January 2004
- The last days of Discord PVP server on EQ Frank Crowell
- The last days of Discord PVP server on EQ szii@sziisoft.com
- biggest muds Matt Mihaly
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Brad McQuaid
- Congratulations Horizons... Marian Griffith
- Congratulations Horizons... Brad McQuaid
- Congratulations Horizons... T H
- Congratulations Horizons... Matt Mihaly
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Chanur Silvarian
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Brad McQuaid
- Congratulations Horizons... Marian Griffith
- Congratulations Horizons... Chris Duesing
- Congratulations Horizons... Mike Shaver
- Congratulations Horizons... Marian Griffith
- Congratulations Horizons... Tom "cro" Gordon
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Brad McQuaid
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Christopher Kohnert
- Congratulations Horizons... Vincent Archer
- Congratulations Horizons... Chanur Silvarian
- Congratulations Horizons... Vincent Archer
- Congratulations Horizons... Chanur Silvarian
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Chanur Silvarian
- Congratulations Horizons... Matt Mihaly
- Congratulations Horizons... John Buehler
- Congratulations Horizons... Philip M. Hofer {Frumph}
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Paul Schwanz
- Congratulations Horizons... Daniel.Harman@barclayscapital.com
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Lee Sheldon
- Congratulations Horizons... Matt Mihaly
- Congratulations Horizons... Lee Sheldon
- [DGN] The psychology of random numbers Ted L. Chen
- [DGN] The psychology of random numbers Ammon Lauritzen
- [DGN] The psychology of random numbers Chanur Silvarian
- [DGN] The psychology of random numbers Michael "Flury" Chui
- [DGN] The psychology of random numbers Zach Collins {Siege}
- [DGN] The psychology of random numbers David Kennerly
- [DGN] The psychology of random numbers Paolo Piselli
- [DGN] The psychology of random numbers Sean Kelly
- [DGN] The psychology of random numbers Chanur Silvarian
- [DGN] The psychology of random numbers Alex Chacha
- [DGN] The psychology of random numbers Ted L. Chen
- [DGN] The psychology of random numbers ceo
- [DGN] The psychology of random numbers Dave Bacher
- [DGN] The psychology of random numbers Hans-Henrik Staerfeldt
- [DGN] The psychology of random numbers Ben Hawes
- [DGN] The psychology of random numbers Byron Ellacott
- [DGN] The psychology of random numbers Kirinyaga
- [DGN] The psychology of random numbers Daniel.Harman@barclayscapital.com
- [DGN] The psychology of random numbers szii@sziisoft.com
- [DGN] The psychology of random numbers Brian Hook
- [DGN] The psychology of random numbers Daniel.Harman@barclayscapital.com
- [DGN] The psychology of random numbers Mike Shaver
- [DGN] The psychology of random numbers Byron Ellacott
- [DGN] The psychology of random numbers Byron Ellacott
- [DGN] The psychology of random numbers J C Lawrence
- [DGN] The psychology of random numbers Rayzam
- [DGN] The psychology of random numbers Vincent Archer
- [DGN] The psychology of random numbers Robert Zubek
- [DGN] The psychology of random numbers Travis Casey
- [BIZ] Defining 'churhn' in relation to MMO games Tom "cro" Gordon
- [BIZ] Defining 'churhn' in relation to MMO games ren@aldermangroup.com
- Moderation delays J C Lawrence
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Peter Seebach
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Jon Leonard
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Peter Seebach
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Lars Duening
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Peter Seebach
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Mats Lidstrom
- NEWS TECH: Welcome to the "MUD-Dev" mailing list Lars Duening
- Expected value and standard deviation. Michael Tresca
- Expected value and standard deviation. Ola Fosheim Grøstad
- Expected value and standard deviation. Michael Tresca
- Expected value and standard deviation. Ola Fosheim Grøstad
- levels (was: ghost mode) Ola Fosheim Grøstad
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue 9) Paul Schwanz
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) John Buehler
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Rayzam
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Paul Schwanz
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Sheela Caur'Lir
