|
2. Thinking too retro
Coinciding with our
unfortunate choice of choosing a genre past its prime, we also chose to model
many of our design decisions on older games that were popular in the day, but
that might seem too thin by today's standards.
My brother and I put
hundreds of hours into Tetris Attack
and Kirby's Avalanche (aka Puyo Puyo) growing up. I count these
games among my favorites of all time. Since we hold these games in such high
regard, it was natural for us to design MadStone
using these games as a benchmark.
Specifically, we
opted to include a small selection of carefully balanced game modes, mimicking
the handful of options offered in Tetris
Attack and the original iterations of Puyo
Puyo.

Tetris
Attack, one of the games the inspired MadStone
This was another big
mistake. The limited number of modes available in Tetris Attack and Kirby's
Avalanche might have passed back in the day, but modern puzzle games are
expected to have a large variety of different modes and options to mix things
up.
MadStone basically only offers competitive play with a few bonus levels and
varying win conditions. Compared to other modern games like Tetris Party, which
even lets players control the game with the Wii Balance Board, MadStone gave
the impression of lacking features.
We should have spent
more time studying modern puzzle games. It would have been clear that our
limited number of game modes wouldn't suffice. Instead, we patterned our
decisions after old games without realizing that the industry had steadily been
marching onward.
The Lesson: Love the old games you grew up with, but don't
forget that your games will be compared against the latest and greatest.
3. Laziness (and
hoping the press would forgive us)
I don't envy the
task of game reviewers. Let's admit it: the most influential part of their job
is to give a numerical score their subjective experience of playing a game. The
written portion of a review, no matter how nuanced, is overshadowed by this
single number.
But what does a score really mean? Is it the game's value for
the money? Is it the game's quality compared to other games in the same genre
or the same platform? Is it a game's quality compared to every other game in
existence?
When we started
working on MadStone, we knew that
WiiWare games would be priced between $5 and $20. Considering companies like
Square Enix were making high-budget Final
Fantasy games for the service, we decided to price MadStone at $8.
Given this amount is
five to seven times less than the price of a retail Wii game, we operated under
the assumption that reviewers would overlook missing features like extra game
modes, widescreen, multiple control schemes, online multiplayer, and
progressive scan.
This was wrong.
Every single review makes exhaustive mention of the features the game is
missing, and it cost us dearly. IGN's review, had it been more positive, may
have helped boost sales considerably. Instead, with a 4 / 10, sales were
disappointing.
My initial reaction
was to be angry that reviewers would place so much emphasis on mentioning the
missing features of an $8 game. Of course it's missing features! It was made by
three people!
Then I realized that
this was at least partially avoidable. With a few extra weeks of work, we could
have implemented extra game modes, widescreen and progressive scan, and maybe a
few alternative controller positions. We didn't do that, though, because we
thought we didn't have to.
I'd argue that most
of these features wouldn't actually make the game more fun. We tried several
controller schemes and we chose the one we did because it's the most responsive
and intuitive. The visuals, being composed of mostly abstract shapes, weren't
really affected by widescreen stretching. The modes we included represented our
best effort at balancing the game's mechanics.
The fact is though,
the list of missing features made MadStone
very easy to rate poorly. If one game is missing five common features, and
another game is missing only two, a reviewer can justifiably rate the former
game much lower.
I wish we'd taken
the time to put in the features we knew the game was missing. We made the
conscious choice to draw the line at a certain point, so we could release the
game in a timely manner. We should have drawn the line just a bit further.
The lesson: Don't give reviewers the chance to make easy
marks against your game. If you can implement a common feature for relatively
little cost, do it, even if it doesn't really enhance the game.
4. Productivity
Killer: The Internet
An indie developer
has a lot of options when he or she sits down to work in the morning. On a
typical day of MadStone's
development, my choices included background painting, animating sprites,
special effects coding, writing marketing material, arranging playtests,
refining game balance, recording sound effects, and handling logistics with
Nintendo.
Faced with all these
possibilities, I often resorted to the most obvious solution: check my e-mail
and read Slashdot.
I can tell you
without an inkling of doubt that if I had unplugged from the Internet, MadStone would have been a better game.
Blog reading is easier than game making, and my brain seems hard-wired to take
the easy way out. I'd often kill hours a day idly browsing, getting almost
nothing important done.
A about two-thirds
of the way into the project, I finally started to accept the fact that my
habits were slowing me down. I took what I considered to be some radical steps:
I uninstalled Gmail Notifier, I deleted the Firefox shortcuts from my
quicklaunch bar, and I unplugged my Ethernet cable when I was making art or
composing music.

A clean,
unplugged, workspace
The transition wasn't
easy. For awhile my eyes would instinctively look to the corner of the screen
to see if I had e-mail. Seemingly on its own volition, my mouse cursor moved
toward where the Firefox icon used to be. Most surprisingly, I experienced
pangs of loneliness and isolation.
I got over it and I'm
glad I did. Not only do I work more
hours now, they're cleaner and more focused. I feel a connection to my work
that was impossible when I took Internet breaks every few minutes. I've even
started to experience that fabled state of "flow" where I enter a
zone of productivity and my work seems to finish itself.
The Lesson: When you're working, work. Focus wholly and
completely on the task at hand. Unplug if you have to. Take sustained breaks a
few times a day instead of tiny breaks every few minutes.
|
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!