{"id":150,"date":"2014-08-08T15:57:24","date_gmt":"2014-08-08T19:57:24","guid":{"rendered":"http:\/\/defiancegamestudio.com\/?p=150"},"modified":"2014-09-13T16:18:55","modified_gmt":"2014-09-13T20:18:55","slug":"why-ive-said-goodbye-to-mobile-in-favor-of-pc","status":"publish","type":"post","link":"http:\/\/defiancegamestudio.com\/index.php\/why-ive-said-goodbye-to-mobile-in-favor-of-pc\/","title":{"rendered":"Why I&#8217;ve Said Goodbye to Mobile in Favor of PC"},"content":{"rendered":"<p>I am fed up with the whole mobile\/tablet gaming market.\u00a0 I\u2019ve worked hard for three years and released two games to almost every mobile device you can think of.\u00a0 Never again.\u00a0 From now on I am focusing all my development resources on the PC.\u00a0 Frankly, I should have started there to begin with.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/www.awesomemommy.ca\/wp-content\/uploads\/2013\/09\/no-iphone.jpg\" alt=\"\" width=\"200\" height=\"200\" \/><\/p>\n<p>So how did I reach this conclusion?\u00a0 I am going to share my story with you.\u00a0 Openly and\u00a0honestly.\u00a0 Some of it is\u00a0gut-wrenchingly honest.\u00a0 Maybe this vulnerability won\u2019t paint me in the best light, but I\u2019ll take that risk in the hope\u00a0you can learn from it.\u00a0 (I have changed some people\u2019s names to protect their identity.)<br \/>\n<!--more--><br \/>\nI love games.\u00a0 As an art form, as an expression, as an exploration of ideas and worlds only possible in the imagination.\u00a0 I got hooked at 6 years old on a TSR-80 in 1982.\u00a0 Ever since that moment all I have wanted to do is make games professionally.<\/p>\n<p>Unfortunately, life threw me a bunch of curve balls instead.<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.gameclassification.com\/files\/machines\/trs-80-coco.jpg\" alt=\"\" width=\"300\" height=\"206\" \/><\/p>\n<p style=\"text-align: center;\"><em><strong>I knew this would catch on!<\/strong><\/em><\/p>\n<p>I started my professional programming career in Toronto during the late &#8217;90s.\u00a0 I built websites and e-commerce sites with many tools, but most of my work was in C++.\u00a0 A good language to work in if you want to eventually make games (especially PC or console).<\/p>\n<p>After being married for five years and working as a senior web developer for seven, my wife and I sat down to discuss what would be involved for me to make a game.\u00a0 I thought I had built up my programming and tech skillz enough on the side, maybe now was the right time to go all in.\u00a0 We prayed about it.\u00a0 I sent out my resume to various game studios around Toronto.\u00a0 No bites.<\/p>\n<p>At the same time, one of my contacts from the e-commerce company I worked at left to become president of another company.\u00a0 He wanted a technology overhaul and he wanted me to build it.\u00a0 I wasn\u2019t interested.\u00a0 I wanted to make games!\u00a0 But I wasn\u2019t getting any traction in games.\u00a0 I thought about starting my own software company and taking this guy on as my first client.\u00a0 He agreed and we struck a six-figure deal that Friday.\u00a0 On Saturday I got two emails from Toronto area game developers interested in interviewing me for game contract work.\u00a0 Doh!\u00a0 I was already committed to this new business venture!\u00a0 So I got mad at God and the world for tricking me into starting a software company and taking me away from my dream.\u00a0 But I was wrong.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/www.venturecapnews.com\/wp-content\/uploads\/2014\/06\/business-deal.jpg\" alt=\"\" width=\"250\" height=\"160\" \/><\/p>\n<p>Like all new businesses, the software company struggled at the beginning to make ends meet.\u00a0 Agonizing over when to hire another programmer, stress over customers not paying their bills on time, squeezing through a payroll by cash advancing my mastercard.\u00a0 The professional services business is tough: regular expenses of staff and rent yet variable income based on client whims.\u00a0 Any money we made was reinvested into the company.\u00a0 Profits could be quickly eaten up if we didn\u2019t close another project quickly enough.\u00a0 I worked 80-100hr weeks.\u00a0 I did everything from sales, project management, coding, marketing, accounting, to repairing the network, and even buying the plastic forks and knives we used at lunch.\u00a0 I didn\u2019t get a paycheck for the first two years.\u00a0 My wife wasn\u2019t impressed: I was never home AND didn\u2019t bring home a paycheck (wives usually want one of two, but are happiest with both).\u00a0 But in the end it worked.\u00a0 We built a talented\u00a0team, shipped\u00a0some great projects, won some awards, made a name for ourselves in the enterprise mobile space in Canada.\u00a0 In a few months we will celebrate our 10-year anniversary.<\/p>\n<p>Now if you have read any of the stories on game company startups, like Blizzard,\u00a0Br\u00f8derbund, EA, or Ensemble, you\u2019ll know (as I do now) that building a software company from scratch was\u00a0<strong>precisely<\/strong>\u00a0the right thing to learn before I went into making games as an independent studio.<\/p>\n<p>So in 2011, with my software company running well, I stepped down as president to pursue my dream of making games.