Developers: Let’s do digital distribution right.

The odds are that very, very few of us are going to deliver our games through steam. That doesn’t mean we can’t be super slick when distributing our games, but it’s something we consistently fuck up. So here’s how I propose we operate when distributing games to best serve the awesome people who take a chance on us and buy them.

First of all, none of this shit:

expire

 

Expiring links are the BANE of digital distribution. What if I want to download later? What if I want to get the updated version of the game? What if I want to gift the game to someone, but their birthday happens after the link expires?

If you are having BMTMicro/FastSpring deliver your files, those links will expire (BMT also has a habit of becoming blocked if the person doesn’t download the files when they get their link). I don’t know about other services so much, but it seems to be a standard.

Expiring links are only worthwhile to businesses who want to treat their customers like shit, that isn’t us. so here’s what you do;

Have a download page on your own site with all the download links:

ssdlpage

Just one address for everyone is fine, but if you really want some key-based download pages feel free to work that out so long as those keys don’t expire. Put your updates here and people can always return for the latest version of a game.

If you are using BMTMicro/FastSpring, you probably have to upload a file to their servers (that will expire). But you can also specify what goes into the email customers are sent, so GIVE THEM A LINK TO GET THE GAME FROM YOUR SITE.

 

Providing a link that never expires is kind of what makes steam such a reliable service. For all the issues I have with steam, they deliver a fucking excellent process for buying games and getting them.

In my browser, I have a folder of bookmarks with game downloads. I can just click it and see a list of games I’ve bought. I get a sense of pride every time I open it, these are things I own, these are things I supported. Give your customers a chance at this pride, it’s the same enjoyment folks get from adding games to their steam library.

 

Right now my folder of games is pretty small. Not enough developers are providing bookmarkable downloads. If we want to exist outside of steam we need to get rid of this expiring link bullshit, and make it easier for customers to browse and get games they have bought from us.

LET’S DO THIS! \:D/


Can Art be Games?

The Musée de Louvre is a place in Paris. Every year over 8 million people visit the place, often to view art. Now, that’s not as many people as are currently subscribing to World of Warcraft or anything, but it’s still a lot. And people are beginning to wonder if art is beginning to have a similar cultural importance that games enjoy.

So, do pictures like Whistler’s Mother or that one with the dreary-farmer-couple have a place alongside classics like Final Fantasy 7 or thatgamecompany’s latest masterpiece ‘Journey’?

To tell the truth, I’m not very well versed in art, having spent most of my life dedicated to more serious pursuits such as skateboarding, playing computer games and hanging out on twitter. I had always assumed that ‘art’ was something for a different generation. So to get a better understanding I ordered an art from the internet, to give it a go.

What I got was a framed ‘print‘ of a painting (what that means is that it’s not actually the source painting, but a copy of it. Much like how the games you play rarely contain their source code). I’m told that there are many types of art, but this is by far the most popular.

“I had always assumed that ‘art’ was something for a different generation. So to get a better understanding I ordered an art from the internet, to give it a go.”

Unfortunately I had trouble soon after I unpacked the thing. The default display was kind of nice, a picture of a pretty landscape with children playing under a tree… but that was all there was to it! The screen was entirely frozen, unresponsive to touches and I couldn’t find any switches to turn the thing on. I thought perhaps the battery had run out but couldn’t find any cables to charge it with.

Clearly not a good start, I had wanted to get a good idea of art on my own, but ultimately I had to give in and call over my friend Emily for help.

Now reader, if you want to see your friend at their most frustrated, all you have to do is ask them to help you use art. “You just have to hang it on the wall, that’s all!” Emily tried to explain, but this was totally outside my range of experience. “But how do I interact with it?” I asked, “You don’t interact, you just look at it!”

Now I do like my friend Emily, but how was I supposed to know that? What came naturally to Emily was a chore for me, the art didn’t even come with any instructions or tutorial. It seems art is easy for people like Emily who grew up with it, but I fear regular folk like you and me will forever be out of touch.

Having situated the art on a wall in the living room, I asked Emily if there was a special way to look at it to make the art work. “No, you just look at it.” she explained, clearly as frustrated with the experience as I, “Like a TV?” I asked. The look on Emily’s face then became that look you get when you’re at risk of losing a friend, so I quickly said “Oh never-mind, I think I’ve got it figured out.” and stared at the lifeless picture, pretending it gave me a similar sense of emotion I got from actually exploring the beautiful landscapes that developers craft for their games.

After Emily left I checked on the internet and it turns out she was right, you really do just look at it, that’s all!

pretending it gave me a similar sense of emotion I got from actually exploring the beautiful landscapes that developers craft for their games”

Where was the engagement-building interaction of games? Where was the sense of teamwork and community you get from multiplayer games? Where was the emotional investment you can only get from stories and characters that actually involve you, a real person?

I had no sense of accomplishment from looking at the art (hanging the thing on the wall didn’t even unlock an achievement!), and ultimately I didn’t feel like I had improved as a person. I mean, I see pretty pictures all the time so why would one more affect me the same way an engrossing game does?

