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#proclamations from the game design mountain
goblincow · 5 months
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GREEN MILK | #004 | proclamations from the game design mountain
Me, bracing my wizard hat: The proclamation I'm yelling at the top of my lungs while great winds steal away my voice atop the Game Design Mountain: The medium of ttrpg systems with adventure modules must be forever changed! Instead of the Roles of play being glued to the System (character playbooks & classes attached to respective games), character archetypes should* be assigned at the level of the Module, for example: You roll 1d8 on the index page of Revenge of the Radioactive Basement Gators: you got "7 - The Inheritance". No one else will be this role – you check the box and turn to page 7. Beneath the shattered facade of wealth, your prompt reads: "Clear all wounds when shit finally hits the fan – you adapt instantly, like you were born for this, like this is all there ever was. You're ready to die down here. You're ready to kill. Your names are Death and Glory, and you understand each other." My wizard hat, soaring high above the scree of the Game Design Mountain:
From my end of April newsletter, additional thoughts lurk within!
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37.  Midoriya Izuku
I currently have a fixation on yandere!Izuku
this is kinda stream of consciousness 
It was getting tiring.  The mountain of love letters, overflowing your mailbox and piling up at your door.  Not to mention the ones that are hidden throughout your house.  Just this morning, when you put on your jacket you found one in your pocket that you’re sure wasn’t there before.  They were all handwritten, in the same jagged handwriting.  It was oddly charming, your admirer’s handwriting.  Small, slightly blurred from excitement with sharp lines and an even slant.  Your admirer poured an absolute mess of emotions into letters.  But in the end, they all boiled down to the same proclamation.
“I love you.” “Love me back.”
You thought the letters were over the top.  The gifts that started arriving were on a much grander scale.  Designer clothes, perfectly tailored to your size.  Jewelry of all kinds, jewelry meant for royalty.  A handbag stuffed with cash arrived at some point as well.  Whoever they were, they must be filthy rich.  Little notes attached to the pristine packaging were worrying to say the least.  
“Do you like my gifts darling?  I picked all this just for you!”
A special gift arrived.  The latest phone model, with a note attached, detailing your beauty and how wonderful it would be when you were finally in his arms.  Out of curiosity, you unlocked the phone.  You really wish you hadn’t.  The lock screen was set to a picture of you asleep, with all your favorite apps and games installed.  The camera roll had a single video, about an hour long.  It was a tour of what was going to be your new room, narrated by a familiar voice.  A strange feeling in the pit of your stomach made you shut the video off.  If only you had watched the video all the way, you would’ve heard his promise to retrieve you tonight.  
“We’ll be united soon my love.”
His voice drifted into your dreams, professing his love for you, promising you the world on a silver platter.  He made an oath to provide for you, to give you everything.  As long as you would give yourself to him and only him.  Till death do you part.    
“I love you.  And I know you love me too, sweetheart.”
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blankdblank · 4 years
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Next Caller
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“Where the hell is he?”
“Tuesdays aren’t even that popular.”
“He should be happy for the slot after how he blew up on Jimmy last year.”
The comments rippled around the radio station and of course no one was paying any mind to the clock ticking down to the next segment needing to start and with the usual concoction for the arrogant star of the show threatening to just ditch his job for weeks now in hand just watching the clock. Finally having taken up on his threats and in the floundering network rumored to be up for sale soon by the owner you had worked as a glorified maid and assistant to the stuck up few stars on the long time running segments still holding strong.
Over the airways the sign off messages rang and between the exit of the former show’s cast you slipped straight to the empty seat. And mentally gave a ‘fuck it’ to the rules while the other headliners were off to their chosen lunches not willing to take up a second show deciding to let the old star just burn with the blank airtime. Out of everyone you were the oldest one here from the early days of this owner having taken hold of it and even with countless ideas used on air you still hadn’t been given the shot you were promised by said owner for a show of your own.
To the shock of the redhead behind the glass manning the helm of the show now grinning as you eased the headphones in your ears and lowered the mic to a better height and started to speak at her finger wave that you were on proven by the lit up bulb outside your soundproof door. “Hey hey hey, welcome to another blustery day out here in the Misty Mountains and it’s just you and me your dear friend Bunny, devoted with my ear to the ground here to give you all the latest on those lovable Durin boys of ours.” With a tick of the redhead’s brow at the name of the first Dwarf to be woken’s line still thriving today with a great number of sons to carry it on with a heaping amount of funds to boast about if they so wished with their various empires. “And of course all of this coming from the dearest and loveliest of Countesses, Beatrice of the nightshade persuasion on line one now ready to pick up where we left off yesterday.”
