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3. Back-to-Basics Design Innovation
Edmund: When Tommy and I talked about attempting to remake the Mario formula, we didn't really discuss it publicly. Nothing could ever touch Mario, and nothing has ever come close, but as a designer I desperately wanted to at least try.
Super Meat Boy is Super Mario Bros. if Tommy and I made it. If we had made a design doc, it would have been as simple as that.
So looking at it from that perspective, we had a very solid foundation design-wise, but video games have changed a lot in the past 20 years. Difficulty has kind of been thrown out the door and replaced with accessibility over all else, erasing any real challenge.
It was vital for us to bring back the difficulty of the retro age, but also reinvent the idea of what difficulty meant. Frustration was the biggest part of retro difficulty and something we felt needed to be removed at all costs, in order to give the player a sense of accomplishment without discouraging them to the point of quitting.
At its core, this idea was quite basic: Remove lives, reduce respawn time, keep the levels short and keep the goal always in sight. On top of these refinements, we added constant positive feedback, and even death became something to enjoy when you knew that upon completing the level you would be rewarded with an epic showing of all your past deaths. The replay feature was a way to remind the player that they were getting better through their own actions and reinforce that feeling of accomplishment of doing something difficult and succeeding.
4. Soundtrack
Edmund: Danny Baranowsky is an amazing musician, but one of the reasons why I believe his music was received so well in SMB lies in how things worked behind the scenes.
From the start, I felt it was important that Danny own the rights to all the music he made for the game. It seemed logical that an artist would put more into his work if he felt it was his and it represented himself. We wanted Danny to receive 100 percent of the profits from his work, and it only made sense that he would be that much more personally invested in his work if this were the case.
Danny's work comes from the kind of person he is. It's manic, obsessive, complex, and full of life. These were all elements we wanted for the SMB soundtrack, and making that happen was as easy as allowing Danny to make music he was proud of with little direction.
The SMB soundtrack was an amazing addition to the game -- it gets your heart rate up, complements every aspect of its gameplay, and stays with you for days. I believe the reason for this was respecting and trusting Danny as an artist and simply letting him do what he does so well.

5. Steam
Tommy: Steam is amazing. I can't stress that enough. The ability to quickly update within hours of a bug popping up made the entire PC launch much easier than it could have been if Steam had a different system in place to update code.
Also, Steam listens to its developers. They listened to us when it came to our suggestions for how we should push the sale, and in return we listened to them. Working with Steam never felt like a publisher / developer relationship. It felt like a mutual partnership to make the most money and put the best game out there.
We love Steam.
What Went Wrong
1. Personal Expenses
Edmund: It's hard to say our personal expenses were something that really went wrong, due to the fact that it was a HUGE motivator to getting the game done, but it was definitely an issue as we moved into the last few months of development.
There was one point where I had emergency gallbladder surgery that put me in the hole $50,000 due to the fact that I couldn't afford health insurance.
We had no real money at all, and even all the comics we had printed for GDC and PAX were attained through a barter system where my wife would make plush toys to sell in the Newgrounds store in exchange for the cost of printing.
Our situation was quite dire at several key points of development, but I've been on the poverty line for the past 10 years, so going without wasn't much of an issue, and honestly, we had much bigger issues to worry about anyway.
Tommy: At one point I had negative $800 in the bank. It's bad when you go to a 7-Eleven to buy a Coke Zero and get rejected. Turns out, each one of those Coke Zeros cost me about $40.
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the biggest thing we learned here and the reason we publicly talked about it is so people know. if you are going to kill yourself for something like this, get what you are promised in writing so you can avoid stuff like this.
I really admire you guys, this success story have to be known by every game developer and have to teach them that building a great (even small) team, working hard, and being crazy but serious are the essential ingredients for a great product.
Both thumbs up for all you !!
:O
In fact, Gish I think is one of the best platformers all time.
Also, crunch like that suck, I learned too the hard way (finishing a game for university... got 20kg fatter in 2 months)
We were both a little worried about appearing ungrateful in this postmortem, especially after a few headlines came out summing up the last paragraph of the article only. its good to know our honesty is appreciated.
i personally think that breaking down the "illusion of success" is something that needs to be done more. nothing worth doing is ever easy, but i believe most people only see the outcome and assume things were.
im happy our honesty was appreciated and maybe some of the holes we fell into can now be more easily avoided by other developers.
-Edmund
Super Meat Boy is excellent, by the way. Congratulations to Team Meat for the success!
Do you feel at all that going for XBLA and the trouble with that didn't seem worth while due to Steam sales?
I feel like too many indie devs currently have XBLA as their main goal. It depends on the team/game, but it isn't the end all platform for indie games to be a hit as it once was
in the end SMB did well and it was worth the hard work, BUT if we had signed a 100% exclusive deal with MS we would be very unhappy with the outcome.
At this point in the game i believe that steam, xbla and psn are getting pretty even in terms of how well indie games can do on them. but i stand by this...
and indie dev should NEVER only release on console. i firmly believe that a pc/mac version of your game is vital to the success of your title and the closer you can get both releases the better.
but there is the effect of a steady build when it comes to word of mouth. i do think that the xbla launch started the buzz that was easily transferable to pc once it came out the month after.
SMB is easily the best game I played last year and is one of my all time favorite games I've ever played. Can't wait see the next game you guys make.
Oh nameless indie, wasting away in some dark corner with dreams unfulfilled, my heart goes out to you. Also I have a message for you from the man, he says "get a job you hippie!".
I think the best solution for indie developers is probably to keep their projects manageable and have a secondary job or source of income to help fuel them. Even if it only means working on your game 2-4 hours a day, it's still a lot better than starving, going into debt, etc. I don't want to say "set your sights low", but there's something to be said for efficiency and knowing your limits at the same time. Success in the indie market depends as much on game quality as it does on fairly random factors such as time of release and whether the word-of-mouth wildfire catches, so I'm not sure what the point is in killing yourself over getting your game out, even if it does mean a few months' difference in the end. There will always be a place for smartly-designed games, even if they're not necessarily the "flavour of the month."
I think tommy would have appriciated not going into lotcheck till the game was finished as well as adding a few little things like Ghost racing your best times.
Keep more of such gut-wrenching games coming our way! We love them :)
1. SMB is an awesome game, and it's awesome because you guys invested the time and effort to make it so. You guys rock, don't forget it!
2. The whole situation with Microsoft really just highlights a sad fact of doing business in the games industry. This is coming from a producer at a 30-person studio. The party which takes the largest risk is generally going to be the party which makes the least amount of money, and has least power in the business relationship. This is obviously the developer in a developer-publisher relationship.
A business strategist would have no reason to start a game development company, because it's just statistically a bad deal. It saddens me every time I see evidence of this, and I have great sympathy for your story.
Once again, I can only applaud your effort and brass balls for getting this game out AND making it awesome.
I believe this story is inspiring for indie developers that are facing hard times. It's a common situation and it's reassuring to hear how someone else succeeded after considering dropping the project - it will help other people to hold on in those bad moments. Congrats and keep up with the good work!
Also, crunch time sucks!
I found this whole story inspirational, as Marco mentioned. I'm currently trying my hand at indie game development myself, and it can get discouraging at times. Kind of ironic, since we're making bloody GAMES!
Like the super mario approach.
It's great that it was all worth it. Sometimes you can lose yourself a bit when you spend so much time with a project.
Over all every inspirering.
Btw love the game it's freaking awesome!
Will be doing a likewise postmortem for my game Pac-Port.
Thanks 'Team Meat' for such an awesome game.