don't go indie, 5 years of gamedev will kill you

Jun 14, 2016 5:52 AM

HughSJ

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This is me, at the start and finish of making my first game. As things look right now, it's also going to be my only game.

My big brother and I started our company in 2011, and along with 2 programmers fresh out of college like me (but really good as we found out) set out to make a game from scratch. New engine, new type of game.

He and I both have been big on game design for a while now, though only he properly documented it with a design blog for a few years: http://tinyurl.com/htdnmsv

So with just the four of us, starting full time in 2012 we went on to build Brigador, a real-time isometric mech game with tactical combat and fully destructible environments. Aka a kool-aid man simulator.

http://store.steampowered.com/app/274500

Want to pilot a 100-ton behemoth while doing your best impersonation of the kool-aid man? You can do that.

Want to sneak around in a light mech with a stealth field, assassinating lone targets? You can do that too...

...or you can just blast the whole place apart, all up to you. Part of the reason we wrote our own engine was so that we could realize the game world this way. Real destructibility, not just lip service.

Our players have likened Brigador to Desert Strike, Future Cop LAPD, Syndicate, Crusader: No Remorse, Mech Warrior 3050, and Walker, if that's any indication. Here's a proper trailer if you want to see more: https://www.youtube.com/watch?v=MPnjH8a-W1U

Our goal with the game was to make something that respected players' time and gave them a large variety of ways to play the game, and I think we did that. But it turns out it's much harder to get reviewers to look at your game if there's any kind of barrier to entry-- which in our case was tank controls and challenging gameplay.

Press coverage is all about critical mass, and it's a horrible horrible catch-22. If your game has any of those barriers, you have to either rely on a reputation you've already established, or find some reviewers you click with to go to bat for you. If you're lucky you'll get some momentum and be able to keep running that cycle until you build up enough of an audience to be sustainable.

[edit] To be clear, I've been attending and demoing at conventions for 2 years, have been working with a PR agency for over 1 year, and have flown out to San Francisco and New York to meet with press along with sending out hundreds of emails to both press and twitch/YT personalities. All told we've spent >$10k for marketing purposes.

In our case, 5 years of self-funded work to try and make a unique game, and we released v1.0 last week to resounding... silence.

Rock Paper Shotgun* gave us a nice review promptly after release, and PC Gamer** did a nice preview about all the extras we did and has a review in the pipe, but that's about it. Been 12 days since we released the game and there aren't even enough reviews to give us a metacritic score.

You need 4 reviews to get a metacritic score.

And I know the close timing to E3 is a factor here but there was still 2 weeks lead time, and I guarantee you it wouldn't be an issue if Brigador had ever been considered an "important" game.

*https://www.rockpapershotgun.com/2016/06/03/brigador-review/
**http://www.pcgamer.com/brigador-is-releasing-in-june-with-an-unusual-extra/

Game development itself is great for the most part, but financial realities not so much. We didn't have a publisher, and didn't want to do a kickstarter on the very real possibility that we'd fail to finish. So that left us with being completely self-funded, code for spending what savings you might have had, relying on the generosity of your family and the frankly irrational confidence they have in you, and living frugally in a low cost college-town. This picture is what my life has been like for the last five years: living together with my coworkers, office instead of a living room, and being too exhausted to cook or clean up after ourselves. Most days we either eat at our desks or at that coffee table while watching Archer, Bob's Burgers, or Star Trek. By the last couple of months, eat/sleep/develop became our sole activities as it was the only way we could hit our "we're out of money/sanity" ship dates.

When schools out for summer

As an added bonus, the stress of that situation 5 years on, plus shipping the game has reduced me from a guy who boxed in college* to a 30lb heavier idiot who had to see a doctor for what I discovered were panic attacks (new horizons!). Also following bloodwork being done, the doctor was perplexed by how low my Vitamin D levels were until I explained to him that I literally never go outside anymore. He also asked if I had a stressful job, so I laughed.

*http://i.imgur.com/wHrIwXP.jpg

This is what selling an indie game is like if you're not one of the Specials. Every game has peaks in sales that decay, but normally those slide into a baseline rate that's higher than non-existent. Media coverage, both press and youtube/twitch, largely determines both how high your sales peaks are, as well as how quickly they decay. When all mention of you or your game disappears from the internet within a few days, you don't have momentum so much as a flatline.

