My Experience as an IGF Judge

7 01 2010

[This opinion piece is part of a Gamasutra article. This below article is the original full piece.]

This week the finalists of the Independent Games Festival 2010 were announced. I was one of the 150+ judges asked to score just over a dozen of the 301 indie games entered into the competition. I’ve been asked by quite a number of people – both developers and gamers – how exactly it all happens, so I decided writing up my experience of the process and how I felt about it all might be interesting reading. Maybe even enlightening? Either way, my thoughts are below!

This was my first time judging the competition, so everything was pretty new to me. The contest is split into two rounds – the first selects all the finalists, while the second reveals the winners in each category. In round one, each judge is given 7 weeks to play through just over a dozen randomly-picked entries. I was assigned quite a variety, with a mixture of puzzlers, platformers, shmups and first-person shooters, as well as some… oddities.

I remember looking down my list for the first time and spotting some names I recognised and others I had not a clue about. I decided at that point that the only way I was going to judge this list of games fairly was if I played them from top to bottom, not picking out the ones I had already come across or was previously excited to play. More on my own personal methods of judging later, though.

For each game, there were 5 scores out of 100 to give in each of the following categories:
Excellence In Design – game mechanics, level design, difficulty balancing
Excellence In Audio – music and sound effects
Excellence In Visual Art – appearance, visual effects
Technical Excellence – Technical aspects e.g. game engine use and code base
Overall Rating – based on overall impressions of the game

Each of these individual scores then translate into the different award categories of the same names (except ‘Overall Rating’ of course, which becomes the coveted Seumas McNally Grand Prize).

Scoring is as you’d expect. 0 is abysmal, 50 is an average experience and 100 is perfect execution. Of course, individual perceptions of worth out of 100 will range from person to person – I may consider a game to be average and give it a 60, while someone else might feel the very same as me yet give the same game a 40 – and so a sort of Idiot’s Guide to Scoring is helpfully supplied, so judges can try to match their thoughts up with a specific scoring range.

So, back to my scoring. The first obstacle to overcome is having misgivings about a game before even playing it. We’ve all done it at some point – be it a screenshot, or a clumsy game description or maybe a trailer of suspect quality, it’s easy to conclude that you’re not going to enjoy a game before even installing it. Obviously in these circumstances this isn’t fair in the slightest, so personally for myself, it was very important to leave all these kinds of thoughts well alone.

My range of titles turned out to be quite the mixed bag, with a number of superb gaming experiences slotted in between some other not-so-fantastic. My personal means of scoring each game was with a pen and paper at the ready, noting good and bad points as I went along, and using them to come to a conclusion at the end.

Along with the scoring, there was also ‘Anonymous Feedback‘ to be given – obligatory for the first time since the competition began. This, I felt, was incredibly important. To understand how important the feedback was, I put myself in the shoes of a developer. I’ve just submitted what I believe is my best work ever. More than anything now, I want to know what people think. I don’t just want a string of numbers thrown back at me with no explanation as to what they mean. If I’m scoring low in the Audio section, I want to know why!

With this in mind, I made sure to give each of my entries a decent amount of feedback, be it praise or constructive criticism. I didn’t dance around the subject though – if something was good I said so, and if something was bad I made sure the developer understood that I didn’t enjoy that specific area as much as I would have liked.

An area that I felt mildly confused about was the topic of length. I had games in my list which were over in a matter of minutes, then I had other titles which went on and on for hours. Now clearly these shorter games weren’t short due to the developers being lazy or running out of ideas – this is just how the developer chose to express him or herself. But then if a developer has put, say, a month of work in, and produced something short but sweet – but then another developer has slaved away for a whole year, crafting something wonderful with a good few hours of play to explore, should one get precedence over another? It’s a tricky one, I believe.

The other feature for judges to indulge in a bit of was the ‘Judge Notes‘. At the bottom of each game page was a comment box, allowing judges to discuss said game. This was an area with which I had a bit of an issue with. See, my belief was that these notes were for discussing technical issues – for example, if a particular judge couldn’t get the game to run, he/she could post in the notes with their difficulties, and other judges could jump in and try to help them out.