The redhead shook her head and you did the same in return lifting a finger tapping a couple buttons on the laptop on the desk now turned to a game of spider solitaire you started a new game on. “Hello Sweetheart, how are you?”
All at once your voice dropped to a deeper tone with a thick Khuzdul accent, “Fine as marble, Darling. Fine as marble. Now,” the redhead smirked as you stole a glance at your open notebook and leaned back in your seat to start playing your game, “Darling, as I left off yesterday, on the eve of the noontide solstice that bastard, I can say bastard, Darling?”
Your voice switched back, “Of course you can.”
A husky exhale sounding of a puff of smoke from a pipe came as the Countess spoke again, “When that bastard Wolsey left me at the alter. Now I was just a young thing but it did so scuff my little whiskered heart when we were seven. Though I suppose it was quite telling of future events to come if you believe in omens and such finicky things. Barely to twenty five years later and I hadn’t seen hide nor hair of the little flake of a boy then out of nowhere I’m halfway to my social economics course in secondary courses and out of nowhere this husk of a menace trying to sneak into some upper classroom on a winding oak branch just plummeted straight in front of my path.” Another husky exhale laced with a deep wry chuckle came after a flitting giggle from you and she continued as the redhead leaned back in her chair folding her fingers in front of her lips to hide her creeping grin.
“Had the nerve to bloody the path in front of my new kitten pumps then gets up, broken nose and all and splatters out cockily, ‘Fancy that, my falling at the feet of an angel.’”
“I think it’s sweet,” You replied in your own giggling voice.
To which she replied, “If you enjoy blood stains on your stocking Darling his sort of fella is the kind for you. No doubt every proclamation of love ended with his blood splattered over me.”
“Mum always said no ounce of love without an ounce of blood.”
“Darling,” Again she chuckled I a husky plume of smoke, “Then I had love by the gallon. Oh it was dreadful at first. Strangers, with one pining away hopelessly without thought of a chance. And then suddenly a year had passed and we were looking down the cannon of romance.”
From a first date all the way to an obscure flirtation that ended in a near brawl you faked a bathroom break for the Countess granting you the hourly adds you had to run through before she could pick up her story again after you had rushed to relieve yourself and race back again. Two hours in and you could see the assistant of the owner dropping by to stare on with a curious smirk of his own at the supposed mastermind behind the voice tripling listeners by the bustling social media outlets blowing up about the supposed Durin lover telling all. Then by the end of the fourth hour the seeming world listening in had mouths watering and groans echoing as you signed off bidding dear Beatrice farewell for the day she gladly returned before you named the station and final sponsor and left your seat to the next set.
Out in the hall with your helmsman Mal, the crimson haired green eyed Dwobbit who chuckled and blushed her way through the whole show asking, “Where the hell did that come from?”
Shaking your head you smoothed your fingers through your waist length forest green curls with your white blonde roots showing marking a need for a touch up soon, brushing them back behind your pointed ears only for them to fall back into your face, “I just, nobody was going to jump on and it would have been dead air.”
Mal chortled flashing you her phone showing you the still growing feed with questions about Bunny and Beatrice. After a dig in your pocket you brought up on your own phone sending off a comment into the feed from a dummy email linking to the social page you had for your Bunny persona that had snippets of conversations with Beatrice and other so far unnamed characters in the story yet to come. More and more notices racked up and at least if nothing else came of this you might have some interest in the book series this story was based on you were off home to keep writing after Mal’s guiding walk down to your cars in the parking garage where you exited the door on foot from a safer exit than the front entrance. ‘Imaginary friend’, that was the job title Bunny held and between the shifts at the five star motel you worked in as a maid you had gotten well into your seventh book of what seemed to be the series never to be published.
Two hours, that was all you had. And passing the coffee shop you normally used packed to the hilt as all the stars of the radio shows on the block seemed to flood there between shows you passed it scouring for any signs of take out cups close to something able to help you through your long shift lasting past midnight.