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue9) Daniel.Harman@barclayscapital.com
- Do players enjoy farming? (was MUD-Dev Digest, Vol7, Issue9) eversilver@yahoo.com
- Camping (Was just named as a generic MUD-DEV reply) Chanur Silvarian
- Camping (Was just named as a generic MUD-DEV reply) ren@aldermangroup.com
- Camping (Was just named as a generic MUD-DEV reply) Brent P. Newhall
- Exploits and hacks in MMORPGs Björn Morén
- Exploits and hacks in MMORPGs Daniel Anderson
- Exploits and hacks in MMORPGs Sheela Caur'Lir
- Exploits and hacks in MMORPGs Kirinyaga
- Do players enjoy farming? Chanur Silvarian
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue 9) Paul Schwanz
- Do players enjoy farming? (was MUD-Dev Digest, Vol 7, Issue 9) Tom "cro" Gordon
- Online worlds and behavior... etykwins@fcbayern.de
- ANNOUNCE: MUD-Dev conference, 26 and 27 March 2004 J C Lawrence
- MudWorld.Org Anthony R. Haslage
- New MMORPG from the Army Amanda Walker
- New MMORPG from the Army Dave Rickey
- New MMORPG from the Army Amanda Walker
- New MMORPG from the Army Daniel.Harman@barclayscapital.com
- FedExing ghovs
- Play styles and world interactionsistilldontwantitposted@phlange.com J C Lawrence
- Death and Permadeath and Corpse Retrieval Sean Middleditch
- Death and Permadeath and Corpse Retrieval T H
- Death and Permadeath and Corpse Retrieval Ben Hawes
- Death and Permadeath and Corpse Retrieval Sean Middleditch
- Death and Permadeath and Corpse Retrieval Spot
- Death and Permadeath and Corpse Retrieval Sean Middleditch
- Death and Permadeath and Corpse Retrieval Daniel.Harman@barclayscapital.com
- [DGN] Senior Focus Mentor Needed Andrew Budd
- [BIZ] HOW TO SCREW UP A PERFECTLY GOOD GAME COMPANY IN TEN EASY STEPS Michael Tresca
- [BIZ] TEN MORE EASY WAYS TO SCREW UP YOUR GAME COMPANY Michael Tresca
From: http://www.gignews.com/fdltenmore.htm
Mike "Talien" Tresca
RetroMUD Administrator
http://michael.tresca.net
--<cut>--
TEN MORE EASY WAYS TO SCREW UP YOUR GAME COMPANY
by Francois Dominic Laramee
Last January, before this esteemed web site got on the air, I wrote
an article describing ten easy ways to wreck a perfectly good game
startup without even really trying.
I expected that particular piece to incite at least a few death
threats, which would have cemented my status as Respected Author
(tm). No such luck; the response was almost unanimously positive,
leaving me immensely disappointed. However, there was so much
response from all over the business that, in good game industry
fashion, I just had to churn out a sequel.
Here it is, then: ten more ways to run your very own studio into the
ground and, if past history can be trusted, get a better paying job
in the process.
#1. Merrily Sign Under-Specified Contracts
A couple of years ago, I learned a little bit of trivia that scared
the bejeezus out of me:
There are more practicing lawyers in the United States today than
there were in the entire history of the World up to 1970.
But here's the real kicker:
There are more students in American law schools today than
practicing lawyers.
It's hard to imagine what society could possibly do with so many
attorneys. (Soylent Green comes to mind, but for some reason I
don't think it would fly.) However, legal counsel becoming dirt
cheap and/or having to create their own jobs in the near future is a
distinct possibility, with the result that more and more companies
of questionable ethics will be trying to weasel you out of your
hard-earned money in the courts instead of doing real work.
Even today, errant wording in Article 32b) of a publishing contract
can cause irreparable damage to your company. Talk to a good lawyer
early and often and don't assume anything. If Clause A is not in the
writing, you can bet your last dime that the other guys will deny
agreeing to it verbally if circumstances change and it's no longer
in their best interest. A competent lawyer will make sure that:
* Milestones are clearly and unambiguously defined in the text,
* so that you will be on solid ground when it comes to demanding
* those payments. Some publishers have been known to drag
* payments (and starve developers) until they could squeeze an
* extra concession or two in mid-project. The publisher's right
* to demand changes is strictly limited, especially when work
* that has already been approved is concerned, so that he can't
* drag development for an extra 6-8 months at your expense. As
* long as cost is yours to assume, the other guy will feel free
* to run it up.