However, judges were also encouraged to discuss gameplay, strengths and weaknesses of the game et al. This is the part I had a problem with. If say, the tenth game I came to judge already had a bunch of comments of it saying ‘erugh this is horrible’, ‘really poor gameplay’ etc, that would automatically put bias in my mind before I’d even booted the game up. Of course the answer to this is to simply not read the comments until I’d played the game, but since they are situated right beneath the game description, it was a little difficult not to! Maybe I was in the minority, but I would much rather the judges’ conversing was strictly for helping each other out and that was it.

Other than that, however, I felt that every game had as much chance as any other, which really is a remarkable achievement considering there were 300+ games and 150+ judges to co-ordinate. The judging was a very painless experience, meaning it was easy to slot playing through my games in with the rest of my work.

So that’s where the whole process is up to right now. The next step, which begins soon, will involve each judge scoring around 20 of the finalists (using the same categories as before), with these scores eventually being tallied up and the winners announced in March. Exciting stuff – and good luck to all the finalists!

[Part of this article can be found at Gamasutra, IGF.com and on the Indie Games Blog.]





The Idiot’s Guide to Marketing Your Indie Game

13 12 2009

There are already a bunch of articles on how to get your indie game out there. Kieron Gillen banged on about it. Rob Fearon put a sarcastic twist on it. Rodain Joubert 4-paged the sucker. Yet while each is giving it to the masses straight, it would appear that’s just not straight enough.

I’m one of the editors at Indiegames.com, a sister site of Gamasutra and one dedicated to covering all the latest independent gaming news. I receive roughly between ten and twenty emails a day, ranging from indie press releases to reminders about games to follow-ups on past correspondence. The misconception that gaming sites won’t want to cover your game because it’s ‘not important enough’ is slowly being lifted, and independent developers in general are beginning to realize that PR is actually a huge factor in selling your product.

This, however, doesn’t mean that developers are marketing their games correctly. I receive a good number of emails a day which, quite frankly, go straight in the virtual bin, bouncing off the rim in the process. It’s all well and good throwing me some information regarding your latest venture, but there are right ways to go about it, and then there are not-so-right ways. Which got me thinking – while all the previously mentioned guides do a great job of pointing developers in the right direction, none of them really get right down to the nitty gritty and just simply spell it out.

Hence! Nitty gritty time it is. In this guide, I’ll be explaining exactly what it is you, the budding games developer, should be providing me, the eager games journalist, with. Before I start, however, please be very much aware that certain aspects of this are going to be personal preference. Clearly I cannot vouch for the entire games journalism industry, however I do believe that following these rules will at least give you a basis for which to build on. And if all else fails, at least you’ll know how to contact IndieGames.com in future!

1: The essentials

Before you even begin to think about spreading your news, there are certain bases you need covered. The following may sound painfully obvious to some, yet I still constantly come across developers who haven’t laid the foundations properly. Said foundations are:

A website – either a developer site containing all your projects in one place, or a dedicated site for a single game. Regarding whether or not it’s worth purchasing a real .com address or simply opting for a Blogger or WordPress, my advice is get the .com. It costs $15 a year and gives your outfit a sense of professionalism. Of course, you can then go ahead and link a WordPress blog to it.

A development blog – having a place where I can keep track of all the latest work on your title makes all the difference. Provide screenshots, WIP videos, insights – it’s all good. Just make sure it has a working RSS feed!

A trailer – once your game is good to go, you need a quality trailer to show it off in motion. If you think you have the skills to do this yourself, by all means go ahead. Just please, for the sake of everyone, follow these simple guidelines:

a. Do not accompany the action with generic dance/house/metal/screech music. Find something which creates a satisfying atmosphere for what the viewee is witnessing. You may even want to find someone to create an original soundtrack for your trailer. For example, if 8-bit sound and chiptune is your port of call, the 8-bit Collective community are more than willing to help out games developers.
b. Do not spam the trailer with inane titles and movie-style narration. I’m watching your trailer to see the game, not a story about ‘ONE MAN, ONE MISSION, THOSE HE LOVES ALWAYS LEAVE HIM’.
c. Give it some style. Don’t just record yourself running around one room in the game for three minutes – that is bound to be incredibly boring. Show off the game’s best features, best puzzles, best effects.
d. Do not make it too long (or too short, for that matter). My personal attention span begins to wane around the two minute mark, so you may want to aim round about there.