\u00a0 I would use the profits from the software company to fund my game development.\u00a0 Little did I know how much it would cost.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/www.2d-x.com\/wp-content\/uploads\/2011\/08\/game-dev-story.jpg\" alt=\"\" width=\"510\" height=\"375\" \/><\/p>\n<p><strong>I should have paid more attention to\u00a0<em>Game Dev Story<\/em><\/strong><\/p>\n<p>In high school I met Tsung.\u00a0 Tsung was an international student from Taiwan studying in Toronto to learn the language.\u00a0 He loved video games and was an amazing talented artist.\u00a0 We became quick friends through\u00a0<em>Street Fighter II<\/em>\u00a0and SNES.\u00a0 Every game idea I had in high school, he made the pixel art for.\u00a0 He was best man at my wedding.\u00a0 When I joined the work force to make websites, he went to one of North America\u2019s top schools for animation.\u00a0 He graduated and worked in TV shows and comic books while I was busy doing business software.\u00a0 But in 2011 I asked Tsung if he wanted to join me in making games.\u00a0 He absolutely did, and so we were able to pursue our high school dream together.\u00a0 We couldn\u2019t have known 20 years prior we would be working together, but reality IS stranger than fiction.\u00a0 I founded\u00a0<a href=\"http:\/\/www.mirthwerx.com\/\">Mirthwerx<\/a>and Tsung became the first employee.\u00a0 Working with your friends can be great, but it also brings unknown pitfalls&#8230;<\/p>\n<p>I put together a business plan for our first year of operation.\u00a0 We were going to make three titles in 2011.\u00a0 It is a 20 page business plan, but here are some high level numbers just between you and me:<\/p>\n<ul>\n<li>Employee wages, benefits $160,000<\/li>\n<li>Equipment $10,000<\/li>\n<li>Marketing\/Promotion $20,000<\/li>\n<li>Misc $10,000<\/li>\n<li>Total: $200,000<\/li>\n<li>Cost per month: $16,667.<\/li>\n<\/ul>\n<p>In 2010\/2011 the world was enamored with iPhone, the mobile game industry was growing by leaps and bounds, no one I knew played a console machine anymore, and I just came off 10 years of business mobile software development.\u00a0 It was obvious what platform I should target: jump on the mobile rocket and ride that sucker to the top of the world.\u00a0 For context, it&#8217;s just like how \u201cGames as a Service\u201d is all the rage nowadays.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/www.macdaddynews.com\/wp-content\/uploads\/2010\/07\/Apple_loves_you.jpg\" alt=\"\" width=\"450\" height=\"180\" \/><\/p>\n<p>We decided to make a simple game, something easy in scope, for our first one.\u00a0 We wanted something that was &#8220;art heavy and programmer lite&#8221; as Tsung had more time to dedicate to the project than I did.\u00a0 We decided to target teenage girls and make a delightful non-violent game called\u00a0<em>Catch the Monkey<\/em>.\u00a0 Curious monkeys were getting into a farmer\u2019s field and the player needed to tickle and distract them so the farmer could catch them and safely remove them.<\/p>\n<p>I\u2019m a PC guy, always have been, and I have 15 years of programming experience in Visual Studio C#\/C++.\u00a0 I started working in XCode in ObjectiveC on a Mac and I HATED IT!\u00a0 If this was my dream coming true, it was a real nightmare.\u00a0 One of my friends found Marmalade which allowed you to program on a PC with C++ to make multi-platform (iOS, BlackBerry, Android) games.\u00a0 I tried it out and loved it.\u00a0 I missed all the enhancements of C# over C++, but I\u2019d do anything to avoid working in ObjectiveC!<\/p>\n<p>For brevity, I won\u2019t go into all the details of how we made\u00a0<em>Catch the Monkey<\/em>.\u00a0 I wrote a\u00a0<a href=\"http:\/\/www.gamedev.net\/page\/resources\/_\/technical\/mobile-development\/how-we-built-an-ios-game-on-pc-r2880\">4 part article series<\/a>\u00a0detailing the four major phases of the game for GameDev.net.\u00a0 It was well-received, being featured by the editors and read more than 30,000 times.\u00a0 The editors took the series and made it a permanent feature article under mobile game development.\u00a0 If you&#8217;re new to mobile or any game development, I highly recommend it.<\/p>\n<div>\n<p><a href=\"http:\/\/www.mirthwerx.com\/index.php\/our-games\/catch-the-monkey\/\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/mirthwerx.files.wordpress.com\/2011\/09\/catchthemonkeytitlescreen.png\" alt=\"\" width=\"480\" height=\"320\" \/><\/a><\/p>\n<p><a href=\"http:\/\/www.mirthwerx.com\/index.php\/our-games\/catch-the-monkey\/\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/mirthwerx.files.wordpress.com\/2012\/01\/2222.png\" alt=\"\" width=\"480\" height=\"320\" \/><\/a><\/p>\n<\/div>\n<p>I posted our game progress on the Marmalade forums and was immediately contacted by Marmalade.\u00a0 They wanted to publish the game.\u00a0 They would take a percentage of revenue in return for taking care of all the marketing for the non-ios builds (Android, Blackberry, Kindle, Nook, Intel, etc.) They would leverage their contacts with the existing stores to get us featured.\u00a0 We also got\u00a0<em>premier\u00a0<\/em>(premium) support and free licenses.\u00a0 We talked to some other publishers before we decided to go with them.