#LIKE DON'T GET ME WRONG obviously the houses is the big thing the main event. but i love food i love eating SGHAGHA
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circusgoth-dotcom · 5 months ago
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i am determined to get the turkey bao bun at hhn this year
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atopvisenyashill · 20 days ago
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This is just a thought experiment because I always toy with what-ifs like this and dabble in exploring it through fic, so I come to you because you understand the world better...
What could have happened (show events obviously) if, on hearing that Daemon and Rhaenyra got married and suspecting them of conspiring to murder Laenor, Rhaenys went to Viserys (privately) and threatened to publicly accuse Daemon and Rhaenyra of the murder as well as disinheriting all of Rhaenyra's sons from the Driftmark line of succession IF Viserys didn't a) dissolve or undo the marriage, b) banish Daemon and c) give House Velaryon custody of Baela and Rhaena? And she has Corlys's support in all of this, she's not doing it behind his back. She's just taking the lead.
that's interesting.
because okay. having a bunch of velaryons get their tongues ripped out is one thing. but the kinslaying thing is serious here, and rhaenys is also much smarter than the silent five - she's not waiting years to do this, and she's talking to him privately rather than calling Rhaenyra a whore in public (and like. sidebar bitching but i see people say like "they added vaemond calling her a whore to-" yeah yeah sure but the thing is no matter how he phrases it, he's implying she's a whore guys. why do we keep forgetting that they're all implying that she's a treasonous whore in public jfc). rhaenys & corlys are also the main branch which is more than you can say for vaemond and his family - they're not jockeying to become the main branch, they're pretty rightly annoyed by how the main velaryon branch has been treated by their overlords. big difference here in approach to the problem.
hmmm. so several things. firstly, if rhaenys approaches this more as "fuck daemon" i do think she's likely to get more traction there than if she approaches it as "fuck daemon and FUCK your daughter too." she's also just making a smarter argument - not "give me driftmark over rhaenyra's kids" (which is stupid) but "i think daemon & rhaenyra murdered my goddamn son" (which is a legit reason to be upset). i think if she brings this less as a conspiracy and has a bit of proof - or "proof" as it were - that might help as well. ALSO also the fact that she's not moving to disinherit the boys - she's saying she'll let them stay in the line of succession BUT she wants the girls, and she wants daemon gone. really framing this not as a move against rhaenyra (and therefore against viserys) but as a move against daemon. i mean take otto for an example - because he frames the brothel escapade as somehting bad rhaenyra has done, viserys goes on the defensive immediately. here, because rhaenys isn't clearly jockeying to get rhaenyra disinherited, he might not react badly.
HOWEVER. Viserys is known for reacting badly when it comes to Rhaenyra! He takes it as an insult to himself (he's not wrong) or questioning of his judgement (again, not wrong). And of course he's particularly defensive about the kids because of the implication that Rhaenyra is committing high treason and should be executed for it. Because Rhaenys comes at this not from the PoV of "disinherit Rhaenyra for Aegon" or even "disinherit Lucerys for Baela/Rhaena" but solely on a "get Daemon OUT OF MY HOUSE and give me my granddaughters" she can really stick to her guns there that she's not saying anything about Viserys' judgement or Rhaenyra's. But I mean she is saying something about Rhaenyra's judgement inherently here by implying Rhaenyra had a hand in Laenor's death.
When you look at the Driftmark brawl, or the final dinner, in general what Viserys wants is for people to stop fighting with him. And considering Viserys is not particularly pleased with the Daemyra marriage in book canon (until, iirc, they have a kid and then like any grandpa/uncle he's just kind of happy they're having babies), and we get that time skip so we don't know for sure how Viserys reacts + Daemon rejects Viserys' offer to come home at Laena's funeral....see, I think he'd play ball with the Daemon exiling but once she mentions the boys he's going to get defensive and tongue chopping happy. especially post driftmark brawl, where he's prickly about the boys - it's possible he says something like "well if you want custody of the girls why don't you want custody of lucerys, he IS corlys' heir after all" and depending on how she responds to that, she might get what she want - which is Daemon exiled and custody of the girls - or he might bar her from the capital, which is going to kick off a minor political crisis.
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salthien · 4 months ago
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11, 12, and 15
these are going a cut because spoilers! (also they got a little long oops)
answers for the ISAT ask game!
11- any character headcanons?
give Isabeau a few years, and I think he'd settle into being a Vaugardian version of being genderfluid. I remember reading Word of God somewhere that his Change wasn't really focused on any sort of gender or body dysphoria, and more focused on "well, what do I picture when I think of the kind of person I want to be?" and that just happened to be a big, boisterous man - the opposite of everything he was currently, everything he disliked about himself. (also - "No. Not right now." on the 'which of the cast is a woman' image.) like, don't get me wrong! he's still very obviously trans, dysphoria is not necessary for transness!! I just think that once he's more comfortable with all aspects of himself, that he'd settle on something a little less rigid. I think it would be good for him! isabeau Ultimate Transgender.
i also have a (bad) habit of just tossing little idiosyncrasies of mine onto sif whenever i think of them since there's already a ridiculous amount of overlap, down to the stupid fucking breathing thing (/aff). he doesn't like windy weather because it gives him headaches, especially postgame without his hat. he's a cat person. he'll save his favorite food on a plate for last as a treat. just silly little things
12- what got you interested in the game?
this AU made me go "hmm. that looks cute." -> look at the steam page -> "haha main character looks like me bait. they're cute. yknow, fuck it. i don't have anything going on right now. i'm going to play this." -> SMASH CUT to me, one week later, sitting at my desk at 3am, having just reached credits and feeling like I just got hit by a train. whatever i was expecting it was Not That.
15 - anything you’d change about the game? be it game mechanics, a new feature, a change in plot, etc
Honestly… not really? like I sat and thought about this for A While because while there were things that frustrated me (Loop's hints sometimes being extremely vague, forgetting where a particular book/plot point advance was and having to scour the whole House for it, etc.) like. the frustration is Part Of It. the frustration is ludonarrative harmony. you are at your Most Sifbrained when you're going "I HAVE TO GO BACK TO DORMONT AGAIN?" or "wait what am I even trying to do right now." or "shit, was the latest issue of Chateau Castle 56 or did I actually find 84? or did I just hallucinate that?" so. I wouldn't change any of the stuff that frustrated me. it's necessary. everyone comparing it to Pathologic or Funger has very obviously never played either of those fucking games lol.
And then all of the unanswered questions - about the Forgotten Country, about the King, about the world in general or postcanon - I wouldn't add anything for either! think that id5 hit the perfect level of "giving us just enough to make fanfiction/theories/fanart go WILD without stifling creativity" - I love and support adrienne's stance when it comes to fan content tbh.
I WOULD love to see the dancing event that id5 keeps hinting that they wanted to add but couldn't, so. I'll say that. I wish they'd been able to add that :(
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I've always wondered why John repeatedly says his guitar skill + compositional creativity has improved a lot from his early days (obviously everyone's does as they practice, not what I mean)—so much of his early lowest-fi stuff is really experimental and fun sounding to me! E.g. "Chinese House Flowers" with its G7, F7 E7 ending to say nothing of the main chord progression in the song, "Alpha Gelida" which is just fucking amazing, the coroner's gambit studio version of "Shadow Song" which is soooo much more powerful than the I V centric version of it I've heard live, tunes like "bluejays and cardinals" or "new Britain" that make heavy use of suspended chords... And a lot of these early tunes have little melodic picking parts in them too. I love all his stuff but to me the boombox stuff is a lot more sonically interesting than the heavily folk/country inspired instrumentation he sometimes uses on later songs. It's different and a lot of the new stuff is harmonically complex too, don't get me wrong, but I feel like he underrates some of the lyricism and songwriting of his early stuff. Sorry for the huge ask but I wondered if you had thoughts on this
ayyyy never apologize for a big ask!! i love getting stuff like this. give me your thoughts 😈
I get what you mean, though. And I agree with you -- I love the newer stuff deeply and with every inch of my soul but there is something very... interesting, and special, about the lo-fi era of tmg music. Imo it's a little less accessible, it makes you work a little harder as a listener to figure out what the hell's goin' on, and that makes it a different experience from the newer stuff. Not inherently good or bad, but very very different.
The first thing your question brought to mind for me is how he thought that The Sunset Tree was the last record he was ever going to get to make: "But then after we moved here, I, you know, I wasn't quite sure what we were gonna do and our original contract with 4AD was for three records, and I sort of, because I'm me and I'm kind of defeatist and I have a thing about worrying that nobody actually likes me and that someday this will all be taken away, you know, I was like, well, we're gonna get to the third album of the contract and then you have to go back to the nursing business, right. So that's why I sort of, like, opened up and said 'well, I'm gonna tell a story that is true for the third record 'cause it'll probably be the last Mountain Goats record that ever gets made', was the thinking in my mind." (source) (if anyone has a video where he says this speech, that'd be great! I only know it from the wikia page on tst).
