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Postmortem: RiverMan Media's MadStone
 
 
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Features
  Postmortem: RiverMan Media's MadStone
by Jacob Stevens
19 comments
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January 14, 2009 Article Start Previous Page 3 of 5 Next
 

4. Getting a computer science degree while making a commercial console game

My brother Paul started programming commercial games for our company during his first semester of college. He didn't have any significant programming experience, he just knew that he loved games and computers. In fact, he coded our first game, Cash Cow, at the same time he was learning that functions could return values. Before that it was all global variables and static arrays!

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Handling a full course load while programming a commercial console game was certainly a tall order. He would have had plenty of work with just school or just MadStone. Effectively scheduling his time to manage both undertakings was a test of his focus and willpower.

The secret to Paul's impressive dedication is very simple: he loves spending his time making games more than anything else.

A lot of people think they want to make games, but very few understand the dedication and endurance that game development requires. After the initial excitement of a project wears off, you are in for months or years of hard work with no light at the end of the tunnel. You've got to love making games enough that you are enthusiastic about developing them even when there's no end, or money, in sight.

I'm really proud of my brother. He took his passion for playing games and transformed it into both a 4.0 GPA and a record of well-designed and elegantly coded commercial titles. He sets a fine example for the kind of mindset that independent developers need to succeed.

The Lesson: Game development is a career that many aspire to, but few understand. You should absolutely love creating games or choose something easier!

5. Being nice, even when we didn't feel like it

News that MadStone was in development leaked out unexpectedly one day. We had a small announcement on our site, two screenshots and a short video. But since we had virtually no traffic, I didn't expect it to be noticed.

The response to the first bit of media coverage was somewhat hostile. Mostly, blog commentators seemed to ignore the specifics of the game and focused on the fact that WiiWare was getting "yet another puzzle game." However, nothing was off limits, and the music, gameplay, and graphics were also met with criticism.


A selection of MadStone blog comments on wiiware-world.com

My first instinct was to defend ourselves against the criticism. Then, after I'd cooled down, I thought maybe it would be better to shake it off and ignore it.

Ultimately though, we decided that we'd participate. We'd introduced ourselves to readers and responded to their comments. Rather than outwardly defend ourselves, we explained our goals and let them judge for themselves whether they were interested. We thanked them for their feedback and left lots of smiley faces!

Forcing ourselves to befriend a tough audience paid off immediately. Comments on blogs instantly went from dismissive negativity to genuine interest and support. We started receiving fan letters. Editors of sites emailed us to thank us for our participation. They requested exclusive interviews and previews. In general, I think players were happy to have the chance to interact with a real game developer.

There's no way of knowing for sure, but I think a significant number of MadStone's early sales come from the sites where we were able to actively engage with readers.

The Lesson: The online community can make or break your game. Participate, answer their questions, accept their criticism, and most importantly, be honest and real.

What Went Wrong

1. Assuming we could make a block-based puzzler stand out from the crowd

Our casual games for PC were both modestly innovative puzzle games. They took familiar themes, mostly centered around matching, and gave them just enough of a twist to make them interesting and somewhat successful.


Cash Cow, our first casual game

Because we were very familiar with puzzle games, we felt that making another puzzler for WiiWare was the right choice for our team. We thought that we could add enough of a twist to make the game unique and exciting.

Choosing to make a falling block puzzle game was a serious mistake.

When we announced MadStone, gamers' reactions were dismissive. As I mentioned earlier, many of the blog comments and forum posts that we read focused on the fact that we were releasing "yet another puzzler." There was very little interest in the specifics of our game.

Obviously I was disheartened by a lot of the feedback we got. We'd worked hard at giving MadStone an interesting mechanic and unique aesthetics. Don't people love games like Tetris Attack, Meteos, and Lumines?

Of course they do. The problem is, in the last few years we've been absolutely inundated by matching and falling block puzzle games. There are hundreds of these games available for download on casual gaming portals. Many are offered free as Flash games.

It's no wonder that players uttered a collective "meh" when they read about MadStone. No matter how interesting it was within its genre, it was still a falling block puzzle game. We did our absolute best to make it stand out, but the sad fact is that the world has already seen our game many, many, times in other forms. Players like to be surprised and excited. Standard puzzle games can't do that anymore. Looking back, I understand that MadStone's fate was sealed the moment it was conceived.

The Lesson: Choose a theme and genre that will get people's attention. If you saw your game announced on a blog, would you be excited?

 
Article Start Previous Page 3 of 5 Next
 
Comments

josh roulston
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I'd just like to mention that you could have bones, skinning and NURBS in 2D. I'm not saying that you should, just that you could :)

Calle Kyhlberg
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Having recently launched our first game, I really appreciated the article. Will you continue to pursue wiiware?

Jacob Stevens
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@Calle
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

Russell Carroll
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Fantastic read. I appreciated the time you took to write this and the self-critical analysis.
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.

Olli-Matti Rautiainen
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Most inspirational postmortem I've read in a long time. Makes me work all the harder today. Congratulations on shipping MadStone and best of luck with your next game project!

Sean Parton
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As a new indie dev myself, and also a long time Nintendo fan, this was both entertaining and insightful to read. Some of the comments (read Slashdot when I should be working?..) certainly hit home.

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.

Carlos Obregon
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A great article indeed.

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!

John Krajewski
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Thanks for the very candid and honest look at your project. As an indie developer as well there's a lot of lessons in your article to take to heart. Good luck on your next project!

Andrew Goulding
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Thanks for a great article. As a contract programmer working in the casual games field and wanting to create some original contract this article really hit home with me.

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.

Andrew Goulding
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Oops, that was meant to read "original content" =0). No way to edit posts here it seems, I'd best be more careful next time!

robert toone
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Thanks for this most excellent article. Your way of admitting frustration and anger of Media comments and then adjusting your point of view to be more objective is really awesome.

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.

Benjamin Quintero
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congrats guys. you're living my dream =). Keep it up.

Jacob Stevens
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Hi Everyone!
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

Jerome Strach
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Having worked in the industry for a little while, beginning my work developing for the Atari Lynx, this article rings of particular truths and importance for me. I too would extend my applause in your ability to provide valuable, personal, painful insight and to allow others to learn from your experiences. Most of us that have gone through this shake our heads in agreement as we empathize sincerely.

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...

Raymond Grier
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You can always release a deluxe version later :) Upgraded software is cheaper to produce too ;) Good luck!!

Roberto Colnaghi
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I must confess I've seem myself reading this article. I'm going the same path writing a game for iPhone.

Thanks for sharing your experience!

Nick Matantsev
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When all is said and done, did you and your team at least break even on time invested, etc? That is, were you able to pay yourself a salary from the resulting sales?

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...

Darren Schnare
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This is the most enlightening postmortem I've ever read. Good job, and you can bet that I'm going to give MadStone a try.

I am also curious, like Nick Matantsev, about the pay off for this title.

Kudos to you and your team!

Voldi Way
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Excellent postmortem! Very well written. I felt like I was there with you through the whole journey. Having just been through the process with LIT, I can empathize with the challenges you struggled through. The difference is that you only had three people on your team who also had day jobs, and you were still able to pull it off in record time! You guys are amazing! Best of success on your future WiiWare games as well!


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