Odds and Ends

Before getting down to business here in 2009, I have a few small items to catch up on.

Congratulations to GarageGames’ Torque Game Engine Advanced for winning the 2008 Game Developer Magazine Frontline Award for Best Engine. Matt, JoshE, Ken, Debra, et.al. in the TnT group have been working their butts off bringing Torque to a new level of professionalism, and it is great to see their efforts recognized.

Ryan Wiancko over at Industry Broadcast has been taking blog post from developers like myself, Dan Cook, and Troy Gilbert and turning them into podcasts. So, load up your iPod for your next road trip and catch up on your neglected reading. Maybe now that I have mentioned Ryan, he will spell my name right on my articles. :D

Jeremy Alessi, of Alessi Games, just put up a nice article on Gamasutra about his experiences creating a game for the iPhone. I have worked with Jeremy since the early days of GarageGames where I encouraged him to finish Aerial Antics so we could publish it. Nobody works harder at game development, and it is nice to see him getting some recognition and success.

-Jeff Tunnell, Game Maker
Make It Big In Games

Make It Big In Games Forums

I just turned on the fancy new forums courtesy of the Push Button Labs OnePress Community framework. Click the link to check it out, and write some quick posts to test out the system.

I have always wanted a way to interact more with the readers of this blog, but didn’t like the disconnected feeling of forum systems. So, one of the first projects at Push Button Labs was to connect Wordpress to phpBB. The first step was a simple skinning, common log in, and a set of widgets to display hot threads, etc. on the Wordpress side. We will continue to add features to OnePress to facilitate creating communities.

-Jeff Tunnell, Game Maker
Make It Big In Games

Grand Theft Share Price, Corporate Doublespeak, pt. 2

As further evidence of my MBG post Why I Don’t Own Stock In Game Publishers, I present Take Two.

Where Your Investment Is Going

Where Your Investment Is Going


After fending off Electronic Arts’ hostile take over bid earlier this year, Take Two just announced a fourth quarter loss of $15MM, and their projected 2009 estimates have gone from a profit of $1.21 per share to $0 per share. Remember, 2008 was a GTA year, and they still lost money. What was Strauss Zelnick’s take?

“The Take-Two Chairman expressed marked concern about the economic climate, but urged investors that the company is well-positioned”

Sound familiar?

As an exercise in futility I did a few calculations to see if Zelnick was right in fending off EA’s hostile bid. Let’s see, EA offered $2 Billion in cash in March of 2008. Take Two’s ($ttwo) stock was roughly $15.85 per share before the bid, and the day of the bid, the stock shot up to $26.89, roughly the value of the offer. Zelnick, in classic Jerry Yang of Yahoo’s amazingly greedy style, said the company was worth much more. After several months of haggling, EA pulled out. Today $ttwos share price was $8.43 for a market cap of $654MM, which, for those without a calculator, is over $1.3 Billion less than the earlier ALL CASH offer.

There is no GTA coming out next year, and probably not the year after. If the $ttwo share price is worth a couple of Starbuck cappuccinos at the end of a GTA year, what will it be worth next year? Not $2BB. Good job, guys.

On the other hand, I bet EA is happy they didn’t shell out the $2BB in cash. They just announced more layoffs of up to 1,000 people and the closure of Black Box studio (plus seven others). They are going to need the money to get things turned around.

-Jeff Tunnell, Game Maker
Make It Big In Games
Photo by Jarlhelm.

Fishing Girl Is Fun

Normally I don’t refer to specific games on this blog, but I can’t help it on this one because it is fun and it is a great example of how to make money on Flash games. A few months ago Dan Cook, of Lost Garden blog fame, created all of the art and a loose design frame work for the game, and is holding a contest to see what the development community can do with the assets and idea.

Well, Andre, from developer Luna Drift, took up Dan’s challenge and made a fun game that I have spent a lot of time on. I first ran into the game on the Flash Game License site (also a 2008 Biggie Award winner for Best New Business Idea), and watched the sponsorship bids go up to $4,000. Between Mochi Ads, site ads, and sponsorships, a real Flash game monetization process is starting to emerge.

Click on the icon below to go to the Jay Is games review and play the game.
Click to play Fishing Girl

Update: I wrote this post on Friday, and now it is early Sunday morning. Dan posted the contest results last night, and Andre won the Gold Medal! Congratulations!