The only time Brigador has ever actually been covered by major traffic is when, ironically, it wasn't being covered at all. Back in February I had the extraordinary fortune of writing a frustrated but humorous response to a pair of posters on our forums who were dutifully informing me that the game I'd spent 5 years building wasn't worth $20, but magically became so at $15.

That post* went viral, and for the first time (outside a buried paragraph snippet) got us covered by Kotaku** and various others. The ensuing sales spike, which you can see above on the right, sold more copies of the game than our Early Access launch. And before you say anything, our Early Access sales were so bad that GOG backed out of adding Brigador to their platform. I really enjoyed getting that email.

I'm glad the viral streak happened, and it gave us a little breathing room, but it also shows just how massive an impact simple visibility makes for sales. So as a developer, especially one of limited means, past a certain point your hands are simply tied. And that's terrifying. If the gaming gods don't favor you, it doesn't matter what you've made, you're just screwed. In our case, it would mean coming away with an ivy league education's worth of debt.

*#c405692224242982114">#c405692224242982114">#c405692224242982114">http://steamcommunity.com/app/274500/discussions/0/405691491102673468/?tscn=1456139312#c405692224242982114
**http://kotaku.com/steam-dev-fights-price-complaints-with-excellent-breakd-1760852068

This isn't an Indiepocalypse post. That would imply the market isn't large enough to support the breadth of games being made, which I don't believe to be the case. We know there's a market for Brigador, but you can't buy what you don't know exists.

So yeah, that's my spiel. If you made it this far, thanks for reading. I'm not asking for pity, and I only want you to buy the game if it actually interests you. I'm not saying we did everything right, I just want to be able to keep doing my job.

So if you feel like helping out, just tell people we exist. Share this post, or just send someone to our steam page. We love making games, I think we've made damn good one too. But that all ends if we don't get some kind of a bump soon.

And if you're someone seriously considering going into indie dev right now, my honest advice is don't. You might get lucky, but more than likely you'll just end up with a pile of debt and a handful of (admittedly wonderful) customers.

As an addendum, I'd be a huge jerk if I didn't mention the phenomenal work of some guys we collaborated with. Makeup and Vanity Set did 2 1/2 hours of original music for Brigador, the 1st half of which is available now while the rest will be ready by the end of the month. If you like John Carpenter synths, the Hotline Miami OST etc then you'll be at home with his music. I've been listening to it for years and I still love it. You can get it direct from him as well as a vinyl here: http://makeupandvanityset.com/

And last of all, you know how with some games you wonder "why didn't they just make a book/movie?" Well that's what we did. In Brad Buckmaster we found a keen writer with an extraordinary grasp for conveying action. We liked it so much we did an audiobook to accompany it. You can get both the audiobook* and the OST together as part of the DLC**, and you can find the book on amazon*** as well. Brad's similarly new to his industry and deserves any love you can send his way.

*https://soundcloud.com/gausswerks/sets/brigador-audiobook
**http://store.steampowered.com/app/468280/
***https://www.amazon.com/Brigador-Brad-Buckmaster-ebook/dp/B01G8UZZSW

Ok, I'm out. Enjoy E3 folks.

Please keep trying. Offer it to some Twitch channels, Youtubers for Lets Plays, organise competitions etc! Make some noise about it!

10 years ago | Likes 34 Dislikes 2

This game is amazing fun, plays fast and looks and sounds great. Skip one of those AAA shitshows, grab this and save thirty bucks.

10 years ago | Likes 9 Dislikes 1

@OP Thanks to you and your team for creating awesomeness. Just purchased it. It's teams like you guys that make the industry amazing.

10 years ago | Likes 2 Dislikes 0

you shouldnt put all your eggs in one basket

10 years ago | Likes 3 Dislikes 0

Followed development for ages over at SA. Pity about the not so great launch but it is a good and cool fun game.

10 years ago | Likes 2 Dislikes 0

I covered your story on gameskinny-- hope this helps!

10 years ago | Likes 16 Dislikes 1

Thanks!

9 years ago | Likes 1 Dislikes 0

Well, I bought Brigador in early access because it looked good, the music was good and the gameplay was tough at first but fun all the same.

10 years ago | Likes 2 Dislikes 0

I'd not ever heard of your game before seeing a blog post that linked to this gallery. Looks fun and I'll pick it up on Steam tonight.

