Archive for July, 2010

Using what you’ve got now to achieve your dreams for the future

Saturday, July 31st, 2010

It’s amazing what you can achieve in a week when you put your mind to it. Last week I talked about Freelance House, which is something I set up in the space of a week. I did the website in two days and the iPhone app (which should be out on Tuesday) took another three days. Which got me thinking — I can make apps pretty fast these days. I’ve spent enough time with XCode and UIKit that I can put together something pretty slick and functional in a couple of days.

Now I’ve had this idea for a suite of apps for a while that I just haven’t done anything about. The apps would be extremely geeky and kind of fun, and pretty easy to build. And the idea is a good one. I’ve bounced it around a few people who agree — it’s one of those things that in such a crowded App Store, I can’t believe no-one else is doing. But up until now I’ve been telling myself that focusing on games is what I really want to do, so I’ll just make games and forget about this other idea. I’m not going to sell out on the dream. But I think that’s being a little myopic.

Here’s the thing — if I had ten apps out that made the same amount of money as Brainz, then I could eke out a living and I wouldn’t need to take on freelance work. In that position, I could concentrate on making some really great games that take longer to produce. I could do what I really want to do, I don’t think I would be selling out, and I’m certainly not giving up on the dream. I should make it clear that I’m not into littering the App Store with cheap crap no-one’s asking for. These aren’t sound boards or fart machines I’m going to make — it’s genuinely “useful” stuff that I myself would buy and they will be apps that I can genuinely be proud of.

What I’m doing is using what I’ve got now — that is the amount of time I have available, the talents I have right now — to sow something into my future so that I can achieve what I dream to do — set up a kick-ass games company. It’s not romantic, but it is pragmatic. And oddly sensible for be, but maybe that’s just what happens when you turn 23…

The Trouble With Freelancing

Saturday, July 24th, 2010

Chiuaua

You may be wondering how it is that I’ve been full time with Rizer for several months, and only managed to produce one simple little game. I ask myself that a lot too, but the main reason is that I’m not just an indie developer, but I actually do freelance work too.

Ok, time for some definitions; or rather here’s how I see it. On one hand you’ve got contract work, which I think of as being like employment, based at the contractor’s offices, but usually short term. Then on the other hand there’s independent development where you come up with a product yourself, develop it and sell it. In between the two is what I’m talking about here, where you agree to work with a company or individual on a project basis and continue to dictate your own hours and work wherever you like. Freelancing is what I do a lot of, and it’s what a lot of people trying to start up a business do as a way to get the funds to keep going. Freelancing has so many benefits over employment, it’s unreal. Getting to be your own boss, working whenever you like, better pay (if you estimate your hours right!) and it’s just generally a great way to live. It also means I can spend more time making games than I would if I was employed full time.

Of course there are some downsides too. The income is crazily unpredictable and you can end up spending time trying to secure a project you might never get. But for me, right now, the trouble with freelancing is finding work, particularly finding something I’d be interested in — there’s no way right now I could afford to be picky!

The thing is that the most reliable way by far to find a client who wants you to develop something is through word of mouth. Sometimes it can be a chain of people linking client to developer, but generally that’s how things work. When you think about it in our 21st century, globally connected, social-network driven world, that seems a little bit crazy. So what are the other options? Well there are sites that post listings of projects you can apply for. Projects like these:

need a developer to creat an iphone game

Like a lot of people i have an idea for an iphone game. but don’t know how to program. need someone to develop a shooting game. pls respond.

This job has been posted as revenue sharing project

Thai Girls

This will be an app listing photos of beautiful Thai girls. It will be updated every two weeks.

Budget: $100

Some sites let you see what developers bid on the project and how they respond. Responses like:

“Hello dear respected sir.. For More Details in PMB”

And people offering to make the app for $1!

These are all genuine. You have to wade through so much crap to get to anything worthwhile, and then almost always have to sell yourself short. The only time I’ve ever had something come about from one of these sites that seemed genuine, it ended painfully, early on in the project when the clients wouldn’t pay and it became clear they‘d been lying. Not fun at all.

So what if you’re looking for someone to work with to make you an app. How do you find them? Clients want to find someone they can trust, but the totally unmoderated nature of job listing site means that they’ll spend ages sifting through applications from people who haven’t got a clue. And if you’ve got no technical knowledge in the field you’re dealing with, how do you know that the person you’re talking to really knows what they’re doing?

I was thinking about all this as I’m trying to find more freelance work, and I thought someone should really come up with a way to make this work. If someone acted as the online intermediary between client and developer, then people could go to them to be introduced to each other. What if someone could reject the time-wasting projects and make sure that the client is serious? What if someone with a good technical knowledge of development could find the right developer to work with the client and make sure that they could really deliver. It would be a sort of international recruitment agency for freelance developers. “Yes”, I though, “someone should really do that.”