-Jeff Tunnell, Game Maker
Make It Big In Games

Instant Action Reaches 1MM Players

Winner of my 2008 Biggie Award for Best Future Way To Play Games, Instant Action is really starting to take off.
InstantAction
Check out the story here on Techcrunch: Gaming Site InstantAction On A Roll.

“For instance, InstantAction, a gaming site from IAC-owned GarageGames, has managed to cross the 1 million members mark only 9 months after we covered their launch.”

That is great news! Congratulations to the InstantAction team. Of course I have inside information that I can’t disclose, but 2009 will be a big year for this service. IA will increasingly become a great place for Indies to make money.

-Jeff Tunnell, Game Maker
Make It Big In Games

Big Ass Design Documents

Marek Bronstring, a game developer that I met on Twitter, writes a blog called gamslol where he recently penned a post entitled “Game Design 101 Rant: Over-Reliance On Documentation“.
Big Ass Design Document
Many people have asked me what a design document should be, and while I am not going to write that article today, you can read about what they should NOT be in his post. Here are some quotes:

If you already knew that game design isn’t all about writing design documents, then that’s great. I like you. We should do the secret handshake. As for everyone else, I’m sorry that you have been misled, and hopefully I can help make some amends.

But sadly there’s a myth that writing giant Game Design Documents (GDDs) is what designing a game ultimately boils down to. This myth needs a thorough pummeling.

I totally agree him. What he calls GDD’s, I like to call Big Ass Design Documents, or BADD for short. I have seen design documents that look like the old ancient bibles that sit on top of family pianos. While the developers think they are really solving a problem, in actuality they are causing bigger problems.

Nobody reads those tombs, and they are so large that, like a government legislative proposal, entire developers are sucked up just keeping the document up to date. Worse, designers get pissed at the programmers because they still ask questions about the design even though the designer thinks the answer is in the document. “Didn’t you read the f***in’ document?”, is the common phrase.

Just like “Agile Development” is kind of the new phrase for doing what you want just about any time you want, I think Agile Design is a much better way to go. Of course, you need a certain amount of design documents, but having a designer that can communicate his vision and a producer that can carry it out is much more important than the bureaucratic process of creating and maintaining a BADD.

-Jeff Tunnell, Game Maker
Make It Big In Games

2008 Biggie Awards, Surprisingly Good Products

I am proud to present the first annual Biggie Awards (BA for short), a list of products, in categories that I made up, that I think were the best of 2008. The methodology behind the awards was very scientific, if I got excited about a product, it was nominated. Now, the envelope please…
2009 Biggies Award Banner
Best Indie Game: Tie- World of Goo, Castle Crashers
Congratulations to 2D Boy and The Behemoth for sticking to their guns and making the games they wanted to make and being financially rewarded for it. In case you haven’t been paying attention to my blog, this is the future of game development. Small, focused, creative teams making fun, inventive games. The key word is fun, not pandering to Marketing, not selling out, not shaders, Direct X 11, or HDR.

Best Product to Hide Massive Complexity: Wii Fit
There is more engineering in the Wii fit than in most consoles, yet it comes off polished, fun, and useful. I love the way it “talks” to you when you step on it or when you gain a little weight. Nintendo keeps hitting home runs. They know what is fun and they are not afraid to break out of the box to find it.

Best Editor: Spore
Contrary to many people I enjoyed the game, but what impressed me most was the editors and technology behind the game. I think the future of game development for big titles was shown in Spore. Editors and procedurally generated content are the only way we will be able to make large content games due to cost constraints. This kind of procedural content creation is what will allow the small “rock band sized” teams I advocate to make big games.

Best Single Button Game: Tower Blocks
Digital Chocolate made this fun tower stacking game that can be played anywhere, i.e. on a cell phone, in Facebook, etc. Integration with your true friends is an extremely important feature and is what drives you to keep playing.

Best Distillation of an old Game Mechanic: Eleven Blood
This Facebook game has many old game developers crying fowl. Why would people want to play a game that has so little interaction? Well, I think games like EB, Mafia Wars, etc. are really bringing a fun new approachability to role playing games.

Best Graphics: Little Big Planet
This is my idea of of how to use powerful shaders and high end graphics. No uncanny valley, no crap lip synching. Just cool little characters running around in a world that looks real, yet you know it can’t be. Honorable mention for the awesome UI on the level editor. There are so many interface breakthroughs on that editor that a book could be written about it.

