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[Gamasutra's first-ever WiiWare postmortem reveals the story behind overlooked block puzzler MadStone, with technical, design, marketing and productivity lessons galore.]
Introduction
Eighteen years ago, my brother and I decided to make a
Nintendo game. I was eight years old and he was four. I didn't know what we were going to make, much less how to make it. Nevertheless, nearly two decades later, we actually
managed to achieve our childhood goal. This is the story of our first game for
a Nintendo console, a WiiWare game called MadStone.
Background
MadStone is a 2D
falling block puzzler that costs $8 on WiiWare. It was designed to mimic the
simple-but-deep mechanics of games like Tetris
Attack, Meteos, and Puyo Pop. It features a linear 1-player
arcade mode and several competitive modes.
Before releasing MadStone, my company, RiverMan Media published
two moderately well-received PC casual games, Cash Cow and Primate Panic.

A
screenshot from the final version of MadStone
What Went Right
1. Stalking Nintendo
I work part time at
IBM as a user interface designer. One morning, one of my coworkers stopped by
my office. He had just read an article about WiiWare, Nintendo's downloadable
software service targeted at smaller projects and indie developers. My friend
suggested that my company should pursue making Wii games through the program.
My initial reaction
was, "No way!" I'm a huge Nintendo fan and I love the Wii, but I
thought that we were way too small, too inexperienced, and too underfunded to
actually pull it off. Also, the prospect of directly pursuing my childhood
dream scared me a little. What if I screwed things up?
My friend left my
office and curiosity got the better of me. Sitting at my desk, I Googled
Nintendo's corporate phone number. Not really expecting anything to happen, I
pulled out my cell phone and dialed them up.
Apparently Nintendo's
receptionists don't get a lot of calls from random people asking to develop Wii
games, because after an awkward moment they actually put me through to someone.
The WiiWare
representative I talked to told me that he'd be at the Austin Game Developer's
Conference the next week. He told me that he'd be happy to tell me about
WiiWare in person. Woohoo! I bought some expensive last-minute tickets and
headed to Texas.
Unfortunately, there
was a flaw in my strategy: I had no firm plans for when or where to meet up
with the guy! Nintendo didn't have a booth, and when I arrived at the
conference, I found myself frantically scanning name badges, hoping against
hope that one of them would say "Nintendo." No luck.
Finally, in
desperation, I Googled Nintendo's phone number yet again. I pleaded with them
to give me the representative's phone number so I could get in touch with him.
Of course, giving out employee cell numbers is understandably against company
policy. I explained to them that my entire reason for being in Austin was to meet up with him, that the conference
was almost over, and I really needed help. Finally they broke down and gave me
his number.
Just a few hours
before his flight home, the Nintendo representative and I met up for coffee. I
told him about my company and explained how much we wanted to develop for
Nintendo consoles. He agreed that RiverMan Media sounded like a good fit for
WiiWare. I left the meeting feeling absolutely ecstatic.
All told, it took us
about three months, dozens of phone calls and emails, and lots of pestering
before we finally crossed the threshold of becoming Wii developers. We are a
small team and Nintendo clearly wasn't overwhelmed with our credentials. It was
a frustrating process and I often wondered if I'd made the right decision.
However, a lot of
good things came out of the ordeal. We became closer with several key people at
Nintendo, and we got a chance to develop our core technology without the temptation
of diving right into a game. Nintendo even helped us get development kits at a
reduced price from a company that didn't need them anymore!
The Lesson: Getting your foot in the door is not easy.
Crossing the threshold will almost certainly require you to move beyond your
comfort zone.
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Absolutely, we plan to continue pursuing WiiWare! I still think Nintendo's business model is one of the best there is for small Indy's.
We'll be announcing our next game soon.
@Josh
Keep an eye on our next project... there's some 2D technology in there that might be interesting to you. It's not bones or skinning *exactly* but it will provide many of the same benefits!
Jacob Stevens
www.rivermanmedia.com
Madstone was buried in a sea of puzzle games, and now I feel kind of guilty for not giving it more personal attention! However, I did really like the visual style and am very intrigued at what you will do next.
I appreciate you doing this postmortem for the public. In commemoration, I hope to go home and download your game in the near future and give it a shot (I do love my puzzle games).
Good luck for the future, RiverMan Media.
I think it is really important to have reviewers have an early look on our projects to pinpoint those things that sometimes are not so obvious to us.
I also think that it is really important to have an open dialog with users surfing the web and reviews so they really understand the reason behind some decisions. Sometimes they seem to overblow everything while sometimes there is a some well intended reason behind a decision.
I also wish RivenMan Media, the best luck on the future!
I envy your ability to find a team that's dedicated to work for a royalty split, I sometimes feel so isolated in that respect.
You have some great lessons in this article and i hope that any people doing games development, or wanting to, read this first.
I hope that i can be as open to what people say about my games, now and in the future.
Good luck on your future games.
I'd like to thank you all for your support and positive feedback. I'm really glad you found the postmortem interesting and useful. Please let me know if you have any further questions.
Jacob
RiverMan Media
Ultimately, it's important to realize a couple things.
1) We learn far more from our failures than our successes. I think Kevin Costner recently said in an article, "We take failure in this country far too seriously."
2) You achieved a life-long dream; what's more important than that?
Fight the good fight!!! Thanks for sharing...
Thanks for sharing your experience!
I don't mean to pry for confidential info, of course; just wondering if despite the mixed reviews you were able to recoup some money and time invested...
I am also curious, like Nick Matantsev, about the pay off for this title.
Kudos to you and your team!