10 years ago | Likes 2 Dislikes 0

I've just listened to the OST, and it's definitely one of the reasons I'm going to buy the game right now. Can't wait! <3

10 years ago | Likes 3 Dislikes 1

sucks that "influencers" (twitch, yt people) don't pay a dime for games yet make money from ads, where devs pray that the game gets streamed

10 years ago | Likes 3 Dislikes 2

I love how people praise hard games like dark souls and such for haveing a barrier and yet this game gets the shaft

10 years ago | Likes 3 Dislikes 1

Brigador is a very cool game where I can live my fantasy of being a stompy robot. 1/2

10 years ago | Likes 59 Dislikes 1

Reading this has killed any fantasy i ever entertained of being a game dev. Thanks twice over! 2/2

10 years ago | Likes 39 Dislikes 1

How did your two fantasies 1-stompy robot, and 2-game dev, work together in your head?

9 years ago | Likes 1 Dislikes 0

Looks really fun! Love the mech designs!

10 years ago | Likes 2 Dislikes 0

have you attempted to get nerdcubed and/or totalbiscuit a review key?

9 years ago | Likes 2 Dislikes 0

They both had a poke at it back when, but with those big guys if it doesn't gel they tend to just not cover it. I'd love to see if i can't--

9 years ago | Likes 1 Dislikes 0

--get either of them to take a second look though, so if you say something I'll back you up :D

9 years ago | Likes 1 Dislikes 0

I just bought the game, audiobook, and OST bundle on Steam.HIGHLY recommended. Thank you for your hard work, and best of luck in the future!

10 years ago | Likes 2 Dislikes 0

I feel your pain as an indie dev - if you don't get the visibility, you're just screwed. Hope things pick up for you in the near future.

10 years ago | Likes 4 Dislikes 1

Cheers!

9 years ago | Likes 1 Dislikes 0

Hey guys, I interviewed you for VG247 a while back and did a very positive write up of the game. I loved the concept. Keep going! :)

10 years ago | Likes 10 Dislikes 2

This game got swept under the rug, and I think that like 6 months from now it'll be on people's "best overlooked games of 2016" lists.

10 years ago | Likes 7 Dislikes 1

Visibility is such a tragic issue to face for a game as good as this. Brigador is definitely worth the asking price + time of day

10 years ago | Likes 6 Dislikes 1

You have sold 65.000, you will be fine

9 years ago | Likes 2 Dislikes 0

Majority of new copies being reported on Steamspy aren't sales, they're redemptions from the deal we made with Humble, pays a fraction

9 years ago | Likes 4 Dislikes 0

of we'd get from normal sales. Plus, there's the distributor cut, taxes, and all our expenses just for the relaunch. More than you think.

9 years ago | Likes 3 Dislikes 0

I hope you are already working on the second game, a bet on one game is risking the result you have.

9 years ago | Likes 2 Dislikes 0

Happy to see it in the monthly bundle, but sorry to hear how little that gets you :( I hope you managed to make up most of your spendings

9 years ago | Likes 2 Dislikes 0

Saw first pic, and immediately thought of St. Oddball (http://www.imdb.com/title/tt0065938/mediaviewer/rm4214803456)

9 years ago | Likes 2 Dislikes 0

I'm a huge fan of Donald Sutherland, especially in that performance, so I'll take that as a very high compliment!

9 years ago | Likes 3 Dislikes 0

Wow, reading that, the only thing I can think of is: "that's insane". Going for such ridiculous scope for your first game.... wow.

10 years ago | Likes 6 Dislikes 2

Didn't start out that way or intend to build something so large, but once we were knee deep only choice was to go balls to the wall...

10 years ago | Likes 3 Dislikes 2

hope kotauke post does something for you man . as much as i hate those guys . this might be the only time they did something good

10 years ago | Likes 4 Dislikes 2

You have marketing full within your control - it's completely on you to use paid + organic channels to get that exposure you're missing.

10 years ago | Likes 7 Dislikes 6

You can't expect your game to make it big if you're not using resources to reach an audience. Don't sit around hoping Kotaku finds you.

