19 Jan 2012

Clover: A Curious Tale Free (Legally!)

Clover: A Curious Tale is now free on IndieCity.com and is only 80MSP on Xbox Live Indie Games!


You can get a personalised bundle of free games if you sign up at IndieCity and fill in preference survey. The IndieCity recommendations engine finds out what you like, and finds you free goodness of the same sort.

What's more is that, if you like, IndieCity will once-a-week recommend another free game or demo and automatically add it to your download queue.

I can't make the game any cheaper on Xbox Live Indie Games, but I would if I could.

5 Jan 2012

Indie Advice: Creative Briefs

I've written a little about branding, but marketing is a very deep subject, unlike many of its practitioners.

If you need to get someone creative to communicate some ideas about a product, then this slideshow is gold dust. Even if you haven't got any creative briefs that need writing, I'd suggest posing yourself some of these questions just for fun.

4 Jan 2012

Indie Advice: Branding Questionnaire

In this post I'll share with you some questions you can ask yourself or your colleagues that will help you understand how to communicate a brand identity.

When I was working in finance I had the pleasure of working with Phil Joyce - a designer who's skill was not just making things look pretty, but getting to the nub of often vague requirements. I've never seen anyone feign interest so convincingly, or expose someone's lack of forethought in such a disarming fashion.

What would you put here?
Many introvert artisans consider branding a cringe-worthy endeavour (for which I think the archetypal spin-merchant and bullshitter Kurt Cobain has a lot to answer) but it really needn't be. Yes, it's all very corporate, but this is about understanding what you're genuinely trying to do and being able to communicate it to other people.

Whilst working with marketers and designers I saw various techniques for getting to understand the crux of an idea or concept. The following is a set of questions that I've been asked and have asked myself in different exercises. I've seen these applied to global financial companies, charities, luxury liquor brands and new start-ups.

By answering these questions you can create a set of branding anchor-points that you can refer to when designing logos, writing email signatures, deciding how to reply on a forum, authoring error messages, or creating full-page print ads.


If you find these questions a bit daft or struggle to come up with answers, try answering the negatives. Who aren't your competitors? What celebrity is nothing like yout thing?


What is the thing called? Why?
This process can work for pretty much anything: games, studios, sites, campaigns... Anything that needs an identity.


What does the thing do, and why was it started?
Why are you bothering? If you can't answer this one, probably best head back to the drawing board!


Who are the main competitors? What is their branding like?
This might be competitors for a business, or alternative products in the case of a game. No purchase or decision is made in isolation, so be aware of what the audience will be comparing you to.


What is the USP of the thing? How does it differentiate itself from its competitors?
A USP is a Unique Selling Point/Proposition, a now-antiquated but still useful marketing concept that succinctly articulates what one feature your thing has that its competitors do not. 


What's the thing's ethos or mission statement?
A mission statement is a short sentence or two that explains why the hell you're doing what you're doing. If you're branding your studio, why did you start making games? What's your ambition?


Can you reduce the mission statement into a single-minded proposition?
A single-minded proposition is a single sentence that communicates one fact in as a succinct, inspiring, and believable fashion as possible.


What are 6 words that describe the thing?
Try to think of adjectives that don't apply to every product. "Innovative" is a classic one for businesses, but what company doesn't consider itself innovative? If any of these can be applied to every other company, then it communicates nothing.


If the thing was a car/supermarket/celebrity which would it be? What features does it share?
Think about the positioning of other brands. Being able to draw parallels will certainly help you communicate how you feel about the brand, perhaps having never had externalised these feelings before.


What is the profile of your target audience?
This is a whole other article, but what does your typical audience member look like? What age are they? What gender? How affluent are they? What magazines do they read? Where do they shop? What clothes do they wear? 


Where is it hoped the thing will be in 1 year's time? What about in 3 years' time?
A brand is not for life. It needs exist in a given form for as long as it serves its purpose; knowing how that purpose might change will enable you to segue from one brand to a variant later.


What are the top-level goals of creating a brand for the thing?
Why are you bothering with this exercise? What do you want to get out of it? Are you trying to draw up a creative brief? Are you defining your studio brand before breaking cover? Are you branding your game?


Are there other ways that creating a brand will help business?
What are the secondary and tertiary benefits of doing this?


