambition is perhaps not such a bad thing. The indie life certainly seems a daunting one, especially taking into consideration that plenty work as hard but with their efforts never amounting to success.



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!".

Eric Schwarz
profile image
There are plenty of developers that respect talent and don't make their employees go through Hell and back every time they put out a game. Of course, managing to gett a job at one is a whole other story.



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."

Kamruz Moslemi
profile image
I agree.

Jonathan Escobedo
profile image
I love Super Meat Boy, and this was a great Post Mortem to read. As someone who is thinking of starting a game from scratch, it really helped me understand what to look out for and what to do when it comes to making it as an indie developer. Thanks for putting this up.

Chris Skuller
profile image
Excellent work guys. I'm still recommending Super Meat Boy to people. I tell them it's like Mario 3 on crack! :-D Super Meat Boy is easily the best downloadable game to come out of last year and simultaneously one of the best games in general, even compared with retail. I really enjoyed reading your experiences making one of my all time favorite games and I'm sorry that MS were such jerks to you (for what it's worth, you aren't the first small developers I've heard say some pretty negative stuff about them). I for one am glad you got your game out on the 360 though. Otherwise, I might not have got to play it. I eagerly await your next project gentlemen.

Ryan Mcpherson
profile image
Super Meat Boy really is a great game that captures that retro spirit. Shame microsoft dicked you over on the game feast thing. Is there anything you guys would have liked to have added if microsoft had given you more time?

Edmund McMillen
profile image
I wanted to add dark world bosses, but the only one we were able to add was dr.fetus. i would have also liked to have a few months with the bosses to make them a bit more dynamic, the bosses were a bit rushed at the end of development.



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.

Jitesh Panchal
profile image
Super Meat Boy is currently my favorite title! I love the fast pace, thrill ride filled with chopped blood and gore with numerous cheap deaths! The mood of the game does come from the character design, dark and comic art direction combined with ability to retry quickly and with ease. Charming and "in your face" Narration and accessibility is a definite plus!!!



Keep more of such gut-wrenching games coming our way! We love them :)

Christopher Aaby
profile image
Just a few cents to throw in the well:



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.

Aaron Truehitt
profile image
I think the next SMB should have more power ups and enemies to beat! But that's just me :) (alternate routes would be cool to.)

Jose Teran
profile image
I agree, nice suggestion !

Tomas Augustinovic
profile image
Thanks for sharing your story. It was an interesting read! You definitely deserve the success you received from SMB. The best of luck to you in the future. :)

Rene Argoud
profile image
This is actually refreshing to read as a lifetime gamer whos making a career shift into VG dev. I like the presentation of the real world/ business elements as obstacles to overcome in the creative and QA process. On the outside, we newcomers tend to get the "Dream Job" orientation...I most definately appreciate an actual representation of what the day to day (or in your case month to month) frustrations are, an how murphy's law doesn't stop the creation of little masterpieces like this.

Marco Conti
profile image
Loved the "head shot" part! And love the game of course.

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!

Kevin Wells
profile image
Great postmortem, guys! Bummer about the Microsoft mess, ugh.

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!

Matthew Doucette
profile image
Edmund, what are you thoughts on going with a third party publisher, instead of "self-publishing" through Microsoft acting as the publisher to it's own system?

Bo Daugaard
profile image
Great story!



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!

Nikos Chatzigeorgiadis
profile image
I take so much courage from your words guys. Not only this interview but from others as well. I am a game developer myself with one more partner-friend. I hope we have some luck also with our game...

Asar Dhandala
profile image
Great postmortem! As a perk, it gave a detailed guide of how a proper postmortem should be done.
Will be doing a likewise postmortem for my game Pac-Port.

Thanks 'Team Meat' for such an awesome game.


none
 
Comment: