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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!
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?
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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!