And he thought this after he had made ahwt and tallahassee.
John Darnielle can probably see in a lot more detail than we can how and in what ways he's grown as an artist, because obviously he's privy to all of the inner workings of his music. I can speak as a person who's been doing creative things for my entire life, including songwriting, that having to interact with your old work can be incredibly painful. Not just in a cringy "I can't believe I ever made that" way, but also because it might remind you of old times, events, or feelings that you'd really rather leave behind. It can be easier and better for your mental health to diminish your old work to cringe, unintelligent drivel, novice shit, etc etc to make it hurt less. Obviously I'm not John Darnielle and am definitely speaking from my own experiences, but I feel like it's a valid theory. I also come from a mentally ill place, and was abused as a child, and all of that frequently makes its way into my art.
It's also possible that as cool and fun and experimental as his old stuff is, it just isn't what he wants his music to sound like! In the early days of tmg there's a really good chance that the music sounds more experimental because it is. He was probably playing around a lot more, trying to figure out what he liked and how to make those sounds. This is also something to consider in the context of the evolving nature of the band. We've got our core group figured out now (John, Jon, Peter, and instrumental mastermind Matt) but in the early days there were tons of lineup changes and studio changes and production + mixing differences from album to album, and even from song to song, especially in the case of the triplet comp albums of 1999 (Ghana, Protein Source of the Future... Now!, and Bitter Melon Farm) and in the case of an album/ep/etc that had recordings from radio stations. If I remember the liner notes of the 2013 ahwt rerelease correctly, ahwt is the only album that the descriptor of "one guy alone in his house with a guitar (and the Panasonic RX-FT500)". I suppose that now, Songs for Pierre Chuvin also fits this description :)
Honestly, I think he underrates his old stuff too. There will never be a love song that hits me in quite the same way that Masher does. Never another song that makes me feel as hopeful as Onions and Elijah do. Hearing Water Song at the show on the 19th, I mean, it was transcendent! It's really beautiful, special material; that being said I also understand why he might shy away from it.
I hope this at least sort of is what you were talking about? If not, feel free to send in another ask and I will happily discuss more! This is my jam, and we all know how jd feels about jam...
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spacehorrors · 3 years ago
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second half of season one review!
I loved this season so much and I had so much more difficulty narrowing down five episodes because I would just listen to an episode, add it to the list, listen, add etc. so so good but I did have some that just blew me away.
E30 - The Killing Floor: One of my favourite episodes ever just perfect I love butchers and slaughterhouses because used in horror and that coupled with the way it was narrated.... amazing.
E32 - The Hive: I love Jane so much some of her lines in this episode were just AHH made me see shrimp colours it's so cool hearing her descent into the hive.
E39 - Infestation: Had me on the edge of my seat!!! The broken up narration coupled with the revelations about the characters and why Jon is recording all this made such a good episode.
E27 - A Sturdy Lock: Reminded me very much the Haunting of Hill House and I loved it I especially love when the final twist at the edge just chills you. Jon saying how there was never any lock or key hole just chilled me to the bone I loved it.
E25 Growing Dark: it was the little things that set this episode aside from E24 which I actually found scarier but I preferred the story in Growing Dark and the growing unease and gloom.
honourable mentions to E21 Freefall, E24 Strange Music but I loved sooo many in this 20 episodes these were just the ones that stuck with me. Freefall was just a very interesting concept!!
my predictions
so my main prediction that Jon would get (partially) eaten by worms (which I'm sure many people enjoyed watching me scream about knowing what was coming lol) came true so this is going at the top because I was right.
so so obviously there's something big going on but I have my money on being some sort of supernatural organisation with all of the members we see reoccurring being part of the web. I think the cults that we have seen so far (like in Growing Dark) are 'serving them' and whoever killed Gertrude is part of them. The Norwegian guy (his name escapes me and unfortunately I cannot google anything for fear of spoilers) is at the head of it.
Elias is definitely the traitor. Definitely I don't like that man
I've already had this one confirmed by my beloved friend abby saying "oh man you're good at this" but I sent her a message saying that I thought Jon experienced a supernatural event when he was very young which he couldn't prove which has then led to him needing to record things.
I'm assuming all these evil books belong together too along with that table and the calliope come together.
recurring things I have enjoyed
darkness - the cave one and the growing dark one sticks in the mind when thinking about darkness and how light seems to change the danger level completely is very cool. fear of the dark just never gets old!
heat - lots of times it's used as some sort of barrier or pain enforcement and I love it. the boiling water sort of thing and just things becoming too hot and burning up as a sigh of things being wrong.
decay - I am a sucker for when things are just rotting and decaying and tma's description of that is just SO good. they're very good at using every single sense possible when writing and their use of smell for this sort of thing is awesome.
eternity - idk I just had to include this by the idea of imprisonment via having to do something forever and the idea of being trapped by having to go through something that seems endless e.g the tunnel, the sky etc is really compelling.
ok that's it! feel free to ask me anything about the episodes I've seen I have lots of thoughts and didn't want this post to be tooooo long.
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6knotty6thotty6 · 4 years ago
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So a couple of months ago, I saw a YouTube video that was an audio recording of season 5, episode 6 of Bojack Horseman, “Free Churro.” In the episode, the main character, Bojack Horseman, spends 20 minutes giving a eulogy at his mother’s funeral. There’s one big problem though, his mother was an abusive bitch. His eulogy is him trying to contemplate what she meant by her drying words, “I see you,” and whether or not she loved him. As someone who has a dead parent who was abusive, this is probably my favorite episode of any show ever for how much it helped me understand my feelings. The comments section is filled with people sharing their pain with their abusive families, but one comment stood out to me above all the others by how raw and relatable it was. This comment was by a YouTuber named Moonstruck. At the bottom of this post is a link to her channel. Please support her. After reading this, she deserves a million subscribers. Also please watch Bojack Horseman. (I corrected some of the grammatical errors to make it easier to read)
Disclaimer: Child abuse, bullying, trauma, and mental health:
Moonstruck: 
This is a great monologue, but one part of it, in particular, really caught my attention was the 'grand gesture' bit.
When I was a kid, I read this book called "Chicken Soup for the Soul." There's a shitload of them. I don't remember which particular one it was. I hated the whole series because it's just someone profiting off a bunch of other people's stories rather than trying to write their own, in my opinion. 
Anyway.
This one story that I remember, the ONLY one I remembered,  was sent in by a little girl. She wrote about how her father never told her that he loved her. He never once, in her whole life, said the words "I love you." I don't remember her mom being mentioned, maybe she was dead; it doesn't matter. The point is her dad was basically an emotionless asshole. Well, one day, this girl gets sick. Really sick. Possibly on her deathbed sick. She wrote that one day she woke up to find a necklace sitting on her nightstand that had a pendant that looked like her dog. She said she held it to her heart and cried because that necklace said all the things her father never had.
I thought, "What a load of bullshit."
A cheap trinket doesn't make up for years and years of emotional neglect. Anyone can buy a thing and toss it your way. Hell, he didn't even hand it to her himself, just left it there for her to find if/when she woke up, then left her alone again to possibly die.
A lot of people say that actions speak louder than words, in cases like political protests and shit. While that's true, scenarios that this that girl are different. Gifts can never replace the words, "I love you."
When I was a kid, my father never told me he loved me. My mother didn't either, but she's a whole other kettle of fish. I would say 'my biological mother or father,' but I never got adopted ones, so who gives a shit. Anyway. My father was rarely around, and when he was, he just spent the entire time fighting with my mother and leaving again. He would do and say anything that could get him to spend less time in the house with her. With us. I can't blame him. If I could've left during those times, I would have. I tried more than once. I even earned the nickname 'runaway' from a family friend because of it. 
I was told that I was worthless as early as I could understand words. I don't know what it is about me that set my mother off, but she HATED me. I was always told how expensive I was to keep alive and how I wasn't worth it. If I dared ask for anything, she would remind me how much she spent just to keep me from starving to death and that it was too much already. On the rare occasion I was given something, it was so she could use it as a threat. She was like, "Sure, you can have that toy horse since we got your sister a real one, but you better behave or we'll give it to her and let her break it." Or "Oh, fine, we can keep this dog as a FAMILY pet (NOT YOURS), but if you do something we don't like, we'll take it away and kill it." 
Oh, yeah. I have a sister. She’s cut from the same cloth as our mother. I don't consider any of them family anymore. She was two years older than me. She was the "we should have stopped while we were ahead" kid. Anything she wanted, she got. 
"Mom, can I have an award-winning horse and expensive dressage lessons?"
"Sure!"
"Mom, can I have a car?"
"No problem!"
"Mom, can you pay for my ballet lessons?"
"Absolutely!"