\u00a0 My dream was coming true!<\/p>\n<p>I had a playable alpha of\u00a0<em>Catch the Monkey<\/em>\u00a0in six weeks.\u00a0 It took us another eleven months to complete.\u00a0 Why?\u00a0 Because the publisher wanted so many different versions of the game.\u00a0 It\u2019s a 2D\u00a0sprite-based game with thousands of frames of animation.\u00a0 When we were required to create a Blackberry Playbook version (if you actually remember what it was!) we didn&#8217;t have to deal only\u00a0with a\u00a0different screen size, it was a totally different\u00a0<em>aspect ratio<\/em>.\u00a0 And Video RAM is handled differently on the various operating systems.\u00a0 Then there was Kindle Fire, then Nook, then Android phone with its 14 different kinds of resolutions.\u00a0 Then there was Android\u2019s new requirement that a game package can\u2019t exceed 50 Mb, and ours was 70 Mb.\u00a0 Marmalade\u2019s framework didn\u2019t support the Google OBB file streaming, neither did Nook because they had their own store.\u00a0 So I had to write my own http file streaming processor that would work on all these various platforms.\u00a0 The one thing iOS has going for it is a very tightly controlled OS\/Hardware environment.\u00a0 Once you leave that, it\u2019s a total gong show!\u00a0 But all of the non-iOS builds is where Marmalade really shines, and so their motivation was to get\u00a0<em>Catch the Monkey<\/em>\u00a0on as many different devices as they could.\u00a0 And hey, they weren\u2019t the ones late at night fighting with a C++ memory leak, so why not!<\/p>\n<p><em><a href=\"http:\/\/mirthwerx.com\/index.php\/our-games\/catch-the-monkey\/\">Catch the Monkey<\/a><\/em>\u00a0shipped in 8 different flavors to various mobile phones\/tablets from Feb 2012 to August 2012.\u00a0 I was miserable.\u00a0 But did it sell?\u00a0 No!<\/p>\n<p>In total, across all these platforms, we made around $7k.\u00a0 $200k and 12ish months of our lives for $7k.\u00a0 But at least I got to make games, right?!?<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/cdn1.tnwcdn.com\/wp-content\/blogs.dir\/1\/files\/2013\/09\/oops-645x250.jpg\" alt=\"\" width=\"320\" height=\"124\" \/><\/p>\n<p>We made a lot of mistakes in\u00a0<em>Catch the Monkey<\/em>, ones that weren\u2019t easy to see at the time.\u00a0 Here are a few:<\/p>\n<ol>\n<li>Always chasing the next platform.\u00a0 Sure it didn\u2019t sell on Kindle, but Nook, it\u2019s gonna be huge!!!\n<ul>\n<li>If it isn\u2019t selling on one platform, don\u2019t bother with the others.\u00a0 Maybe you have a fundamental flaw, maybe you aren\u2019t marketing it right.<\/li>\n<\/ul>\n<\/li>\n<li>Making it too good.\u00a0 Sounds silly, but as a self-funded indie developer there was no one to tell us to stop, or not to add that feature.\u00a0 You get caught in a loop of \u201cif I add this feature it will be more awesome, and more awesome games sell\u201d.\u00a0 We added too many features and created too much content.\n<ul>\n<li><em>Catch the Monkey<\/em>\u00a0has about 6 hours of content, at a quality closer to Nintendo DS titles than what you typically see (at that time anyway) on iPhone.<\/li>\n<\/ul>\n<\/li>\n<li>If I had of known I would make $7k, I would have only spent $5-20k making the game.\n<ul>\n<li>So this is the key: determine what your reasonable expected revenue will be, and work backwards.<\/li>\n<\/ul>\n<\/li>\n<li>Targeting the wrong audience.\u00a0 We were trying to go for teen girls, but what we created was more suited to teen ASIAN girls by being ultra cutesy.\u00a0 In North America and Europe, everyone who sees our graphics immediately thinks it is for kids.\u00a0 Yet our gameplay is for teen, so it is too hard for kids.\n<ul>\n<li>It sounds so obvious, but EVERYTHING from the art style to the difficulty to the feature set must be set for the target audience.<\/li>\n<\/ul>\n<\/li>\n<\/ol>\n<p>After all the lost money and time I still think\u00a0<em>Catch the Monkey<\/em>\u00a0is a good game.\u00a0 It isn\u2019t very fun at first, but it is very fun and challenging in the later levels.\u00a0 Problem is no one gets there \ud83d\ude42<\/p>\n<p>A very important lesson comes out of\u00a0<em>Catch the Monkey<\/em>\u00a0that I don\u2019t want to skip over.\u00a0 At the beginning, why did I make it?\u00a0 Because I thought it would be easy.\u00a0 It wasn\u2019t.\u00a0 It was ridiculously hard.\u00a0 It was harder than anything I had ever done before, and I\u2019ve worked on some big software projects and founded three companies.\u00a0 And how much did I care about\u00a0<em>Catch the Monkey<\/em>\u00a0as an idea, as an expression of art?\u00a0 Not very much.\u00a0 We made what we thought would sell.\u00a0 It didn\u2019t.\u00a0 From that perspective we failed.\u00a0 I don\u2019t want to just do work, I want to do something meaningful to me and my team.<\/p>\n<p>So out of the disappointment of\u00a0<em>Catch the Monkey,<\/em>\u00a0Tsung and I tried to decide what to do next.\u00a0 The software company was still doing well, we had financial support, so let\u2019s try again.\u00a0 The birth of my first daughter would answer what would come next.<\/p>\n<p>When she was born I saw all the baby books we had and they were all about animals, and fruit, and fire trucks, but nothing about technology.