Why Game Developers Go Rogue
cliffski writes "Jay Barnson interviews the new crop of indie game developers.
How could anybody abandon the steady paychecks, access to the best tools and engines, large teams of skilled colleagues and the glory of working on one of next holiday season's blockbusters for a chance to labor in relative obscurity on tiny, niche titles?
Steven Peeler was a senior programmer at Ritual Entertainment. For him, leaving and forming the one-man studio Soldak Entertainment came down to a desire for creative freedom. 'I really wanted to work on an RPG, and Ritual only made shooters,' he says. 'There were some annoying politics going on that was really frustrating, I disagreed with the direction the company was taking, I was really tired of pushy publishers and I just wanted to do my own thing.'"
'Nuff said.
I was excited by the title and thought that it would be about roguelike games. Guess I was wrong:-(
Maybe giving them freebies like a game console, a few game disks and a Nintendo Wii will help them vent out their feelings over the game.
India's New Cheap Fuel-less Bike
You can be the greatest programmer in the world, but until the realities of the market are well understood, you're going to be starving.
The fact of the matter is that very few independent programmers make it big. Those that do either got lucky or had a good understanding of business. It's easy to go off on your own and create what you want, but it's a completely different thing to garner interest in the product and sell it for a profit.
The reason why game developers "go rogue" is because they are inherently a seat-of-the-pants type personality who see personal pleasure and freedom as the highest attainable goals. While those are fine goals, without a solid business understanding, those goals area farther away from the independent game developer than if they stayed at a large employer.
Should I just bite the bullet and develop my prototype for Windows?
A steady paycheck looks good on paper and many people are perfectly happy working on someone else's ideas for their entire lives. Eventually though, people with a creative streak have to have an outlet or they go insane. Sometimes a part-time hobby is enough, sometimes it means quitting the steady job.
I'm not sure why anyone refers to employment as a games developer as "steady". They are precarious outfits, pathetically dependant upon "hits" that may or may not come again, until they burn you out and drop you like a stone.
An easy explanation for developers "going rogue" is that the pay is so very very bad that the difference between unemployment and salary whilst you write the code is so small that it is not as hard a decision as in other lines of work.
Dominic Connor,Quant Headhunter
This is a creativity thing. People may not accept it, but Game design is an art form and usually big companies are all about the bottom line and the pencil pushers upstairs don't understand the needs of the designers.
I have always been surprised to see this. You would think the big game developers would make their people sign no-compete contracts. Do the corporation think that, after showing a developer the secret closet, they are never going to use those secrets to go out on their own?
I judt got a nre Kinesis keybiartf so please excusr ant egregiou typos.
R.I.P
User Killed by Pun lvl. 2 with 0 XP.
You would think the big game developers would make their people sign no-compete contracts.
Overly broad covenants not to compete are not enforceable. The State of California in fact considers non-competes to be against public policy. The justification is that everybody has a right to work in the field in which he was trained. Ask a lawyer in your state for details.
Tax-wise, leaving your "stable" job adds to inherent features to your new job future: greater risk, greater reward.
I have had one W2 job in my life, and I will never do it again. All I saw around me was politics, inefficiency, vying for position, inefficiency, back stabbing, inefficiency, nepotism, and inefficiency. When I saw something that I could do better, faster, and cheaper, I had no reason to "sell the idea" to management because either they'd take it (and climb the ladder) or they'd sit on it due to a pet peeve.
This guy Peeler ignores the absolute greatest reason to quit and go solo: being called back in for sometimes 10X the pay, from your old employer. When I left my only W2 position (at a whopping $21 per hour back in 1992), within 3 months they called me back in, and I offered myself at $60 per hour. Within a year I was at $120 per hour, and had enough to hire own my W2 goons to play nice with the customer. And they were hired out at $120 per hour and paid quite a bit less (although I offer all of them the option to start their own business and subcontract, which many do).
For a gaming engineer, being an employed underling offers little other than so-called "stability." See how stable you are when you get fired or the company goes under. Out come the dreaded CVs, while you pound the pavement looking for another 40 hours a week W2 job. If you're a contractor, you can work for 10, 20, 50, thousands of firms on a regular basis, and if a few go under or cut you, you're out maybe 5% or 10%. Don't put all your eggs in one basket.
It's like homeownership: if your boss knows you have a mortgage, you're screwed. He has no reason to offer you incentives (better pay, better hours, better perks, etc) because you have another God to pray to: your bankster. The same is true with a W2: your boss knows he's your only source of income, and as such you're stuck with bad pay, bad hours, bad perks.
Go solo, everyone. Cut the unbilical cord and if you're a hard worker, you'll prosper. Then find about 10 of your previous coworkers, offer them a few bucks more an hour, and bill them out at 5X their pay to not just your old employer but their competitors, too. 3. Profit!