How do you want people to respond to your thing?  
This is pretty important. What do you want people to feel and think when presented with your brand? In awe? Comfortable? Relaxed? Energised?


Can you think of anything that visually represents the thing?
If you've got a visual metaphor in mind, it's bound to come in handy sooner or later.


If the thing was a guest at a party, how would they act? How would they talk?
For me, this is one of the most important questions when coming up with a brand for a business entity. This should inform how everything from your logo to your forum posts should be crafted.

3 Jan 2012

Indie Advice: Long Term

Your first game, or indeed your next game, may not be a success. It doesn‘t have to be.

What are your long-term goals? Very few people are talented enough to be successful at something on their first attempt. How many bands‘ first songs turn out to be #1 hits?

If you carefully market your studio as well as your game and make efforts to network, then you will be building a long-term awareness of what you do with those in the industry and with the games-playing public. If your first game bombs, at least people will know who you are second time around.

Do people get these metaphors?



Look at Zeboyd Games, creators of Breath Of Death and Cthulhu Saves The World. They created very good titles for XBLIG, but sadly like many other XBLIG developers failed to make a sustainable profit. Their games were quite-rightly critically acclaimed, thus opening the door to have their games distributed on Steam. Word of their style reached influential places in the industry, and they‘re now working on a Penny Arcade game.

Evaluate what assets you have. How can you exploit these further? Could you port to another platform? Might you get more notoriety by submitting your game to a festival?

My game was a commercial failure. However in the process of creating it I accrued enough experience and established enough contacts that I was presented with an opportunity to work at IndieCity.

Whilst you‘re focusing on creating your game keep in mind how you can maximise the number of doors that may open for you in the future. Talk to as many people as you can. Be pleasant. Be professional - within indie limits, naturally.

My sensei taught (through the medium of pain) that everything that ever happens to you is your own fault. A more optimistic spin on this is that you make your own luck, and you do this by being prepared, working hard, and by maximising the number of opportunities that you have to be in the right place at the right time. 

12 Dec 2011

Indie Advice: Be Nice

Being a dick does get you coverage. I can‘t recall the names of the obnoxious idiots who made a big fuss in the XBLIG scene, but it certainly worked for them. Similarly I‘ve had more press when I‘ve complained about stuff. After all, “MAN IS PERFECTLY SATISFIED“ isn‘t really news.

A cat. Smiling.


I‘m not talking about that though. Be nice. You‘re trying to get a foothold in a fairly small and incestuous industry. Your reputation may well outlive what you‘re currently working on. Being a cock isn‘t going to win you many fans, unless your target audience is cretins.

If a journalist promises to review your game, takes a free copy, and then doesn‘t, it probably wasn‘t out of spite. They were probably too busy, and had genuinely meant to. Sending venomous emails to them demanding an explanation is neither going to get your review written, nor make them want to ever cover you again.

People in forums and comments threads are fully entitled to think your games is fucking shit, and they‘re fully entitled to say so. Arguing with them is not going to change their minds, and it‘s going to make you look like a prima donna.

When some Joystiq readers were discussing how much they hated my game, I dropped into the discussion to say that not everyone will like it, it has its flaws, but hey - have a free copy and see if you change your mind. I‘d done all I could to convince them, I‘d been humble by acknowledging faults, and won over some new fans by being nice.

In customer serving industries there‘s an acronym used when dealing with complaints: BLAST:
  • Believe
  • Listen
  • Accept
  • Satisfy
  • Thank 

Notice that none of those involve getting into a protracted argument, questioning the mental faculties of the complainer, or making comparisons to Hitler.

Every critic is an ally waiting to be turned.

11 Dec 2011

New Dashboard is Better for Good Games

Erosion of discovery, not sales


There's been some hoo-ha on those Internets that the kids have these days, saying that the new dashboard is bad for XBLIG. I don't agree with that sentiment, and think serious XBLIG developers are better off.

The new dashboard is bad for discovery. Both XBLA and XBLIG are now approximately 1,000 buttons presses away. There are no genre filters for XBLIG, meaning new releases get dumped into one big chronological list.

This makes browsing for games less straightforward, and makes it less likely that anyone will ever stumble across XBLIG's new releases list in the first place.