(Optional) A Twitter account
– this one isn’t exactly an essential, but it definitely can’t hurt matters. Many indie developers have taken to announcing big news about their various games on Twitter even before posting to their website, and Twitter has really come into its own as the source of independent gaming news over the last six months.
2: Locate your points of attack

It’s time to storm the media battlefield. There are a plethora of sites out there that cover indie games, including the likes of:
RockPaperShotgun
IndieGames
TIGSource
Play This Thing
Pixel Prospector
XNPlay (for Xbox Live Indie Games)

Your best plan of attack? Be prepared to contact everyone. If your game really is ‘all that’, then someone is bound to bite, right?
3: Write the email

Many developers get to this hurdle and end up with their face in the mud. Writing a good email is the most tricky aspect of marketing your indie game. It’s a minefield, and you will most definitely trip some of those explosives. Hopefully, however, you can also cause some good explosions.

This is the part at which I have to humbly remind you again – what I’m about to detail is, to my knowledge, personal preference. I’m going to give it to you straight regarding the format of your press release, and what I would like to receive. This may or may not be what, say, John Walker at RockPaperShotgun wants, or Derek Yu at TIG deems suitable reading. Yet I’m going to go out on a limb and state that it really can’t be that far from what others expect.

Let’s get started.

a. The subject line – Make this plain and simple, containing exactly what I need to know. You can go for ‘New Indie Game: MyGame’ or ‘Indie Game Submission: MyGame’ or ‘MyGame: a physics-based puzzler’. Do NOT, however, use lines like ‘FOR IMMEDIATE RELEASE: AN INCREDIBLE NEW INDIE GAMING EXPERIENCE’ or ‘Badass Entertainment Press Release: MyGame Is Here’. You are not a robot, stop acting like one.

b. Say hi – some may say it’s not essential, but I beg to differ. If I open up an email and it begins with ‘Yada Interactive have teamed up with Blabla to bring you a gaming experience…’, I’m immediately put off. Yet, if a message begins with a friendly ‘Hey Mike, my name is Name Here and I just recently released MyGame’, I’m much more likely to take an interest. Again, be a real human being!

c. Say your piece – now that you’ve got the reader’s attention, tell them what it is you came to say quickly and to the point. There are a number of different methods that work for me. Some send a single paragraph which simply explains the point of the game. Others opt for writing a few paragraphs and going into a little more details. Both are perfectly reasonable as long as you explain exactly what kind of game you’re promoting, what the general idea behind the experience is and how exactly I can go about playing it, be it a link to a flash game or an Xbox redeem code. When it comes to the question ‘Should I ask whether they’d like to receive my game or just send it straight away?’, a quote from Rob Fearon will do nicely here: ‘Don’t hold off on review copies. Don’t ask “would you like one?” just bloody send it.’

d. Plant your links – it sounds so simple, but you’d be surprised by the number of developers who don’t provide links to their games in promotional emails. The fact is, if I’ve read what you have to say and feel interested in exploring more, I’m going to go trigger-happy with my mouse on whatever you provide. Links to your developer/company website, the game’s website, your development blog and the Xbox Marketplace page (if it’s an XBLIG/XBLA title) are all essentials. Of course, it goes without saying that you should make sure that all links are relevant!

e. Video and screenshots – as a general rule, I would always go with embedded images over attached. It means the reader definitely sees them, and also adds a little colour to the email. Another ‘well duh’ moment, but make sure all screenies are hi-res! Regarding your trailer, make sure you provide a link to either a page containing your video, or a direct link to it on Youtube/Vimeo etc.
Just to make this even easier to understand, I’m now going to use the above guidelines to create a mock email. Let’s say my name is Hank Scorpio, and I’ve created a game called ‘Be the Villain’ under the developer name Globex. My email may go something like this:

From: hank@globex.com

To: editors@indiegames.com

Subject: Indie Game Submission: Be the Villain

Hey Tim and Mike,

my name is Hank Scorpio and I create independent games under the name Globex. I’ve just released my latest indie title and I’d love if you’d check it out and consider featuring it on the IndieGames Blog.