Cups, check. Five people left the tiny corner shop that you trotted into trying not to feel out of place in a near sheer tank top and worn ink stained jeans with a flannel shirt around your hips in deep green matching your hair, nails and converse. A set of bills from your coffee fund jar folded in your fingers and tilted in your stance the blue eyed serious Dwarves behind the counter seemed to stare at you in the discerning gaze scanning over the large menu. Three people were in front of you and by the time you reached the register you weren’t sure what language it was even in, legibly scrawled out in Khuzdul runes with Hobbitish translations under it and it all still flew over your head.
The fact was painfully obvious for the trio of chiseled men behind the counter, the one with the messy bun in front of you especially as his furrowed gaze landed on you as he rumbled at you, “What can I get you?”
“Um, Surprise me. Just no lavender.” That made his eyes narrow even more for a moment then he turned his gaze to the register and accepted the bills you passed him.
“Name?”
“Pear,” that had his head tilt slightly and you accepted your change stating, “Like the fruit. Cheers.” You said turning to glance over the seats and sigh walking to the far too tall table with a stool seat you practically had to hop up onto as it was clear to half a foot over your hip.
Crossing your ankles your heels rested on the foot pegs and you set down your notebook and opened it. Pulling your unnoticed pen from behind your wall of colored curls you flipped over to one side granting the trio a glimpse of the Elf ears on the Hobbit sized woman clearly granting Thorin his guinea pig for his new tea drink he had made. This quaint little shop, half herb shop run by Balin, with Dwalin teaming up with brother and cousin in both herb and tea shop ends now down a server due to a babysitter fumble bringing Thorin here to fill in himself.
The more he got into the mixture his grin eased out in anticipation wondering just what your life was to fill in the history of his new favored person. One large green mug later his eyes were on you again. Eagerly taking up the delivery of said drink granting him a chance to steal a glimpse at the notebook now coated in a doodle of his cousin Balin grinning as he spoke to his tiny herb sprouts lining them up on their shelves with tiny hearts all around him in your loss for what to write. “That’s good, draw for a living?”
Shaking your head you replied, “Nope. Don’t really make a living.”
His brow inched up and he named his mixture you slid closer to you and snapped a picture of the floating design on the top of it, setting your phone down you lifted the mug stirring a curious twitch of the corner of is lips, “How does that work exactly?” His eyes focusing on your expression as you took a testing sip.
Lowering the cup you said, “I can work up to 16 hours a day, every day, I can afford two meals and a coffee, well, today tea. No car, barely enough for rent in the only town I wasn’t black listed from renting in relatively close to affordable.”
“Black listed?” He muttered in confusion.
“My father has, a reputation, and a lot of enemies, though thankfully a lot of Dwarves don’t give a damn as long as you’re willing to break your knuckles to earn your footing.”
Without pause he asked, “Do you need a job?”
At that you chortled and said lowering your mug from another sip, “Sorry, I have two. I doubt I could work here, it is best I don’t work around heat sources when I’m tired, which I would be. Not that I wouldn’t jump at the chance to find out the spectacular truth behind all those coffee and tea shop fantasies everyone writes about. If I do get fired though, which could be a possibility after the stunt I pulled today, I will definitely take you up on that.”
In a sharp exhale he eyed the mug then pulled a card from his pocket and the pen from his apron pocket he wrote something down on the back of the card he then slid closer to you. “I’ll cut you a deal, every day you post a review on my drink choices I’ll pay you 20 bucks.”
Playfully you quipped, “I can barely feed myself what am I going to do with deer at my place?” Deepening his smirk in the extension of his hand, “You got yourself a deal there my personal Mug Dealer.”
“Mug dealer?” He rumbled back. “People hear that and they might assume something.”
“Ooh, like what? You might be the Mafioso of mugs? King pin of peppermint owns this block, beware.”
He rolled his eyes, “I have to get back, just pass on your username when we take your mug, Nickname Queen.”
Again you mumbled, “Closer to the other end of the Cinderella Spectrum there Mug Dealer.”
In a glance back he purred, “Thorin.”
You nodded lifting your phone finding their page saying as Dwalin passed bringing another their choice, “Got my early morning fix at the Arkenstone. Only thing tighter than the perfect zing of the X special was server Thorin’s shirt.” A snorting laugh came from Dwalin on his way back while Thorin turned to you with prickling cheeks and you mumbled, “Draft number one, I’ll get it right. Catchy and alluring for others comin’ up.”
The cousins muttered to one another and you lingered around finishing your mug and taking notes in your notebook until your notice of the time had you approached the counter and with a playful glint in his eyes Thorin offered a bill asking, “What’d you come up with?”
