They say “Jump”. I say “I was right!”

Jump is a brand new monthly subscription service for playing a curated selection of indie games. “Think of it like Netflix” says company chief Anthony Palma. It will support PC, Mac, and Linux games, as well as Oculus Rift and HTC Vive VR titles.

In March I wrote about this very topic. So I get to say “I was right”. It wasn’t a radical guess or anything, but my fridge is all out of humble pie so I’m going to take that prediction as a win.

Well, is it a win though? Wasn’t I arguing that this would bring on the end times… or something? Well, sort of. I invite you to read that article, and its follow-up in April on potential Alternate Payment Models of the future. To summarise, change is inevitable, so fighting the tide is ultimately fruitless, but the direction we appear to be heading is to devalue games to the point where they’re not worth making any more, and only the most generic, risk-free games will be invested in and made in future. That is worth resisting.

Tell us about Jump

Okay so there are a few things I like about Jump.

1. Its price and revenue share

Your one monthly payment of $10 gets you access to everything on the platform. It’s a little more expensive than Netflix, and I like this. Games are pricier than movies and TV shows already. However, games are constantly going on sale and approaching worthlessness. Jump itself might make games worth even less, true, but that’s happening anyway and at least they’re not racing Netflix to the bottom. $10 is a respectable fee. I’d pay it.

One of my key complaints about Spotify in that blog was that artists apparently get a terrible share of revenue. I might be wrong, but I think it’s a predatory percentage share of the revenue that Spotify take, and if I am wrong, it’s still a worthless payout that most artists actually get.

Jump are taking a 30% cut and leaving 70% to the developers. I like this. Either they’re nervous about how they’ll be perceived and accepted, and by extension their success, or more likely they’re just happy to maintain the status quo. Steam take 30% of the cut on all game sales on the platform; why should Jump go lower? Good that they’re not going higher either. 

So 70% of all membership fees go to the developers, according to how muchtime players have spent on their game. This means that if players just try out your short game and (if it were on Steam) would have just refunded it, you still get paid.

2. It’s a meritocracy

Just to drag that last point out, if your game is better and gets played more, you get paid more. The hidden danger with this is that it might encourage developers to make the game artificially longer, by having excess grinding or backtracking, just to run up the minutes spent, and thus the pay-out. In the same way that Free-To-Play models negatively affect game design, so too might this. However, it’s counterbalanced by two things. Firstly, people said the same about games needing to be particularly engaging and polished in the first two hours after Steam brought in refunds, and I haven’t really noticed much change being reported on there. Secondly…

3. It’s curated

Jump will launch with 60-100 games and add 10-12 more each month. It is not going to be an open platform. Apparently, only games of a certain quality and popularity will be allowed on. This solves Steam’s major problem of discoverability and quality, but only for a select few.

You can be sure that the platform will be inundated with requests for access from developers. Maybe we’ve come full-circle, back to before Steam launched Greenlight and opened the flood gates. This is good for developers who get on the platform, but bad for those who can’t. It is pretty good for consumers though, which will be essential to the adoption of this platform.

You also don’t disappear just because your game is a few months old. In their algorithm, older games get jumped back up to the top of the discoverability queue periodically.

How do they pick the games that make it on the platform? Apparently they’re looking at 3 things. Critical response, peer response, and market response. Basically, are there good reviews, any awards, or good sales? Apparently having one of these things is enough for consideration, with two or three being better. I would guess that the vast majority of games will have either none, or all three. Good reviews lead to good sales and awards often follow (or precede, like getting Best In Show at EGX or PAX).

4. It’s just for indies

On Jump, a user is there to play indie games. They pay for that, so you can be sure they’re there for you, and maybe less interested in what EA are doing over on their subscription service. It’s great that a user here isn’t choosing between the newest AAA launch and your indie darling, as they would be doing over on Steam. It really is somewhere that indie games have a chance to shine, and this is one of the big fears that I brought up in the March blog, originally.

5. It’s not exclusive

Being on Jump doesn’t mean you can’t also sell elsewhere, which is great for fans who want to have their own copy of a game, and great for devs who’d still like the option of trying to win big on Steam. It’s been stated that a developer can launch on Steam and then come to Jump after six months if they wish, when they’re starting to see sales really die off. Good for devs. I like.

However, if you got lukewarm reviews and didn’t sell, you may not have the option to get on Jump anyway.

6. It’s an online service

I’m actually not sure if I like or dislike this, but I’ll leave it in this group, anyway. There is no download and install of the games. That’s a big plus if you’ve a slow connection, and great if you want to try out a game immediately. But it’s not a streaming service either (where the game runs on a server somewhere else and you get sent the results to your device) which can also have latency issues, especially with slow or unreliable connections.

Instead, it pulls enough of  the game down from the servers within about 20 seconds, that you can start running it locally, but without storing it locally or constantly checking in with the server. It’s not a Unity-exclusive platform, but if you’re familiar with Unity’s Web GL builds – that.

 That's an impressive looking group of advisors
That’s an impressive looking group of advisors

But there is one thing I really don’t like.

Unity WebGL

WebGL is the future, but speaking as a developer I’ve still found it to only suck hard! I did a blog (now partly outdated) about migrating older Unity projects into WebGL-friendly formats and getting around certain inexplicable bugs people were having.

Many improvements have been made since, but even still, the last time I tried to put Sons of Sol into a WebGL build (last week), it wouldn’t even build, let alone run. I do believe that it’s due to having XInputDotNet stuff in there, which I use to make the controllers vibrate, but how can it be that this futuristic platform doesn’t support vibration?

Actually, Unity doesn’t support vibration in controllers normally, anyway. Sort it out, already, please!

In addition, all the old Unity Web Player (since deprecated in all major browsers) games that I’d updated to WebGL and replaced on this website have since broken. I discovered this yesterday. I don’t know how long they were out for. I monitor game news and Unity blogs for updates on this sort of thing. It’s possible I missed it, but I was unaware of any newer Chrome, Firefox, or Unity updates that should have broken these once-painstakingly-fixed game builds. I’ve had to remove them or provide only PC builds for download on the site. It’s very frustrating to try and keep up with.

I’ve just found WebGL to be a nightmare so far, though I know it works for some people with no problems, so your mileage may vary. A developer will have to get their game working in this format, with a reportedly simple Jump plugin, to get on the platform. I’ve actually no idea if Sons of Sol will ever get on the problem. At one stage I made myself a WebGL expert and still couldn’t get that game to work on it, though there is a lot more going on in Sons of Sol’s code than there is in the other game jam games that I fixed.

My message to any devs is this: “If you think you’d like to get on Jump, test today if your game actually works on WebGL. If it does, keeping testing it regularly. If not, good luck to you”.

