Edy Zahid Blog The Thoughts of One Game Developer

30Oct/097

3 Ways to Minimize Commercial Indie Game Piracy

1) Provide long demo version of the game.
2) Provide continuously updated special game content after player purchase the game.
3) Provide tangible value to the game such as item or merchandise related to the game.

As you already know, piracy is a serious problem for software industry. Since games belong to the software industry, we get used to people pirating games. I used to hear commercial games from big games publisher such as Electronic Arts get pirated but I was surprised to hear that even commercial indie games get pirated.

Well, I guess as long as it is a commercial games no matter independent or not independently produced, there is always a chance of it get pirated. This is a fact and something that indie game developer have to accept it.

Can we do something about it? Of course there is always a solution for every problem. There are 2 approaches - by focusing the effort on either pirate or player themselves. For strategy that focus on pirate, the idea is to make the game harder for them to share it. This involves coming up with copy protection and digital right management (DRM) system built into the game. I don't want to discuss this strategy because a lot of people have discuss this stuff on many places on the Internet.

What I want to discuss is on player themselves. How can we indie game developer want to encourage people that is worthwhile for them to purchase our game instead of just getting it from pirate sites all across the Internet? This is my friend is 1 million dollar question because whoever managed to answer this question and apply it is sure going to reap the benefit.

Long Demo Version

I have played many commercial indie games and I lost count how many times I said "Huh? That's it?" when reaching the end of demo. Short game demo gives a bad impression to the indie game scenario and it gets worse as I've seen some of them only offer just 1 hour to try it. What kind of nonsense of this? Whose comes up with this idea? I think this is one of the reason why people be tempted to pirate the game because they don't get enough time to try it.

From my experience as gamer, I need at least several hours to try any game before I can form any opinion whether I want to buy it or not. The game might play good for the first hour but later rear its ugly head for the next hours playing it.

The idea is if game developer can provide several hours of game play for player in their demo version and player enjoy playing it, player might be tempted to purchase it because they have a good experience playing it. If they enjoy the demo version, they certainly enjoy the full version. You can't achieve this effect just providing a measly 1 hour of game play for demo version. You just can't!

Unfortunately, commercial indie games that provide long hours of game play is a rare stuff. I only remember 3 examples - Geneforge series from Spiderweb Software, Depths of Peril from Soldak Entertainment and Immortal Defense from RPG Creation. I've tried both Geneforge and Depths of Peril and intend to do the same for Immortal Defense, once I get the time. If there are other commercial indie games that provide long hours of demo, it will be a good idea if you can mention it in the comment area. Your cooperation is most welcomed!

Of course there is a side effect of offering long demo version as once people get to the end of the demo, they might decide they had enough of it and decided to play another stuff. This is a valid argument. But I think I rather have player who played the game for several hours and tell their friend about it rather than having player who played the game for just 1 hour, get confused by it and tell their friend the game sucks.

Continuously Updated Special Game Content

You try to sell your commercial indie games on the Internet for $20 price. At the same time, there are plenty of pirate sites on the Internet distributing your games for $0 price aka free. How can you convince player that is worthwhile for them shelling out $20 for your game instead of getting it for free from pirate sites?

This is the reason why you need to be creative. Give player something that pirate can't offer. If you can somehow provide special game content, player might be tempted to buy the game for you instead of getting it from pirate sites. There are many ways to provide special game content:

1) You must hide several game levels and features of your game and locked it. From time to time release it gradually by giving special unlock key to player who buys your game.
2) For strategy game, you can provide your own strategy guide in PDF format. You must update it from time to time as new feature has been unlocked.
3) For role-playing or adventure game, you can provide your own walk through in PDF format. You must update it from time to time as new game levels has been unlocked.
4) Game levels, wallpapers, short stories and soundtrack that will be send from time to time for player who buy the game.

Game Must Have Tangible Value!

I suggest indie developer provide tangible value to the games they sell. For instance, for each game customer buy, they will get item or merchandise related to the game such as T-shirt, baseball cap, key chain or anything appropriate. If plenty of developers starts doing this, then we can change people perception that buying indie games is worthwhile as they can get something they can touch when buying indie game.

For a typical $20 game, we can start charging for $30 game and include $10 worth of item or merchandise. For a typical $15 game, we can start charging for $22 game and include $7 worth of item or merchandise. For a typical $10 game, we can start charging for $15 game and include $5 worth of item or merchandise.

Do not underestimate the power of tangible items can bring to any indie games. In my opinion, this is indie game developer secret weapon to minimize the damage done by pirates. Providing tangible value to games can be an effective way to persuade player to buy indie game hence minimizing the effect of piracy.