Best Flash Game Site: Kongregate
These guys have risen from start up to the best Flash game site in less than two years. Clean, developer friendly site that has really brought Flash games to a new level of respectability. I could do without the chat window next to all of the games, so the game window itself had the option of being bigger, but other than that, these guys are on fire. Impressive!

Best Future Way to Play Games: Instant Action
Even though I was involved in the early days of IA, I have to mention this service. The more I get used to web based “cloud computing”, the more I refuse to download and install a game to play it. Too much hassle, and most of the time, it requires updates to drivers and other things I don’t have the patience to do. Instant Action is not getting the attention it deserves.

Quickies

    Best Developer to Change the World: Harmonix
    Best New Business Idea: Flash Game License
    Best Business I Wish I Had Started: Mochi Ads
    Favorite Game Review Site: Jay Is Games
    Best Facebook Publisher: Playfish
    Top Big Games I Don’t Care About Left4Dead, Fallout 3, Farcry 2, GoW 2 - shows how out of touch I am with the core gamer market.
    Best New gaming Platform iPhone
    Best Video Site That I Thought Was Going to be Crappy HULU
    Best Old Internet Service That I Never Used Until Now Pandora
    Best Web App FriendFeed

-Jeff Tunnell, Game Maker
Make It Big In Games

Why I Don’t Own Stock In Game Publishers

I have been out of the stock market since 2003. It is a long story that involves Cendant fraud scandals, tech market meltdowns and greedy CEO’s stealing from their shareholders that pushed me to invest in myself and my own businesses instead of the market. In spite of those bad experiences investing in stocks, the latest “sale” prices in the equity markets have me nibbling in again. I have been buying GOOG, AAPL, GE, etc. on their way down to the current bottom.
EA Stock Performance
Stocks you won’t see on my list are Electronic Arts, Activision, Take Two, Ubisoft, or any other game company. Here’s why: Read the rest of this entry »

Make It Big In Games New Design

Welcome to the new digs of Make It Big In Games.  MBG is now running a Tim Aste design on our shiny new One Press Community (OPC) theme and Wordpress 2.7.  OPC is one of the first offerings of our new company, Push Button Labs.  While I don’t want to announce all that it will do here, it basically turns Wordpress in to a content management system (CMS) and attaches it to the popular Open Source phpBB forum system.  Look for more info soon.

For those of you in a RSS reader, here is a pic of the new MBG site:
Make It Big In Games New Design
I am still learning the ins and outs of the new system, and I am sure there will be bugs because the change over was a big project.  If you experience any navigation issues or have any suggestions to make the site better, please leave a note in the comments.  I am pretty sure I will be changing over from Disqus to the Intense Debate commenting system that Automattic recently acquired.  Disqus has made my life a lot easier since I installed it, but feel that ID will have the inside track to working better with Wordpress now and in the future.

Early next week, we will be turning on the forums for MBG.  My goals are to turn MBG into a destination site for game developers to learn about game development, design, business, and life style issues.

-Jeff Tunnell, Game Maker

Make It Big In Games

Right About Lively, PC Mag Closes, Corporate Speak

Right About Lively: A couple of months ago when Google launched Lively, their Second Life competitor, I speculated that they had gone outside the reach of their core business competencies. Most people did not agree with me. Turns out I was right. Google is closing down Lively next month.

PC Mag Closes: On a sadder note, PC Magazine is closing down the print aspect of their business. Call me soft, but I still feel nostalgic about magazines even though I rarely read them any more. Those of you that read MBG, know that magazines were an early source of knowledge for me, acting kind of as a dead tree, analog Internet before the real internet came along. PC Magazine, 27 years old, launched when the PC first came out. Within months it became is thick as a catalog, and I would read it cover to cover. Now, I can’t remember the last time I read a PC Mag, but it has been a long time. Still, I’m feeling a little sense of loss, kind of like then Bill Gates retired.

Corporate Speak: Ever notice that when a publisher loses money, like the recent loss reported by THQ, that the President of the company always say they will focus on:

“fewer, higher-quality games.”

Or they will be:

“Significantly improving our game quality against the core gamer”

While:

“aggressively aligning our cost to the market opportunity.”

And lastly, passing the blame:

“given the current economic environment.”

Seems to me they should have been doing all of that stuff all along. Does focusing on fewer higher quality games mean they were purposely making more, crappy quality games?

-Jeff Tunnell, Game Maker
Make It Big In Games

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