So I did.

Welcome to the Freelance House. Go check out the website and let me know what you think — design, content and business model. Sign up if you’re interested and help spread the word. I really think this could benefit developers and clients alike, and has the potential to change how this kind of work is approached. It means more people will earn a living doing projects they enjoy, making great apps for clients that consumers will really appreciate. Everyone’s a winner! Except maybe that guy who’ll go 50/50 with you on that amazing idea he’s got for an app…

Mine! Mine! Mine!

Saturday, July 17th, 2010

We in the UK have something called Spotify. Spotify on one hand us brilliant — it allows you to stream virtually any song or album from a massive online library at a high bitrate with virtually no delay to your computer for your listening pleasure. But Spotify is also the source of some of the most annoying advertising the world has ever heard. Every three songs or so it will blurt out a 30 second ad through your speakers, which will tell you about music that you’d never buy or how to join the army or the latest dating service for your single friends. By far the worst adverts, though, are Spotify’s own, with a monotonous, condescending voice that spikes the mike levels. You try and turn it down, but turn it down too far and the ad stops playing! It’s infuriating. Now you can stop these ads by paying a monthly fee, but every time I hear one and consider this I think about how useless Spotify are and how undeserving of any of my money they are, and how I’d much rather spend that money on an album each month.

Advertising’s such an odd thing. Usually we think of it as being a nuisance, something that interrupts our consumption of content. I have a friend who would rather pull the plug on his HD projector than suffer through the audio-visual monstrosity of another Go Compare advert. Yet we’ll deliberately go and seek out a gorilla playing the drums and show all our friends on YouTube. Film trailers are essentially adverts, but I go looking for interesting trailers regularly. Then there’s vouchers, which benefit the consumer so much that they forget that it’s just another form of advertising (incidentally, a good friend of mine has a start-up called VouChaCha which delivers location aware vouchers to mobile devices — very interesting stuff!).

This brings us on to advertising in apps. I border on obsessive when it comes to what I allow in my games. I realise that my design skills are a very long way from being outstanding, but every pixel displayed to you in one of my games has been thought about, and every aspect of user experience considered. This is why I cringe every time my word of mouth marketing works, and I see someone download Brainz, only for them to be presented with an irrelevant and slightly unattractive OpenFeint pop-up as soon as they launch the game for the first time (please someone tell me how to stop this!). But this is counterbalanced by the fact that OpenFeint provides a great service that would be very costly to reimplement, as well as the fact that I tell myself I’ll customise it all one day. So up until now, ugly ads from AdMob or Google have been out of the question for me. Then iAds come along, and the question of whether to include ads or not is now a lot harder to answer. People question Jobs’ motivation for getting into the advertising space, and I’m sure there are many reasons, but I truly believe one of his greatest motivations is to improve end user experience.

I started a small side project the other week, which has spiralled a little, but I don’t expect to take too long to finish off. It seems that monetisation of games is a hot topic of conversation amongst fellow iDevBlogADay folk (check out Pondering Monetization and Should Be Free? posts from this week), with no-one 100% sure of their strategy yet. I’m fairly settled on In App Purchase for this next project. It seems like a good testing ground for it, and the concept fits it perfectly, so the real question I’m asking now is whether it’s worthwhile putting ads in the free to play version. It’s not only a question of how worthwhile it might be, but more importantly whether I trust Apple with those precious on screen pixels. The answer? I think it’s worth a shot. Probably.

Fragmentation Lessons From Sega

Saturday, July 10th, 2010

DreamCast

SEGA’s greatest museum piece

When I have kids, I’m sure they’ll be geeks. In fact, I’ll make sure of it! My plan is to start them off young – make sure they learn to count starting at zero, and give them a brief introduction to binary, then move them on to data structures and algorithms, illustrating the push and pop operations with stacking cups. As they grow, I’m sure they’ll be some family outings to museums – not your boring natural history stuff, though – proper ones about computers and games consoles, and no doubt hidden in a corner behind untouched glass panes will be one of these.

“Daddy, what’s that?”, my son will ask.

“Ah, that, son, is a Sega Dreamcast. At one point around the turn of the century, it was the most powerful games console on the planet!”

“Where there lots of good games for it?”

“Oh yes! Lots! In fact it pioneered the way for a lot of what was to come. It was the first console ever to have online games. Many people, even to this day, maintain that it was one of the greatest consoles ever made.”

“So they sold lots of them, then?”

And it this point I’ll bore my son with the tale of how one company made the best product, and still failed.

Why did it fail?

Most consoles fail because they’re really crap, overpriced, or both, but the Dreamcast was neither. The true reason the Dreamcast flopped was because of what had gone before, and what lay ahead.