#2. Promise The World And Fail To Deliver
Play it safe. When you write the publishing contract, add a clause
listing, in great detail, what absolutely has to be in the final
product and what can be taken out without penalty in cases of force
majeure, if the publisher pushes up deadlines, demands last-minute
changes or refuses to give you an extra month when your entire
programming team comes down with mononucleosis. Trust me: it's
worth taking less money now to reduce your risk, because you can be
darn sure that failing to meet signed requirements will cost you a
lot more down the line.
In this case, the further into production you get before signing the
contract, the better: if 80% of intended functionality is already
implemented and tested, there won't be much in the "if we have time"
section and you can demand more cash up front.
#3. Fight, Fight, Fight With Your Publisher
If you followed my advice in areas #1 and #2, this shouldn't
happen... But it will.
It's one of this industry's dirty little secrets that some
publishers promote their "internal producers" according to how much
of their input makes it into the final product (i.e., how many
useless changes they push through) or how much money they save the
company (i.e., how many extra features they cajole or threaten the
developer into adding at no charge.) Again, being extra careful
with the contract's wording will limit the risk of aggravation.
Conversely, if your publisher acts in good faith, it is your job to
keep them happy. Be forthcoming with information; talk several times
a week, every day if necessary, to keep them abreast of your
progress. This way, you will build up their confidence in you, and
they will be more likely to let you deal with problems your own way
instead of parachuting one of their trouble-shooting experts into
your studio at crunch time.
#4. Grossly Under-Utilize Assets
Some licenses come with enormous libraries of music, cut scenes,
characters, etc. Use this stuff; it'll cut your costs and speed up
delivery. Obscure licenses may be worth picking up on the strength
of these ancillary assets alone, even though they might not generate
much in the way of extra sales. For example, if you are producing
an adventure game set in Chicago in the 1930's, you might be able to
acquire dozens of hours of music for a few thousand dollars if you
license an old gangster TV series to which composers sold all of
their rights. Might be worth investigating.
You may also save a nice chunk of change if you buy second-hand
assets: 3D libraries, second-run music, etc. Movies do it all the
time; I have heard one of my favorite pieces from the Bruce Lee
biopic "Dragon" in at least 3 other films. Remember: the perfect
song for your game is just as valuable even if it wasn't written
specifically for you.
#5. Hoard Information Like It's Worth Millions (Cuz It Is)
Organizational behavior scientists all agree on this: employees who
feel that their work is making a difference will be far, far more
productive. Once a week, maybe during the Friday afternoon
beer-and-pizza party, you should update everyone on the projects'
progress. Sounds simple, right? You would be surprised at how many
managers don't bother. Even if it has been proven that productivity
starts to tail off after about two weeks without any reinforcement.
On a related note, short milestones equal frequent small victories,
which are great for morale. Don't overdo it, though; I once spent a
few months at a software company which released a version of its
flagship package just about every day, so after a while nobody cared
anymore. Reaching a minor milestone every 5 to 10 working days is
about perfect.
#6. Take Too Many Risks At Once
Among science fiction writers, there is a concept called the "Tooth
Fairy Rule", which states that you can only invoke a mysterious
outside force (i.e., the Tooth Fairy) to explain the unexplainable
once in a story. Otherwise, you can't really expect to maintain
suspension of disbelief.
In game development terms, the rule translates into this: Only
promise (at most) one feature which you have no idea how to
implement. Do not assume that your R&D team will miraculously come
up with a sentient AI and true holographic 3D in the next four
months. Not even if it's the only way to get a particular
contract. If that's what the client demands, walk away and survive
to fight another day.
#7. Underestimate Your Staff's Importance
Knowledge is our business. Protect it. Budget an extra 10% to give
your programmers time to study each other's code and establish
redundant expertise. This way, if one of them leaves your company
for any reason, you won't suddenly find yourself stuck with 100,000
lines of quaternion code written in Linear B.
This is equally true of your clerical staff. Imagine the horror if
your accounts payable clerk designs a clever new spreadsheet to
track down expenses and quits before explaining to anyone else how
to recover the past five years' worth of invoices.
#8. Overestimate Your Strength
Let's face it: we game developers don't have much to be macho about,
so when we have a reason to brag, we do. And more often than not,
that reason is our endurance in front of the computer.