When we talk about item or merchandise, it does not necessarily mean just T-shirt. T-shirt business has been done to death so let's try to be more creative and think other item that might interests player. The point is the item must have everyday use. The more player use it, the more valuable it becomes.

If you live in developed countries, probably it's a good idea to source item from third world countries such as China. That way you can cram as much value as possible to the item since it is cheap to manufacture. Don't make money out of the item. Just pass the cost. The idea is the item provide tangible value to the game. You are not profiting from the item. You are selling a game which comes bundled with item.

I've come out with suggestion on several items are might be worthy to be used as merchandise:

1) USB flash drive with game logo on it. This day almost everyone has USB flash drive so this might look like a redundant thing but it's not. You can pre load the content of the flash drive with the full version of the game, some wallpaper goodies and special game content.
2) Pocket knife which might suitable for combat related game. I don't know whether this stuff can be shipped through parcel or not but it's worth a try.
3) Stainless steel lighter with refillable fuel. This is quite handy for smoker.
4) Baseball cap with game logo on it. This is quite handy for any outdoor activities.
5) Stainless steel watch.
6) Sunglasses. Anybody wouldn't pass up the chance to look cool wearing sunglasses.

Feel free to add more items that I might miss in the comment area.

The first problem of executing this strategy is developer have to have enough money to buy inventory of item or merchandise before hand. So to have a stock of 100 items worth $10 each, they have to fork out $1000. This is a lot of money so might not suitable for small time developer.

The second problem of executing this strategy is shipping and handling cost. Since indie developers are effectively selling to the rest of the world, the shipping and handling cost can be high especially if they sell to far away countries. This can be minimized to the certain extent if the developer choose item or merchandise that is light such as cap or T-shirt. A heavy ceramic mug is definitely a bad choice.

The third problem is current on-line payment system that specializes in digital products such as RegNow, share-it! and many others don't have a system to handle item or merchandise that bundled with selling the games. Currently if the developer want to pursue this strategy, they have to take care of item and merchandise operation by themselves and this might involves lots of work. Maybe in the future the on-line payment system have an option to handle item or merchandise operation.

OK, that's cover up the discussion on ways to minimizing commercial indie game piracy. I hope this article can shed you some lights on some creative ways that you might miss or didn't even think about it. I'm dedicating this article to indie game developer community throughout the world. May us indie game developer prosper in this trying time.
Well, happy gaming to all you guys!

19Oct/092

Blade Thrust Tactics is Finally Released

On 16 October 2009, Blade Thrust Tactics is finally released to the public as a release version. This represent a big milestone for me because I never thought this game ever get released to the public due to lots of problems, technical limitations and time taken to develop this game.

After 8 years developing this game ( I start in February 2001 ), the game now reach a stable condition of which it can be enjoyed without giving too much of annoyances. When the game is first released as public beta version back then on the end of April 2009, the game path finding is way too lousy which force you to use keyboard to move your character. I think this is the game BIGGEST FLAW.

Since then I'm working extra hard to improve path finding. So far the effort has really paid off. The path finding is significantly improved right now that you no longer have to use keyboard to move your character.

Probably you guys who read this blog are wondering - "Who cares if you spend 8 years making this game. Does this game fun to play?" You probably do have a valid point here. Most people does not care if the game is developed 8 years, 8 months or even 8 days as long as they can enjoy the game.

It's a painful process

The point I want I stress is developing a game is really a painstaking process. It requires a lot skills from different area such as design, writing, programming, art and sound. The more complex game you want to achieve, the more expertise you require in order to finish the game. I think I make a big mistake developing Blade Thrust Tactics as my first game project. Blade Thrust Tactics is a complex game that are not suitable for the first game project.

I could have develop a much simpler game. But simple game does not inspire me. Complex game do such as role playing or strategy game. It's the inspiration from complex game such as Planescape Torment, Fallout and Jagged Alliance that keep me going after all these years. That's why it takes too many time to finish the game as I constantly have to learn a lot of things to implement many elements in the game.

I have no regret spending that 8 years. I learn so many things that the skills I gain can be used in many upcoming games. Since I already have the first hand experience of how painful it is to create a complex game, I gain a valuable insight on developing a complex game.

Yes, if you guys want to make use of my skills, my door is always open. I can't commit to full time project but I can contribute on part time basis.

Expectation for the game

The economy is so bad right now that this is the WORST time to release a game to the public. But since I don't develop this game for money, I guess it's OK for me release it any time I want. Nevertheless, I hope to get this game to as many target audience as possible. Yes, it is a tough process considering that the game is a hardcore game which falls into a niche market. I guess I have to keep trying the best I can think of.