Other Thoughts

This will be a very interesting one to watch. I would like to see everything remain as it was a few years ago, with people paying for games they wanted, and games holding value enough for serious, dedicated developers to actually approach game development as a business. But the only constant is change, as they say, and this is the way the winds are blowing. Given that, I think Jump is looking like a fairly benevolent new force in the marketplace.

I’m actually unsure if a drop in your wifi would boot you out of your game. I don’t think WebGL would, but maybe Jump’s proprietary software might. I don’t think so because they seem to be fairly measured in a lot of their decisions so far, and an always-on connection would be a deal breaker for a lot of people. Having to log into the site at the start of your game session each time isn’t much better though.

How frustrating is it those times when your router goes down and you realise that you’ve suddenly nothing to watch, listen to, or play, because you can’t get onto the servers to start a movie, album, or game? I do like to own copies of the things I want to use.

Or what if you lose a job and all of a sudden you’ve all the time you want to play and watch everything you couldn’t before, only to realise that you’ve to cancel all your subscriptions and you don’t own hard copies of anything any more because it’s [current year argument].

I would like to see the option to download locally and play without internet access during the month of your membership. I just don’t know how that’s going to turn out.

It’s telling, however, that I currently feel like I would probably subscribe to the service, and that I would want my own game on it. As a consumer and a developer, I’m cautiously optimistic about Jump.

Let’s see how it goes. What do you guys think about it? Do please let me know in the comments.

Jump is currently in Beta and launches in “late Summer 2017”.

So, until next time…

Spotify, Netflix, and Games

Before I start, I just want to thank everyone who read last month’s blog and voted for Sons of Sol on Greenlight. We got through on March 16th and are very appreciative of the support.

So with doing Greenlight recently, setting up our preorders, applying for competitions, funds, chatting with publishers, and doing some general reading of material from entrepreneurs like Daniel Priestly, Mike Dillard, and Richard Branson, something that’s been on my mind a lot is exactly how we’ll sell our game. How can we stand out in such an oversaturated marketplace and is there any way we can think laterally to avoid simply joining the race to the bottom that games are currently suffering price-wise.

When a market is over-saturated you need to innovate to stand out, after all, yet we don’t see an awful lot of that, and I can’t think of any particularly encouraging examples.

That said, we’ve nevertheless been assuming a traditional approach with Sons of Sol so far. I priced our preorders on this site at €5 marked down from an estimated final price of €15 or €20 (and showed this info). Anyone I’ve spoken to is pretty much of the opinion (and so am I) that we need to be on Steam and selling for €15-20. 

However, as I wrote about in December’s blog ‘AAA-pocalypse?‘ I’m very conscious of the nosedive that the industry is taking regarding the value of games, and I’ve been doing a lot of thinking on the problem. After all, I don’t want to come to a place where I can toil away for years making a quality product that can’t pay me a decent wage for the time I put in. Indeed, that’s where a lot of indie devs and even AAA studios find themselves more and more, but there is still money to be made if you do everything right and have a little luck (getting into games isn’t the most sound business decision you could ever make, but you can make the best of it).

Squeezing out variety and fostering homogeneity

While there is still money to be made from games, I worry about the direction it’s taking. As we see with Netflix for TV/movies and Spotify for music, people are all too willing to forego ownership of a relatively expensive copy of some entertainment product in favour of unlimited access to far more titles as long as they keep paying a small fee.

I think this has been disastrous for the music industry. While digital distribution and the rise of piracy hit the music industry hard, it’s virtually impossible to make any money as a new artist since Spotify came along, no matter your talent. I can’t think of a single music venue in Dublin that actually pays a band to play nowadays (excluding traditional Irish music). Instead, you now have to pay the venue to play. 
If you want to be a big music success, you almost have to go through some trite reality TV contest where a couple of moguls take all the money and tell you what to sing.

At the risk of sounding old and cranky; music (on radio and TV at least) all sounds ‘the same’ to me now. The only interesting stuff seems to come from acts that established themselves 10 or more years ago and are still going. Record labels won’t take a risk on the unknown and so they’ve distilled pop music down to a succinct money making formula. At the moment, the only new music I’m really interested in is games music, and I come from strong music background before I got into games.

 Click to listen to the EP 'Conversations' by Ódú. Consider buying :)
Click to listen to the EP ‘Conversations’ by Ódú. Consider buying 🙂

A quick aside: While you’re reading, have a listen to my incredibly talented friend Ódú, who doesn’t gig very often and doesn’t get radio play because she can’t afford to! Talent doesn’t get paid any more. It pays. We’re living in the upside down. 🙁

Almost all new bands you hear are hobbyists, because nobody will pay them to actually hone their craft. Therefore they’re not as polished and practised as they could be, and can’t get their music out there because the radio only plays the same few identical chart toppers.

The same for games?

We can see the games industry beginning to turn perilously towards a Spotify-style model with EA Access, Humble Monthly, and Xbox and Playstation’s online services also giving you a collection of free games each month in return for a flat fee.
It seems like they’re trying the Netflix/Spotify model on for size.

Thankfully, the games industry is enough of an oligopoly (a small number of large companies, rather than one big monopoly) that while EA, Ubisoft, Sony, Microsoft, etc are all pulling in different directions we won’t likely see one service like Spotify scooping up all of the games. If that were to happen some day you can be sure that we’d lose the amazing variety of games that we have nowadays. 

Imagine the amount of talented indie developers already who learn so much by making one game, but it flops, and they can’t afford to bring their experience to bear on a second title so they go get “a real job”. We might have one good game out there because they made it on their savings with the hopes of turning a profit, but we’ll never have another, better game. The talent has moved on to some office cubicle somewhere, never to emerge again.

Now imagine that at the outset, they knew their game would only net them a few hundred dollars at most, and that virtually nobody would ever own it, because it was only available on a subscription service and netted only a couple of cents per play. Would even that one game still get made? Probably not.

Steam already feels a bit like this since Greenlight opened in 2012, and I don’t think that Steam Direct will change the situation all that much, personally. But imagine if Steam were to offer you access to all games on the site for just $12 a month. Would you do it? You probably would. Personally I like to own a copy of my game that doesn’t need to be verified and that I can play in 10 years if I so choose, but it’d become a more expensive way to go, for sure. By the way, I don’t have a Spotify account and still buy music I like.. I just don’t really like any any more :P.

Games take a lot longer and cost a lot more to make than a music EP, but there are a lot of similarities between both industries. Music and games are both substitute leisure goods. Generally, if one game or artist is too expensive, you’ll just buy a cheaper one. There is a huge amount of choice, so artists have very little power, and the value placed on their work only ever goes down.