The game is called ‘Be the Villain‘ and it’s a spy vs spy real time strategy. Featuring a single player campaign with over 50 missions, it’s set in a world similar to that of James Bond, but with a twist – for you control the enemy, plotting to take over the world! The game is solely developed by myself, and features a full musical score and a unique 16-bit graphical style.

A trailer can be found via Youtube here. If you’re interested, the game can be found on my website under the Games tab.

Thanks for your time and I look forward to hearing from you!

Hank Scorpio

Globex
Simple, no?

4: Don’t give up, but don’t be a broken record either

So you’ve sent your email off to various sites, and after a week no-one has responded. Clearly they all hate your game, right? Unfortunately, your game may be well worth promoting, but for reasons unknown to you, the recipients just didn’t spend the time checking it out enough. That’s right – you may have done absolutely nothing wrong whatsoever, yet you’ve STILL been given the cold shoulder.

The problem is this – real life. Everyone is part of it. Sometimes it makes you happy, and other times not so. The truth is that the reader’s mood has quite a part in determining whether or not they’ll receive your gaming news in good spirits or not. Catch them on a good day, and they may just want to take your game and put it on their site. Contact them while they’re hungover, feeling irritated or just in a general bad mood and your chances become more slim. It’s a horrible fact, and one which is completely out of your control. Or is it?

The key is to brush yourself off and give it one more try. Don’t just resend the original email again, though. Rewrite it ever so slightly, change the subject line, then power it back out there. Maybe, just maybe, this time someone will be feeling good about life and give you a look-in.

Of course, if you hear nothing back a second time, it’s probably fair to say that people simply are not interested. At this point you’re going to need different assistance. Good luck with that.

Hopefully this guide has given you ideas on how to propel your project into the limelight. A final note – never be disheartened. Assuming you’re making games because it’s a passion of yours, it really shouldn’t matter to you whether your game is received with praise or not, as long as you’re creating exactly what you want to create. After all, that’s the point of being ‘indie’, right?

[This article can also be found on Gamasutra.]





Tales of Monkey Island: Launch of the Screaming Narwhal Review

7 07 2009

MI1

There can only be one of two reasons why you’ve come to hunt out opinion on the first episode of Tales of Monkey Island. Either you’re worried that one of your favourite adventure gaming series is about to be dug up from its beautiful grave and repeatedly pummeled by a relatively new point-and-click studio, or you’ve heard stories of the great Guybrush Threepwood but never ventured into his world, and with this new title you’ve decided hey, why not start here?

I mean, it’s not feasible that you’ve never heard of the Monkey Island series.

Either way, let me begin by putting your mind at rest. I too was a little worried about how Telltale Games would handle Guybrush, LeChuck et al, so it gives me great relief to be able to praise their work and say straight out that Tales of Monkey Island: Launch of the Screaming Narwhal is a lovingly nostalgic affair simply brimming with everything we came to love about the MI series.

MI3
It shouldn’t really be at all surprising, considering that the development was headed by Dave Grossman, who worked on the original two Monkey Island games. Ron Gilbert, again a designer on the original games, was also involved and you can really feel it. The jokes are witty, sometimes even laugh-out-loudable and the situations are ridiculously brilliant. They’ve even dragged back the voice actors from The Curse of Monkey Island! It’s a Monkey Island lover’s dream come true.

The story is set a while after the conclusion of Escape From Monkey Island, but has been written in a way that it is freely accessible by both veteran and pirate-wannabe alike. All you need to know is this – Guybrush and Elaine are married, LeChuck is still trying to take Elaine as his wife, and both LeChuck and Guybrush are still as incompetent as ever.