She was the golden child. The one that could do no wrong and wasn't a mistake. Even after she totaled her car, got arrested for an underage DUI, and got pregnant three times in high school, she was still the good one. I never even asked to go to school dances, parties, or go out with the one friend I had. My sister liked to see me in pain. She'd tell our mom that I did things just to get me in trouble. Whether it involved blaming me for things she did or fabricating stuff, she'd say whatever it took to get my mother to beat me while she watched and laughed. Oh, yeah, our mom was BIG on physical punishment. I've been whipped with everything from a riding crop, a wooden paddle, spoons, and especially belts. Anything that was close at hand when my mother got irritated, I've been hit with it. 
At one point, my sister had three tall, beautiful show-worthy horses. I was allowed to keep a sickly old pony for all of a week before she was taken away, then I'd get called ungrateful for asking why we had to get rid of HER instead of one of the horses. Even though my mother said it cost too much to keep them all. With horses being obviously too rich for my blood, I asked for something cheaper, and for once, I got it. I was given a baby goat that one of our neighbors' goats had abandoned for being too weak, and they didn't have time to raise. I loved that goat. I bottle raised him, and named him Ben. He was my best friend for a while. When he grew up, he got so big that I was able to stand on his back to grab tree branches and pull them down so he could eat the leaves. I walked him on a leash like a dog every day. I loved him so much. My mother had me enter him in a show, and we won ninth place! I was thrilled to have something to show against my sister's collection of dressage show ribbons. I finally had proof that I could do something right! Sure, the prize money was taken away from me, but I still had Ben.
But Ben didn't come home with me after the show. It turns out he was sold to a slaughterhouse because that show was for meat goats. I didn't know until he was already gone. Of course, my mother punished me for being upset and even forced me to write a thank-you card to the people who bought his meat. 
My mother was always like that. Anything I loved was used as a threat. I eventually accepted that loving anything was a waste of time. I learned to detach myself from my feelings, and I got really good at it. I can completely turn off my emotional reaction to anything. One time I had to put down one of the egg-laying hens at work that got too sick to save, and I felt nothing while bringing down the ax. When I lost out on a job that could have changed my life, I told myself how stupid it was to hope for anything good. Any positive emotion I felt got me punished, so I learned to feel nothing at all. To this day, I still have trouble feeling things, even when I want to. I'm taking pills now, and they help, sometimes. 
I've had several suicide attempts. I keep a box of razor blades in my desk just to have them close. I got a tattoo of a heart with rainbows on my wrist. Partially for LGBT solidarity, but mostly to remind myself that there is still beauty in the world. I still struggle with wonder if I actually believe it or not. 
I've tried so hard to be a good kid. I never partied, never drank, never smoked even when the chances were there, and I would have greatly loved anything to make the pain stop or even just dull it a little bit. I was in the gifted and talented program at school and was able to graduate at fifteen. For a while, I was sent to a children's home where I was passed around to many people I didn't know, including a clown who I may or may not have actually been related to, until I eventually wound up out here where I am now. It's all pretty hazy, and the details get scrambled. 
It's been 10 years since I've had contact with my mother and sister. I can't even keep in touch with the one friend I had, even after I lived with her. She's tried to reach out to me, but I just… can't. I try, but I can't. Sometimes, I can almost pretend that my past wasn't real. It's just a hazy fog that isn't really there. I want to believe that if I don't allow something, or someone, who was part of that past, someone tangible and real, into my life again, then the fog will go away. This is why I can't do it. I know I'm a terrible friend. Ariel, if you're reading this, I'm sorry. You're better off without me in your life anyway. 
I typed all of this out because sometimes, about fifty dollars or so shows up in my PayPal from my father's email address. I don't know if it's from him or from her using his email, but it doesn't matter either way. The point is I know my mother is the one sending the money.
I know my mother likes to think she's a good person. She went to church every Sunday, and probably still does. She organized a lot of church events and participated in every church function. I had to be an altar server for several years until I aged out of it and was in the choir. She kept going to that church even after the priest got drunk, called me many horrible names in front of everyone, and was revealed to be a pedophile that raped a little boy at gunpoint. She probably still goes to that same church and organizes things. She likes being in charge. She likes having people look at her and say, "That there is a good person."
But are you, though, Mom? Are you really a good person? Were you a good person when you hit me? When you lied to me? When you laughed with my sister about how much I got hurt for things I didn't do? Were you a good person every time you told me you'd kill my cat or leave my dog at the pound? Were you a good person when you sold Ben to be eaten, knowing that I loved him? Were you a good person when you made me read "A child called It" and told me that you'd start doing the things in that book to me if I didn't behave? Were you a good person every time you told my father I was a liar whenever I tried to tell him what you were doing to me? Were you a good person when you told me I wasn't worth the cost of being alive? Were you? 
Fuck you, Mom! Keep your fucking money! A necklace on the nightstand isn't enough. A trinket can't heal years and years and years of abuse and hurt. You can't hide these scars under dollar bills. I hope you die alone. I know I probably will, but I don't even care anymore. I lost the ability to care thanks to you. You can't make up for the things you did and the things you didn't say now. Too little, too late! 
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symbianosgames · 8 years ago
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Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees.Of breathing life into barren soil and thriving against all odds in a hostile, indifferent world. It’s a delicate dance to remove that which does not matter in favor of that which does.
Prune is my love letter to trees.
The seed of the game (first and last tree pun, I promise!) actually started with a tweet from a friend:
The game was originally supposed to be a short two to three month project to get my feet wet as a solo indie game designer. I had a fair amount of experience as a designer on large AAA teams but had never put anything out on my own so I figured I should start as small as possible. Unfortunately, three months quickly turned into six months, and finally into a year and three months.
I, along with the help of Kyle Preston and Simon Ferrari, finally managed to get the game out onto the Apple App Store in July of 2015. For most of the game’s development I had zero clue as to how the game would be received since it was this weird procedural, interactive art thing. Prune has far exceeded any of the modest expectations I had for it. On release it garnered Apple's Editors' Choice award and more recently has been named TIME Magazine's Game of the Year for 2015 as well as Apple’s iPad Game of the Year.
I wanted to write this postmortem for a couple reasons. First, I’ve been reading postmortems for a while now, starting with classic issues of Game Developer magazine, so it feels almost like a rite of passage when you finally get to write your own (as cheesy as that sounds). But more importantly, having read so many, I know it can be tempting to not exactly give the whole truth, to sugar coat things, to TED-ify the long arduous development into Five Easy to Digest Takeaways. And as a reader, especially as a young, thirsty game designer, it can be easy to convince yourself that if you just “do these five things, and avoid these five other things” you’ll be well on your way to your very own Notch house.
Just pick the exact right platform (Ouya obviously), iterate-iterate-iterate, and find the “fun”, all the while avoiding nasty things like feature creep and you’re set!!
So with all of that in mind I’m going to try my best not to candy-coat the development of Prune. I want to try and illuminate some of the less talked-about aspects of indie game development, especially as it relates to success. Obviously game development is an incredibly messy and complex process and a single write-up is never going to paint a fully accurate picture, but hopefully it will help paint a slightly more honest one.
1. White Moves First
Privilege is something that’s really easy to take for granted and of all the postmortems I’ve read over the years I don’t ever remember seeing it mentioned. Yet, more than an original game idea, more than streamlined design, more than any other thing I feel that privilege was the key contributor to Prune’s success.
It’s impossible for me to fully acknowledge everything that was on my side, but here’s a start:
I was born male, middle-class, and white. My dad was a computer programmer and we had a computer in the house from an early age. Since I was a boy growing up in the 80s and 90s videogames were this socially accepted thing for me. Being middle-class gave me the free-time to dabble in computers from an early. It gave me the luxury of taking part in the Quake mod community and eventually led to me getting my foot in the door in the AAA game industry.
Being fortunate enough to work in the game industry gave me a huge advantage. I may not have known much of anything when I started back in 2006, but seven years later I had an Education in game design, in the game production process, in how to make an interactive experience worth having. It also allowed me to make friends and connections that proved crucial later on. I’m truly not saying any of this to boast, but to simply point out the huge amount of privilege I had on my side when I decided to quit my job and go indie in the fall of 2013.
Even upon going indie I still took so much for granted. I was incredibly lucky to have time and money to burn (more on that below). Oh, and did I mention I live in the US? Turns out being near critical developer events like GDC is a pretty big deal, not to mention that whole speaking English thing. Indie developers in other countries have a much tougher time breaking through and we in the US get this free ticket to a ton more coverage and press.
Looking at Prune’s success in a vacuum is just seeing the palm tree and cute little mound of sand peeking above the water and ignoring the mountain of privilege that built to that island. It’s ignoring the years of repeated failure I was allowed to have suspended over a safety net built and subsidized by my starting position in life.
If you’re reading this and you are in a minority or marginalized position, then you’re well aware of the uphill battle you face. Please, please don’t be discouraged by all of this. New organizations are popping up more and more lately to help address the issue. There’s Girls Who Code, Dames Making Games, and Different Games to name a few. Plus the IGDA has long advocated for inclusivity and even the ESA is trying to help. I, and I’m sure many other indies, would love to help out, so please don’t hesitate to reach out.
