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5. Underestimating
ourselves
MadStone was a
truly gargantuan achievement for my team. The last year was without a doubt the
most challenging time of my life. We consumed an enormous amount of mental
energy making MadStone a reality.
Unfortunately though, MadStone
caused little more than a blip in the industry as a whole. It was sometimes
commended, sometimes disfavored, and mostly ignored. Part of this is because we
are a small team in a big industry, and part of it is because we held ourselves
back from making something more remarkable.
Is independent game development the sandbox of blooming
creativity we imagined when we were kids? Absolutely. I'm doing everything I
thought I'd be doing when my brother and I held those rectangular NES
controllers and decided that Mario's world would be our world too.
What I didn't anticipate was how difficult it would be to
pry ideas out of my own head. It's one thing to believe in your own potential,
and quite another to sit in front of an empty monitor and make that potential
into a solid game with real art and tuned mechanics.
I wish we would have
pushed the creative envelope a bit farther for our console debut. We prototyped
plenty of more innovative, exciting, ideas, but we were too worried that we
wouldn't be able to pull them off.
We stuck with what we knew. This was good
from a project management perspective (hey, we finished!) but I'll always
wonder what would have happened if we'd gone just a little bit closer to the
edge...
The Lesson: You're an artist and your job is to push
creative limits. Do a little bit more than your best. Make the game that
only your team can produce.
Conclusion
On October 6, 2008,
my brother and I achieved our childhood dream of publishing a game on a
Nintendo system. Our feelings of relief and elation were tempered by the mixed
reception the game received. Not everyone appreciated our effort as much as we
hoped!
Despite the response of our critics, I stand by MadStone as a solid, entertaining,
puzzle game. It has balanced, fast-paced mechanics, and unique, high-energy
aesthetics. We worked hard to make it a game that we would have liked when we
were kids. I think that shows.

Player 1
pwns Player 2
Do I wish that our game was a bestselling instant classic
that made my company an overnight sensation? Yeah, sure. But ultimately it's
important to remember that for all the hard work we put into it, MadStone was
just one game. We've got plenty more struggles, victories, and challenges ahead
of us as we continue trying to make better and better titles.
Achieving one dream just clears the way for imagining new
ones. I thought that once we finally published a game we'd have smooth sailing
for the rest of our careers. Instead, I'm learning just how much more we have
to learn. The further you make it, the further you have to go!
Fact Box
Number of Developers:
3
Budget:
Approximately $10,000 (all developers paid through royalties)
Development Time:
8 months
Release Date: October 6, 2008 (North
America)
Platform: WiiWare
Hardware: Off-the-shelf Dell PCs with 4GB RAM and 256
MB video cards. Nintendo Wii development kits. Wacom tablet.
Software: Eclipse, Tortoise SVN,
FL Studio 8, Adobe Photoshop CS2, DarkTree
Textures, Nintendo Wii IDE
Notable technologies:
Slag object-oriented language (www.plasmaworks.com)
Size of Project:
Art and sound files: 250
Lines of code (MadStone
Slag Code): 15,000
Lines of code (Slag compiler and runtime): 46,000
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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!