\u00a0 I love technology and I want my little girl to love it too.\u00a0 Where is the baby book for the IT mom or dad?\u00a0 Don\u2019t see any.\u00a0 Let\u2019s make it!\u00a0 We\u2019ll call it\u00a0<em>A is for App<\/em>!<\/p>\n<p><center><br \/>\n<a href=\"http:\/\/www.mirthwerx.com\/index.php\/our-games\/a-is-for-app\/\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.mirthwerx.com\/wp-content\/uploads\/2013\/03\/title.jpg\" alt=\"\" width=\"236\" height=\"300\" \/><\/a><a href=\"http:\/\/www.mirthwerx.com\/index.php\/our-games\/a-is-for-app\/\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.mirthwerx.com\/wp-content\/uploads\/2013\/03\/F-236x300.jpg\" alt=\"\" width=\"236\" height=\"300\" \/><\/a><br \/>\n<\/center><\/p>\n<p>So as I figured out how to deal with nipples, dirty bums, and holding something that can\u2019t support the weight of its own head, we designed an interactive alphabet book of technology for little kids.\u00a0 This time it was personal: I wanted it.\u00a0 For me.\u00a0 For my daughter.\u00a0 This is a big and important difference over\u00a0<em>Catch the Monkey<\/em>.<\/p>\n<p>This time we set out to shrink our development budget.\u00a0 After fighting with screen resolutions and aspect ratios I determined to forget phones; from now on we are only doing tablet titles.\u00a0 The publisher pushed back and said I was shrinking my market, but I didn\u2019t care.\u00a0 I wasn\u2019t going to deal with fourteen different types of \u201cAndroid Large\u201d screen again.<\/p>\n<p>Since Marmalade sold more copies of\u00a0<em>Catch the Monkey<\/em>\u00a0on various platforms than we did on iOS, I decided to try again with them.\u00a0 This time, with them getting all the publishing rights on all platforms.\u00a0 My hope was if they had a bigger pot, they would have more incentive to help push it in the marketplace.<\/p>\n<p>We tried to get\u00a0<em>A is for App\u00a0<\/em>out for Christmas of 2012.\u00a0 I wanted to hit the new iPad mini that came out.\u00a0 We had a saleable stable iOS build in only 2 months and were ready to get it out.\u00a0 The publisher decided it was too rushed and there wouldn\u2019t be time to get it noticed during Christmas, so we would release in January or early February.\u00a0 We agreed and put it down for a few weeks.<\/p>\n<p>During that time we experimented with new technologies, and worked on a really cool fantasy-sim game prototype. \u00a0I also made a funny video to advertise the game.\u00a0 I hoped people would share it, which means it could possibly go\u00a0viral.<\/p>\n<div style=\"text-align: center;\"><iframe loading=\"lazy\" src=\"http:\/\/www.youtube.com\/embed\/OaEg9VMb8us?wmode=transparent&amp;jqoemcache=uqWxd\" frameborder=\"0\" scrolling=\"no\" width=\"610\" height=\"380\"><\/iframe><\/div>\n<div style=\"text-align: center;\"><strong><em>You tell me, is this funny?<\/em><\/strong><\/div>\n<p>Then in late January the publisher contacted us.\u00a0 They wanted some changes.\u00a0 They wanted to do a multi-platform deployment, and maybe an exclusive with one platform for a while.\u00a0 This was good news, I was excited.<\/p>\n<p>Early 2013. Free-to-play and in-app purchases were all the rage.\u00a0 So I needed to change\u00a0<em>A is for App\u00a0<\/em>to have a certain portion free (we chose up to the letter I) and the rest is an in-app purchase unlock ON FIVE PLATFORMS.\u00a0 The multi-platform nightmare began; again.\u00a0 The SDK I was using\u00a0<em>didn\u2019t even support<\/em>the latest version of in app purchase on some of these platforms, and each one had to be coded differently with different authentication techniques.\u00a0 This began a multi-platform cycle of despair:<\/p>\n<ul>\n<li><strong>Monday<\/strong>\u00a0\u2013 get email from publisher of problems in QA test on some device or request for changes<\/li>\n<li><strong>Tuesday\u00a0<\/strong>\u2013 try to replicate issue<\/li>\n<li><strong>Wednesday<\/strong>\u00a0\u2013 confirm fixing the issue, or if I can\u2019t reproduce it on all my devices, make a stab at it<\/li>\n<li>T<strong>hursday\u00a0<\/strong>\u2013 ship new build to publisher<\/li>\n<li><strong>Friday<\/strong>\u00a0\u2013 pray to God this was the last time I\u2019d have to make a new release<\/li>\n<\/ul>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/ljoysharkey.files.wordpress.com\/2014\/01\/doublefacepalm.jpg\" alt=\"\" width=\"400\" height=\"320\" \/><\/p>\n<p>This cycle repeated, weekly, for 7 months.\u00a0 3<sup>rd<\/sup>\u00a0party features work differently on each platform, from in-app purchase, to Facebook integration, and other stuff.\u00a0 Nothing \u201cJust works\u201d.\u00a0 It was more frustrating than\u00a0<em>Catch the Monkey<\/em>.<\/p>\n<p><em>A is for App<\/em>, on all platforms, was finally complete Fall of 2013.\u00a0 A year from when we first started it, and 9 months after we had a stable playable (store purchase-only) version.\u00a0 Our project cost went from $25k to $200k.<\/p>\n<p>After making every single change the publisher requested, did\u00a0<em>A is for App<\/em>\u00a0sell?\u00a0 No!\u00a0 It sold worse than<em>Catch the Monkey<\/em>.\u00a0 I think (they haven\u2019t said this) the reason is the publisher was frustrated with the project and got a bad taste in their mouth.