...but decided on being a Paladin instead.
=Smidge=
Is it just my observation, or is eldavojohn an idiot?
Programmers are no different than any other profession. Why do small companies exist and how to they find talent to push them up the food chain? Some folks do not care to plug into the large company mentality. Large projects ran by enterprise minded project managers can be stifling. Small companies allow you to be a critical asset and not just an amoeba swimming in the larger developer pool.
When they are accused of a crime they didn't commit.
Interesting quote from the article:
"Some of them cloak it all with this thin veneer of 'sticking it to the man' and being 'anti-DRM' and 'anti-big corporations.' Despite me giving a free demo, no DRM, innovative games, at reasonable prices with great tech support from a one-man company, the bastards still rip me off and take my stuff anyway."
So in other words, this guy releases his game with no anti-piracy DRM measures and people still play his game without paying him.
I get into piracy arguments with other folks all the time. They talk about how they want "DRM-free" music, information wants to be free, most modern music is crap anyways, etc. But when it comes down to it, they're just being cheap.
"You cannot find out which view is the right one by science in the ordinary sense." - C.S. Lewis on Intelligent Design
Wow, your parents must be really proud!
EZReady
Why do game developers leave big companies to form their own companies? The exact same reasons other professionals leave big companies for their own companies. More breaking news at 10.
"Always forgive your enemies; nothing annoys them so much." - Oscar Wilde
These men promptly escaped from a maximum security stockade to the Los Angeles underground ; )
"Kill 'em all and let Root sort 'em out"
Game development is a fierce competition though, especially if you aim for the stars at the first try. Just ask the guys behind Flagship Studios, and then these were among the most experienced developers in the industry.
What at least one of them acknowledged though (I forget the name, I think he worked for QA on their sister company Ping0), was that they had a rather poor balance of people knowing how to run a company -- making decent products ship without putting themselves at risk. I.e. they had a large set of very skilled developers and designers, but that there are more essentials to a successful company than this, and he believed FSS made an oversight there.
Beware: In C++, your friends can see your privates!
and you get modded offtopic, while the parent is modded interesting... :-)
Because smaller companies are more relaxed and not as arsey about hitting deadlines.
+1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
Sorry; I just read the intro, and the first thing that clicked into my mind was a phenomenon known as [evolutionary] radiation.. where, a sudden opening in the environment causes species to diverge and experiment and evolve at rapid and experimental rates... this just FEELS the same... that given an industry that is far from 'fully grown', there's so much room for creativity, exploration, new paradigms of self-awareness, that it is having the same effect... a radiation of individuality given a wide expanse of possibilities.
Mod up for obvious reference ;)
I have had one W2 job in my life
That speaks for itself. You really have had very little experience, and people should take your anecdotal analysis with a grain of salt. I have had many W2 and 1099 jobs, and in the long run I greatly prefer the stability of W2 jobs, even though I really enjoyed the weird hours, huge paychecks, and random nature of my early contracting jobs.
I'd say try it before you get too old, or at least give moonlighting a shot.
Go solo, everyone.
1099 jobs are great when you are young, healthy, and full of piss and vinegar and can afford to start life over again if you screw up. If you want to go solo over age 30, make damn well sure you have a contingency plan, or are networked and diversified out the yin-yang.
Also, don't get sick! Unless you live in a state that has passed laws allowing groups of people to pool money and buy discount healthcare, you are F-U-C-*-E-D. Once you go on record with a HINT of chronic illness, you will very likely not be able to get insurance. The government mandates that insurance companies sell you insurance if you have a pre-existing condition, but they don't mandate the price. You could very easily could end up requiring to pay $3~5k per month for health insurance.
I'm eternally grateful that W2 companies get such great deals on group health coverage.
https://www.accountkiller.com/removal-requested
If you have a game to program, if no one else can help you, and if you can find them ...
Darn, and I thought this was going to be about why game developers love to clone Rogue. Man, I love Rogue-likes...
Develop it for the PC but make it portable.
One platform only runs C#, Visual Basic, and other CLR managed languages.[1] One platform only runs Java and other JVM managed languages.[2] One platform only runs JavaScript.[3] One platform only runs ActionScript.[4] One platform only runs C++ well because it has small CPU and small RAM.[5] What's the best way to make a video game engine or other program portable across multiple virtual machines whose sets of compatible programming languages do not overlap much?
[1] Xbox 360 XNA
[2] Mobile phones with Java MIDP
[3] iPhone, unless the developer buys the $3,000 devkit[3a] plus real estate in an AT&T covered zone[3b]
[3a] iMac + iPhone + iPhone activation + iPhone developer activation + 24-month iPhone service plan at $70/mo
[3b] Most notably, Vermont doesn't have AT&T.
[4] Wii Internet Channel
[5] Nintendo DS
I have routinely gotten exemptions for my part-time development work built into my employment contracts.