“MugMafioso, my new account for this. Don’t worry, kept my thoughts on your clothes to myself.” He insisted on handing you the bill as Dwalin chuckled seeing your self drawn icon of a rabbit in a pinstripe suit behind a desk holding a smoking tea pot. “Have fun, off to work. Thanks again.”
His eyes followed you in your trot out the door then looked down at the review under the picture stirring up a few notifications at first steadily growing in the next half hour until the first person came in flashing the message asking about the special adding more reviews of their own.
.
Black with deep green lacy accents the uniform dress waited for you in your locker and easily you changed into the dress and left your tolerated green converse on then wound your hair up with a pair of wing decorated hair pins joined by strands of beads. Room to room you cleaned your way through the top floors carefully detailing each of the suites and invisible woman-ing your way through the celebrities. A trait you had been picked up on at an encounter with a naked soap opera star lost and drunk in the elevator you helped back into his room and managed to avert the press who had been called by his now ex who had locked him out and left the hotel promoting you to the ranks of the trusted in the elite floors. Still a part time assistant when around the most demanding celebs who never left their room you managed through at a higher wage that had freed you from your third job.
Findis, the simple name stating which clan owned the internationally known hotel chain you were employed by. Only flashes of the woman married to the man set to take over within the next decade was your glimpse of anyone not bearing the Findis golden hair. A raven haired heavily side burned Dam with piercing blue eyes who seemed to pass by you like you were nothing more than air. Not intentionally or worse than others, just too busy to bother with anyone else most days in holding her own role until her latest surprise pregnancy would take her out of work for a time.
Nothing out of the ordinary really happened yet when you had punched out you turned your phone back on mid hour long subway ride and saw the notice from the radio show that your show slot was being picked up on a trial basis and you were needed in the office in a few hours to sign the paperwork.
In a plop you had finally collapsed onto your bed in your so called apartment of a closet loft to rummage up as much sleep as possible until you were forced to wake up again. A handshake or a pat on the head would have been less of a brush off than you had gotten. No compliments, merely a sighing exchange from the aid in charge of securing the documents who gave you the schedule for the three day a week job coming with a stunning five grand raise a week over your barely two grand a month job. The new check such a scoff worthy amount to the former star barely a fifth of his former check you could live months off of just one of them. It was a big change but you weren’t going to change, your finances wouldn’t change and every single cent over your usual amount would be set aside in your lint trap of a savings account for some sort of umbrella or parachute in the future.
Noon however again had you back in the same tea shop finding the dame mohawked man stepped forward asking, “Up for another experiment?”
You nodded, “Just no lavender.” Passing him the bill on your way to your same table you settled at and noticed Thorin coming out of the back room at Dwalin’s call drawing his eye right to you. It didn’t take long and signing into your MugMafioso account now with a handful of followers for your singular posting soon to be two as Thorin brought over a second testing mug he set down asking, “Any news on that need for a job application?”
“Um, I actually got a new project at work. They don’t really have much faith in how I’ll pull it off though. So I’ll keep you posted there my trusty Mug Dealer.”
Again he smirked rolling his eyes stepping back, “Enjoy your tea.”
“Yes, sir,” you replied to his back making him shake his head again on his walk back to the counter as you snapped a picture of the drink you sipped on while Dwalin tried to nudge Thorin back to talk to you some more. The pattern was starting to build and with your mug returned another trading of smirks came on your way back to the hotel trying to mentally prep the outline for your next day on air.
 * Mal x Fili/Kili *
There was no secret that Thorin had blushed, a stolen picture of it by Balin had cemented the fact and his aid to a Damsel on the verge of Distress was shared as well. The elder Durins rarely dipped their toes in romance and while Frerin was off chasing his racing dreams Dwalin was the closest after Dis to have found a possible life partner.
Two years the tattoo parlor across the street had drawn his eye, more for the tree sleeve coated Hobbit heading The Acorn dubbed shop. A first timid drop in to get a ladybug on the side of one of his fingers to excuse his out of nowhere stop into the shop was the start of a line of them eventually across his wrist forming the rune of his niece’s name. From there an ‘accidentally’ left discount card on a promotion had the curious Hobbit dropping by himself hooking him as well into a well excused path to see more of the burly guy sharing the same magnetic pull he felt.