Recently, someone told me that the typical amateur attendant at last
year's XGDC boasted of his 48-hour-straight coding binges as if he
had single-handedly bagged a T-Rex with a Super Soaker. Well, that
type of stamina doesn't last. It won't be there past 30, it won't
survive the first serious relationship trouble, you can't count on
it once you have a baby, and it will break down after about 4-6
weeks of non-stop overtime even if nothing else does.
Know how many hours you can work on a regular basis, and how many
you can put in during a short crunch period. Don't sign up for
more. For example, I know that I am very easily bored, and that
spending more than 25 hours a week on the same project tends to grow
real old, real fast for me. That's why I remain a freelancer and
turn down full-time jobs at four times the money every month. If you
own a company, don't assume that your entire staff can and will work
50-60 hours a week for long periods; some people will do it
cheerfully, some can't handle it, and some just have other
priorities in life. (And those who will turn out to be the most
cost-effective over a given year are not necessarily those you
think.)
#9. Always Go For The Big Buck
Sometimes, establishing a long-term relationship with a client is
worth more than a quick profit.
In this day and age, the game publishing industry is consolidating
at Warp speed. There are fewer and fewer (major) potential clients
for a new development house, each of which is becoming bigger by the
minute. And like any of us, these guys prefer to deal with
developers they know and trust.
Build a strong relationship with a company like that, and you can
count on steady (and increasingly lucrative) work for a long, long
time.
#10. Give Up Too Fast
Here, I am specifically thinking of one company, which I have
slammed in the past because of what I felt were some grievous
mistakes. If anyone had a right to call it quits, it's these guys:
they had been in business forever, had tried several business
models, and ended up with very little to show for it. But they
picked up the pieces, rolled up their sleeves and tried again.
And you know what? This time, it worked. They are now a respected
mid-range publisher with several critically acclaimed titles and
talented internal development teams.
So if you fail once and still feel the urge to try again, do it. The
taste of success will be that much sweeter.
--<cut>-- - Crafting systems Björn Morén
- Do Quests need to be Fed-Ex David Lyttle
- Do Quests need to be Fed-Ex eversilver@yahoo.com
- Do Quests need to be Fed-Ex Chanur Silvarian
- Do Quests need to be Fed-Ex Sean Howard
- Do Quests need to be Fed-Ex Chanur Silvarian
- Do Quests need to be Fed-Ex Sean Howard
- Moving toward Massive Multiplay (was Congratulations Horizons...) Paul Schwanz
- ADMIN: Policy change J C Lawrence
- [TECH][TOOLS] SCM systems ceo
- [TECH][TOOLS] SCM systems Erik Bethke
- [TECH][TOOLS] SCM systems ceo
- [TECH][TOOLS] SCM systems Jon A. Lambert
- Problems with current RPGs Björn Morén
- Problems with current RPGs Koster, Raph
- Problems with current RPGs Sean Howard
- Problems with current RPGs Björn Morén
- Problems with current RPGs Koster, Raph
- Problems with current RPGs Björn Morén
- Problems with current RPGs David Johansson
- Problems with current RPGs Yaka St.Aise
- Problems with current RPGs Hans-Henrik Staerfeldt
- Problems with current RPGs Björn Morén
- Problems with current RPGs Yaka St.Aise
- Character Perceptions John Buehler
- Character Perceptions Derek Licciardi
- Character Perceptions John Buehler
- Character Perceptions ceo
- Character Perceptions John Buehler
- Character Perceptions Scion Altera
- Character Perceptions John Buehler
- Character Perceptions bjoernen@hotmail.com
- Character Perceptions John Buehler
- [BIZ] Warcraft Interview Michael Tresca
- [BIZ] Warcraft Interview ceo
- [BIZ] Warcraft Interview Björn Morén
- Raffle at the MUD-Dev Conference, March 27th and 28th 2004 Ann
- R: Moving toward Massive Multiplay (was CongratulationsHorizons...) Ghilardi Filippo
- Python script as stand alone MUD server... Jason Slaughter
- Python script as stand alone MUD server... Sean Middleditch
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Jason Slaughter