Keys:
1. Mention the exact projects you are currently working on.
2. Have the writing vetted by your lawyer to ensure that your ideas are protected and do not become property of the company.
3. Be ready to walk away if they aren't willing to alter their NDA/non-compete to accommodate your efforts.
Seriously, I've worked for a lot of different companies and not once has a company refused to adjust their non-compete based on exhibits I include to document my work on free software projects and my personal IT consulting business.
Jay's arrangements with game development studios have actually gone so far as to include support from the company hiring him in the form of art, programming, and other resources for his independent projects. Seriously. Build some negotiating skills and be confident in your ability to find a job. You'll find one willing to work with you.
Matthew P. Barnson
I learn what I think when I read what I write
NT
I now work for UltraMegaCorp (name is changed to protect the guilty) as a UNIX administrator. It's one of the largest software companies in the world. My piece of the pie when it comes to new projects is often to find out that I'm getting shipped some new hardware, and I get to organize deployment. If something goes wrong with the deployment schedule, it's almost always a communication issue, usually something to do with "managing expectations".
When I worked at a startup, I got the whole shooting match. If that project didn't move out on time, I was fully to blame. I was the go-to guy. The hours sucked, the pay was fine, the potentials were limitless, and I lived by my pager or mobile phone.
A part of me really loves that environment. Another part of me really loves the benefits that come with working for a larger company. I compromise: I work a forty-hour week at UltraMegaCorp, then put in 5-10 hours a week on side contracts. For now, it's a good balance. I end up with the same crappy hours, but now I have more control. And I can buy neat toys with the extra income (model airplanes, mostly, but lately it's been motorcycle parts...)
Matthew P. Barnson
I learn what I think when I read what I write
Another problem Indies face is managing the pricing expectations of the consumer. The days of the $50 video game are OVER, yet people expect to plunk down only $15 or $20 for an Indy game because the development studio is smaller with a lower budget.
Computer game business models do need to evolve, though I'm not sure in what direction. There need to be tangible benefits to paying for your copy of the game. MMO games seem to have a decent model working for them, but so far most other efforts have really met with limited success. Offering improved music or artwork for registered customers seemed like a pretty good idea with Void War, but I don't think that kind of approach is a potent long-term draw.
Matthew P. Barnson
I learn what I think when I read what I write
A lot of successful companies are also very corporate, and as such lack the ability to help their employees feel like they are doing anything for themselves.
Many of us know or have experienced exceptions. If you have, chances are you're still working for the company that gives you that sense of personal progress.
I'm sharing my opinion of this from a nice little Intel cube, and you might be able to guess why I can relate to people like Peeler.
be careful. Your comments may be modded flame bait because they differ from the mods opinions.
Eviscerate the Proletariat!
No blackjack? No hookers? I think that's the answer, right there.
At the bottom of the
They probably go rogue because they are sick of being on the receiving end of stunlocks in battlegrounds all the time.
We're talking about WOW, right?
It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
I think before the 90's, games were the domain of the sole, rogue programmer. Creating the greatest Apple II game ev@r was possible. You don't need pro creative talent to make pixelated blobs to appear and blips/bleeps to happen in a way that is entertaining for the player. In those days, it was about evoking the experience in the mind of the player, not just their ears and eyes. I'm glad to see affordable tools magnify the creativity of the sole programmer such that they can compete again. As long as indie devs continue to understand their roots and don't get caught up in trying to out-Blizzard Blizzard.
Err... not quite... let's go through those one by one:
Heh. Some people are under the impression that game programmers end up millionaires, like John Carmack, but the vast majority are actually paid a piss poor wage. And it becomes even less tempting once you do a total of the time worked, including unpaid overtime (some companies don't even just do it for the final crunch, but most of the time), and divide your wage by it.
The inside joke is that they haven't offshored games to India and China yet, because those guys don't work for _that_ little.
So trying for indie, I dunno, seems a lot less of a loss. You don't even need to sell many copies to make the same wage as before.
1. Not everyone works with a Sid Meier or Will Wright. There are a lot of game programmers working for a lot less talented designers. In fact, your average entry job probably will be for some no-name company making a flop, and with a designer who makes up for less skill by having a bigger ego.
2. The movie will show _you_ and get you a bunch of fans, if you're a talented actor. Those best directors and writers will make _you_ shine. If you're a talented game programmer, the best you can hope for is that you'll be a name by the half of the credits, and the designer is treated by the press and fanboys as the only one who mattered. It's more akin to being the third cameraman on the credits of a movie. So it's a bit easier to break away as a game programmer, because the ego factor to keep you in line just isn't the same.