2. Have a Lot of Time/Money (Preferably Both)
The hopefully not-so-big secret is that becoming a “successful” indie (usually defined as financially sustainable) takes a whole lot of time. A recent Gamasutra article concludes that it tends to take two to three years to sustainability while I’ve heard some indies estimate the average to be as much as five years. And all of this is assuming that you’re even lucky enough to become sustainable at all.
The main reason it takes so long is because you need plenty of time to fail a lot. For me, first there was the last 15 or so years of stumbling my way through how to even make game experiences, then upon going indie there was six months of prototyping questionable game ideas, and finally with Prune I spent another six months lost, prototyping everything I could think of.
Having the luxury of time allowed me to eventually find the soul of the game.
Six months in, I basically had a full game, with over 60 levels (more levels than I eventually shipped with). But I wasn’t happy with it. Playtests showed the game was clinical and frustrating. After talking to some friends, I worked up the courage to essentially reboot the game.
I stripped things down to a bare minimum: just a tree, sunlight, and shadow. I also had been thinking for a while about how to make pruning more expressive. Up until now, pruning was a wholly subtractive process. Trees were these static structures that could be cut away but that was it. This was limiting and was one of the reasons I had to rely on a bunch of other mechanics to bolster the game.
Instead, what if I made pruning both a subtractive and additive process? By imbuing the tree with a sense of “conserved growth potential,” I could get a much wider, more dynamic range of expression from the tree.
Old vs New
Of course, this wasn’t as easy as flipping a switch in code. I had to completely rewrite how the trees grew in the game, and it took me several tries over a couple months’ time to get it right. But it finally felt like I had found Prune’s soul. If I had had tighter constraints on my time, the game likely would not have found nearly the success that it did.
I’m extremely fortunate to have had all of this time and runway to experiment. Growing up middle-class put me at an advantage from the start. Add to this living in the Midwest, being lucky enough to not have any student loans, and being a generally frugal person. Combine all this with the money from my AAA job and it meant that I had way more time than I deserved to get the necessary failures out of the way and have a chance at success.
3. Don’t Listen to Advice (Including Mine)
The indie scene is in no shortage of handing out advice, that’s for sure. There’s plenty of advice on which platform to bring your game to, how best to market your game, how to monetize it, etc. Of course, there’s nothing necessarily wrong with advice, as long as you temper it appropriately and realize that it might be tied to a specific time and/or place. Videogames as an art form is moving so fast that the sage advice you hear at the beginning of developing your game may be completely null and void a year or two later when you finish.
The first piece of advice I heard upon going indie back in late 2013 was, whatever you do, don’t go mobile! Mobile is an unhealthy marketplace, a hopeless wasteland where your game will go to die. The PC/Steam was where any smart indie should bring their game. Make a good game on PC and you’re pretty much guaranteed success, is what they said.
So I actually listened to this advice and probably would have followed through with it were it not for stumbling upon Prune. Of course, now it’s 2016 and the so-called indiepocalypse is a thing and PC is not at all the safe bet it once was. Here’s the funny thing about advice—if you’re hearing it then EVERYBODY ELSE is also listening to this advice. Any proclamation that doing X is a guarantee for success is a lie and is going to be this incredibly fragile thing.
Another commandment I failed to follow was if you go mobile then you HAVE to go free-to-play. Premium mobile games are dead! It may be true that going F2P can increase your revenue by 10X or whatever, but F2P certainly wasn’t right for me (I can’t stand it) and I wasn’t necessarily interested in maximizing the game’s revenue. It also turns out that there are a lot of mobile players who are thirsty for quality experiences and are willing to pay a fair price for that. My point isn’t that F2P sucks and you should definitely go “premium”, but that you should listen to your heart. Do what’s right for you.
4. Finding a Creneau
Now that I’ve finished telling you to never listen to any advice I’m going to dispense some advice! First, some background: I’m the type of person who always wants new experiences, new and different ways to do things. This can sometimes drive my wife crazy when I refuse to watch a good movie again if I’ve seen it in the last ten years or so. But it turns out this is a pretty useful trait to have when you’re an indie since you’re naturally drawn to want to try things that nobody has done before.
As it also turns out, there have been entire business and marketing books written on the subject. Crazy, huh? I would have never sought one of these out on my own but, upon going indie, a friend suggested I read the book, Positioning: The Battle for Your Mind, and it did a great job of explaining what was already deep inside me. It’s not a revolutionary concept but it explained how to find a creneau. That’s fancy French for a hole, or pivot, in which to get a foothold to position yourself with respect to the competition. If that sounds too business-y, think of it more as what makes your game special? What’s the one thing you’ll focus on that is going to make it stand out against all the others?
This was exactly my approach with Prune. The App Store is crowded with cutesy match-3s, zombie tower defense games, and infinite runners so why do anything remotely close to any of these when I could instead go the complete opposite direction? One of the clearest ways to see this is in the art direction for the game. Rather than finding an artist and commissioning elaborate, hand-drawn or 3D modeled assets I chose to embrace my limitations and make something procedural that didn’t look quite like anything else I was seeing on mobile.
5. Have a Lot of Luck
This postmortem wouldn’t feel complete without mentioning the L word: luck. Luck tends to be a big part of any success and it’s not something I want to discount. I’ve already mentioned a few things but just to drill home the point here is a non-comprehensive list of times when luck was on my side:
Lucky that I even saw my friend’s tweet to begin with
Lucky that I had time and money to burn, finding the game’s soul
Lucky that I happened to have an iPad to test on (I don’t own a smartphone)
Lucky that I had a family to support me while working from home (to keep me sane)
Lucky that I met Kyle Preston and that he was able to contribute his amazing talents to score the music in the game
Lucky that well-respected, successful indies would take the time to help me find the game’s soul and build up my confidence
Lucky, when black smoke started billowing out of my computer, that it was only my spare hard drive
Lucky that I was introduced to Apple contacts from a friend
Lucky that Apple happened to love this particular game
Lucky that I didn’t go up against Angry Birds 2 which released the following week
Et cetera, et cetera
And who knows how much luck I’m not even accounting for! Please don’t take this as me saying “hey guys and gals, just be lucky like meee!” Again, it comes from a place of trying to be sincere.
There are, of course, ways to increase your chances of being “lucky.” The usual advice is to open yourself up more, to try and make more connections with people. I pushed myself to do this. I went to local events. I shared the game with people. I kept a devlog. One example of how it paid off was that I got to meet Kyle, my eventual composer, through TIGSource where I had posted my devlog.
But luck is also a messy, tangled web of systems that are ultimately out of our control. To me it seems wise to acknowledge that luck exists and do our best to influence it. But at the end of the day, we also need to remember that luck, of the out-of-our-control variety, is still a considerable factor for any success or failure.
1. Getting Lost in the Wilderness
The initial prototype for the game was finished in only a couple evenings. It was clear this would be a game with procedural trees growing in real time and the player’s main verb would be cutting branches away. Oh, and remember: it would be finished in a couple months!
My next step was to explore the design space. I had heard repeatedly over the years from wise, successful indies that the key to a great game is to fully explore the design space around your game idea. I’d heard it described as this vast undiscovered wilderness. Some game idea design spaces will prove to be rich and fertile with gold nuggets lying everywhere, while others would be barren wastelands.
The problem is that I misinterpreted this advice to mean I should just start prototyping anything and everything related to the broad topic of trees. I didn’t know what my design space really was, I had no focus.
My initial focus (basically everything)
I spent the next six months prototyping all kinds of things--shield power-ups, infinite fractal trees, tree planets, weird inverted trees, and countless game modes like 2-player coop, FRENZY!, and endless modes.
This all had a time cost and a mental cost. I started to become overwhelmed with the possibility space, lost in the wilderness. In retrospect I should have focused in on the heart and soul of the game. Pruning as player expression was the most interesting part of the game and I should have been searching in that much more constrained space from the beginning.
Where I *should* have focused
2. Worry About Every Little Thing
I don’t want to belabor this point since others have talked about it at length, but I definitely have a bit of a perfectionist streak running through me. This is a common trait with game developers and can often be good for ensuring things that really matter to the project are just right. But when the things you’re fretting over don’t really matter in the grand scheme of things you just end up wasting a lot of time.
I would waste hours of my time tweaking the look of a soon-to-be-cut mechanic, days of my time picking the exact right font, and weeks or months of my time deliberating over decisions such as how to represent the score in game.
Even up until the end of the project I maintained a hotlist of must-do items before shipping the game. These were “super important” things like ensuring certain branches in certain levels didn’t look too thin when curving a particular way, or certain pipes at the end of the game not having proper collision. Well guess what? I shipped the game having never addressed a huge chunk of these “critical” issues and even now, half a year after release and I *still* haven’t managed to get to them and nobody has noticed! The point is, our time as developers is incredibly precious, it’s limited. I should have asked myself more often than I did, what’s most important and what will nobody ever care about?