\u00a0 At first they were excited to publish it, but after many months of thinking this build is the one, time to do the press releases and get it featured, only to have a new bug crop up on some obscure device, and delay everything, I think they lost interest.\u00a0 I don\u2019t blame them.<\/p>\n<p>My daughter (almost two now) loves\u00a0<em>A is for App<\/em>.\u00a0 That was my goal. \u00a0As uncapitalistic as it sounds, that is a worthy endeavor.\u00a0 I think a lot of dads spend a lot of time doing things their kids don\u2019t like or appreciate.\u00a0 I\u2019m glad mine does.\u00a0 Yet, while my little one is playing it and giggling it\u2019s hard for me to look at it without remembering all that frustrating work.\u00a0 Maybe one day that will disappear.\u00a0 Maybe not.<\/p>\n<p>In summer of 2013 the software company started having financial troubles.\u00a0 While I was busy doing all these releases for the publisher, Tsung was going full steam ahead on our next project: a revolutionary new kind of spelling game.\u00a0 He was making characters and backgrounds and all kinds of interesting stuff.\u00a0 I was excited to get on the project too.<\/p>\n<p>On October 2013 the head of the software company booked a meeting with me to talk about the next year.\u00a0 I was interested to brainstorm with him about some new directions our software could go in.<\/p>\n<p>It wasn\u2019t that kind of meeting.<\/p>\n<p>He proceeded to tell me that the software company was in trouble, there was no more money for Mirthwerx.\u00a0 He said a few more things, I saw his lips kept moving, but all I could hear was my heart beating.<\/p>\n<p>After about 45 minutes, and some tears being shed, I tried to see what could be done.\u00a0 There was nothing to be done, the software company was in jeopardy and couldn\u2019t sustain Mirthwerx.\u00a0 The dream was dead.\u00a0 And now I had to lay off my friend.<\/p>\n<p>I went to his house and told him the news.\u00a0 He sat quietly and stared at the floor.\u00a0 He asked a few questions.\u00a0 I told him we could pay him until the end of the year (2 months) and then that was it.\u00a0 He needed to find a new job.<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/hollywoodjournal.com\/wp-content\/uploads\/2013\/10\/pink-slip-hollywood-journal.jpg\" alt=\"\" width=\"350\" height=\"170\" \/><\/p>\n<p>Tsung was in anguish.\u00a0 His livelihood was being taken away and he had a wife and three little girls to support.\u00a0 I didn\u2019t say anything.\u00a0 There was nothing I could say.<\/p>\n<p>Over the months I was consumed with things at the software company, and Tsung was to finish up certain art assets of the spelling game so I could continue the dev later.\u00a0 He didn\u2019t.\u00a0 He spent all his time panicking and trying to find a job.\u00a0 I don\u2019t blame him, I understand, but it still frustrates me. \u00a0I&#8217;m out of money and yet I&#8217;m basically paying him full time to look for a job. \u00a0We struck a deal that he would work the several hundred hours he owed me\u00a0after he found a job.<\/p>\n<p>About a week\u00a0after his last day he stopped talking to me.<\/p>\n<p>We got together one time for wings.\u00a0 He was still struggling, working freelance while looking for a job.\u00a0 I thought our time together went pretty well, but it was clear\u00a0he was angry.\u00a0 At me, at God, at the world.\u00a0 I think seeing me reminded\u00a0him of what once was.<\/p>\n<p>A few months later he defriended me on Facebook.<\/p>\n<p>Working with friends has its risks.\u00a0 The money lost isn\u2019t important, lost relationships are.\u00a0 Most indies dive into their games with their friends thinking \u201cthis is gonna be awesome\u201d.\u00a0 And it is, because game dev is hard and takes a LOT of time, so having your friend(s) right there through it is great.\u00a0 But what happens when it doesn\u2019t work out?\u00a0 Few if any think this through at the start.\u00a0 Will bitterness over certain decisions set in?\u00a0 Will you fight over money?\u00a0 Will your friend\u2019s wife see you as competition for time with her husband?\u00a0 What about creative disagreements?\u00a0 After all the discussion and attempt at buy in you can say to an employee \u201cWell I\u2019m the boss and I\u2019m deciding we go this way\u201d, but with a friend? \u00a0That may go over like a lead balloon.<\/p>\n<p>I had to return to working full-time at my software company.\u00a0 I took the lowest job in the company: programmer.\u00a0 I\u2019ve been there for 6 months.\u00a0 I work coding web services in C#.\u00a0 I\u00a0had more than enough time to reflect.<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.photoguides.net\/wp-content\/uploads\/2011\/05\/a_reflection_of_a_reflection_by_raun.jpg\" alt=\"\" width=\"400\" height=\"288\" \/><\/p>\n<p>I spent hundreds of thousands on making high-quality mobile games in a booming market that went largely unnoticed.\u00a0 I spent years of my life making games, but never the games I actually wanted to make.\u00a0 Here are the important takeaways from my experience:<\/p>\n<ol>\n<li>People always say \u201cWrite what you love\u201d.\u00a0 I didn\u2019t.\u00a0 I wrote what I thought others would like.\u00a0 I wrote what I thought would sell.\u00a0 I\u2019m poorer for it.<\/li>\n<li>I don\u2019t like casual games.