I think if we inspect art, it certainly has its uses. I won’t deny that my wall looks more interesting now that I put an art on it… but does art compare to games? No.

 

Perhaps I’ll reconsider if some art comes along that could make me cry (like the part of Final Fantasy X-2 on the thunder plains where Yuna sung with a ghost murdered 1000 years ago, or Kingdom Hearts II when Roxas has to face his end and becomes forgotten by everyone he held dear). Ultimately though, I don’t think art could ever have the emotional impact that games do.

This article thanks pretty much entirely to this.

What steam should do

So a while back I ranted about why steam was damaging to independent developers as a whole (yes they are good for those that make it onto the service, but everyone else has a harder time), in that post I said:

I would argue then, that steam *should* be as good to indies as people *think* that they are. If steam are the only way *most* people get their games, then it’s nothing less than steam’s RESPONSIBILITY to give all indie developers a decent chance.

I then continued that because steam are a business, it was not in their interest to be good for all indie developers, just the developers they thought would make them a decent amount of money.

But let’s say steam genuinely wanted to be awesome for all indie developers, let’s say they could do it with barely any added cost (and would in fact make more money from indie games than they currently do). It’s totally possible, and if they did this I would put a strikethrough all the text of my ‘Fuck Steam’ post and leave a note at the top saying steam are fucking wonderful. What’s more, if steam did this they would not lose face at all, all the people pissed about greenlight before, and all the people in favour would be on steam’s side together.

So here’s what steam should do.

  • Keep greenlight
  • Keep the $100 fee to get on it
  • Move greenlight into the store

Instead of the greenlight buttons ‘would you buy this game if it was on steam? yes/no’, just have steam’s regular ‘add to cart’ button. Developers will have already uploaded the game, they get money if somebody buys the game (instead of a hypothetical “oh I’d totally buy this”), steam gets a cut of the money, and gamers who want the game have it in their library right away without waiting for the game to get the rubber stamp and added to steam.

It really is that simple. Steam’s catalogue explodes, any developer with $100 gets to sell their game on steam, and steam makes money from greenlight. It’s in everyone’s best interests, the developer, steam and their customers.

About now a bunch of people reading this hate the idea because it will saturate steam with really shit games, ‘If you flood what’s available on steam it’s not good for anyone, surely?‘ I totally agree, most of the games submitted would be shit. So keep greenlight off the front page of steam. Just how right now greenlight games dont get put in front of people unless they prove themselves with a lot of people clicking the “I’d buy this” button, don’t feature any greenlight games as part of the main store unless they prove themselves with people actually buying the games.

So just picture that for a moment, steam employee-person, for every single “I’d buy this game if it was on steam” click under the current system, even on games that haven’t been greenlit, an indie developer would have been paid and you would have taken your cut too.

Those “I’d buy this if it was on steam” clicks suddenly stop being something intangible, they become meals for indie developers and go towards real things like rent and bills. That $100 greenlight fee is no longer a lottery ticket that *may* result in a chance to sell to steam users, it is an actual pass to sell to actual steam users.

So there you have it, simply put, this is what steam will do if they care about indie games development as a whole. It’s what steam will do if they want to make an extra buck. It’s what steam will do if they want more games available to their customers. It’s what steam will do if they want to cross out the number one google result for “fuck steam”.

It’s true this would not address the problems of steam’s near monopoly on game download sales but it would stop smaller indies, who currently have to try and survive outside steam, from shouldering the burden.


Fuck steam.

The people at steam who decide policy and how to present it are clearly great geniuses. They have figured out how to totally shaft the indie market and most indie developers are happy about it and will defend them to death.

Now I know from experience that I need to justify this view to most people, because most people are living in a fantasy world when it comes to thinking about steam so let’s get clear about some stuff;

Steam are a BUSINESS, they only care about your game if it is likely to MAKE THEM MONEY. And I think our general desperation to get games on the service is damaging the market as a whole.

Greenlight is steam’s new way of finding indie games to put on their service. You can submit your game and the steam community votes on it and the stuff that filters to the very top gets the privilege of being on steam. It’s a brilliant idea, from steam’s perspective; they don’t have to do any work, and the community rejects the 99.9% of indie games they wouldn’t pay for leaving only profitable games left.

But it’s more brilliant (from steam’s perspective) than just that; greenlight has no content filtering AT ALL. If people find a game’s greenlight page it’s because the *developer* pointed them there. It’s impossible for people to just *browse* greenlight and find something they are interested in. This way only games that have a committed and large fan-base already will make it to the top. The games that would be guaranteed hits without steam, will be on steam!

The vast majority of developers will never see that ‘green light’ and get the chance to see how their games would sell on steam. The system is only good to the lucky 0.1% of indie developers who actually make it onto the service. Everyone else who tried just wasted their time .