3. Be Really Bad at Scheduling
If there was an award for being the worst at scheduling I’m pretty sure it would have my name on it. Remember how I mentioned that my initial goal was to finish and release the entire game in two to three months? That’s a bit of a lie. In actuality I was hoping to “game jam” it and have it out in a month. But I’d heard enough times that you should double or triple your initial estimate so that’s why I picked two to three months. It’s hard to explain just how bad I was at accurately forecasting how long things would take me and actually sticking to a schedule.
Here’s how it would generally go down. I would first make a crude schedule, not based on anything reasonable or sane but based on what I delusionally wanted to get done. I would give myself a fraction of the time actually needed to accomplish the remaining tasks. And then I would let this schedule sit in a dark corner of my hard drive for a while and get to working on stuff. Then one day I’d happen to unearth the schedule and look at the calendar and realize it was now 45 days later and I hadn’t even finished half the tasks on my list.
I did this over and over again during the development of Prune, partly because I didn’t know what game I was making and partly because I had completely unrealistic expectations. After a while it started to become a boy-who-cried-wolf situation where I felt like I couldn’t even trust myself at all any more. The only thing that saved me was finally realizing that I could use external deadlines, such as awards submissions, to force myself to focus and make hard decisions.
4. Struggling to See the Light
Searching for my game’s soul, spending too much time on dumb things, and constantly being over schedule all led to some really low, discouraging times for me. I constantly questioned whether this was the right project to be working on or whether I was just wasting my time. I considered just cutting my losses and releasing the game as-is several times since I figured the game would probably never make back the little bit of money I put into it. I questioned whether I was even cut out to be “indie,” to work on my own game.
Even though going solo was the right decision and is how I work best, toiling away alone for over a year was hard on my emotional well-being. It may not sound like a lot, especially when some indies endure three or more years of this, but for me it felt like an eternity at times. I’m fortunate that I had my wife and two boys to keep me in balance—I at least had an escape at the end of each day, somebody to talk to.
I went on a lot of walks during dev. Often it would let me distance myself from a problem just enough to let me think clearly about it. But at the lowest points I walked to distance myself from the game, to distance myself from my self.
Of course, all of this that I’m describing develops into this vicious downward spiral wherein you get discouraged and stop doing any productive work on the game, which in turn discourages you further, causing you to lose more calendar time, ad infinitum.
This is something that isn’t talked about as much as it should be in the indie scene. So often we only pay attention to results. Was the game a hit? Was it successful? Did it pay off the dev costs? We sweep under the rug the process, the struggle, the emotional drain. In the future I need to focus more on my creative process and direct more of my attention to my mental health before it gets too late.
Even though I struggled and made a whole lot of mistakes, I’m still really proud of Prune. My goals for going indie were to live modestly, work on new and interesting games, and make just enough money to get by. As my first project, Prune has done all of this and more.
One of the best parts about the experience has been the player reception. I didn’t make the game for gamers—there’s plenty of options out there for them—but for anyone. My heart has been warmed over and over again upon receiving touching emails from old ladies who have never played a video game in their life. I’m humbled that my tiny game has resonated with so many people and am incredibly grateful that I’ll be able to continue on this journey going forward.
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symbianosgames · 8 years ago
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Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees.Of breathing life into barren soil and thriving against all odds in a hostile, indifferent world. It’s a delicate dance to remove that which does not matter in favor of that which does.
Prune is my love letter to trees.
The seed of the game (first and last tree pun, I promise!) actually started with a tweet from a friend:
The game was originally supposed to be a short two to three month project to get my feet wet as a solo indie game designer. I had a fair amount of experience as a designer on large AAA teams but had never put anything out on my own so I figured I should start as small as possible. Unfortunately, three months quickly turned into six months, and finally into a year and three months.
I, along with the help of Kyle Preston and Simon Ferrari, finally managed to get the game out onto the Apple App Store in July of 2015. For most of the game’s development I had zero clue as to how the game would be received since it was this weird procedural, interactive art thing. Prune has far exceeded any of the modest expectations I had for it. On release it garnered Apple's Editors' Choice award and more recently has been named TIME Magazine's Game of the Year for 2015 as well as Apple’s iPad Game of the Year.
I wanted to write this postmortem for a couple reasons. First, I’ve been reading postmortems for a while now, starting with classic issues of Game Developer magazine, so it feels almost like a rite of passage when you finally get to write your own (as cheesy as that sounds). But more importantly, having read so many, I know it can be tempting to not exactly give the whole truth, to sugar coat things, to TED-ify the long arduous development into Five Easy to Digest Takeaways. And as a reader, especially as a young, thirsty game designer, it can be easy to convince yourself that if you just “do these five things, and avoid these five other things” you’ll be well on your way to your very own Notch house.
Just pick the exact right platform (Ouya obviously), iterate-iterate-iterate, and find the “fun”, all the while avoiding nasty things like feature creep and you’re set!!
So with all of that in mind I’m going to try my best not to candy-coat the development of Prune. I want to try and illuminate some of the less talked-about aspects of indie game development, especially as it relates to success. Obviously game development is an incredibly messy and complex process and a single write-up is never going to paint a fully accurate picture, but hopefully it will help paint a slightly more honest one.
1. White Moves First
Privilege is something that’s really easy to take for granted and of all the postmortems I’ve read over the years I don’t ever remember seeing it mentioned. Yet, more than an original game idea, more than streamlined design, more than any other thing I feel that privilege was the key contributor to Prune’s success.
It’s impossible for me to fully acknowledge everything that was on my side, but here’s a start:
I was born male, middle-class, and white. My dad was a computer programmer and we had a computer in the house from an early age. Since I was a boy growing up in the 80s and 90s videogames were this socially accepted thing for me. Being middle-class gave me the free-time to dabble in computers from an early. It gave me the luxury of taking part in the Quake mod community and eventually led to me getting my foot in the door in the AAA game industry.
Being fortunate enough to work in the game industry gave me a huge advantage. I may not have known much of anything when I started back in 2006, but seven years later I had an Education in game design, in the game production process, in how to make an interactive experience worth having. It also allowed me to make friends and connections that proved crucial later on. I’m truly not saying any of this to boast, but to simply point out the huge amount of privilege I had on my side when I decided to quit my job and go indie in the fall of 2013.
Even upon going indie I still took so much for granted. I was incredibly lucky to have time and money to burn (more on that below). Oh, and did I mention I live in the US? Turns out being near critical developer events like GDC is a pretty big deal, not to mention that whole speaking English thing. Indie developers in other countries have a much tougher time breaking through and we in the US get this free ticket to a ton more coverage and press.
Looking at Prune’s success in a vacuum is just seeing the palm tree and cute little mound of sand peeking above the water and ignoring the mountain of privilege that built to that island. It’s ignoring the years of repeated failure I was allowed to have suspended over a safety net built and subsidized by my starting position in life.
If you’re reading this and you are in a minority or marginalized position, then you’re well aware of the uphill battle you face. Please, please don’t be discouraged by all of this. New organizations are popping up more and more lately to help address the issue. There’s Girls Who Code, Dames Making Games, and Different Games to name a few. Plus the IGDA has long advocated for inclusivity and even the ESA is trying to help. I, and I’m sure many other indies, would love to help out, so please don’t hesitate to reach out.
2. Have a Lot of Time/Money (Preferably Both)
The hopefully not-so-big secret is that becoming a “successful” indie (usually defined as financially sustainable) takes a whole lot of time. A recent Gamasutra article concludes that it tends to take two to three years to sustainability while I’ve heard some indies estimate the average to be as much as five years. And all of this is assuming that you’re even lucky enough to become sustainable at all.
The main reason it takes so long is because you need plenty of time to fail a lot. For me, first there was the last 15 or so years of stumbling my way through how to even make game experiences, then upon going indie there was six months of prototyping questionable game ideas, and finally with Prune I spent another six months lost, prototyping everything I could think of.
Having the luxury of time allowed me to eventually find the soul of the game.
Six months in, I basically had a full game, with over 60 levels (more levels than I eventually shipped with). But I wasn’t happy with it. Playtests showed the game was clinical and frustrating. After talking to some friends, I worked up the courage to essentially reboot the game.
I stripped things down to a bare minimum: just a tree, sunlight, and shadow. I also had been thinking for a while about how to make pruning more expressive. Up until now, pruning was a wholly subtractive process. Trees were these static structures that could be cut away but that was it. This was limiting and was one of the reasons I had to rely on a bunch of other mechanics to bolster the game.
Instead, what if I made pruning both a subtractive and additive process? By imbuing the tree with a sense of “conserved growth potential,” I could get a much wider, more dynamic range of expression from the tree.