Gameplay-wise, it plays out a lot like the fourth in the series. The transition to 3D in the fourth title received mixed opinions, but overall it seemed to work pretty well. Telltale have taken that original system and stuck their own tried-and-tested method in for good measure. Control of Guybrush is achieved either through the directional keys on your keyboard, or by grabbing him with the mouse and pulling in the direction you want him to go. The state of interaction, however, is solely the work of Telltale and is carried out simply with a click of the mouse. Guybrush will automatically decide whether to examine, pick up, talk or eat something.

MI2
Another new idea comes from the inventory screen. Combining two items is nothing new, but now players must select the two items and put them into some sort of fusing implement. Not exactly breakthrough, but it seems like an odd addition to a seemingly simple idea. Still, knowing that Guybrush keeps everything he collects in his pants is sure to spark some reminiscent smiles.

I’ve really warmed to the idea of having separate episodes, too. Initially, like many others I’m sure, I simply didn’t see the point. Were Telltale releasing Guybrush’s next adventure in pieces just because that’s what they’ve done with all their past titles? If that was the case, I hated the idea. Having now played through the first chapter, I am still no closer to knowing exactly why they did it, but I can honestly say that it works like a charm. Any Monkey Island fan will know that each game is split into chapters with a title and the famous ditty to accompany each. All Telltale have done is split these chapters up and sell them individually. It’s actually pretty clever when you think about it. I mean, I definitely want to play the next one, so the job is done on me.

This method of releasing each chapter separately works in a different way too. In this first chapter, Guybrush meets a few past faces, but not many. This in turn makes me look forward to the characters I could potentially be meeting within the future releases. Here’s hoping Murray features in the next one – and let’s not forget Stan. Just imagining Telltale’s take on these characters is enough to make me long for the rest of the story.

MI4
Graphically it’s all very much on a par with the rest of Telltale’s past work. They definitely have an art style which sears through all their work – not exactly what you’d call next generation, but at the same time no-one would venture so far as to say it’s ugly looking. Sure, they stuck a goatee on Guybrush and in areas there are more edges than are needed, but the world of Monkey Island really feels at home with the comic look and bright colours.

Now, one of the main concerns about Escape from Monkey Island was how some of the puzzles were extremely random and left you wondering ‘How on EARTH was I meant to work that out?’. Launch of the Screaming Narwhal’s puzzles feel like the love-child of all four titles combined. There’s bits from all of them in there, from Escape’s ‘getting lost in a maze unless you follow the right path’ to the second title’s learning a passcode to enter a door. All this mixed with the numerous references to past games makes for an extremely nostalgic journey which isn’t at all too vague to cut out the newbies. In general, however, the puzzles are a lot easier to figure out than the rest of the series. As long as you’ve grabbed every item and held every conversation possible, the answer is usually just a click away.

MI5

But you know what? That didn’t seem to matter. I completed the first chapter over the course of one evening and, while shorter than I’m accustomed too from a MI title, I enjoyed every moment of it. Tales of Monkey Island feels like a series which has got it’s mojo back. It’s clever, witty, charming and, most importantly, an answer to the critics. As long as Telltale keep this up for the next four releases, this series is exactly what they needed to launch their little company into the mainstream.

Tales of Monkey Island: Launch of the Screaming Narwhal is available July 7th 2009 from the Telltale Games site.

[This review can also be found over on Steamfriends].





Proof That I’m a Very Backwards Being: qmuHS

21 06 2009

qmuhS

I made a game :) It was for the Klik of the Month Klub. You can find it over on Glorious Trainwrecks.

It’s called qmuHS, because it’s a backwards Shump. Clever eh?… no, not really.

You start at the end of the game and make your way back to the beginning. Everything is backwards – you’re flying backwards, enemies are dead and become alive when you shoot them, your lazers come from afar and plant themselves in your guns, all the music and samples are backwards, score and health are backwards… everything!