Exceptions

There are exceptions, of course. Jonathan Blow made a name for himself with Braid, so when The Witness came along in January 2016, he decided that his reputation could demand a higher price for his game, and he set it at $40 instead of a more ‘normal’ $20 for an indie game, in order to fight the downward trend in indie game pricing. In his case, it worked out. That said, just over a year later, it’s the lead game in next month’s Humble Monthly bundle, so you can get it (and several other games) for just $12, so the higher price was very short-lived.

Titans of the industry EVE online and World of Warcraft, both going for over 10 years, used to command monthly subscriptions from all players, but have since introduced Free To Play elements, up to a certain level cap. This is to help combat a dwindling player base, which makes sense in games that old, but newer subscription-based games haven’t really taken their place. They’re just “too expensive”. Or at least, they are seen to be by an entire generation of gamers that expect everything for free or close to it.

The near future

Some say that we’re heading for another games industry crash. We’re not. It’s a $100bn industry that isn’t reliant on physical distribution any more. Games can be produced and distributed cheaply, which wasn’t the case the last time the industry crashed.

However, we are going to see some major shifts and a lot of big companies (not to mention thousands of smaller ones) will likely go out of business. Monopolies aren’t good for anyone so I really hope we don’t see a single Netflix-style company taking over. We won’t any time soon because there are a lot of powerful companies in the ring who would have to go under or be bought out first, but in 10 years, who knows. Nokia was the leading name in mobile phones just a decade ago. Times change, fast!

Games have one advantage over music, at least. They demand your full attention. They’re entire other worlds that you can immerse yourself in. Players therefore are usually quite discerning about what they buy. It’s not just background music. While games are substitute goods to a degree, there are huge numbers of gamers who play one game and nothing else (League of Legends, World of Warcraft, Starcraft 2, etc), so they’ll cooperate with whatever payment model that game uses and other models won’t really affect them.

Spotify managed to seize most of the music market very quickly, and only certain gigantic artists such as Taylor Swift or Prince had the power to turn them down for their tiny commissions and continue to make a living from their existing fan bases. I can see that while EA might be happy to shift everyone over to EA Access, Blizzard won’t feel the need to do the same because their players are very loyal and tend to play their games for years or decades, rather than just a few months. 

Right now there’s too much money to be made and too many ways of making it for any one payment method to come out on top just yet, but it’s going to be a very disruptive few years to come.

Adapt, Engage, Survive

Well, at least EA are experimenting; taking their 2007 hit Crysis‘ tagline to heart. So are other big publishers, though usually by just overcharging for Season Passes and adding microtransactions. 

Regarding the EA Access approach, I just don’t happen to think that a subscription service model will be good for developers, or for consumers who want variety in their games. Not in the long run. As a gamer I’d much rather pay more and value a game, than suffer the choice paralysis and actual stress that comes from playing a game when you know you have fifty more lined up to play that month. I already have this just from Steam Summer and Winter sale purchases that I haven’t gotten to yet! I don’t need more choice, frankly. And as a dev, I’d also like to think that my efforts will be worth money to somebody when all is said and done. 

That said, times are changing. Companies big and small should reconsider just how long the $20-$60 premium pricing models (and others) will be viable in the face of never ending sales, bundles, and subscription offers.

Wrapping up

I wanted to get into some alternatives today but this preface has already turned into its own thing so I’ll leave that for a follow-up post.

What do you think of all this? I’d love to hear your thoughts on what you like as consumers, and where you think the industry is headed. Comment below, and consider signing up for the newsletter to be emailed when the next blog is posted.

Until next time…

AAA-pocalypse?

How can one blogger adequately sum up 2016, and what even to write about?..

 Modern warfare was remastered this year, but only available with infinite warfare pre-orders. So it seems nobody owns it..
Modern warfare was remastered this year, but only available with infinite warfare pre-orders. So it seems nobody owns it..

A ‘memorable’ year

While 2016 has been a harrowing year for most (who survived), it’s actually been probably the best in recent years for gamers. We saw the long-awaited releases of Final Fantasy XV and The Last Guardian. Hideo Kojima’s new studio teased something in Death Stranding that looks as inaccessibly nonsensical and impossibly crazy as anyone could have hoped for. Overwatch has delighted millions. Battlefield 1 and Titanfall 2 were great offerings, and even the less popular COD: Infinite Warfare was, I found, trying new things in the single player. Doom blew everyone away with a spectacular 20 hour single player campaign of the kind that shooter fans had been starved for. My new favourite game, XCOM 2 (sequel to my old favourite game) was released early in the year. I lost several weeks of productive work to it, but it steeled me for the year ahead, teaching me how to deal with loss and what to do when everything turns to shit (hint: keep fighting!).

On the indie games front we’ve seen incredible successes and a more mainstream acceptance of these games as a result. Games of note include That Dragon, Cancer, SuperHot, Stardew Valley, Owlboy, Firewatch, Inside, Abzu, and dozens upon dozens of others.

I’d planned to do a game of the year article this month, but the sheer volume of quality games made this impossible. One problem was that I couldn’t play them all. Another was that, after increasing my efforts during the Holiday break and playing all the main shooters, there were then just too many to talk about! (In short, Doom is the best single player shooter, I largely liked Battlefield 1’s single player and multiplayer, Titanfall 2 does have a great campaign, and Overwatch is probably where to go if multiplayer is your only interest, though it isn’t for me). In my book it’s a good gaming year when there’s too many titles for one writer to approach even a best shooter or best indie game list.

So, what to write about then?

Well, I recall that as we entered 2016, there was still talk of the Indiepocalypse – 2015’s hot topic. It was still on everyone’s lips (either seriously or derisively) for the first half of the year. Talk of it then petered out as people accepted that game dev would always be hard, and you just have to commit, build a game worth building, plan wisely, reach your audience as best you can, and see what happens. I’m paraphrasing, of course.

 Image:  Steam Spy
Image: Steam Spy

In the closing weeks of 2016, Steam Spy released a statistic that approximately 40% of all games on Steam were released in 2016. This news hasn’t exactly run its course yet, but it’s clear from most reactions that this number is considered ‘high’. Many consider it to be a bad thing; for AAA, but for indies particularly. Consumers have said that the Steam marketplace is just flooded with crappy games and asset flips (partially true), that Steam needs better curation (ideally, yes), and many businesses have been somewhat alarmed, realising that this high an increase in competition can’t be spun positively. Optimists (it appears some have survived 2016) say ‘the more games the better’.

The interesting thing is that I, for one, haven’t really heard more about the Indiepocalypse since that statistic was released. What I have heard about in the last few weeks is talk of disasters coming to the AAA world!