- Python script as stand alone MUD server... Sean Middleditch
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Kwon J. Ekstrom
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Zach Collins {Siege}
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Byron Ellacott
- Python script as stand alone MUD server... Mats Lidstrom
- Python script as stand alone MUD server... ceo
- Python script as stand alone MUD server... Zach Collins {Siege}
- Python script as stand alone MUD server... ceo
- Python script as stand alone MUD server... Zach Collins {Siege}
- Python script as stand alone MUD server... Byron Ellacott
- Python script as stand alone MUD server... Edward Glowacki
- Python script as stand alone MUD server... Brian Hook
- Python script as stand alone MUD server... Sean Middleditch
- Python script as stand alone MUD server... Frank Crowell
- Python script as stand alone MUD server... Byron Ellacott
- Python script as stand alone MUD server... Mike Shaver
- Python script as stand alone MUD server... Alistair Riddoch
- Python script as stand alone MUD server... Thomas Clive Richards
- Python script as stand alone MUD server... Zach Collins {Siege}
- [BIZ] Apparent acquisition of Yantis (mysupersales) by IDE Rudy Fink
- [BIZ] Apparent acquisition of Yantis (mysupersales) by IDE Bruce Mitchener
- Meaning and entertainment - Farming and FedExing (was Do players enjoy farming?) Michael Sellers
- Power games Ana Valdés
- Power games Mats Lidstrom
- Power games Ana Valdés
- Power games Byron Ellacott
- Power games Ana Valdés
- Mage 2 Mage gbtmud
- Mage 2 Mage Travis Casey
- Interpersonal Relations in Virtual Worlds Brad King
- Interpersonal Relations in Virtual Worlds Chris
- Interpersonal Relations in Virtual Worlds Nick Yee
- Interpersonal Relations in Virtual Worlds Paul Schwanz
- Interpersonal Relations in Virtual Worlds Ola Fosheim Grøstad
- Interpersonal Relations in Virtual Worlds Lee Faris
- Platform choice Gary Whitten
- MUD client popularity Brian Hook
- MUD client popularity Frank Crowell
- MUD client popularity Ammon Lauritzen
- MUD client popularity Brian Hook
- MUD client popularity Rayzam
- MUD client popularity Brian Hook
- MUD client popularity Rayzam
- MUD client popularity Edward Glowacki
- MUD client popularity J C Lawrence
- MUD client popularity Edward Glowacki
- MUD client popularity Travis Casey
- MUD client popularity Ammon Lauritzen
- MUD client popularity Byron Ellacott
- MUD client popularity Frank Fisher
- MUD client popularity ceo
- MUD client popularity Edward Glowacki
- MUD client popularity Emil Nilimaa
- MUD client popularity Tom "cro" Gordon
- MUD client popularity Edward Glowacki
- MUD client popularity Sean Middleditch
- MUD client popularity Zach Collins {Siege}
- MUD client popularity Sean Middleditch
- MUD client popularity Alistair Riddoch
- MUD client popularity Byron Ellacott
- MUD client popularity Brian Hook
- MUD client popularity Brian Hook
- MUD client popularity Sean Middleditch
- MUD client popularity Edward Glowacki
- MUD client popularity Brent P. Newhall
- SMOG - small multiuser online game Frank Crowell
- SMOG - small multiuser online game Miroslav Silovic
- SMOG - small multiuser online game Frank Crowell
- SMOG - small multiuser online game Crosbie Fitch
- SMOG - small multiuser online game Frank Crowell
- SMOG - small multiuser online game Byron Ellacott
- SMOG - small multiuser online game Crosbie Fitch
- SMOG - small multiuser online game Byron Ellacott
- SMOG - small multiuser online game Tom "cro" Gordon
- SMOG - small multiuser online game Crosbie Fitch
- SMOG - small multiuser online game Crosbie Fitch
- [BUS] How to build an MMOG... ceo
- [DGN] Subjective randomness (was: The psychology of random numbers) Robert Zubek
- Solutions for smarter NPCs Björn Morén
- Solutions for smarter NPCs ext.Christer.Enfors@tietoenator.com
- Solutions for smarter NPCs info@castwide.com
- Solutions for smarter NPCs Kirinyaga
- Solutions for smarter NPCs Vincent Archer
- Solutions for smarter NPCs Valerio Santinelli
- Solutions for smarter NPCs Olivier Lejade
- Solutions for smarter NPCs Kirinyaga
- Solutions for smarter NPCs Olivier Lejade
- Solutions for smarter NPCs Michael Sellers