Make Millions Making Games Without Actually Making Games*
Posted by Rampant Coyote on May 8, 2014
There’s a saying in games development that a game is never truly finished, merely shipped. What that really means is that perfection is unattainable, and every game ships with more things the developers would like to do. But eventually, the game has to go out, and whether or not it’s “good enough” is left to the marketplace to decide.
At least, that’s how it worked in the bad old days. Nowadays, with “alpha-funding” and crowdfunding, game developers have the opportunity to sell empty promises to consumers, and then pull the plug after they’ve literally made millions selling a tech demo.
Don’t say I didn’t warn you…
Alpha-Funded Steam Game Towns Abandoned By Developers
There are a couple of complications in this story. It wasn’t officially marked as an “early release” on Steam (but it was elsewhere, like Desura), and the guy stuck with finishing development was apparently clueless and incompetent, while the original developer ran off the the bulk of the cash. But no matter how you slice it… the customers were screwed. They were told they were buying one thing, fed promises of what they would eventually be playing, and …. they ain’t ever gonna see it.
To add insult to injury, the remaining developer – who has apparently not been able to produce much over the last several months – is suggesting making a “sequel” that players will have to purchase all over again that might contain all of what they originally promised with the first product.
This is perilously close to scam territory. Probably unintentional. In my experience, most first-time indie projects never make it to release. They get the “easy” 80% of the project done (which is, apparently, enough to start selling the game in today’s world), but the last 20%… which actually takes the lion’s share of the effort … is beyond their ability.
In addition, in the case of pre-selling the game, where the bulk of sales happen in the first few weeks after launch… that means the hardest part of development will occur when the game is already in its “long tail.” What’s the motivation to keep going on a game when the money is already spent and there’s not much more to look forward to? When it would be far more profitable to move on to the next game?
I hope this shakes some common sense into people, but in all likelihood any revelations will probably just be misdirected anger and distrust towards all of indie gaming. Or maybe just towards all customer-funded development.
I haven’t always followed my own advice. I’ve picked up a few early release games (most part of bundles), and there have been a couple of them that have since apparently lost all developer support. I’m left with little more than a rough tech demo. Granted – these are exceptions to the rule. And I have several games I’ve pre-ordered / crowd-funded / gotten early access to which have turned out pretty awesome. But these exceptions are not uncommon.
Simply put, do not buy anything based on promises unless you have reason to have faith in the ability and commitment of the seller to follow through. That’s basic and universal and applicable through any time period, culture, and technology. I think this kind of thing is going to keep happening until both customers and would-be developers get an understanding of just how challenging making a complete, commercial-quality game can be.
* At least to the point of anything completion
Filed Under: Biz - Comments: 9 Comments to Read
Dave Toulouse said,
I remember seeing a CoD game part of the top sellers on Steam while being on pre-order with no reward whatsoever benefits to pre-order the game.
Okay so it’s not the same thing as the issue here but my point is that common sense ain’t for everyone so we’ll probably keep seeing more of this kind of stories.
As for Towns I was tempted to get it at some point on Steam but had no knowledge of the whole “let’s try to do the same thing as Minecraft” as it wasn’t advertise as such on Steam. Lucky me I always do some reading before reaching for my wallet … Reading is hard though …
Kyle Haight said,
I feel bad for the ambitious but inexperienced developers who bite off more than they can chew. This kind of public mistake is a great way to burn your reputation at the dawn of your career, and it’s next to impossible to get that back.
The outright scammers can rot in hell.
Matthew Barnson said,
Wait, are you saying I wasted my fifty bucks on an unplayable Planetary Annihilation beta? 🙂
Kurt M said,
Nobody got burnt here. It’s a sandbox game, and was perfectly playable long before it made it to Steam (there was a free version out a long time ago).
Similarly, if Minecraft had stopped updating after InfDev, we would’ve been left with a playable game.
So, here’s what happened:
1. Customers got to play the unfinished version of the game, and had some amount of fun with it, based on Youtube videos I’ve seen.
2. Some customers who thought more updates were coming won’t get them.
The alternatives to that:
1. We get to stare at trailers/wip screens for years without being able to play.
2. The game is never made at all.
Early access is by far a net benefit.
Rampant Coyote said,
I actually avoided Towns when I saw it was still “in development.” Some people really liked it, but I heard from other people how “ambitious” it was and what it was going to be like “when its done.” I took the wait-and-see approach.
I haven’t been as lucky with a couple of games. Granted, I knowingly took a chance on them, but it was more of a “show of support” for the devs for doing something interesting. Unfortunately, I’m a lot less likely to do that for more worthy devs in the future.
But I don’t want to rant against early release, any more than I want to rant about DLC. I’m actually pretty cool with both ideas… pretty excited about them, actually – just not when they get abused (whether by maliciousness or by incompetence).
Incindium said,
Well the original dev’s wife did get cancer evidently which is a fairly significant extenuating circumstance. I don’t think anyone got screwed out of anything other than potentially buying a game they didn’t like.
Anon said,
I don’t know “Towns” (only by name) – here’s what I got from the Gamasutra article (thanks for the link, Jay) and the comments under it (which I find often substantial on Gamasutra):
a) It’s a “regular game” on Steam (because it was greenlighted before they had the early access program?), but its labeled as “Alpha” on Desura? I think talking about a “finished game” is more than debatable here.
b) Placeholder graphics and a single music track? Really sounds like Alpha to me.
c) 200,000 sales at $14.99? That’s a lot of money – where did it go? And it was only a 2-dev team?
d) The new dev goes public (instead of the guy who hired him) and wants to sell the same promises again? WTF?
This one really stinks, IMHO.
What is also clear is that “early access” (nice euphemism, by the way – I like to call it “playing unfinished games”) can work – see Minecraft – but now always works out well.
ShadowTiger said,
I knew right away that even if the game was worked on until the original vision of completeness that it would be mediocrem there is no soul in this game. I did end up buying gnomoria recently after i was satisfied with their development trajectory. The only other early access game i bought was fallen enchantress and that was 3 months before release.
The information is out there if you look for it. Just realize that secretive companies are usually masking only incompetence rather than a hidden portal to a magical new world that so many sheep envision.
Kurt Larson said,
“the customers were screwed.” . . . Excuse me?? “Customers”??
More like high-risk investors with no real equity.
They weren’t “buying” things, they were contributing, using something like a charity model, to an attempt to make something. It’s more like investing than commerce. If anyone gives to a crowd-funded effort and thinks that is the same as walking to the store and buying a carton of milk, they need to have this system explained to them. There is no guarantee, and I thought anyone giving to Kickstarter/whatever would know that.
I agree with your conclusion: Be very cautious, don’t assume you will see any return on your investment, and give only in the spirit of *hoping* the thing will get made. Only give to something so cool that you just want to be part of *trying* to *maybe* make it happen. Only contribute if you want to be able to say “Yeah, I was part of that project”…