3. Those actors are often allowed a lot more creative input, to those directors and writers. Harrison Ford is the perfect example with his changes. Probably the best known being the scene where Indy shoots the swordsman. As a game programmer, probably nobody will give a shit about _your_ vision. The testers have more of a chance to change anything than you do, and God knows that for a bunch of companies the testers are ignored.
4. Up to what age do actors get to play and be worshipped? The average game programmer is chewed up and shit out by the games industry, as a burned out husk, before reaching 30. A lot of them even earlier. Sometimes having celebrities shit on you, still is just being shit upon.
While the games industry does have a couple of very skilled people, the average programmer there is there only because he wanted very little money and generally didn't mind the overtime and being treated badly. And again, will make up for lack of actual skill, by being legends in their own minds.
Most games won't even break even, and end up subsidized from the profits of EA's sports games and the like.
Plus, there's a lot to be said about the "glory" of being one of the guys whose code was launched buggy and untested, and had reviewers and players ranting about poor quality ;)
And again, most of the glory will go to the game designer, while you'll be lost in the credits.
So to sum it all up, being a game programmer is very very unlike being a super-star actor. The whole ego thing that works for actors... well, as a game programmer you're probably more motivated by either (A) a misguided sense of altruism, as in, "ah well, at least I'm doing something useful and making it possible for other people to have fun," or (B) being unrealistic enough or in outright denial about your position and chances for something better. Or often both.
A polar bear is a cartesian bear after a coordinate transform.
How could anybody abandon the steady paychecks, access to the best tools and engines, large teams of skilled colleagues and the glory of working on one of next holiday season's blockbusters for a chance to labor in relative obscurity on tiny, niche titles?
Maybe it's because the paychecks are NOT steady, the tools are NOT so great, the colleagues are fresh out of college and kiss too much ass, and their is no glory in being credited on the latest bug-fest of a movie license sellout. I'm looking at you, ElectronicArctivision.
It's often the niche titles that yield the biggest successes. After all, if you're a highly skilled developer or designer, and you're forced to work within the mold of a big-name company, you're probably watching that skill go to waste. Only the freedom of a small, indie shop will give you the room to stretch your imagination and flex your hacking muscle.
-Billco, Fnarg.com
Yeah, and the streets paved with gold. Because, you know, the game industry isn't run by a group of dinosaurs in a market with too little external pressure to drive out famously bad production practices.
The steady paychecks don't exist in a contracted world. The best tools and engines are things that were shaky when they were one-man hacked together ten years ago in C by someone who thought they should still have been writing assembly. The large teams of skilled colleagues are college kids being paid next to nothing while they're burned out by 70 hour workweeks in day one crunch mode shops.
If game design firms like this existed, the two year attrition in gaming wouldn't be 70%. This article is about fantasies of how the industry works, not realities; that's why the author can't figure out what's going on.
StoneCypher is Full of BS
I clicked on the link to Soldak Entertainment inside the article. What do I find? A cheesy looking website.
It doesn't look too cluttered. It just looks like something a kid made back in 1995. Part of selling yourself or your company is presentation. If the website looks unpolished, what's the chance the average person will stay around? Make it look attractive and you'll keep a person interested, hopefully, a little longer to take a look around.
I've seen other indie developers websites and they put as much effort into their website as they did their game, and it clearly showed, good or bad. It just reinforces the point that a good presentation goes a long way to selling your product.
Steam makes it possible for independent developers to get wide exposure and delivery of their games. Audiosurf is an independently developed game on steam available for $9.99 that has consistently ranked in the top 10 for sales beating out even major Valve titles like Half Life. The game was developed over the period of a year by one guy in his basement and I wouldn't be surprised if he's made a substantial amount of money off sales possibly even making it possible for him to quit his day job.
And even several games later, their NPCs still can't hit anything they shoot at.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
> User Killed by Pun lvl. 2 with 0 XP.
To be fair, who COULDN'T be killed by Pun-Pun?
Stupid kobolds.
Get used to having to sustain your own business if U want to survive. The days of working for someone else are ending because workers are commodities. Look at corporate profit growth by raising prices: 30% here, 40% there. Why do you think they're not passing that on to salaries?
I'm no doctor but I heard this listening to one on the radio - there's programs from 1997 onwards here searchable by subject:
http://www.abc.net.au/rn/healthreport/
go nethack... slash'em all!
I get into piracy arguments with other folks all the time. They talk about how they want "DRM-free" music, information wants to be free, most modern music is crap anyways, etc. But when it comes down to it, they're just being cheap.
Bullshit. I have paid for every CD, video game, and book that I own. But if it comes with with DRM or copy protection, I will return it and demand my money back, and I will warn other people not to buy it.
I have no idea how well DRM or copy protection works against piracy, but I don't give a damn. If your non-DRM'ed game gets pirated so much that you can't make a living, go figure out a different business model. The world doesn't owe you a living as an independent developer or musician.
There, fixed that for ya.