The final quarter release schedule was jam-packed with huge titles, and the news from most of them was that they were under-performing. Battlefield 1 was first, and did pretty well, actually, but Titanfall 2 came out straight afterwards and has performed extremely poorly despite great reviews. This is most likely because people were already playing EA’s Battlefield 1 still and/or waiting for this year’s Call of Duty (Infinite Warfare) to release just a few days later, or Dishonored 2 a few days after that. Infinite Warfare’s reveal trailer was the 2nd most disliked YouTube video ever, signalling either (or both)  a dislike of the move to space, or complete apathy towards the 12th annual COD in a row.

Genre Fatigue

Apparently Infinite Warfare has sold only half as well as last year’s Black Ops III and a leading reason why is that many COD players are still playing BLOPS3. Activision are competing with themselves! The multiplayer in each game is extremely similar, after all, so there’s really very little reason to move on.

Should Activision give COD a break for a few years? The problem is that they have 3 studios creating a different COD game all at once, so we’ll probably see one next year and maybe one the year after even if they decided today to apply the brakes.

Ubisoft did wisely decide to give Assassin’s Creed a break this year, but in its place we had The Division and Far Cry: Primal early in the year, and then Watchdogs 2 releasing in that same crowded end of year schedule (not to mention the Assassin’s Creed movie). Watchdogs also performed way below expectations. This could be because people are tired of Ubisoft open world formulaic games, or because there were too many games to choose from at the end of the year (Final Fantasy XV and The Last Guardian also released in this same period for PS4 owners). However, it’s also quite likely that people’s disappointment over Watchdogs 1 caused them to adopt a wait-and-see approach with the sequel.

Back to back releases!

 Image: Extra Credits (who are awesome!)
Image: Extra Credits (who are awesome!)

The problem is that most gamers don’t wait and see, even if they mean to. They wait and move on to the next giant title in a few weeks, maybe picking up the forsaken game at an 80% discount 12 months later and playing a few disinterested hours.

Ubisoft alone are continuing to push Rainbow Six: Siege and The Division content, while their next big launch, For Honor, is due in just over 6 weeks, with Ghost Recon: Wildlands due later next year, and let’s not forget that Assassin’s Creed will likely make a return. They’ve also numerous smaller titles like South Park, and multiple sports/racing games like Steep or The Crew.

Most of these games, and many similar ones from other publishers, are multiplayer focused, hoping to keep players engaged long term and buying DLC and other microtransations until that company’s next big game comes out.

These current AAA strategies ignore the fact that there are a half dozen other massive publishers doing the same thing, and the market is getting carved up into smaller and smaller pieces while game budgets grow and grow.

It’s unsustainable! The games market in 2016 was most definitely over-saturated, and that’s even if you count only AAA releases and ignore the indies. Gamers didn’t have enough time or money to play everything that they wanted to. You could argue that Final Fantasy, Overwatch, The Last Guardian, Battleborn, Doom, XCOM 2, and others weren’t annualised releases and so next year won’t be as busy, but you’d only be half right. Those same publishers will have new games next year even if they’re in different IPs. And people may still be playing Black Ops III, or finally have moved onto Battlefield or Infinite Warfare. You also have to consider that many who drank the Overwatch cool aid in May haven’t played a single other game since!

So, AAA-pocalypse? Can the indies take some guilty pleasure in seeing the big guys fail for once? Well, no, not exactly. But something has got to give. CryTek, admittedly less of a content creator and more known for their CryEngine engine, just announced that they’re closing 5 studios. One of these, in Sofia, Bulgaria, then announced that they’re becoming an indie studio. So for every major studio that does suffer poor sales and has to close down, we should remember that many of the talented and experienced developers in that studio will decide “now’s the perfect time to try to make my dream game”, and suddenly where you had one big competitor, you now have a dozen smaller ones, all of whom are likely to be more talented than the vast majority of Steam’s overpopulated developer base.

What might we see?

That’s all assuming that we will have companies failing left and right. Despite disappointing performances, Infinite Warfare and many of the other games mentioned still grossed millions upon millions of dollars. After breaking even, profit is profit. Profitable studios don’t usually close. But companies who see declining profits do usually try new things.

I would think that we’ll see some shift away from the constant focus on multiplayer games and user retention. As a gamer, this year I more and more appreciated short games because they let me experience something in its entirety, and move on to the next thing. Most people who played Doom loved it and would recommend it to anybody, but nobody is talking about its multiplayer mode. It has its players, sure, but it’s not the main draw. Gamers acknowledge that there’s loads of games that they want to play, but AAA developers are still trying to keep them locked into just one or two titles for as long as possible. There’s an opportunity to listen and adapt here.

While single player content is expensive to produce, it can be a safer sale, with gamers knowing that this one game won’t demand all their time or hook them for the next 6 months. Single player games also don’t need to reach a critical mass of players to populate their servers, and can have a much longer sales tail because the experience will be the same whether the game is bought at release or in ten years.  iD’s Wolfenstein and Doom reboots are my two favourite shooters of recent years because they gave me a high quality experience with a fun, passable story, and then let me move on. They’re worth the money and I’d buy more of the same. I can’t play 6 different (‘different’ being a generous word) multiplayer games simultaneously. I also sadly can’t afford to pay €60 a pop for multiple games with only 5 hour campaigns. It’s just not worth it. Black Ops III did start selling their multiplayer component cheaper if you didn’t want the single player stuff. I’d love to see that in reverse!

Sales sales sales!!

One sign that the big publishers are sweating is the size of discounts on even their newest releases. I picked up Battlefield 1 and Titanfall 2 just a little over a month after their initial releases at 40% and 50% discounts respectively! Infinite Warfare was also heavily discounted and Deus Ex: Mankind Divided was a whopping 67% off on Steam!

That’s unprecedented! It’s also self-destructive as now next year there’s likely to be even less pre-orders and early adopters for the new games, as they know they can probably get huge savings if they wait until the Holiday sales. So the early COD adopters may have nobody to play with and abandon the game by the time the Holiday sales purchasers arrive, who in turn will themselves have nobody to play with. That’s short-term thinking on the publishers’ parts, and they’ll definitely have to think smarter to compete in an oversaturated (as proven by their discounts – increased competition decreases prices, after all) marketplace.

Pre-Order Culture

Pre-orders of most of the later games of 2016 were down too and I’d suspect that the massive disappointment that many felt over No Man’s Sky and Mafia 3 earlier in the year has a lot to do with it. Square Enix’s ridiculous pre-order campaign surrounding Deus Ex: Mankind Divided (adjusted after considerable backlash) wouldn’t have helped things either, and I’ve already talked about why Watchdogs 2 had low pre-orders.

It can only be a good thing if consumers are finally doing as the watchdogs (and other consumers) have been urging them to do for the longest time and not pre-order, as it perpetuates a cycle of releasing less and less finished games at release time and only maybe fixing things later.