Old vs New
Of course, this wasn’t as easy as flipping a switch in code. I had to completely rewrite how the trees grew in the game, and it took me several tries over a couple months’ time to get it right. But it finally felt like I had found Prune’s soul. If I had had tighter constraints on my time, the game likely would not have found nearly the success that it did.
I’m extremely fortunate to have had all of this time and runway to experiment. Growing up middle-class put me at an advantage from the start. Add to this living in the Midwest, being lucky enough to not have any student loans, and being a generally frugal person. Combine all this with the money from my AAA job and it meant that I had way more time than I deserved to get the necessary failures out of the way and have a chance at success.
3. Don’t Listen to Advice (Including Mine)
The indie scene is in no shortage of handing out advice, that’s for sure. There’s plenty of advice on which platform to bring your game to, how best to market your game, how to monetize it, etc. Of course, there’s nothing necessarily wrong with advice, as long as you temper it appropriately and realize that it might be tied to a specific time and/or place. Videogames as an art form is moving so fast that the sage advice you hear at the beginning of developing your game may be completely null and void a year or two later when you finish.
The first piece of advice I heard upon going indie back in late 2013 was, whatever you do, don’t go mobile! Mobile is an unhealthy marketplace, a hopeless wasteland where your game will go to die. The PC/Steam was where any smart indie should bring their game. Make a good game on PC and you’re pretty much guaranteed success, is what they said.
So I actually listened to this advice and probably would have followed through with it were it not for stumbling upon Prune. Of course, now it’s 2016 and the so-called indiepocalypse is a thing and PC is not at all the safe bet it once was. Here’s the funny thing about advice—if you’re hearing it then EVERYBODY ELSE is also listening to this advice. Any proclamation that doing X is a guarantee for success is a lie and is going to be this incredibly fragile thing.
Another commandment I failed to follow was if you go mobile then you HAVE to go free-to-play. Premium mobile games are dead! It may be true that going F2P can increase your revenue by 10X or whatever, but F2P certainly wasn’t right for me (I can’t stand it) and I wasn’t necessarily interested in maximizing the game’s revenue. It also turns out that there are a lot of mobile players who are thirsty for quality experiences and are willing to pay a fair price for that. My point isn’t that F2P sucks and you should definitely go “premium”, but that you should listen to your heart. Do what’s right for you.
4. Finding a Creneau
Now that I’ve finished telling you to never listen to any advice I’m going to dispense some advice! First, some background: I’m the type of person who always wants new experiences, new and different ways to do things. This can sometimes drive my wife crazy when I refuse to watch a good movie again if I’ve seen it in the last ten years or so. But it turns out this is a pretty useful trait to have when you’re an indie since you’re naturally drawn to want to try things that nobody has done before.
As it also turns out, there have been entire business and marketing books written on the subject. Crazy, huh? I would have never sought one of these out on my own but, upon going indie, a friend suggested I read the book, Positioning: The Battle for Your Mind, and it did a great job of explaining what was already deep inside me. It’s not a revolutionary concept but it explained how to find a creneau. That’s fancy French for a hole, or pivot, in which to get a foothold to position yourself with respect to the competition. If that sounds too business-y, think of it more as what makes your game special? What’s the one thing you’ll focus on that is going to make it stand out against all the others?
This was exactly my approach with Prune. The App Store is crowded with cutesy match-3s, zombie tower defense games, and infinite runners so why do anything remotely close to any of these when I could instead go the complete opposite direction? One of the clearest ways to see this is in the art direction for the game. Rather than finding an artist and commissioning elaborate, hand-drawn or 3D modeled assets I chose to embrace my limitations and make something procedural that didn’t look quite like anything else I was seeing on mobile.
5. Have a Lot of Luck
This postmortem wouldn’t feel complete without mentioning the L word: luck. Luck tends to be a big part of any success and it’s not something I want to discount. I’ve already mentioned a few things but just to drill home the point here is a non-comprehensive list of times when luck was on my side:
Lucky that I even saw my friend’s tweet to begin with
Lucky that I had time and money to burn, finding the game’s soul
Lucky that I happened to have an iPad to test on (I don’t own a smartphone)
Lucky that I had a family to support me while working from home (to keep me sane)
Lucky that I met Kyle Preston and that he was able to contribute his amazing talents to score the music in the game
Lucky that well-respected, successful indies would take the time to help me find the game’s soul and build up my confidence
Lucky, when black smoke started billowing out of my computer, that it was only my spare hard drive
Lucky that I was introduced to Apple contacts from a friend
Lucky that Apple happened to love this particular game
Lucky that I didn’t go up against Angry Birds 2 which released the following week
Et cetera, et cetera
And who knows how much luck I’m not even accounting for! Please don’t take this as me saying “hey guys and gals, just be lucky like meee!” Again, it comes from a place of trying to be sincere.
There are, of course, ways to increase your chances of being “lucky.” The usual advice is to open yourself up more, to try and make more connections with people. I pushed myself to do this. I went to local events. I shared the game with people. I kept a devlog. One example of how it paid off was that I got to meet Kyle, my eventual composer, through TIGSource where I had posted my devlog.
But luck is also a messy, tangled web of systems that are ultimately out of our control. To me it seems wise to acknowledge that luck exists and do our best to influence it. But at the end of the day, we also need to remember that luck, of the out-of-our-control variety, is still a considerable factor for any success or failure.
1. Getting Lost in the Wilderness
The initial prototype for the game was finished in only a couple evenings. It was clear this would be a game with procedural trees growing in real time and the player’s main verb would be cutting branches away. Oh, and remember: it would be finished in a couple months!
My next step was to explore the design space. I had heard repeatedly over the years from wise, successful indies that the key to a great game is to fully explore the design space around your game idea. I’d heard it described as this vast undiscovered wilderness. Some game idea design spaces will prove to be rich and fertile with gold nuggets lying everywhere, while others would be barren wastelands.
The problem is that I misinterpreted this advice to mean I should just start prototyping anything and everything related to the broad topic of trees. I didn’t know what my design space really was, I had no focus.
My initial focus (basically everything)
I spent the next six months prototyping all kinds of things--shield power-ups, infinite fractal trees, tree planets, weird inverted trees, and countless game modes like 2-player coop, FRENZY!, and endless modes.
This all had a time cost and a mental cost. I started to become overwhelmed with the possibility space, lost in the wilderness. In retrospect I should have focused in on the heart and soul of the game. Pruning as player expression was the most interesting part of the game and I should have been searching in that much more constrained space from the beginning.
Where I *should* have focused
2. Worry About Every Little Thing
I don’t want to belabor this point since others have talked about it at length, but I definitely have a bit of a perfectionist streak running through me. This is a common trait with game developers and can often be good for ensuring things that really matter to the project are just right. But when the things you’re fretting over don’t really matter in the grand scheme of things you just end up wasting a lot of time.
I would waste hours of my time tweaking the look of a soon-to-be-cut mechanic, days of my time picking the exact right font, and weeks or months of my time deliberating over decisions such as how to represent the score in game.
Even up until the end of the project I maintained a hotlist of must-do items before shipping the game. These were “super important” things like ensuring certain branches in certain levels didn’t look too thin when curving a particular way, or certain pipes at the end of the game not having proper collision. Well guess what? I shipped the game having never addressed a huge chunk of these “critical” issues and even now, half a year after release and I *still* haven’t managed to get to them and nobody has noticed! The point is, our time as developers is incredibly precious, it’s limited. I should have asked myself more often than I did, what’s most important and what will nobody ever care about?
3. Be Really Bad at Scheduling
If there was an award for being the worst at scheduling I’m pretty sure it would have my name on it. Remember how I mentioned that my initial goal was to finish and release the entire game in two to three months? That’s a bit of a lie. In actuality I was hoping to “game jam” it and have it out in a month. But I’d heard enough times that you should double or triple your initial estimate so that’s why I picked two to three months. It’s hard to explain just how bad I was at accurately forecasting how long things would take me and actually sticking to a schedule.
Here’s how it would generally go down. I would first make a crude schedule, not based on anything reasonable or sane but based on what I delusionally wanted to get done. I would give myself a fraction of the time actually needed to accomplish the remaining tasks. And then I would let this schedule sit in a dark corner of my hard drive for a while and get to working on stuff. Then one day I’d happen to unearth the schedule and look at the calendar and realize it was now 45 days later and I hadn’t even finished half the tasks on my list.
I did this over and over again during the development of Prune, partly because I didn’t know what game I was making and partly because I had completely unrealistic expectations. After a while it started to become a boy-who-cried-wolf situation where I felt like I couldn’t even trust myself at all any more. The only thing that saved me was finally realizing that I could use external deadlines, such as awards submissions, to force myself to focus and make hard decisions.
4. Struggling to See the Light
Searching for my game’s soul, spending too much time on dumb things, and constantly being over schedule all led to some really low, discouraging times for me. I constantly questioned whether this was the right project to be working on or whether I was just wasting my time. I considered just cutting my losses and releasing the game as-is several times since I figured the game would probably never make back the little bit of money I put into it. I questioned whether I was even cut out to be “indie,” to work on my own game.