Three months they had been living together now and with that came the try to mingle family lines. A troublesome task as Bilbo now had custody of his Nephew Frodo just barely three years old expanding their own mini family. The daughter of his cousin however upon their buying a home together had taken up his old flat above the shop and helped to pay the rent by working part time in the shop on the paperwork and temporary image printing to ease the work of the tattoo crew between shifts at a radio station. Among her tasks was to change the artwork on the sign out front and while the shop was closed down allowing Bilbo and Dwalin a brunch with family she wobbled her way onto the rickety ladder to lower the locking hook for the sign.
“Damn, rickety-, why do we-,” A sharp gasp came and on a stop to pick up a special drink for his mother Fili trolled in front of Kili now on his phone double checking the schedule to get back onto the racing schedule with Frerin later this evening as part of his pit crew.
Quicker then he’d thought possible he’d caught the Dwobbit now with cheeks redder than her hair and green eyes, even in their frightened gaze over the pair they were stunning and once down a fumble for her name had the pair grinning and flashing their dimples at her only worsening the struggle. A shout from Dwalin had them glancing down the street and Kili offering her his phone, “We have to go, and sadly won’t be back in town till Friday, but can we have your number?”
‘Su-, sure,” she stammered out and punched in her number passing it back, “Oh, I don’t know your names.”
That had the pair smirking at the hopefully honestly clueless woman, “Fili and Kili, at your service. We’ll text you later, My Lady.” Trotting off as she nodded again and sighed turning inside to bring out the new poster for the sign she opened to pull the old one out then up again she wobbled and managed to secure the sign up again then head inside to give the shop a good clean readying for the afternoon shift coming in later.
.
Sighing heavily Fili plopped into the chair beside Kili making Dwalin day, “We all got plans for after this boys. Shouldn’t take long.”
Fili sighed out again, “Not like we can do anything anyways we’re off for a race and won’t be able to see her a whole week..”
Frerin’s head cocked with interest at the latest swooning Durins, “Her who?” Slightly uncertain how the pining would effect the pit crew if they were to lose their focus at the race.
In a dreamy sigh Kili propped his chin in his palms laying all his weight on the table in front of him with Fili leaning against the arm of his chair closer to his brother, “Mal.”
Dwalin nodded, “Uh huh, and what does this Mal do?”
The pair shrugged and the younger brother blew a string of his chocolate curls from his face that had swung free of his small bun, “She was hanging a sign at the tattoo shop across from the tea shop.”
Dwalin’s lips pursed, “Hmm,” fighting not to blush in saying as plainly as he could, “Must be Bilbo’s cousin’s girl. Took up the flat over the shop from us.”
That perked the boys up and Fili said, “Yes!”
Kili, “You could talk us up while we’re gone!”
Dwalin hummed out, “Doesn’t work all the time though. Just a part time gig by what I could tell. I missed that convo while Frodo was loose in the garden.”
Frerin smirked glancing at Thorin who sat down and gruffly said to his clean shaven brother as his short beard seemed to bristle in his wordless show he was ready to defend himself, “Don’t.”
Frerin smirked, “I didn’t say a thing!”
Thorin reaches out grabbing one of the bottles of juice on the table, “Don’t.”
Dwalin, “That’s right Rin, Thorin isn’t swooning.”
Thorin muttered lifting his bottle to his lips, “Exactly.”
Vili smirked saying, “Absolutely not, all business with the MugMafioso.”
Trying not to chuckle as Dis entered and took her seat, asking herself in a smoothing of her hand over her blouse after undoing her coat jacket while sitting, “How did you manage to gain this new following again, Thorin?”
Thorin lowered his bottle and sent a half hearted glare at Balin who smirked in saying, “He’s become a mug dealer.”
Thorin grumbled as Dwalin chuckled saying, “Pretty successful one too to have caught a partnership with the Mug Mafia.” The table chuckled and Dwalin patted his cousin’s shoulder, “Oh come on, fine, fine. Cute Lass walks in saying ‘surprise me’ to Thorin when they got stumped on the menu. Bit of flirting,” Dwalin lifted a finger silencing Thorin in his mouth opening to talk, “On her part, and he finds out she’s had a bad day at work. Said she might get fired so he offers her a job if she does get fired, then says he’ll pay her a 20 for every review she posts to the social page. She made a new account and it kicks off.”
Thorin, “She has two jobs no car and needed a hand, nothing romantic.”