Arrow keys to move, Space to ’shoot’. Have fun :)

(BTW: If you don’t have the dll file that it needs, just go to http://www.dll-files.com/ and find it there :) It’s because I used The Games Factory rather than KNP)

DIRECT LINK: http://www.glorioustrainwrecks.com/files/qmuHS.zip





My Works In Progress

22 05 2009

silentdisco

I’ve been writing for IndieGames for over 3 months now and I’m enjoying it immensely. The quality of the games I’ve played has been, on the whole, amazing and the developers I’ve talked to have been nothing short of fascinating.

Terry Cavanagh in particular, creator of such games as Pathways and Don’t Look Back, got me thinking about the good old days when I used to make crappy game after crappy game as a teenager. This sparked off something that made me want to try it all over again. So here I go – here’s some concepts I’ve got on the go.

Silent Disco
Screenshot above is from Silent Disco, a game about visiting… a silent disco. It’s a game about feeling like you are in a world of trouble, yet no-one around seems to even notice.
employmentEmployment
I decided I wanted to have a crack at creating my own Match-3 game… but then I remembered that there are already a trillion Match-3 clones out there. With Employment, my goal is to create a Match-3 style game which is at least a bit innovative.

The game is set in a job centre and applicants enter through the doors looking for a job. Each type of person can only apply for a single type of job – e.g. the firemen-wannabes to be firemen etc. All these little people scurry around the job centre looking for work, and it is your job to find them a job by selecting one from the bottom of the screen, holding your circle over the number of applicants required (e.g. 3 firemen) and clicking to employ.

Abilities will make grabbing one type of worker more easy. For example, the player can use some experience points to start a fire in the job centre, which nearby firemen will rush to put out. Fires will, however, burn to death any other worker, so a balance must be found. Overflowing the job centre with applicants will give a game over.

poweroflovePower of Love
I loved the idea of making a game which was more of an interactive story (both Terry and developer increpare worked together on a title called Judith which fits this bill), so I wondered what it would be like to create a interactive story based on song lyrics. Power of Love is based on a song of the same name by the band White Lies and is my take on what the lyrics would be like in game form. The majority of the game is text-based, but there are little interesting things to do now and again and a puzzling story to work your way through.

So I’m working on all three of these games at the moment. I enjoy working on more than one title at a time, as when I begin to get a little bored of one, I can move onto the next and go back to it a bit later on.

I’m not sure when I will have any of them finished, but I hope to have something to show sometime soon :) I will of course post updates as they progress.





I’m Migrating! See You Over at IndieGames.com

6 02 2009

istoig

Dry your eyes, my child. This is not the end. It is merely… the beginning

OK enough with the storybook talk. I was contacted by the chairman of the IGF a couple of days ago and asked if I’d move over to IndieGames.com and write for them instead. I clearly jumped on the idea, because I’m a big, fat sellout.

No! I’m not a sellout. You see, I set up Independently Speaking because I wanted to spread news of indie games which aren’t getting as much coverage as they should to as wide an audience as possible. While IS definitely spread the word a little, IndieGames attracts a rather larger amount of traffic and therefore the chances of spreading ANYTHING are just slightly higher.

So if you’ve been an avid IS fan, now is the time to migrate with me (although the majority of you most likely already read IndieGames) – I’ll be posting everyday on the IndieGames Blog. Have no fear, readers, I will continue to post exactly how I have been – just in a different place.

As for Independently Speaking, I’m not 100% sure what to do with it yet, but I’m considering keeping it as my own personal blog so I can track all the goings on in my indiegame-driven life.

See you on the other side.





Eurogamer Trawl Through the IGF Finalists

4 02 2009

dyson

While I’ve been killing time nitpicking my way through the IGF Student Showcase finalists, Eurogamer have gone the full length and powered their way through the entire IGF list.

Jim Rossignol from Eurogamer has posted a full roundup, explaining what he thinks about all the contenders. It would appear that he has a favourite in Dyson (screenshot above), which you can try for yourself over at the Dyson site.

Go read it now – it’s interesting stuff.