It is kind of sad to hear developer spending way too much of his time developing a game and then the game does not get attention it deserves from people. Money can motivates a developer but seeing the game well received from public is simply a priceless reward.

Well, happy gaming to all of you guys.

15Oct/095

Dream City: Life Events October 2009 Update

Dream City: Life Events game project starts on July 2009 when I'm doing some graphical touch up on Blade Thrust Tactics game. The graphical touch up process is excruciatingly bored the hell out of me. It makes me realize that I have to do something different alongside the graphical touch up process. Spend a few hours on graphical touch up process and another few hours on something else.

Since coding and content creation process for the game has been finished at that time, this gives me opportunity to develop a new game. I always want to do character simulation game that plays almost like reading a diary. The idea is player is controlling a character and try to guide her over her life in terms of job, lifestyle, activities and relationships.

The game runs in turns. For each turns which might represent a week, player will write any interesting event that might have happen in the week. The event might be getting a new friend, starting on a new job, trying new activity and many other events. This is the biggest highlight of the game - player have to end the turn to find out any events that might happen in the week. Some of these events occurs randomly which adds some unpredictability factor in the game.

Turn Based Games Can Be Addictive to Play

Turn based game if done effectively can be addictive to play. The classic example is Civilization series game created by Sid Meier. Although the game is complicated to play, the turn based gameplay makes the game interesting to play because you have no idea what your enemy will do to you in the next turn. You HAVE to end the turn to find out. You can't have this kind of feel while playing real time game.

As I mentioned before in my previous post, I have myself a working prototype of the game. I'm surprised to find out that I will be able to come out with a prototype so early. This could be because the game is basically text based and I borrow a lot of user interface code from Blade Thrust Tactics game.

To give you an idea how the game looks like, here is the game screen shot. Yes, it does not look like too much right now but all buttons you see in the game are functional. I'm using a month to represent a turn but this could change in the future. So far I haven't fully make use of turn based game play because there is only a few events in the game. This is the area that I should focusing on.

Guess what? Why just see the screen shot when you can PLAY the game right now? Yes, you heard it right. I have taken the trouble to create a temporary website for the game. You can read the game details and even download the game from the website. Since the game is text based, it comes in a small 124 KBytes file. If you play the game, don't forget to give me your feedback.

Dream City: Life Events website

Well, happy gaming to all of you guys.

6Oct/092

What This Blog Is All About?

Hello guys. My name is Edy Zahid, an independent games developer from Malaysia. I never imagine myself creating a blog because I know it takes a lot of works to post blog regularly. But since I am a game developer working on a few game projects, I need to announce some updates about the game projects I'm working on so this blog serves an ideal place for me to achieve it.

Edy Kajang Blog is primarily about updates on game projects that I'm working on. But at some points I also want to talk something about independent ( indie ) games. There's plenty of interesting issues related to indie games such as piracy, marketing, design, development and many others. I have my own opinion about several of these issues and I intend to share some of it.

Blade Thrust Tactics

Currently I am working on 2 game projects. The first one is called Blade Thrust Tactics. Blade Thrust Tactics is an isometric squad based tactical combat game with role-playing elements. Yes, this is some kind of retro game due to its look. This is also a niche hardcore game due to its deep and involving gameplay. But I try my best to make the game accessible to be played by beginner or anyone who've never played this kind of game before.

If you are curious about the game, feel free to visit the game website. The game right now is in release candidate version which mean it is almost finished. You can download the game through the website. It's a shareware game with no time limit which mean you can play the game as many hours as you want.

Blade Thrust Tactics website

Dream City: Life Events

The second project I'm working on is called Dream City: Life Events. Dream City: Life Events is a text based turn based character simulation game of which you take a role of 18 years old woman and try to shape her life over the next 22 years in the game. As you can see, this game is completely different than Blade Thrust Tactics. Blade Thrust Tactics has been developed primarily for male player while Dream City: Life Events is simply for female player.

What I learn so far in the game industry is you have to be flexible enough to adapt to the changes or else you are going to be left behind. Currently I'm not doing so good with Blade Thrust Tactics game which force me to think up new market that I can serve. I find it hard to serve the niche hardcore market with Blade Thrust Tactics probably because my lack expertise in the graphics department.

It is way too hard to convince people to try the game when I'm having myself an outdated looking game. The game right now runs on a custom 2D isometric engine I personally develop. I have plan to make the game to use Ogre 3D engine but so far it's just a plan. Anyone out there willing to help me on this matter?

That is why I try to create game that don't require me to create tons of art assets while at the same time are fun to play. The idea to create Dream City: Life Events game I get from The Sims and Kudos game. So far the development has been good as right now I have a working prototype of the game. I promise to give more details about the game in my upcoming post.

Well, happy gaming to all of you guys.

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