In a crowded marketplace, this sort of thing won’t fly for much longer. So that’s one positive. Pre-orders also just don’t make sense for digital goods. The store can’t run out!

In Conclusion

Much as I couldn’t resist ending the year with a twist on how we started it (AAA vs Indie -pocalypse(s)) I don’t think we’ll see either, really. Studios large and small will continue to make games, grow and shrink, hire and fire, and just do as businesses do. Talk of a repeat of the game industry crash surrounding Atari in the 1980s is just alarmist and ignores the fact that digital distribution removes the need to shift physical cartridges from actual shelves. It also ignores that, unlike the 80s, when a games company goes out of business there are literally thousands of developers ready to take their place. Almost anyone can make and publish a game nowadays without the same skill or distribution barriers to entry. While consumer confidence is being eroded and genre fatigue is setting in, reviews, Let’s Plays, and refunds do a lot to combat that problem.

No, I think the industry will be fine, though it will see some uncomfortable shifting, for sure. Companies who listen to their fans and innovate are likely to do well, while most suit-driven ventures to make the next big MMO or eSport are likely to fall by the wayside. We may also see a lot of lower-cost, smaller AAA launches that focus solely on single or multiplayer as publishers try to protect themselves while figuring out just which way the winds are blowing. It’s an interesting time to be a gamer.

Final Thought

Unrelated, but I just want to add this. 2016 has been a harrowing year for most people in the world, for all sorts of reasons – certainly for anyone with an ounce of empathy. Games are a great way to escape to another world, to switch off, and to protect your mental energies from the whirlwind of negativity that plagues our media (social, real, and especially fake media).

Use that to protect yourself if you have to, but don’t use games to hide indefinitely. We have to be able to still cope with the real world (because that’s where the eyes, ears, and hands that we use for gaming live). Don’t neglect your health, and don’t neglect the world around you. It needs good people to stand up for what’s right. We’re more educated and have access to more information than any generation before us. We have to be able to find the right ways forward for all, and it will take your (yes, your) involvement in the real world.

If we could all act from a place of equality, reason, and conscience, the world would be a much better place to live in, and playing games might feel like a reward instead of an escape.

Now get pumped for 2017 with my favourite trailer from 2016. Fight Like Hell!

Happy New Year!

Until next time..

The Paid Mods Question

This post concerns a lot of hot topics from about this time last year (April – May 2015) but the reason I’m speaking about it now is that it came to mind recently and is bound to come into the public spotlight again sooner or later.

  XCOM 2 'S FIRST MOD - tHE cORGIE gUN. mODDERS SO PREOCCUPIED WITH WHETHER OR NOT THEY COULD THAT THEY DIDN'T STOP TO THINK IF THEY SHOULD.
XCOM 2 ‘S FIRST MOD – tHE cORGIE gUN. mODDERS SO PREOCCUPIED WITH WHETHER OR NOT THEY COULD THAT THEY DIDN’T STOP TO THINK IF THEY SHOULD.

So, recently, a mod was released for Aliens: Colonial Marines (2013) called TemplarGFX’s ACM Overhaul. The original game was a hotly anticipated Aliens game (based upon the second Alien movie, directed by James Cameron) that turned out to be a steaming pile of rubbish that had been grossly misrepresented in pre-release footage at E3 and elsewhere. It was even up in court in a class action suit over this.

According to the mod’s description on ModDB it “reworks, reprograms and rebalances xenomorph [the alien] AI, human AI, weapon mechanics, ballistics, animations, shaders, particles, decals, lighting, and engine features to get the best out of the game possible. This is truly the ultimate Aliens gaming experience!” By all accounts, this description doesn’t exaggerate. It makes the game actually worth playing, according to many of the original’s toughest critics. It’s now a scary Aliens shooter that visually looks a lot closer to the misleadingly touched-up pre-release footage we were shown, and plays a lot more like what Alien fans wanted.

I’d be one of those fans; one who boycotted the game originally as I wouldn’t support the dishonest practices of the game’s developers. So because of the mod I was tempted to now buy the game. Terrible sales figures have seen numerous price drops and the retail price is now just €15 instead of the original €60.

But then I realised: TemplarGFX (James – the guy who made the mod) won’t see a penny from the sale. Gearbox and Sega will. The offenders. The guy who stepped in to finish their jobs for them is working for nothing and the offenders benefit. Now, you can donate to James separately if you like, but as far as buying the original game is concerned I believe that you vote with your money and I don’t want any of my money to support shady business practices that diminish the gaming industry. I also wouldn’t condone pirating the core game (for the exact same reason). 

Maybe they’ve learned their lesson. Maybe a few extra sales 3 years on at 75% mark-down won’t encourage a repeat performance of misrepresentation. In fact, maybe if sales roll in now in light of the mod it would encourage developers to make sure they finish their games. You decide for yourself. This post isn’t actually about that. It’s about paid mods.

Do Modders Deserve To Be Paid?

That’s the big question. I’d argue ‘no’. At least not formally. Hear me out. Will I donate to TemplarGFX if I start playing his mod? Yes. He definitely deserves to be rewarded for services rendered to the community. But he has no legal right to charge or expect payment. He doesn’t own the Intellectual Property and wasn’t involved in any of the legal agreements that brought about the game’s development.

Mods can be anything from audio tweaks to new graphics or even entire game conversions. The eSports phenomenon Counterstrike: Global Offensive (CS:GO) started off as a Half-Life mod. Mods have traditionally been free and done by the community for the community out of a common love of a given product. The fact that money didn’t change hands made the complicated legal situation easy to overlook and many developers encourage modding of their games.

To change this opens a Pandora’s Box of complications. Valve opened such a box in April 2015 (then promptly threw themselves bodily on the lid screaming “undo, undo”).

Paid Skyrim Mods

Via Steam Workshop, a community mod outlet for the Steam platform, Valve started allowing modders to charge for their work on the game Skyrim, with the agreement of Bethesda, Skyrim’s developer. According to my research today (and it’s in line with what I remember hearing) a modder would get 25% of the revenue for a sale of their mod (let’s say it’s a set of armour), Steam would get 30%, and Bethesda got 45%.

As far as big games companies go, I consider Bethesda to be one of the good guys, and I don’t think they try to cheat their customers, but this made me sick. Mods for a game require that core game to play. By their very existence they contribute to boosting sales of the core game, which benefits Bethesda. They then take almost double the cut from the modder’s work as the modder gets when that work is already benefiting Bethesda and costing them nothing. And that’s not even the big problem. Not even close.

Incentivising Incomplete Work

The Skyrim paid mods debacle received a huge backlash and was shut down in just a month, but it will come back again in some way or form, mark my words. If there’s a way to make money from other people’s work, big companies will figure it out. This will be bad for us. I think the only reason the system was removed and not replaced yet is because they realised how many legal issues could arise. 