Sega’s many add-ons

Let’s take a look at Sega’s early ’90s console making days – I’m going to deal with UK based names and dates to make my life easier. In 1990, they released the Mega Drive, which did pretty well. Then they released the Mega CD add-on in 1993, which added a CD drive. Then, in the next year, they released the 32X, reverting back to cartridges as the future of gaming. The year after this, in 1995, they released the Sega Saturn, and just two years after that, they started talking about the Dreamcast.

Had you been rich enough and foolish enough to keep up with Sega’s console  and add-on releases, you’d have spent over £1000! (My many and varied sources say the Mega Drive was £190, Mega CD – £270, 32X – £170, and Saturn a whopping £399 – random internet figures, so may not be accurate). As you can imagine, with the games really not justifying this kind of expenditure, Sega annoyed a lot of gamers.

Now think about this as a games developer. Games might have been simpler back then, but they still had a long development time. Sega’s break-neck pace of releasing new things just because they could seriously screwed over the developers. EA, who are about as cross-platform as they come, even refused outright to make any games for the Dreamcast at all! This meant that Sega themselves were the ones developing, or at least publishing, many of the best Dreamcast titles.

Beaten by rumours

Ultimately, what really killed the Dreamcast wasn’t even another console – it was just the rumours that such a thing existed! With 100 million PlayStation owners in love with their consoles, just the mere idea of a PlayStation 2 was enough to make them wait, save their money, and bypass the Dreamcast completely.

Lessons learnt

“Daddy, what’s that thing?”

“Oh, that? That’s an Android phone. That’s from when Google used to make phones.”

“Why don’t they make phones any more?”

“Well, it’s a lot like the story of why Sega don’t make consoles. It’s funny, they even tried the same marketing tactics. Look at these old posters!”

Genesis DoesDroid Does

“Ultimately, though,”, I continue, “Google failed in the phone market because of fragmentation – that’s when lots of different versions of the same platform exist at the same time. Like Sega, they didn’t have a very clear direction for the future. It seemed like they had products, like Android and Chrome OS, that competed with themselves in some ways. And they released new features so fast that no-one could keep up. Combine that with a crazy system for OS updates through the network carriers, lots of different screen resolutions and hardware, and an app marketplace that hid away paid for apps, and lots of developers started to give up on Android. That’s why Daddy never made any Android apps, but instead became a millionaire through making games on iOS. And everybody else, knowing, that the next iPhone would be out in June, would rather wait for something that was just a rumour than buy an Android phone.”

“But Daddy, didn’t they learn from Sega?”, Json asks (I told you I would make my son a geek!).

“It’s funny, everyone at the time was telling Google that fragmentation was a real problem. But they never saw it coming. I guess they were just too big and too arrogant for their own good.”

Just a Bit of Innocent Fun

Saturday, July 3rd, 2010

I am without doubt a part of the PlayStation generation. My first console, at the age of 13, was the original PlayStation, and I spent more hours than I would dare think about gripping that malformed Dual Shock 2 analogue controller (unbelievably, 10 years later no-one at Sony has been bothered to design it properly … but I digress). Like most teenagers, I waited with eager anticipation for the PS2, but by the time it came out, my gaming console allegiance had switched.

My best friend at school was very much a Nintendo fan. We spend many Saturday afternoons in his basement playing on his N64, on such multiplayer classics as Golden Eye, Mario Kart and, um, Pokémon Stadium. And then he went and got a GameCube, and that just blew my mind! Now with my rebellious teenage years behind me (I think the most rebellious I ever got was wishing I was part of the Rebel Alliance, but oh well) my lust for violence had subsided. I started to desire something more fun and lighthearted, rather than senseless bloodbaths, and so I became a Nintendo fan and bought a GameCube instead of a PS2.

I probably chose the worst possible console generation to make the switch, but I certainly don’t regret it. A lot of people have levelled criticism at Nintendo for being just for kids, and I get the same criticism when people see my DVD collection, which is almost exclusively made up of Pixar and Studio Ghibli films, but I think there’s a distinction to be made. While it’s true that these genres are more universally appealing, I think what is really attractive about them to me is their sense of innocence. After all, films and games are there as a means of entertainment and relaxation, and while there are certainly times when I’d rather watch or play something a but grittier and realistic, more often than not I appreciate escaping and immersing myself in another world. Add to this the fact that Nintendo, Ghibli and Pixar are all at the very peak of what they do, and produce consistent excellence, then my choice of entertainment is so often a no-brainer.

I appreciate that there is a place for less innocent entertainment; in fact, the remainder of my DVD collection is made up of Tarantino and 18+ rated gangster films. But when I consider the future direction of Rizer, I’m very clear of the companies I want to emulate and the sort of products I want to create. Things that anyone can enjoy, and provide an innocent escape from the real world.