How we made a videogame
Transcription
How we made a videogame
How we made a videogame Peter and Robert Curry Dinosaur Polo Club Robert (with the beard) Peter (forgot to cut hair for several months in a row) Why we’re up here talking • For just over two years we’ve been turning our game jam entry Mind the Gap in to a commercial game. • Mini Metro is now on Steam Early Access for PC, Mac, and Linux. Releasing very soon, then working on mobile version. • 80k units sold so far through Steam, Humble Store, and direct sales. What we’ll blather on about • Our backgrounds. • The path that we've taken to turn a three-day prototype into an independently-developed commercially-successful videogame. • Not a recipe for success! Dinosaur Polo Club prehistory (part one) • Graduated with Computer Science degrees from Vic in 2001, 2003. • Worked at Sidhe Interactive (now PikPok) from 2001, 2002. • Both worked as programmers on a number of games: Rugby League, Gripshift, Melbourne Cup Challenge. • Worked on hobby projects in our spare time. Dinosaur Polo Club prehistory (part two) • Left Sidhe in August 2006 with another colleague to found Wandering Monster Studios. • Attempted to build Space: 1969, a persistent online, non-combat, space strategy / economic / builder game. • A thousand times too much for us! • Failed to accept our constraints (team size, experience, skillset). • Sprawling, unfocussed design. • Intent on developing what we knew (AAA, MMO, EVE Online). Dinosaur Polo Club prehistory (part three) • WMS disintegrated halfway through 2008. • Only considered getting back in to game development late 2012. Accepting limitations • Started to recognise and plan within our constraints. • No time. Robert working at SilverStripe, Peter a fulltime parent. • No art talent. • Decided to prototype ideas in Unity. Established engine, cross-platform support is unparalleled, web player is very well suited for game jams. Mind the Gap • Built Mind the Gap for Ludum Dare 26 (April 2013). • Had already brainstormed the idea of an interactive subway map, which suited LD26’s theme of minimalism perfectly. • #1 in innovation, #7 overall out of just over 700 entries. • Decided to develop it further and release on iPad by end of 2013. Hah! Open alpha • Chose to emulate the development style of Papers, Please! Regular, fully-playable alpha builds online. Be open about development, listen to feedback. • First Mini Metro alpha was released in September 2013. • Started devlog on TIGSource, getting roughly ~5 hits / day at dinopoloclub.com/minimetro. • Good feedback! • Missed our deadline (end of 2013), but nearly feature-complete. Steam Greenlight • Put Mini Metro on Steam Greenlight in March 2014. • Necessary process for unpublished devs to list games on Steam. Popular vote, top 50 - 75 games every fortnight are greenlit. • Competing with roughly 2000 games for votes. Things got a little crazy … • Front-page article on The Verge. Huffington Post, Wired, Kotaku, Gizmodo, etc., followed. • Hits went to ~50k / day. • Shot to #2 on Greenlight. Greenlit in three weeks. • Instead of continuing application for game development job at Magic Leap, Peter started fulltime on Mini Metro. Ton of feedback to read! • Brought on Jamie Churchman as graphic designer, Disasterpeace as audio engineer. • Aiming for mid-2014 release. Hah! Open development • No immediate Steam presence. Continued open development through our website, releasing new builds every 1 - 2 weeks. • Couldn’t settle on an upgrade design we liked the feel of. Tried a lot of different options. • Fell victim to grognard capture. Had to dial back complexity and refocus on minimalism. • Felt like painting a picture with people watching each brushstroke. Pre-orders • Spurred on by Jamie’s graphical overhaul, we subconsciously decided to develop Mini Metro in to more of a “real” game—not simply a prototype stretched into a Steam release. • Mid-2014 release was looking unlikely. Peter was working full-time, still not earning. • Decided to start pre-orders in April for $3.99 through Humble Widget. 20% discount on the intended retail price of $4.99. Pre-order revenue • Humble Widget nets the developer a little less than 90% of gross revenue. 