10 years ago | Likes 5 Dislikes 4

Hey! We met super briefly at PAXEast this year- just wanted to say there's been lots of chatter on the gamedev slack here about Brigador 1/2

10 years ago | Likes 24 Dislikes 1

& I hope it translates into press over time. The game looks fantastic. I think we'll be at the same con this wkd so maybe catch you there!

10 years ago | Likes 16 Dislikes 1

Hey Tabby! Yeah I'll see you there. Hope things are going well with Quench

10 years ago | Likes 9 Dislikes 0

i'm gonna be the downer realist here but there is a reason most successful media products spend nearly as much on marketing as on dev.

10 years ago | Likes 5 Dislikes 1

also in a really crowded market (steam, ios etc.) it's really naive to assume that quality or merit equals sales

10 years ago | Likes 4 Dislikes 0

visibility is something everything struggles with and it takes hard work even if it sometimes seems like it's free for "the other guys"

10 years ago | Likes 4 Dislikes 0

Not having a Kickstarter was a bad idea. The funds aren't important if you don't need them, but it can help starting up the community.

10 years ago | Likes 5 Dislikes 0

Kickstarter is not a saving grace like people thought

10 years ago | Likes 5 Dislikes 1

This is important reading. Indydev is brutal and a good site for fishing the gems that slip through the net is desperately needed.

10 years ago | Likes 107 Dislikes 1

The gems that slip through the net, do not help at all. Itch.io is way worse than steam, I tried it and my games literally flopped next day.

10 years ago | Likes 11 Dislikes 0

itch.io

10 years ago | Likes 19 Dislikes 0

Huh. I should have checked this site sooner. Thanks.

10 years ago | Likes 8 Dislikes 0

We need a good site finding the good sites finding the good indie games

10 years ago | Likes 15 Dislikes 0

*Inception Foghorn*

10 years ago | Likes 6 Dislikes 1

What kind of return have you been seeing from your marketing spends?

10 years ago | Likes 7 Dislikes 1

We've been working with a PR agency to distribute keys and leverage their clout for coverage from larger press and youtube/twitch outlets--

10 years ago | Likes 8 Dislikes 1

-- with mixed success. Part of the trouble is that Brigador is a game about mastery, and unless you're Dark Souls people tend not to buy in.

10 years ago | Likes 6 Dislikes 2

Considered 'easy mode' options like Hyper Light Drifter, or is that an integrity issue? 'Power fantasy mech game' is totally up my alley.

10 years ago | Likes 1 Dislikes 0

I'm planning to add more gradations of difficulty both on the easier and harder sides to broaden the difficulty curve. In freelance you have

10 years ago | Likes 2 Dislikes 0

-full control over difficulty via pilot and level set selection, and every story mission has easy and hard vehicle picks. Or at least easier

10 years ago | Likes 2 Dislikes 0

As a filthy casual I'm guilty of the lack of buy in for hard games. My leisure time is precious, gotta be wary about devoting it to mastery.

10 years ago | Likes 1 Dislikes 0

I feel you. For what it's worth we don't go full pattern memorization like bullet hell stuff, more about learning movement and mechanics

10 years ago | Likes 2 Dislikes 0

--the intent is to make the learning process as enjoyable as mastery. And we explicitly built the game to allow for 15 minute play sessions

10 years ago | Likes 2 Dislikes 0

Oh thank goodness. From the text on the post, I was afraid you hadn't done any marketing. Field of Dreams moments are rare in any industry.

10 years ago | Likes 1 Dislikes 0

I've since added a little clarification-- you're not the only one who got that impression, thanks for the heads up.

10 years ago | Likes 1 Dislikes 0

Yeah I should clarify between working with PR and traveling to trade shows we've spent over $10k on marketing.

10 years ago | Likes 1 Dislikes 0

And while the game is about mastery, we give you complete control over difficulty in the freelance mode, and the campaign always has a range

10 years ago | Likes 1 Dislikes 0

Can we feature Brigador to our 15K followers on Twitter? Our tweets get 20 RTS on average, & IT'S FREE! Let us know if you're interested. :)

10 years ago | Likes 2 Dislikes 0

shoot me a message on twitter @HughSJ and we'll chat-- easier for me to keep track of things there.

10 years ago | Likes 1 Dislikes 0

Sure. Klear, a social intelligence platform, ranks @ProjectMQ in the top 0.5% of all social media users, and we get 2M+ monthly impressions.

10 years ago | Likes 1 Dislikes 0