\u00a0 I don\u2019t play them.\u00a0 They bore me.\u00a0 I think I made it to the 4<sup>th<\/sup>level on\u00a0<em>Angry Birds<\/em>, and about 12 floors in &#8220;my&#8221;\u00a0<em>Tiny Tower<\/em>.\u00a0 I love sophisticated war games with tons of menus. I love RPGs filled with stats.\u00a0 I love FPS like\u00a0<em>Far Cry<\/em>\u00a0and<em>Battlefield<\/em>.\u00a0 I love highly competitive RTS games like\u00a0<em>Starcraft II<\/em>.\u00a0 In short, I love PC games.\u00a0 What the hell am I doing making games for a platform I don\u2019t use myself?\u00a0 Write for what you love.<\/li>\n<li>Yesterday 304 apps were released in the App Store.\u00a0 I didn\u2019t bother counting, but about half of them look to be games.\u00a0 152 fresh new dreams went on sale.\u00a0 How many of those will hit the top 100?\u00a0 Probably 0.\u00a0 How many of those will be profitable?\u00a0 Probably 0.\u00a0 How many will cover their costs?\u00a0 Probably 0.\u00a0 But here is the real kicker: tomorrow, 152 NEW dreams will go on sale.\u00a0 Today&#8217;s\u00a0will be old and discarded, for you only make the new lists the day you launch. \u00a0Apple boasts about hitting 1 million apps.\u00a0 That is about the worst number a developer could hear.\u00a0 It means 999,999 other people are competing with me for a customer\u2019s attention and wallet.<\/li>\n<li>There are 100 winners and 999,900 losers in the App Store.\u00a0 Each month the media spend (banner ads, ad words, intercessionals, facebook ads, free apps) for attention keeps climbing.\u00a0 The trend isn\u2019t headed down.\u00a0 The trend isn\u2019t even for costs to stay the same.\u00a0 The trend is that the cost of customer acquisition keeps climbing, from $1 to $2 and change now, to soon $3 per install.\u00a0 Casual players don\u2019t read review sites, or follow Facebook sites, or read developer blogs, or watch threads on Touch Arcade.\u00a0 They are casual! This isn\u2019t an important part of their life!<\/li>\n<li>The average casual game app store player has NO brand loyalty.\u00a0 The casual player loves THAT GAME ONLY, for some reason they don\u2019t care what else the developer has made.\u00a0 This is completely backwards from other businesses.\u00a0 Music: people follow an artist. Movies: people follow an actor or director.\u00a0 Cars: people follow a manufacturer if not a specific model.\u00a0 The casual player who likes\u00a0<em>FarmVille<\/em>\u00a0doesn\u2019t care Zynga made something else, they like\u00a0<em>FarmVille<\/em>.\u00a0 It is next to impossible to make a business in an environment of no brand loyalty.\u00a0 Every win of a customer requires you to re-win them on the next sale, as if they were a stranger.\u00a0 Look at how Zynga lost big on\u00a0<em>Draw Something<\/em>.\u00a0 All those customers didn\u2019t leave\u00a0<em>Draw Something<\/em>\u00a0to other Zynga games like they hoped, they just left to something new and shiny in the store.\u00a0 One of the 152 new daily dreams.<\/li>\n<li>The cost of making an app continues to increase.\u00a0 I remember when I first installed\u00a0<em>Flight Control<\/em>\u00a0on my new iPhone.\u00a0 I was thrilled.\u00a0 If that game came out now?\u00a0 No one would pay attention to it.\u00a0 Graphics are too simple, too basic.\u00a0 No multiplayer to rope in your friends, no in app purchase.\u00a0 The cost of being status quo with graphics keeps rising.\u00a0 But the selling price of games?\u00a0 Still $1.\u00a0 Even though costs have doubled to make a game, they still sell for $1.\u00a0 This is lunacy!<\/li>\n<li>Casual gamers don\u2019t love\u00a0<em>games<\/em>, they love\u00a0<em>distraction<\/em>.\u00a0 Distract them from waiting, distract them from their surroundings, distract them from their lives.\u00a0 This is what they pay for if they can\u2019t get it for free.\u00a0 And when it comes to distraction, quality doesn\u2019t matter anymore.\u00a0 All that matters is fast in and fast out to kill the time.\u00a0 Well I\u2019m not going to put my heart &amp; soul into making something that could be just as easily replaced by reading celebrity gossip in Us Weekly.<\/li>\n<\/ol>\n<p>If I asked you for $100,000 to invest in a business, and that business was going in competition with 1,000,000 existing other companies (domestic and international), and the cost of marketing is constantly increasing, and every customer we win 30% automatically goes to someone else, and when we win a customer we only get $0.70, and where someone who buys from us today is unlikely to ever buy from us again, and they don\u2019t really want what we sell anyway, would you do it?<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.freewillyacademy.com\/uploads\/money-investments-cash-dice-risky.jpg\" alt=\"\" width=\"378\" height=\"250\" \/><\/p>\n<p>I won\u2019t.\u00a0 Not again.<\/p>\n<ol>\n<li>There is a place where the cost of making games has dropped significantly.<\/li>\n<li>There is a place where customers have fierce loyalty and follow the creators every move.<\/li>\n<li>There is a place where the average game sells for $20 and they are happy to pay it.<\/li>\n<li>There is a place where customers regularly search out new games online.<\/li>\n<li>There is a place where you can get in front of your target audience for FREE through review scores.