5% to Humble, ~5% to credit card processor (PayPal or Amazon). • Self-hosted. No other visibility, so you need to drive the traffic. • ~3400 pre-orders over four months. NZD16k drawings + expenses. $1,200.00 $900.00 $600.00 $300.00 st ly gu Au 7 28 Ju ly 18 Ju ly Ju 8 ne 28 Ju ne Ju 18 8 Ju ne ay M 29 ay M 19 ay 9 M ril Ap 29 Ap 19 9 Ap ri l ril $0.00 Steam Early Access • Launched on Steam and Humble Store as an Early Access title on the 11th of August 2014. • New website, final gameplay iteration, Paris, and Jamie’s entire graphical redesign were held back for the EA launch to give the first commercial release more impact. • Upon recommendation, price was set at $6.99 with the intention to increase to $8.99 or $9.99 upon release. • Primarily a financial decision as pre-orders were drying up. Not sure we’d do this again—big risk that Early Access sales won't fund development. Sales (part one) $14,000.00 $10,500.00 $7,000.00 $3,500.00 r 30 Se pt em be r 25 Se pt em be r 20 Se pt em be r Se 15 Se 10 pt em be r be pt em Se Au 31 5 • pt em be r st gu st 26 Au gu st 21 Au gu st Au 16 11 Au gu gu st st gu Au 6 1 Au gu st $0.00 For the first two calendar months after release, Mini Metro grossed ~USD175k. $137k from Steam (78%), $22k from Humble Store, $16k from direct sales. Sales (part two) $14,000.00 Nerd³ 2.1m followers 471k views $10,500.00 $7,000.00 Sips 1.8m followers 199k views Northernlion 539k followers 71k views $3,500.00 quill18 253k followers 41k views • To date the Early Access release has grossed just over USD500k. Steam accounts for 86%. • Spikes are good. Long tails are better! Mini Metro is still averaging USD770 (gross) a day on Steam. ay 4 M ril 20 Ap ril ar ch Ap 6 M M 23 ar ch y 9 Fe b 23 9 Fe b ru ru ar ar y ar y 26 Ja nu Ja nu ar y r 12 29 D ec em be r be ec 15 D ec D 1 N 17 em be em em ov em ov N 3 r r be r be er O ct ob 20 O ct ob er r Se 22 6 pt em be r be pt em 8 Se Au 25 11 Au gu gu st st $0.00 Sales (part three) • Unless you’re Mojang or Blizzard, your game must be on Steam. • Steam’s discoverability is second-to-none. Humble Store sales disappear when you’re off the front page. • YouTubers and streamers drive sales, not press. • Digital distribution (and Steam in particular) have enabled a very long tail for indie games. But you need to work for it! IndieCade 2014 GDC & PAX East 2015 Shows worth it? • Expensive, especially flying from New Zealand. • Audience reach tiny and unfocussed compared to YouTubers and streamers. BUT • Great way to meet developers and others in the videogame community. • Chance for mass user testing. • Fun! Charge a holiday to the business. • Slipped past another couple of release dates … • Audio design has taken on a life of its own. • Working on the last features for the release now. Release next month? • Accessibility. Theme is accessible, game mechanics not necessarily so. • Retention. Deliberately chose to concentrate on the core mechanic and not artificially extend play, but ignored players who prefer goals. Post desktop release • Mobile is top priority once Mini Metro is out. Could be huge, but new to us and easy to screw up. • More cities as DLC? Sandbox mode? Map and scenario editor? Multiplayer? Console release? • How long do we want to keep working on Mini Metro? We have other ideas we’d like to explore, but hard to pass up the opportunity for a long-lived, stable income. Why has Mini Metro made it this far? • Every game today has to compete for mindshare with thousands of other games. • Your game doesn’t need to be instantly accessible, but it needs to instantly convince that it’s worthy of a player’s time. • Easiest route is to be like an existing game! “If you like X, you’ll love my game, Y”. • Hardest route is to be like an existing game! “Why play Y? It’s just like X”. Our theory • Mini Metro is accessible through real-world association with subway maps. Transit is a huge part of many, many peoples’ lives. • We don’t need to appeal to players through comparison to existing genres, so Mini Metro can afford to be relatively unique. • Look for inspiration outside of videogames! Also … Make an engaging experience! Questions? Robert @shiprib [email protected] Peter @peterc_nz [email protected]