Balin coughed out, “Lies.” Then shook his head in a glance at Thorin who glared at him again, “Allergies.” Taking a bottle himself then coughed again, “Smitten.” And took a big swing of the bottle he opened smirking as he did while the others chuckled and Thorin smoothed a hand over his face and settled back in his chair while their parents and grandparents came in.
Beside them Bofur and Bifur both sat down to the left of Thror across from their matriarch Niro, the latter who looked at her husband in his saying, “It goes without saying we’ve heard about the radio show yesterday.” At the boys’ brows inching up he added, “At least most of us. Now it doesn’t seem to be factual, though a great deal of the details are stunningly accurate. Bofur, have you found anything?”
He nodded and said, “Aye, well this ‘Bunny’ who was talking with the ‘Countess Beatrice’ didn’t seem to work at the station or any other before yesterday. The slot was for that Belby guy, but he didn’t show up so it seems it was a last minute fill in, even if it made it seem like it was continuing a former interview.”
Niro, “That’s it?”
Bifur raised a finger, “Ma’am if I may, from what I was able to find, I did locate a similar draft for a novel someone by the pen name Bunny tried to have picked up a few years ago that has been gathering dust after being circulated around. It has a few rough details of the same story.”
Diaa, “So it’s a story then?”
Bofur said, “It seems the Belby guy left without notice, just didn’t show up. Must have been a last minute add to test how it would go. Certainly had plenty of time to tweak the story and dig for history on our clan.”
Bifur, “With the draft there was a notice there was approval from Gorgo years before on the idea to use the Durin name for the copyright issues. We dug up the notes on what plot points were listed to be included and it does seem like a mellow-drama with a seedy crime edge bubbling up later on in the series. Which it was meant to be a series.”
Dis’ brows furrowed, “Why wasn’t it picked up then?”
Bofur shrugged, “Just a handwritten note on the cover ‘Shelve’ nothing else. Looks like someone doesn’t like Bunny, Gorgo had been clocked as reviewing this case biweekly for any updates. It is quite addictive. Clearly as everyone has found out.”
Bifur nodded, “I read it three times. Pretty good.”
Thror nodded then said, “One thing to do then. Send it to Dain, see what deal we can work out with this Bunny.” He couldn’t help but smirk adding, “Get Gorgo her book. No wonder she’s been so book crazed these last years.” Thinking back to her eagerness to scour the incoming author lists for drafts in their family publishing firm they had started in their youth now the largest Dwarven publishing firm around.
Bofur glanced at his brother in a silent debate on who would share the worse news making Niro ask, “What else aren’t you saying?”
Bifur cleared his throat and said, “Well, um, you see, I pulled the file on the author,”
She nodded and Thror asked, “And?”
Bifur continued, “Someone used white out all over the only hard copy and erased it from the system.”
That made the Durins collectively huff and Thrain said, “Dain can muscle it out. Someone’s bound to remember. Worst comes to worst we’ll send Gorgo after them. Not even Gloin could pull her off them if he wanted to.”
Dis, “If need be we could always contact the actors on the radio show and see who their source is and work that angle.” Earning agreeing nods stirring up the next few issues and family announcements of schedules before they split up to head back to their normal routines.
Pt 2
@himoverflowers​, @theincaprincess​, @aspiringtranslator​, @sweeticedtea​, @ggbbhehe4455​, @thegreyberet​, @patanghill17​, @jesgisborne​, @curvestrology​, @alishlieb​, @jogregor​, @armitageadoration​, @fizzyxcustard​, @here2have-fun​, @lilith15000​, @marvels-ghost​, @catthefearless​, @imjusthereforthereads​, @c-s-stars​, @otakumultimuse-hiddlewhore​, @mariannetora​, @shesakillerkween
Hobbit/LotR – @abiwim​, @jotink78​, @pastelhexmaniac
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This isn’t the kind of thing I normally do around here, but it seemed like it might be a bit of fun. I’ve absolutely no idea if it’s something you all would be interested in, though, so let me know if you like it or not—if not, I’ll just leave it as a one-off and go back to the regular memes to fill the time while I’m working on Space Seed.
Recently I’ve been playing resource management/base building type games a lot, which I suspect stems from the fact that managing resources in my real life is going rather less well, the latest of these being Stonehearth, a cute voxel game where you guide a group of beady-eyed little people into building a village for them to live in. I’d played a fair bit of it over the past winter but hadn’t touched it in several months, enough time for there to be a couple of updates to the content*, so I decided to see what had been added in the interim.