<\/li>\n<li>There is a place where customers pay above and beyond the asking price just to get art books and soundtracks.<\/li>\n<\/ol>\n<p>It\u2019s called Indie PC\/Mac\/Linux\/Console game development.\u00a0 And the target audience calls themselves \u201cgamers\u201d.<\/p>\n<ul>\n<li>They wear game logos on their hats and t-shirts.\u00a0 Games are part of their\u00a0<em>lifestyle<\/em>.<\/li>\n<li>They put in-development game art on their computer desktop and facebook profile.<\/li>\n<li>They share game development news throughout their social network.<\/li>\n<li>They have an unquenchable thirst for their favorite thing: new games!<\/li>\n<\/ul>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.gamesthirst.com\/wp-content\/uploads\/2012\/05\/gamers.jpg\" alt=\"\" width=\"400\" height=\"200\" \/><\/p>\n<p>The sad thing is I knew this all along.\u00a0 I knew this not because of a fancy degree or esoteric research, but because I am one of them.\u00a0 Yet somehow I got caught up in the euphoria of being invited by the cool kids to the mobile gaming party only to realize I was too late and didn\u2019t fit in with that crowd anyway.<\/p>\n<p>You may wonder if my story ends here.\u00a0 It doesn\u2019t.\u00a0 See, just between you and me, I can\u2019t help making games.\u00a0 I love doing it.\u00a0 It is the only thing that satisfies some artistic creative urge deep inside me.\u00a0 I enjoy playing\u00a0<em>Watch Dogs<\/em>\u00a0but there comes a point where I put the controller down and fire up Visual Studio and have more fun creating than consuming.\u00a0 Not everyone is afflicted this way, this is my cross to bear.<\/p>\n<p>So while I worked at my software company programming I played around with Unity at night.\u00a0 I love Unity.\u00a0 I love how it is a readymade professionally designed game engine.\u00a0 I love I can program in my favorite language C#.\u00a0 I love the asset store where I can spend $100 and save $10,000 in time.\u00a0 I love how there is a growing vibrant community of developers to talk to.<\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/pixhst.com\/avaxhome\/b9\/9a\/00249ab9_medium.jpeg\" alt=\"\" width=\"400\" height=\"243\" \/><\/p>\n<p>As I worked away the winter of 2013 one thought kept reverberating in my soul: write what you know, write what you love.<\/p>\n<p>I made various prototypes, a what-if zombie game, an epic war game, and then one day I was reading a favorite fantasy fiction book for the third time, but this time inspiration overcame me with such force I couldn\u2019t run to my keyboard fast enough.\u00a0 In a panicked flurry I mind mapped all the ideas before I fell out of \u201cthe zone\u201d.\u00a0 What I mapped out is the ultimate open world role playing game.\u00a0 The ultimate game I would like to play. \u00a0The ultimate game\u00a0<em>I\u00a0<\/em>would like to make.<\/p>\n<p>I love role playing games.\u00a0 I\u2019m old school table top\u00a0<em>AD&amp;D 2<sup>nd<\/sup>\u00a0edition<\/em>,\u00a0<em>D&amp;D 3.5<\/em>,\u00a0<em>D&amp;D 4<sup>th<\/sup><\/em>, and\u00a0<em>Pathfinder<\/em>.\u00a0 I find it far more enjoyable to make and run the adventures than to play.\u00a0 I won\u2019t use premade campaigns or adventures, nope, I gotta do it all myself from the ground up!\u00a0 I enjoy\u00a0<em>Dragon Age<\/em>\u00a0and\u00a0<em>Skyrim<\/em>, but I wanted to make something that would feel more like the tabletop.\u00a0 I love the SSI goldbox games of yesteryear and felt there was something good there that could be brought to the present.<\/p>\n<p>So while working 40 hours a week at a not very interesting day job, I worked 30 hours a week on this proof of concept.\u00a0 About 3 months later I felt I had something.\u00a0 Something I and maybe other people would like.\u00a0 I showed it to a friend and he said \u201cI have always wanted to play a game like this.\u201d\u00a0 Those were the right words at the right moment.<\/p>\n<p>That weekend I gathered up the family for a family meeting.\u00a0 It was my wife, my mom (who recently moved in with us), and my 12 month-old baby girl.\u00a0 One thing game developers may not appreciate is that, like any artist, when they pursue their passion it affects more than just them.\u00a0 I wanted this to be a whole family decision.\u00a0 Either we all agree to make this game, or I stop now.\u00a0 I explained to my family that I was at this important juncture where I think I\u2019m onto something.\u00a0 But to really go to the next level it will take some investment, especially in art since I can\u2019t even draw a stick.\u00a0 I estimated $12,000 &#8211; $20,000 to get a playable prototype of the game, then we can decide what to do next.<\/p>\n<p>My wife said if this is what I really want to do, she\u2019s with me on it.\u00a0 My mom seconded that.\u00a0 My baby chewed on some Duplo.\u00a0 It was unanimous!<\/p>\n<p>I kept working at the game on evenings\/weekends and loved every minute of it.\u00a0 The euphoria of creating is beyond words.\u00a0 It never felt like work.\u00a0 After 4, 6, 8 hours working on the game I would end with more energy than I had when I started.\u00a0 I hired the best contract fantasy artists I could find through deviant art to make some backgrounds and characters.