Contents
Postmortem: RiverMan Media's MadStone
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Postmortem: RiverMan Media's MadStone
by Jacob Stevens
19 comments
Share RSS
 
 
January 14, 2009 Article Start Previous Page 5 of 5
 

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.

Advertisement

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

 
Article Start Previous Page 5 of 5
 
Comments

josh roulston
profile image
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
profile image
Having recently launched our first game, I really appreciated the article. Will you continue to pursue wiiware?

Jacob Stevens
profile image
@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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
congrats guys. you're living my dream =). Keep it up.

Jacob Stevens
profile image
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
profile image
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
profile image
You can always release a deluxe version later :) Upgraded software is cheaper to produce too ;) Good luck!!

Roberto Colnaghi
profile image
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
profile image
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
profile image
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
profile image
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!


none
 
Comment:
 


Submit Comment