The worst result from paid mods that I can see is that games will deliberately release in even buggier and less finished states than they do now. You might argue that this would never happen as it would destroy consumer confidence and trust. Sadly, you’d be wrong. The success of pre-order culture despite the broken launches of an increasing number of games in recent years proves my point. People still seem happy to pay in advance for games despite there being no guarantees that they will work as promised. And there’s an even bigger reason that you’d be wrong. Paid mods incentivise developers not to finish their games. If you financially incentivise something, businesses will make it happen.

Let me paint you a picture. Late last year Bethesda released Fallout 4. It won Game Of The Year from a few outlets (though The Witcher 3 often beat it) but it launched with a tonne of minor bugs and glitches. Some modders were quick to fix some of these and Bethesda later patched many of them. But imagine if the paid mods system of just 6 months prior were still in place? Modders fix the broken game in different ways, maybe they charge for their work (as they’d deserve to) and then Bethesda get 45% of the money. This is instead of them paying their own staff or paying for an extra month of development to get the job done themselves. They’ve saved money by releasing earlier and got paid to do so.

Skyrim was already 3 and a half years old when they tried paid mods with it. It was in good shape. Can you imagine if paid mods had been around when Aliens: Colonial Marines came out? Or what if Skyrim came out without the dragons, but they’d dropped enough hints during development to make you want them (“you could mod anything into this game, even dragons! How cool would that be?!”). Instead of paying staff to develop them, they can sit back and get paid to let the community finish their game.

And where does that go? Where does it end? Certainly nowhere good!

  Fallout 4  bug. We could have been in a situation where Bethesda were actually paid to let someone else fix this. Less scrupulous companies would certainly think that's okay.
Fallout 4 bug. We could have been in a situation where Bethesda were actually paid to let someone else fix this. Less scrupulous companies would certainly think that’s okay.

If paid mods are ever going to work, and I don’t think they will, it has to be a situation where the original developer gets nothing! Zero! No money! They must acknowledge that an active modding community increases the value (and sales) of their game and be content with that. The potential for abuse is just too high for this to work any other way.

The Legals, and Consumer Protection

There are other reasons it won’t work. Who are you dealing with when you buy a mod? You can be sure you’ll never meet them, and almost as sure that Steam and Bethesda will never have met them or dealt with them either. If you pay for a service and it stops working, most countries have consumer protection laws to cover you. It’s one thing to try and enforce them when dealing with one or two big companies, but how do you police a myriad hobbyists? Many of their mods may break when the next official patch for the main game is released. Or one set of missions might be incompatible with another and so one paid mod breaks another, unexpectedly. If you have an open platform of paid mods, some building on top of each other, and others mutually exclusive, there’s no way to feasibly test for compatibility. It would be the Wild West!

 Mods have always been silly
Mods have always been silly

One of the earliest mods that I’m personally aware of is for id Software’s Wolfenstein 3D (1992), where Barney the Dinosaur was modded into the game as an enemy. The music from the show was also used. If this were a paid mods situation, the modder is using copyright material without permission to make money for themselves. That’s illegal in most countries in the world.

And what if somebody took recordings of a lot of local small-time metal bands and put them into the new Doom? (okay I’m really using too many Bethesda examples today, but they started it!) The bands may never know that their music was used without permission until months or years later. Then Bethesda and Valve have taken money for illegally-used material. Now what? 

I think there are some ways around this by having a closed platform and vetting the modders (Steam’s Early Access doesn’t inspire confidence in this area though) but it’s still a mess. Because there wasn’t originally money to be made in mods, people made them for fun. Putting Barney in Wolfenstein was just funny. Mods have a history and culture of copyright infringement. How do you separate that?

Apart from all of that, what the hell is the value of a mod? Is a sword worth €2? What’s a new level worth then? €10? €20? What about a total conversion? And some mods are definitely worthless, or even repugnant.

Mods can proliferate a lot faster than games can. Economically I could argue that this increased supply should drive price way down to where they’re not much worth pursuing anyway, rendering the whole argument moot, but that seems like a lazy way out. I also don’t feel it’s true enough to get us out of the situation. Valve didn’t, after all.

 What's this worth to you?
What’s this worth to you?

How should/could developers get paid?

A moment ago I asked what would a total conversion mod be worth? Let’s explore that.

Take the game Squad. It’s a 50 v 50 multiplayer shooter that champions realism and is available on Steam Early Access currently for $40. It’s based on a mod for Battlefield 2 called Project Reality. The mod changed virtually everything about BF2. It was just loosely similar gameplay and built on the same engine, but it was a fan community project. You could donate towards its development but the money was peanuts!

These talented developers then decided to make their own game. There’s no shortage of game engines out there. They already had a working prototype and knew they could work together, and they had the skills required. So they created their own original IP and sold that

Modders are people with the skills necessary to make games choosing to apply those skills to someone else’s product. When they make mods, there’s no money in it. They usually just do it after their day jobs for the love of the project. I know the Operation Flashpoint, Command & Conquer and Xcom tweaks I made were just for fun, and I never expected to be paid.

If modders want to be paid (not all do. Many were against the Steam/Bethesda move) they should try to apply their skills to making their own IP or getting jobs in the game development industry. Many have used their mods as portfolio pieces to get a foot in the door before. 

In Summary

Let’s be clear about me. I have done a little modding in the past. I’m also a guitarist, a writer, an events producer, a game developer and I’ve a lot of photographer and performer friends. I hate the term “for the exposure”. Do people deserve to be paid for their work? Yes! But should we formalise a system for paid mods where the developers get a cut? Absolutely not! It’s just a terrible idea for all the reasons I’ve mentioned above, though it pains me to say it.

Modders deserve to get paid, but I don’t think they should expect to. The existing system of voluntary donations and free mods is, I think, the only healthy system of rewarding modders. Nobody gets into modding to make a living, and generally speaking no living can be made from it. This isn’t an injustice. This doesn’t need to change. Modders do what they do for love (and to keep their skills sharp) but appreciate a bit of cash if you have it. They’re like a lot of buskers in this way. We shouldn’t formalise a system where if you use a main street and there’s a guitar player busking that you have to pay them and the town council get a cut. No, you just pay the person singing because you feel they deserve it. 

And let’s remember that modding isn’t a whole trade. It’s art, sound or programming skills applied to changing somebody else’s game. By choice! Modders have valuable skills. They can seek payment for these skills in other areas within the software or gaming industries.

I didn’t start this blog expecting to give my own verdict. On this blog I usually just discuss without drawing too many conclusions. As I wrote today, however, I just couldn’t see a situation where paid mods would be a good thing, and I didn’t see anything unjust enough about the current system to warrant changing it. 