\u00a0 A friend who is a musician heard about the game and said \u201cI\u2019ve been waiting for a project like this, I want in\u201d and so agreed to do all sound and music for a generously low sum.<\/p>\n<p>I knew that Tsung was struggling as a new freelancer, so I hired him to draw some stuff for the game. \u00a0He was happy to get the work but he charged me a lot per hour, more than the other contract artists. \u00a0I went with it anyway because I really just wanted to help him and his family out. \u00a0While my heart was in the right place, I think God separated us from working together for a reason. \u00a0The work went poorly. \u00a0On one deliverable I\u00a0asked for some changes and\u00a0he threw it back at me saying\u00a0I should have hired a more talented artist. \u00a0I think the wounds of laying him off were too fresh, I think deep down he feels like a failure.\u00a0 I still think one day we may work together again, but not any time soon.<\/p>\n<p>I named the game\u00a0<em><a href=\"http:\/\/www.archmagerises.com\/\">Archmage Rises<\/a><\/em>.\u00a0 You play as a solitary mage who is born with incredible talent, probably the greatest the world has ever seen.\u00a0 You go to school but get kicked out for something that wasn&#8217;t your fault.\u00a0 You now have to make your way in a totally open randomly-generated world.\u00a0 Will you fail, or will you live up to your potential and rise to become the greatest mage of all time?<\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/www.archmagerises.com\/\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.archmagerises.com\/img\/titlescreen.jpg\" alt=\"\" width=\"600\" height=\"300\" \/><\/a><\/p>\n<p><strong>This is my artistic baby!<\/strong><\/p>\n<p>I have assembled a distributed team of 9 to help in varying capacities to make\u00a0<em>Archmage Rises<\/em>\u00a0a reality.\u00a0 Each one is being paid, with me as lead designer with full creative control.<\/p>\n<p>If this is the last game I make, if my hands get sawn off in some freak cycling accident and I can never type again, this will be my artistic contribution to the world.\u00a0 Even if no one else likes it, even if it sells only 1 copy to my mom, I am being authentic and writing what I know, writing what I love.\u00a0 I can do no more than this.<\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/www.archmagerises.com\/\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.archmagerises.com\/img\/locations.jpg\" alt=\"\" width=\"600\" height=\"300\" \/><\/a><\/p>\n<p><strong>Getting the right tone of the art style is very important.<\/strong><\/p>\n<p>I learned a ton in mobile.\u00a0 I even broke some new ground with Marmalade and helped other mobile devs along the way.\u00a0 But I\u2019m making\u00a0<em>Archmage Rises<\/em>\u00a0for PC.\u00a0 I\u2019m going to sell it through Steam.\u00a0 This feels right, familiar like where I have always belonged.\u00a0 This feels like home.<\/p>\n<p>But don\u2019t follow my advice.\u00a0 I don\u2019t need the competition. \ud83d\ude42<\/p>\n<div style=\"text-align: center;\"><iframe loading=\"lazy\" src=\"http:\/\/www.youtube.com\/embed\/obpCR4jBSUE?wmode=transparent&amp;jqoemcache=fXGry\" frameborder=\"0\" scrolling=\"no\" width=\"610\" height=\"380\"><\/iframe><\/div>\n<div style=\"text-align: center;\"><strong>Here is a little teaser trailer I put together with the musician\u00a0for\u00a0Archmage Rises<\/strong><\/div>\n<p>Links:<\/p>\n<ul>\n<li><em><a href=\"http:\/\/mirthwerx.com\/index.php\/our-games\/catch-the-monkey\/\">Catch the Monkey<\/a><\/em><\/li>\n<li><em><a href=\"http:\/\/www.mirthwerx.com\/index.php\/our-games\/a-is-for-app\/\">A is for App<\/a><\/em><\/li>\n<li><em><a href=\"http:\/\/www.archmagerises.com\/\">Archmage Rises<\/a><\/em><\/li>\n<li><a href=\"http:\/\/www.gamedev.net\/page\/resources\/_\/technical\/mobile-development\/how-we-built-an-ios-game-on-pc-r2880\">The making of Catch the Monkey Article Series<\/a><\/li>\n<\/ul>\n<p>SDG<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I am fed up with the whole mobile\/tablet gaming market.\u00a0 I\u2019ve worked hard for three years and released two games to almost every mobile device you can think of.\u00a0 Never again.\u00a0 From now on I am focusing all my development resources on the PC.\u00a0 Frankly, I should have started there to begin with. So how [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_s2mail":"yes","footnotes":""},"categories":[3],"tags":[14,19,22,37,42,16,6,43],"class_list":["post-150","post","type-post","status-publish","format-standard","hentry","category-news","tag-archmage","tag-archmage-rises","tag-game-dev","tag-indie","tag-mobile","tag-pc","tag-rpg","tag-unity"],"_links":{"self":[{"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/posts\/150","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/comments?post=150"}],"version-history":[{"count":0,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/posts\/150\/revisions"}],"wp:attachment":[{"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/media?parent=150"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/categories?post=150"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/defiancegamestudio.com\/index.php\/wp-json\/wp\/v2\/tags?post=150"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}