All of this so far is totally fine, it’s a business after all! Steam aren’t there to do anyone anyone any favours but themselves, and that’s just super-cool, I applaud you for finding how to do less work and make more money steam. You guys are super smart!

… Well, it *would* be totally fine, if it wasn’t the case that steam has a massive fucking monopoly on PC gamers. “I won’t get it if it’s not on steam” is such a common attitude I could spit and it’d hit someone who thinks that. It’s not a mystery why either, steam offer an EXCELLENT service to their customers for sure. But their customers make up the majority of paying gamers and it leaves little room for the rest of us to make a living.

I would argue then, that steam *should* be as good to indies as people *think* that they are. If steam are the only way *most* people get their games, then it’s nothing less than steam’s RESPONSIBILITY to give all indie developers a decent chance.

But they won’t. It’s a business, a very successful one at that and we aren’t going to change their mind. They will give a handful of indies a decent break, and the rest of us will hear about that and be hopeful that sometime we’ll get our break and be on steam. And that is bullshit thinking right there.

So steam are only interested in a handful of indie games and are a detriment to everyone else? well I say FUCK STEAM.

There are a bunch of other decent ways to get games and we need to do more to convince gamers that they are cool. Crawling before steam and begging for permission on greenlight does nothing but show how desperate we are for steam’s audience. Let’s not get their audience like that, for one thing it’s not very indie, for another it won’t work for most of us, and finally it’s simply disgraceful.

Sure the IndieVanias, Desuras and IndieCitys of the world don’t offer quite as good a service as steam does. And direct sales can be tricky for gamers to keep track of but fuck it! we make awesome games and gamers are missing out because of their steam-goggles. There is a whole world of games outside of steam and gamers need to know about them, and be OK with buying them.

Steam aren’t going to do us ANY favours that don’t benefit themselves first. So let’s maybe stop depending on them so much, collect our dignity and work on how we can make an environment where anyone can sell their work on PC and have a chance at success.

Certainly not an easy task, people are loyal to steam and convincing them to get games elsewhere won’t be easy. But the difficulty in doing so isn’t an argument in favour of steam, if anything it’s an argument that we should have started sooner.


Area – description/rules

so here’s a game that was played during breaks when I was at primary school, it’s really fun and I’ve not seen it anywhere else (even on the net) so here it is:

What you need:

  • 1 netball court (nets not required)
  • 1 tennis ball
  • 2 or more people (preferably more, like 8, but many, MANY people can be fun too!)
Rough Game Description:

Area is a team game, each team takes an opposite third of the court and takes turns trying to throw a tennis ball into the other team’s semi-circle for points.

 

Rules:

here’s a picture of the court:

I’ve coloured the team zones, one team takes red and the other team takes blue.

  • To take a turn, a team member throws a ball from inside their team’s zone, and aims for the ball to land in the other team’s semi-circle. a point is scored if the ball touches the court inside a semi-circle (if a player drops the ball in their own team’s semi-circle, the other team scores a point).
  • players must try to defend their semi-circle by catching or blocking the ball.
  • if players throw the ball when outside their team’s zone it is a foul (so long as some part of their body is touching their team’s zone they are safe)
  • when a player fouls, the other team takes a point and it is then their turn.
  • No player should ever leave their team’s zone unless the ball is out of bounds.
  • the ball is out of bounds if it’s anywhere other than one of the team zones (that means the center third of the court, or anywhere outside of the court.
  • when the ball is out of bounds both teams can leave their zone and try and take the ball, when a player gets the ball then it is then their team’s turn and all players must return to their zone (no wrestling the ball from people!).
  • players must never enter the other team’s zone, even if the ball is out of bounds.
  • To start the game, place the ball in the center of the court and have all players enter their zones. each team agrees to all count from 3 to 0 together, and at 0 the game begins. since the ball starts out of bounds, the first team to rush out and claim it gets the first turn.
  • the game ends when an agreed amount of time has passed or a certain score is reached (for us it was game-over when break time ended 😉 ). the team with the highest score wins.

 

Notes, variations & suggestions:

  • as an alternative foul penalty, let the other team take a penalty shot, where they are allowed to throw from inside the center third of the court.
  • Players on a team don’t have to take turns when throwing, teams decide amongst themselves who throws next, or players can throw the moment they catch the ball if they think it will help the team.
  • try faking out the other team by letting them think a different player has the ball and throw when they aren’t ready.
  • any throw is valid, low, high, under-arm, over-arm, fast, slow, rolling, bouncing etc.
  • indoor courts are fine, but if you play on an outdoor court you can do sky throws if you’re good enough. 😉
  • if a ball is lost (it lands in a busy street or into that garden with the big dog) the game is over, unless you have another ball in which case it’s the turn of whichever team didn’t lose the ball
  • more players make the game more interesting! in some games half the fun is misleading the other team, and you can be more elaborate doing that with more players 🙂

I do recommend giving this game a try if you have a few people and a netball court handy. 🙂

finally, if you know this game by another name, please let me know!