Even though going solo was the right decision and is how I work best, toiling away alone for over a year was hard on my emotional well-being. It may not sound like a lot, especially when some indies endure three or more years of this, but for me it felt like an eternity at times. I’m fortunate that I had my wife and two boys to keep me in balance—I at least had an escape at the end of each day, somebody to talk to.
I went on a lot of walks during dev. Often it would let me distance myself from a problem just enough to let me think clearly about it. But at the lowest points I walked to distance myself from the game, to distance myself from my self.
Of course, all of this that I’m describing develops into this vicious downward spiral wherein you get discouraged and stop doing any productive work on the game, which in turn discourages you further, causing you to lose more calendar time, ad infinitum.
This is something that isn’t talked about as much as it should be in the indie scene. So often we only pay attention to results. Was the game a hit? Was it successful? Did it pay off the dev costs? We sweep under the rug the process, the struggle, the emotional drain. In the future I need to focus more on my creative process and direct more of my attention to my mental health before it gets too late.
Even though I struggled and made a whole lot of mistakes, I’m still really proud of Prune. My goals for going indie were to live modestly, work on new and interesting games, and make just enough money to get by. As my first project, Prune has done all of this and more.
One of the best parts about the experience has been the player reception. I didn’t make the game for gamers—there’s plenty of options out there for them—but for anyone. My heart has been warmed over and over again upon receiving touching emails from old ladies who have never played a video game in their life. I’m humbled that my tiny game has resonated with so many people and am incredibly grateful that I’ll be able to continue on this journey going forward.
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symbianosgames · 8 years ago
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Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees.Of breathing life into barren soil and thriving against all odds in a hostile, indifferent world. It’s a delicate dance to remove that which does not matter in favor of that which does.
Prune is my love letter to trees.
The seed of the game (first and last tree pun, I promise!) actually started with a tweet from a friend:
The game was originally supposed to be a short two to three month project to get my feet wet as a solo indie game designer. I had a fair amount of experience as a designer on large AAA teams but had never put anything out on my own so I figured I should start as small as possible. Unfortunately, three months quickly turned into six months, and finally into a year and three months.
I, along with the help of Kyle Preston and Simon Ferrari, finally managed to get the game out onto the Apple App Store in July of 2015. For most of the game’s development I had zero clue as to how the game would be received since it was this weird procedural, interactive art thing. Prune has far exceeded any of the modest expectations I had for it. On release it garnered Apple's Editors' Choice award and more recently has been named TIME Magazine's Game of the Year for 2015 as well as Apple’s iPad Game of the Year.
I wanted to write this postmortem for a couple reasons. First, I’ve been reading postmortems for a while now, starting with classic issues of Game Developer magazine, so it feels almost like a rite of passage when you finally get to write your own (as cheesy as that sounds). But more importantly, having read so many, I know it can be tempting to not exactly give the whole truth, to sugar coat things, to TED-ify the long arduous development into Five Easy to Digest Takeaways. And as a reader, especially as a young, thirsty game designer, it can be easy to convince yourself that if you just “do these five things, and avoid these five other things” you’ll be well on your way to your very own Notch house.
Just pick the exact right platform (Ouya obviously), iterate-iterate-iterate, and find the “fun”, all the while avoiding nasty things like feature creep and you’re set!!
So with all of that in mind I’m going to try my best not to candy-coat the development of Prune. I want to try and illuminate some of the less talked-about aspects of indie game development, especially as it relates to success. Obviously game development is an incredibly messy and complex process and a single write-up is never going to paint a fully accurate picture, but hopefully it will help paint a slightly more honest one.
1. White Moves First
Privilege is something that’s really easy to take for granted and of all the postmortems I’ve read over the years I don’t ever remember seeing it mentioned. Yet, more than an original game idea, more than streamlined design, more than any other thing I feel that privilege was the key contributor to Prune’s success.
It’s impossible for me to fully acknowledge everything that was on my side, but here’s a start:
I was born male, middle-class, and white. My dad was a computer programmer and we had a computer in the house from an early age. Since I was a boy growing up in the 80s and 90s videogames were this socially accepted thing for me. Being middle-class gave me the free-time to dabble in computers from an early. It gave me the luxury of taking part in the Quake mod community and eventually led to me getting my foot in the door in the AAA game industry.
Being fortunate enough to work in the game industry gave me a huge advantage. I may not have known much of anything when I started back in 2006, but seven years later I had an Education in game design, in the game production process, in how to make an interactive experience worth having. It also allowed me to make friends and connections that proved crucial later on. I’m truly not saying any of this to boast, but to simply point out the huge amount of privilege I had on my side when I decided to quit my job and go indie in the fall of 2013.
Even upon going indie I still took so much for granted. I was incredibly lucky to have time and money to burn (more on that below). Oh, and did I mention I live in the US? Turns out being near critical developer events like GDC is a pretty big deal, not to mention that whole speaking English thing. Indie developers in other countries have a much tougher time breaking through and we in the US get this free ticket to a ton more coverage and press.
Looking at Prune’s success in a vacuum is just seeing the palm tree and cute little mound of sand peeking above the water and ignoring the mountain of privilege that built to that island. It’s ignoring the years of repeated failure I was allowed to have suspended over a safety net built and subsidized by my starting position in life.
If you’re reading this and you are in a minority or marginalized position, then you’re well aware of the uphill battle you face. Please, please don’t be discouraged by all of this. New organizations are popping up more and more lately to help address the issue. There’s Girls Who Code, Dames Making Games, and Different Games to name a few. Plus the IGDA has long advocated for inclusivity and even the ESA is trying to help. I, and I’m sure many other indies, would love to help out, so please don’t hesitate to reach out.
2. Have a Lot of Time/Money (Preferably Both)
The hopefully not-so-big secret is that becoming a “successful” indie (usually defined as financially sustainable) takes a whole lot of time. A recent Gamasutra article concludes that it tends to take two to three years to sustainability while I’ve heard some indies estimate the average to be as much as five years. And all of this is assuming that you’re even lucky enough to become sustainable at all.
The main reason it takes so long is because you need plenty of time to fail a lot. For me, first there was the last 15 or so years of stumbling my way through how to even make game experiences, then upon going indie there was six months of prototyping questionable game ideas, and finally with Prune I spent another six months lost, prototyping everything I could think of.
Having the luxury of time allowed me to eventually find the soul of the game.
Six months in, I basically had a full game, with over 60 levels (more levels than I eventually shipped with). But I wasn’t happy with it. Playtests showed the game was clinical and frustrating. After talking to some friends, I worked up the courage to essentially reboot the game.
I stripped things down to a bare minimum: just a tree, sunlight, and shadow. I also had been thinking for a while about how to make pruning more expressive. Up until now, pruning was a wholly subtractive process. Trees were these static structures that could be cut away but that was it. This was limiting and was one of the reasons I had to rely on a bunch of other mechanics to bolster the game.
Instead, what if I made pruning both a subtractive and additive process? By imbuing the tree with a sense of “conserved growth potential,” I could get a much wider, more dynamic range of expression from the tree.
Old vs New
Of course, this wasn’t as easy as flipping a switch in code. I had to completely rewrite how the trees grew in the game, and it took me several tries over a couple months’ time to get it right. But it finally felt like I had found Prune’s soul. If I had had tighter constraints on my time, the game likely would not have found nearly the success that it did.
I’m extremely fortunate to have had all of this time and runway to experiment. Growing up middle-class put me at an advantage from the start. Add to this living in the Midwest, being lucky enough to not have any student loans, and being a generally frugal person. Combine all this with the money from my AAA job and it meant that I had way more time than I deserved to get the necessary failures out of the way and have a chance at success.
3. Don’t Listen to Advice (Including Mine)
The indie scene is in no shortage of handing out advice, that’s for sure. There’s plenty of advice on which platform to bring your game to, how best to market your game, how to monetize it, etc. Of course, there’s nothing necessarily wrong with advice, as long as you temper it appropriately and realize that it might be tied to a specific time and/or place. Videogames as an art form is moving so fast that the sage advice you hear at the beginning of developing your game may be completely null and void a year or two later when you finish.
The first piece of advice I heard upon going indie back in late 2013 was, whatever you do, don’t go mobile! Mobile is an unhealthy marketplace, a hopeless wasteland where your game will go to die. The PC/Steam was where any smart indie should bring their game. Make a good game on PC and you’re pretty much guaranteed success, is what they said.
So I actually listened to this advice and probably would have followed through with it were it not for stumbling upon Prune. Of course, now it’s 2016 and the so-called indiepocalypse is a thing and PC is not at all the safe bet it once was. Here’s the funny thing about advice—if you’re hearing it then EVERYBODY ELSE is also listening to this advice. Any proclamation that doing X is a guarantee for success is a lie and is going to be this incredibly fragile thing.