*Technically the officially-approved-but-player-created-mod-expansion.
But once I got around to selecting my starting villagers, I ran into the same problem I always have at these moments in games—what to name everybody? I’m a massive overthinker about this sort of thing, you see, the sort who will spend ages scouring Wikipedia to find the most thematically appropriate set of things to name all the characters after. On this occasion, though, as I stared aimlessly around my desk trying to come up with something, inspiration struck in the shape of the copy of Star Trek: The Classic Episodes that I still hadn’t put away. Or possibly it was the Data Funko Pop. Either way, I thought, well, why not…?
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[ID: A screenshot of the ‘Customize your party’ screen in the video game Stonehearth. On the left are five miniature profiles for cartoonish voxel versions of Kirk, Sulu, McCoy, Scotty and Uhura. Their Mind, Body and Spirit stats are, respectively,  4/5/4,  3/2/6, 4/3/4,  6/2/5, and 3/4/6. On the right is an appearance customization screen with Uhura selected.]
And thus was born a quest to see the crew of the Enterprise through their colonization of wherever the hell it is they’ve ended up this time. Or at least, some of the crew of the Enterprise. I don’t think my computer could handle simulating the full four hundred and thirty of them.
Stonehearth villagers (or ‘hearthlings) have three stats—Mind, Body and Spirit-- as well as up to two traits that influence their behavior. In the starting roster, you can’t directly alter their stats or traits, but you can randomly generate villagers individually or as a group for as long as you want until you get something you like, and can change their names and appearances freely. By default, all the villagers are workers, but with the right items they can be promoted into special classes, such as warriors who defend the village, crafters who make necessary items, or resource-suppliers like farmers and trappers. My starting selection of characters was based on the roles that I judged most important to the getting this colony off the ground. (It may be helpful to keep in mind throughout this, though, that I am not very good at Stonehearth.) The traits I just kind of took where I could get them, since it would have taken an enormously long time to roll for the absolute most character-appropriate ones.
Kirk has the traits ‘Night Owl’ (he’ll stay up later at night and sleep more in the day) and ‘Jokester’ (he likes to tell jokes to the others, which has a chance to increase their moods). I was unsure what to do with him at first, since there’s not really any kind of leadership position for hearthlings. In the end I decided he would make a good Knight, a heavy armor combat class. After all, protecting everyone else in the group at the risk of his own life is a pretty Kirk-ish thing to do. He’ll have to spend some time as a Footman, the basic combat class, before he can promote to Knight, though.
Sulu has the traits ‘Green Thumb’ (he gets a happiness boost from being around plants) and ‘Pack Mule’ which means he can carry more than usual. This is a good combo of traits for a farmer, and since Sulu likes plants he seemed like the most natural choice for that role.
McCoy has the trait ‘Pessimistic’ which makes him more affected by things that cause negative mood modifiers, because of course he does. His class was far and way the easiest to pick: he’ll spend some time as a Herbalist, a crafting class that can make bandages and medicines, until he can promote to Cleric, a combat class that can heal.
Scotty has the traits ‘Gregarious’ (he enjoys talking to other villagers more) and ‘Animal Companion’ (he spawns with a pet, in this case a raccoon named Cactus). Alright, perhaps not the most Scotty-ish of traits, but hey, he had good stats. Scotty’s going to be a Carpenter, the staple crafting class for the Ascendency faction, who use wood as their primary resource. (There actually is an Engineer class, but it doesn’t come into play until much later and the Carpenter is considerably more important for the early game.)
Finally, Uhura has the ‘Empathetic’ trait (she gets a negative mood modifier from being around other villagers who have negative mood modifiers) and is going to be a Trapper, a class that traps animals for meat and fur and can promote to the Shepherd, who raises livestock animals. A bit of a stretch, I know, but hey, there’s no communications-based class, and someone had to be a Trapper. Plus, Trappers have a chance of bringing animals home as pets, which is what started The Trouble With Tribbles, so, hey.
With the starting roster confirmed, all that remains is to first pick a starting resource package—I’ve gone with the Merchant Caravan, which will give us some starting food and gold as well as the promotion items for a Trapper, Footman and Herbalist—and then roll a map. Eventually—after spending far too long generating and re-generating maps—I’ve settled on a nice location by a lake, with plenty of trees, and mountains nearby to dig for ore and stone in. The only downside is it’s a bit exposed, so hopefully nothing too big attacks before we’re able to build some walls.