Incentivising games companies to any extent not to do their jobs is one of the worst systems we could introduce. Even if developers like Bethesda agreed to 0%, Steam would still take a cut and then they’re incentivised to flash mods for the big games up on the main store front, forcing out smaller legitimate games. We already see it with DLC for games being listed separately from the main game and collectively filling up sales charts with basically one game, forcing others off the Top 10 list (or whatever list).

So donate to your modders. Support them. They’ve done good work. But please never support a paid mods system that could damage games for us all. The next time it comes up (and it will come up again) take a look at the profit splits. Ask yourself what’s being incentivised. If it’s anything other than 100% for the modder, please oppose it, loudly!

Vote with your money. Donate to modders. Don’t buy mods.

Until next time..

My Bumpy Road To Game Development

I really wanted to blog about Xcom 2 which was announced during the week and has me super-excited, but I thought it was a better time for this one. My blogs are usually opinion pieces on games or tech. Today I’m going more personal and autobiographical. After being told that the subject matter here would make for an interesting talk (I’m still going on faith on that, dear reader) I applied to give it at State of Play 2015 in DIT, Dublin. It wasn’t picked (thankfully, because there were some really great talks on that night)  but what follows is more or less the content intended for that.

So last Tuesday (June 2nd, 2015) I got this in the post. It’s a confirmation from the Companies Registration Office in Ireland that the indie games studio name I registered is unique, approved, and now mine. This means I’m a sole trader, trading under the name RetroNeo Games. I’d sent in my application a week before.

I won’t say I’d always wanted to start my own business as I was usually happy if working for a decent employer, but I had been open to it if the right idea came along too, so I was now well-chuffed!

I’d already bought the .com and reserved the Twitter and Facebook handles (all that is coming soon) so it was a real enough idea to me already, but the confirmation was sweet! As you can see in the picture, the form was actually approved on May 30th. This was huge for me. A real “ha! fuck you!” victory moment, and I’ll tell you why.

May 30th is one year on from the lowest I’ve ever been in my entire life. On that day in 2014 I wanted to die, very sincerely, and it took a while to level out again. I was in a new job in a Tax/Accountancy firm in Donnybrook and had just that week made the move from Greystones (90 mins commute each way) to an expensive apartment 10 minutes walk from work so I could have more time to study entering the final stage of my Chartered Tax Adviser exams.
I liked the new job. It was permanent with upward mobility and challenging work. I was getting on okay with people. Being outgoing. It was good. I went in to work a bit hung over (not the bad part) as the night before the whole office had been celebrating. The guy who’d done my interview (and phoned to offer me the job before I even got home that day) 6 weeks before had been named Managing Partner after his dad retired and all was positive as he spoke about how he wanted to grow and expand the firm. I was thinking this was great because I soon wouldn’t be the last-in and prone to be first-out at any moment as had happened in previous jobs when funds were low. Plus the guy who liked me was now in charge, basically.

That afternoon he fired me.

No reason was given. I’d never had a tiff with anyone. I hadn’t gotten a single complaint about my work. I know I hadn’t done or said anything stupid at the work party. They knew I’d no plans to travel or move jobs. I was solid. And I wasn’t even the last-in any more as a younger guy (also named Kevin. Considering our manager was a third Kevin, it was a very confusing room to work in) had just been hired. I was totally shocked. I agonised about what it could have been for months, but I never found out. Legally they don’t have to give a reason until you work somewhere 12 months. It was mental torture. Whatsmore they knew I was moving house that very week and chose the Friday to tell me (as firms often do). I had murder-suicide revenge fantasies for weeks. Months! Every time I pass the office on the bus line since I still want to burn the place down.

 Hm.. needs more petrol.. Probably click the picture if you feel like this too often though.
Hm.. needs more petrol.. Probably click the picture if you feel like this too often though.

That might seem extreme but everybody’s different and context is everything. To me I lost a lot more than a job. It was kind of the loss of all hope to me. One year before that firing I’d been unemployed and decided I needed to study again (already had a Commerce Degree) if I wanted a stable job. I’d already tried a year in Australia so that was no longer an option. I was thinking of going to Pulse to study games for two years but it was very expensive and not too likely to end in a job. In the end I chose the “safer” option of studying tax for 2 years, building on from my degree, instead of starting a new one. This would cost €5000 approx for all 3 parts, assuming I didn’t fail and repeat stages (50% do by the way).

So from mid-2013 to mid-2014 I treated tax study as my day job (apart from 4 months where I did temp work and studied in the evenings), and took lectures on the weekends (only time they were on). This was kind of rough because I saw very little of my friends on the weekends that year, and they were mostly working during the week (in mostly temporary jobs, typical of our demographic). I stuck it out though, got the 2nd highest results in Part 1, and passed Part 2  (way harder) first time (50% fail, remember). All that time I’d been applying for Tax Traineeships and I think I did six interviews until eventually I got the job in Donnybrook. I couldn’t get into the bigger places because I didn’t have a 1st in my initial degree, and I’d interviewed with most of the Dublin firms who were hiring already (they typically won’t interview someone ever again) so I was running out of places to go and thought that this (extremely boring) “safe”  course that I’d spent my savings on wasn’t going to pay off. So getting the Donnybrook job felt like my last chance. Annoyingly I turned down two interviews that were offered while I was working there. After I was fired I had one more offer for (the hated) Job Bridge version of the same job elsewhere, but even the Law Society of Ireland advise not to take them, saying it’s demeaning to the profession, particularly after you spend thousands on your education to be the skilled applicant that they want, just to work for free. I wasn’t about to work 60 hour weeks in crunch time, after spending thousands to be the ideal candidate, and then studying on the weekends for no money.

Further, the house I’d just moved to was also the first place I’d lived alone with my partner in nearly three years. For financial reasons we’d lived with friends or entirely separately over the previous few years, and so that was another thing snatched from us with that sentence “we just don’t feel you’re the right fit for us” (whatever that means). I won’t say I’ve had the worst recession by any stretch, but it’s definitely been rough. I’ve been 6 hours a week part time, emigrated, lost several jobs, been mostly un or under-employed, failed to get a permanent visa in South Australia and heartbreakingly had to leave a great job and life, got and had to give up two adorable puppies after that, lived separately from my partner, moved home, and for the few months of work I did have I was often commuting around 3 hours per day. I’d already moved house 6 times, twice that year, with 2 more to come because of the firing. There were more personal concerns also that I’ll spare us all. People have it worse, I know, but I was finally out of all of that, and for no given reason it was taken away. 

 Ishi and Weiler. Simultaneously the two most loving and boldest puppies ever. Now with a garden and family of their own.
Ishi and Weiler. Simultaneously the two most loving and boldest puppies ever. Now with a garden and family of their own.