Another commandment I failed to follow was if you go mobile then you HAVE to go free-to-play. Premium mobile games are dead! It may be true that going F2P can increase your revenue by 10X or whatever, but F2P certainly wasn’t right for me (I can’t stand it) and I wasn’t necessarily interested in maximizing the game’s revenue. It also turns out that there are a lot of mobile players who are thirsty for quality experiences and are willing to pay a fair price for that. My point isn’t that F2P sucks and you should definitely go “premium”, but that you should listen to your heart. Do what’s right for you.
4. Finding a Creneau
Now that I’ve finished telling you to never listen to any advice I’m going to dispense some advice! First, some background: I’m the type of person who always wants new experiences, new and different ways to do things. This can sometimes drive my wife crazy when I refuse to watch a good movie again if I’ve seen it in the last ten years or so. But it turns out this is a pretty useful trait to have when you’re an indie since you’re naturally drawn to want to try things that nobody has done before.
As it also turns out, there have been entire business and marketing books written on the subject. Crazy, huh? I would have never sought one of these out on my own but, upon going indie, a friend suggested I read the book, Positioning: The Battle for Your Mind, and it did a great job of explaining what was already deep inside me. It’s not a revolutionary concept but it explained how to find a creneau. That’s fancy French for a hole, or pivot, in which to get a foothold to position yourself with respect to the competition. If that sounds too business-y, think of it more as what makes your game special? What’s the one thing you’ll focus on that is going to make it stand out against all the others?
This was exactly my approach with Prune. The App Store is crowded with cutesy match-3s, zombie tower defense games, and infinite runners so why do anything remotely close to any of these when I could instead go the complete opposite direction? One of the clearest ways to see this is in the art direction for the game. Rather than finding an artist and commissioning elaborate, hand-drawn or 3D modeled assets I chose to embrace my limitations and make something procedural that didn’t look quite like anything else I was seeing on mobile.
5. Have a Lot of Luck
This postmortem wouldn’t feel complete without mentioning the L word: luck. Luck tends to be a big part of any success and it’s not something I want to discount. I’ve already mentioned a few things but just to drill home the point here is a non-comprehensive list of times when luck was on my side:
Lucky that I even saw my friend’s tweet to begin with
Lucky that I had time and money to burn, finding the game’s soul
Lucky that I happened to have an iPad to test on (I don’t own a smartphone)
Lucky that I had a family to support me while working from home (to keep me sane)
Lucky that I met Kyle Preston and that he was able to contribute his amazing talents to score the music in the game
Lucky that well-respected, successful indies would take the time to help me find the game’s soul and build up my confidence
Lucky, when black smoke started billowing out of my computer, that it was only my spare hard drive
Lucky that I was introduced to Apple contacts from a friend
Lucky that Apple happened to love this particular game
Lucky that I didn’t go up against Angry Birds 2 which released the following week
Et cetera, et cetera
And who knows how much luck I’m not even accounting for! Please don’t take this as me saying “hey guys and gals, just be lucky like meee!” Again, it comes from a place of trying to be sincere.
There are, of course, ways to increase your chances of being “lucky.” The usual advice is to open yourself up more, to try and make more connections with people. I pushed myself to do this. I went to local events. I shared the game with people. I kept a devlog. One example of how it paid off was that I got to meet Kyle, my eventual composer, through TIGSource where I had posted my devlog.
But luck is also a messy, tangled web of systems that are ultimately out of our control. To me it seems wise to acknowledge that luck exists and do our best to influence it. But at the end of the day, we also need to remember that luck, of the out-of-our-control variety, is still a considerable factor for any success or failure.
1. Getting Lost in the Wilderness
The initial prototype for the game was finished in only a couple evenings. It was clear this would be a game with procedural trees growing in real time and the player’s main verb would be cutting branches away. Oh, and remember: it would be finished in a couple months!
My next step was to explore the design space. I had heard repeatedly over the years from wise, successful indies that the key to a great game is to fully explore the design space around your game idea. I’d heard it described as this vast undiscovered wilderness. Some game idea design spaces will prove to be rich and fertile with gold nuggets lying everywhere, while others would be barren wastelands.
The problem is that I misinterpreted this advice to mean I should just start prototyping anything and everything related to the broad topic of trees. I didn’t know what my design space really was, I had no focus.
My initial focus (basically everything)
I spent the next six months prototyping all kinds of things--shield power-ups, infinite fractal trees, tree planets, weird inverted trees, and countless game modes like 2-player coop, FRENZY!, and endless modes.
This all had a time cost and a mental cost. I started to become overwhelmed with the possibility space, lost in the wilderness. In retrospect I should have focused in on the heart and soul of the game. Pruning as player expression was the most interesting part of the game and I should have been searching in that much more constrained space from the beginning.
Where I *should* have focused
2. Worry About Every Little Thing
I don’t want to belabor this point since others have talked about it at length, but I definitely have a bit of a perfectionist streak running through me. This is a common trait with game developers and can often be good for ensuring things that really matter to the project are just right. But when the things you’re fretting over don’t really matter in the grand scheme of things you just end up wasting a lot of time.
I would waste hours of my time tweaking the look of a soon-to-be-cut mechanic, days of my time picking the exact right font, and weeks or months of my time deliberating over decisions such as how to represent the score in game.
Even up until the end of the project I maintained a hotlist of must-do items before shipping the game. These were “super important” things like ensuring certain branches in certain levels didn’t look too thin when curving a particular way, or certain pipes at the end of the game not having proper collision. Well guess what? I shipped the game having never addressed a huge chunk of these “critical” issues and even now, half a year after release and I *still* haven’t managed to get to them and nobody has noticed! The point is, our time as developers is incredibly precious, it’s limited. I should have asked myself more often than I did, what’s most important and what will nobody ever care about?
3. Be Really Bad at Scheduling
If there was an award for being the worst at scheduling I’m pretty sure it would have my name on it. Remember how I mentioned that my initial goal was to finish and release the entire game in two to three months? That’s a bit of a lie. In actuality I was hoping to “game jam” it and have it out in a month. But I’d heard enough times that you should double or triple your initial estimate so that’s why I picked two to three months. It’s hard to explain just how bad I was at accurately forecasting how long things would take me and actually sticking to a schedule.
Here’s how it would generally go down. I would first make a crude schedule, not based on anything reasonable or sane but based on what I delusionally wanted to get done. I would give myself a fraction of the time actually needed to accomplish the remaining tasks. And then I would let this schedule sit in a dark corner of my hard drive for a while and get to working on stuff. Then one day I’d happen to unearth the schedule and look at the calendar and realize it was now 45 days later and I hadn’t even finished half the tasks on my list.
I did this over and over again during the development of Prune, partly because I didn’t know what game I was making and partly because I had completely unrealistic expectations. After a while it started to become a boy-who-cried-wolf situation where I felt like I couldn’t even trust myself at all any more. The only thing that saved me was finally realizing that I could use external deadlines, such as awards submissions, to force myself to focus and make hard decisions.
4. Struggling to See the Light
Searching for my game’s soul, spending too much time on dumb things, and constantly being over schedule all led to some really low, discouraging times for me. I constantly questioned whether this was the right project to be working on or whether I was just wasting my time. I considered just cutting my losses and releasing the game as-is several times since I figured the game would probably never make back the little bit of money I put into it. I questioned whether I was even cut out to be “indie,” to work on my own game.
Even though going solo was the right decision and is how I work best, toiling away alone for over a year was hard on my emotional well-being. It may not sound like a lot, especially when some indies endure three or more years of this, but for me it felt like an eternity at times. I’m fortunate that I had my wife and two boys to keep me in balance—I at least had an escape at the end of each day, somebody to talk to.
I went on a lot of walks during dev. Often it would let me distance myself from a problem just enough to let me think clearly about it. But at the lowest points I walked to distance myself from the game, to distance myself from my self.
Of course, all of this that I’m describing develops into this vicious downward spiral wherein you get discouraged and stop doing any productive work on the game, which in turn discourages you further, causing you to lose more calendar time, ad infinitum.
This is something that isn’t talked about as much as it should be in the indie scene. So often we only pay attention to results. Was the game a hit? Was it successful? Did it pay off the dev costs? We sweep under the rug the process, the struggle, the emotional drain. In the future I need to focus more on my creative process and direct more of my attention to my mental health before it gets too late.
Even though I struggled and made a whole lot of mistakes, I’m still really proud of Prune. My goals for going indie were to live modestly, work on new and interesting games, and make just enough money to get by. As my first project, Prune has done all of this and more.
One of the best parts about the experience has been the player reception. I didn’t make the game for gamers—there’s plenty of options out there for them—but for anyone. My heart has been warmed over and over again upon receiving touching emails from old ladies who have never played a video game in their life. I’m humbled that my tiny game has resonated with so many people and am incredibly grateful that I’ll be able to continue on this journey going forward.
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