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[ID: A screenshot showing a zoomed-out grassy landscape near a lake, with a message box reading “Click the banner to choose your settlement’s location.” At the bottom of the screen is a blue banner that reads “Click me to place your town banner.”]
Soon after selecting our starting location, a messenger bird arrives with a letter.
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[ID: A screenshot showing a message box with a voxel bird displayed above it, titled ‘A Bird...Messenger?’ The box reads “An odd bird arrives with a letter in its beak, stamped with the official seal of the Ascendency.” In smaller text: “The bird also carries a nametag, which reads ‘Harold’. Below the box are two options: ‘Open the letter’ and ‘[skip] We know what banner we want.’]
The letter reads:
Dear Expedition 142,
I hope this letter finds you well. By my guess, you’ve likely set up camp by now.
As your Capital Liaison, it is my honor to preside, remotely, over the official Founding of your Outpost! I trust that you had ample time to choose a name on your journey.
As you know, every new settlement must choose a Banner.
This Banner reflects your spirit and vision, the uniting factor which brought the Expedition together!
What future did you foresee when you embarked on your quest for Township?
Hold in your mind a vision of what your Town will one day be. Your Banner will set that course, but it is up to you to finish it.
Choose well, my friends. I eagerly await your reply.
Yours,
Mer Burlyhands
We could choose a banner of Vitality, which plants to grow faster and trees to drop more wood; Strength, which increases the amount of ore you get from mining and makes hearthlings not mind living in cramped spaces; or Cunning, which makes traders visit more frequently and traded items sell for more.
I choose the Banner of Vitality. The name of the town, of course, is Enterprise.
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[ID: A message box titled ‘Outpost Established!’ which reads: “Proclamation of Outpost: By Unanimous agreement of the citizens, we declare Enterprise to be an outpost striving to be at one with the environment. Trees produce 25% more wood. Plants and crops both grow 25% faster. Plants have 2x their normal Appeal.”]
The messenger bird drops off some extra starting food supplies before leaving. Now it’s time to get to the business of actually building this town. Colony. Whatever.
First off, promotions for everyone! Except Sulu. It’ll be a bit before we can promote Sulu. Sorry, Sulu.
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[ID: Four cropped shots of message boxes which read “Promote to [Carpenter/Herbalist/Trapper/Footman]. In honor of steadfast efforts and resilience, we hereby advance [Montgomery Scott/Leonard McCoy/Nyota Uhura/James Kirk]. 4th Day of Bittermun 1000.” Below the text is a stamp icon which reads ‘click to approve.’]
Then we establish a stockpile—a designated location for items to go—and cut down some trees. We’re going to need wood to make buildings and furniture, as well as for fuel.
After a bit of consideration, I decide to move the hearth closer to the lake, near to where our first building is going to go up. For the moment, however, night is falling, and everyone gathers to rest around the fire.
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[ID: A screenshot showing voxel-McCoy, Uhura, Sulu and Scotty sitting around a campfire on the shores on a lake.]
...everyone except Kirk, who, for reasons best known only to himself, has fallen asleep in the stockpile.
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[ID: 1. A screenshot showing voxel-Kirk laying asleep on the ground in a stockpile full of logs and food supplies. 2. A zoomed-out screenshot showing how far away Kirk is from everyone else around the campfire.]
Thus was founded the town/settlement/colony/localized disaster area known as Enterprise. What could possibly go wrong?
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goblincow · 1 year
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Old School TTRPGS 🤝 Immersive Sims
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dakotaissorandom · 5 years
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soydebarriocom · 7 years
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goblincow · 2 years
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symbianosgames · 7 years
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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.
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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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goblincow · 2 years
Text
Important game design proclamation announced from the mountain top of the day:
If your game doesn't have a rule expressly approving the ritual burning of character sheets on player death I assume the implication is that you don't in fact want me to do that, in which case you really ought to correct the error and penitently incinerate all remaining copies of the game, if you ask me (which you should, if you ask me)
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goblincow · 2 years
Text
Important game design proclamation announced from the mountain top of the day:
If your game has pokemon/tamagotchis/weird-little-guys in it I do not want them to eat each other.
If they do eat each other I want to see a food chain, I want to see diagrams, I want to see instructional graphics on the flora and fauna living in their natural environment,
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symbianosgames · 7 years
Link
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 · 7 years
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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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