So I spent the June bank holiday weekend catatonic in bed. I eventually set up my computer and played some Hitman and Max Payne 3 to focus my mind away from the dark places. I’d cancelled the house warming, talked to the landlord and prepared to move house again.

Once I was lucid enough to concentrate again, I downloaded and started taking tutorials in Unity3D. I figured I should have just followed my heart in the first place, because look at where my head had left me. I’ve always been a big gamer and wanted to make games, but everybody says that, don’t they? It’s not smart to do that, is it? Well I figured that since the next most attractive option at that stage was looking out the balcony at the ground three floors down for hours and hours, I may as well remember that the ground will always be there and spend some time doing what I’d always denied myself. I was going to learn how to make games, and finally see if it was for me. Money wasn’t a factor because there seemed to be no alternatives that were going to pay me anyway.

I really got into it! I found that I loved the magic of bringing something to life on the screen. It satisfied that same creative side of me that had loved playing in a band or running a burlesque show, neither of which I’d done much of since moving to Australia in 2011, three years previous. Also, I loved solving logic problems in the scripting. In school I’d loved French and been fond of Maths and Physics so language and logic seemed to be things for me and I took to programming Unity games in C# like a duck to water. Not that I or my career guidance teachers had ever copped this back in school. I realised immediately that I should have done computer science in college instead of business. I’d certainly be working now if I had. But there was enough online material that I could keep teaching myself and so I kept going. A family friend told me that I didn’t need to go to college to study game design if I worked hard on it myself and made games! I’ve a very nagging ‘sensible’ voice in my head that had never let me get into games, but the hard fall along with that advice and a newly discovered passion for something silenced that voice. I’d stay up past 4 in the morning, having made games all day, to continue making games.

I’d finally found what I wanted to do with my life.

 It's never too late, but it's only getting later
It’s never too late, but it’s only getting later

For the second half of 2014, I was a man on fire. I spent every waking minute learning all I could to catch up on years of “wasted time”. They say education is never wasted, but the €4k and 1 year I spent learning tax was definitely wasted. Ask me anything. I can’t remember it now. I put everything I was learning into a single project, pretty much. A top-down space shooter. I called it “Sons of Sol” which was a sci-fi universe I’d invented myself and started writing a novel in while unemployed in 2012-2013 after discovering that Disney were throwing out all the Star Wars canon that I was such a fan of.

I loved making games but I’d nothing to show people. I’d months spent on a single okay piece of a game, but had never finished something. If you’re a victim of this, make sure you get over it. The single piece of advice I hear most often for aspiring game developers is to “make games and finish them” and I have to fully agree. Try out Cow-Spiracy for a fun example of what you can do quickly. I made it in 48 hours with a friend.

In November 2014 I went to my first DubLUDO event with a couple of friends I already knew from the scene. DubLUDO is a regular-enough meetup of Irish game developers and was probably the closest thing the game dev community had to an organised structure in Ireland until Imirt was founded last month. At it I heard Brenda Romero (with husband John Romero) speak about game design documents, which was an issue I was then agonising over. Suffice it to say, she put my mind to rest. I also learned from others just how much she was doing for Irish game developers (I won’t detail, but it’s a lot!)  and she’s now on the provisional board of the aforementioned Imirt, which aims to promote Ireland abroad as a place for game development and represent for the community as a whole. I was very impressed and am ever-grateful to her and everyone who’s championing Irish game development. It gave me faith to start my own business, but we’ll get to that.

 Click for Fulbright article. And here's  Brenda's Twitter  and  John's Twitter .
Click for Fulbright article. And here’s  Brenda’s Twitter and John’s Twitter .

The community I met at DubLUDO and that I’ve come to know over the past few months are so friendly, accepting, and alive!! It’s invigorating and it pulled me further and further from the dark place. There’s a real buzz about the scene which gives me hope for the future. For my future and the future of Irish game development, which I hope are closely linked.

At the community Christmas party I met Paul Conway (the one in BitSmith making Frank n’ John, not the one working on Darkside Detective and doing art for Gunman Taco Truck with Romero’s son Donovan, though both Pauls are lovely, and all those games are awesome). Anyway Paul#1  gave me the advice to start this site and throw a few games up on it as a portfolio. Short but finished games. Paul’s advice helped me to no end. He gave me a focus. A direction! A week later ended 2014, and though I’d had the lowest point of my life in that year, I didn’t kick it out the door as I had with 2012 and 2013. Both rough years. But things were finally looking up.

In January 2015 I did the 48 hour global game jam, and started attending 1 Game a Month jam hosted by Colm Larkin who’s making Guild of Dengeoneering. (edit: you quickly see how in Ireland everyone knows everyone and chances are they’re working on something amazing and artistic. Small, talented country!)

These jams helped me fill up my site and all games can be played here. I also “finished” my original prototype for Sons of Sol in January and moved on to learn how to make other types of games. It’s also at that link.

 Claire's anniversary present to me with my game's spaceships on them! That's what support looks like. If you're wondering, support tastes like cupcakes.
Claire’s anniversary present to me with my game’s spaceships on them! That’s what support looks like. If you’re wondering, support tastes like cupcakes.

In the meantime all these great Irish games above (and Onikira too) are coming out this year, bodies are forming, the iDig games-music festival (with Video Games Live) happened in March and is becoming annual which in turn has copped Enterprise Ireland onto the viability of the games industry, and it feels like such a positive time to be an Irish indie. All these good vibes and the knowledge that I couldn’t possibly go do anything else with my life now has rescued me and given me the confidence to start my own business. I can’t thank the community enough for getting me here. To where I’m happy and alive again. I absolutely have to thank my partner Claire here too, because without her support and confidence this past year, I wouldn’t likely have stayed the course.

During the first half of this year I set about applying for Irish welfare’s Start Your Own Business scheme, which gives you guaranteed welfare income for two years while you set about your business, subject to the approval of your business plan. Mine was approved in May and the same morning as the meeting I had for it was the morning I thought of the name RetroNeo Games. The remarkable thing was that that day (I was told it was very likely to be approved), I stopped identifying myself as unemployed-with-a-hobby and started identifying myself as an indie game developer. That’s my job now!

I’m going to make “Sons of Sol: Crow’s Nest” as RetroNeo Games and I’m going to give it no less than everything I’ve got! This post has been the first half of a story. The next two years might make it a triumphant success story or just a sad, boring one. If you want to follow its progress though you can follow me on Twitter, or bookmark retroneogames.com (site coming soon).

I know I could fail. I know I have to steel myself against the possibility of a huge let down and further financial hardship, but at this stage, I’ve survived worse, and I can’t look back now!

This is what I want to do with my life, and no fucker in a suit (note: I’ve nothing against suits. I like suits) is going to stop me!