The big, big difference is the fact that XBLIG titles show up in the Bing search results. If you know the title of a game, you can get to it with minimum fuss, especially if you have Kinect. Gone are the troubles of "I wanted to download your game, but I couldn't find it." That's not a made-up quote, as any XBLIG developer will tell you.

The net result of this (if users adopt Bing search) is that games good enough to have garnered press attention or made by developers professional enough to have indulged in marketing will be much easier to find. As an added bonus, consumers won't be exposed to the deluge of hobbyist and me-too titles that do so much to drag XBLIG's reputation through the effluent-riddled mud.

If people don't know about your game then it's either not good enough to get press attention, or not good enough for people to recommend to their friends. I don't believe Joe Average ever stumbled across XBLIGs and so I don't expect a drop in footfall. Even if there is, it'll be in line with that which XBLA experiences (that's the next-door shelf): hardly a bad place to be.

SpynDoctor, a talented developer I have great respect for, was tweeting in an accusative manner that XBLIG is second class. It's still next to XBLA, the shelf where all of Microsoft's online money comes from. The shelf that doesn't give Microsoft constant PR headaches. The shelf that doesn't have titles so bad that they make a negative impact on the consumer. The shelf that isn't the abandoned orphan offspring who's forward-thinking parent has long since moved on.

Be thankful that Microsoft's premium clients (XBLA publishers) have not thrown their toys out of the pram when they discovered that XBLIGs will show up in the search results alongside XBLA games.

I wonder how many idiots have to name their XBLIG titles after XBLA games before that decision gets reversed?

Besides, if you're that bothered about making more money, upload a PC port of your game to IndieCity.

9 Dec 2011

Dizzy: Prince Of The Yolkfolk

The original Spectrum loading screen
I can hardly believe that after a twenty year hiatus, Dizzy is back and purchasable.

Dizzy: Prince Of The Yolkfolk is available right now on iOS and Android. If you don't buy it, then you're effectively saying "Deejay, I hate your childhood and everything that you love."

POTY is the smallest Dizzy adventure, and not my favourite, but the HD remake is very pretty and has had some minor tweaks to help it stand up in the modern age.

From a design standpoint it's really rather interesting to see what tweaks were made, and in which ways the Dizzy formula seems outdated now. Clover: A Curious Tale made attempts to reinvent the genre and still had flaws (too much traipsing about - I'm sorry!), but I was quite pleased to see there are some things I think my game did better than POTY.

At some point, I think I'm going to have to write an essay on the design of Dizzy games, and adventure games in general. There's a fundamental conflict between adventuring and gaming, and it's really beginning to bug me...

Indie Advice: Branding Anecdote

I attended GDC11 in San Francisco on behalf of IndieCity. We ran an indie marketing workshop before the conference, and whilst there it was my mission to spread the word without beating people over the head with a sales pitch. We had some IndieCity t-shirts made, and naturally I was keen to have as provocative design as possible.

When the indie summit was over, my pass wouldn‘t get me in to any of the big-name, AAA talks. I was mooching around with a hangover, and luckily for me the quite simply ace hardcore band The Dillinger Escape plan were playing a gig outdoors opposite the conference centre. I stood outside watching the gig in the rain for a good 45 minutes, getting thoroughly soaked in the process.

After their set was ended by a threat of the police getting involved, I decided I may as well hit the public expo floor. I figured that my usefulness had ended with the end of the indie summit, but I may as well check out what was going on.

I arrived at the expo hall cold and rain-sodden. I didn‘t have a bag to put my soggy jacket in, but figured I really should make the effort to take it off so that my IndieCity t-shirt was building some subconscious brand awareness.

A mere fifteen seconds later a chap taps me on the shoulder and says he really likes my t-shirt. The shirt in question features a bomb with the words “mainstream games“, and a detonator labelled “IndieCity“. Turns out that said chap is Andreas Garbe, a rather charming journalist for German TV. After a short chat about IndieCity, he kindly asks if I‘d like to do an interview the next morning. I did (albeit with a stinking hangover, but that‘s another story) and it was broadcast on national German television.


Moral of the story? If I hadn‘t have gone to the expo, even though I thought it wouldn‘t achieve much, and if I hadn‘t been wearing an attention-grabbing an provocative shirt, then I‘d never have met Andreas.

Exploit every opportunity to meet people and promote your brand.