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I never went to the Game Developer’s Conference as a journalist, but this year I took a week off and flew out to San Francisco on my own dollar to attend it as a developer. I was mainly there to demo Gunpoint for the expo crowds at the IGF Finalists Pavilion, but I was also invited to give a five-minute talk as part of the closing talk of the Independent Games Summit: the Indie Soapbox Session.

It’s a rapid fire sequence of ten indie devs giving quick talks about what’s getting them fired up at the moment – rants, new ideas or advocacy. I was honoured to be asked, then completely terrified when I saw the room I’d be speaking to, then totally calm milling around on stage beforehand, then debilitatingly nervous when I actually had to speak.

The GDC photographer also managed to capture three extraordinary and bizarre pictures of me on stage.

I’m told it went well, by several nice people who ran into me later in the week, and a few others have asked for the slides. I can actually do one better than that – correctly predicting that I’d be unable to form sentences on stage, I wrote my notes for the talk as a full script. Here it is, updated slightly to reflect what I think I actually said, and with a few notes on context and how people reacted.

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My day job is to write about games, but I’m also making one in my spare time called Gunpoint. It’s in the IGF, actually, so I feel good about that now.

(The act I had to follow was the creator of Solipskier explaining that “Nobody gives a shit about the IGF”.)

It’s my first game, and it’s not finished yet, so I don’t feel qualified to lecture anyone about development.

I want to talk instead about explaining games. It’s easy to screw that up when it’s a game you’re close to, but it’s also really important to get right if you want anyone else to play it. And I had a headstart with this, because I’ve been explaining other people’s games for eight years.

When you’re trying to describe your game – for its website, in an interview, or in a trailer – you can’t assume the reader is a reasonable, interested, intelligent human being. Because in the worst case scenario, your reader might be me. And I’m an asshole.

(I wasn’t sure if people would notice the slide change here, it was funny to hear a delayed laugh in a few parts of the audience)

The current methods of explaining games don’t work for assholes, and I’ll explain why. Then I want to show you how I’ve used my first hand experience of being an asshole to explain games in a way that even an asshole can understand.

The first bad way to explain your game is to not explain it at all. People often put out some raw footage or a screenshot and let it speak for itself.

The trouble is that doesn’t. It probably speaks for itself if you know what it says, but you have no way of imagining how little sense it makes to other people. Sometimes we can’t even tell which thing you’re controlling.

 
Mistake number two is thinking that to explain your game, you should explain your artistic intent.

So you might describe it as “a game about loss.”

OK, but what the fuck does that mean? For all I know Off-Road Velociraptor Safari might be about loss. I think Minotaur in a China Shop actually is.

(Matthew Wegner, from Flashbang, is the one who invited me to speak. Flashbang made both these games)

But your message, your theme, and your artistic intent don’t tell me anything about how I play the game or what I can do in it that’s interesting or different.

 
Mistake number three is thinking that explaining your story explains your game. “The people of Darksun are under threat from the elder Gods…”

If you ever catch yourself writing something like that as an explanation of your game, just stop and delete it. No-one gives a shit about the people of Darksun except the person who made up the word ‘Darksun’. And in this case, he doesn’t either.

I’m sure your story’s good, and I’m sure it’s important to your game, but it’s not going to be good in ten words. And if you write any more than ten words, no-one’s going to read it.

(I heard some people bristle at this)

 
Mistake number four: stating that your game is good, as if this will persuade us that it is.

No-one has ever read a developer describing their game as “innovative” and thought “Wow, that sounds innovative.”

We have read developers describing their game as innovative and thought, “Wow, he sounds like a tool.”

Those are the ways that don’t work. So how do you explain something nuanced and cool to an impatient asshole like me?

You have to get to the point, incredibly quickly, in plain and simple language.

In fact, you have to get to four points, in about three sentences, or we just stop reading.

 
Point number one is to tell us what type of game it is.

You don’t have to stick to traditional genres, but try to use a word that reflects what you actually do in the game. Maybe it’s not a platformer, but it’s a “2D exploration game.”

 
Point number two, before you even finish your first sentence, is to tell us the coolest unique thing about it.

And you can summarise drastically. We don’t need to know how it works, but we want to know why it’s cool.

The main mechanic in my game is hard to explain in eight words, but if I say “you can rewire its levels to trick people,” you get an idea.

 
Point number three is to give us some context: who am I, where am I, what am I trying to do?

The plot will never sound good in ten words, but the fantasy might. You’re a spy? You’re a god? You’re saving kittens? You’re a kitten-god saving spies? All those things are cool.

 
By that point we should have an overview, but it might be a bit dry. So point number four is to give us an example of how it plays.

Describe a moment the player can experience that’s typical of the game, and illustrates the best of what you’ve just told us.

If you say it’s a game about possessing your enemies, I’m interested. But if you tell me I can possess an enemy, throw him into a friend, and knock them both into a landmine before I switch back to my own body and watch them blow up… at that point I’m throwing money at the screen.

If you can do that, you’re done.

And when you read it back to yourself, it doesn’t actually sound like it was written for an asshole. It just sounds like it was written with a respect for the reader’s attention.

And the truth is that most of your readers aren’t assholes like me, they’re intelligent, reasonable people. But reasonable people still respond better to writing that values their time, and doesn’t waste it to gratify the writer’s pretensions.

This isn’t really about indie versus mainstream, or arthouse versus commercial. It’s just about communicating efficiently enough that everyone who would like your game ends up playing it. I think it’s a shame when that doesn’t happen.

Thanks!

 
 

Freelancer: I fear I'm behind the curve with this, but I'll have a go with the game I'm developing:

OreSome is a 2D strategy game about ore – exploring space for it, fighting aliens for it, blowing up planets with it. Build a network of frames and bots to defeat your enemies – or just throw a sun at them. In a dying, decrepit universe full of foes, build up your forces and mine your way to the top of the food chain to explore further and further out into the void.

By the time you’re ready, you’ll be powering light speed jump drives with stars, building Death Star style super weapons with black holes and in charge of the largest scale mining operation ever known to man – all working for one of humanity’s least scrupulous corporations – and there’s a lot of competition. See http://www.oresomega... ...me.com for more...
 

I’m giving a talk at GDC! It’s part of the Indie Soapbox Session at 16.30 on Tuesday, in Room 2003, West Hall, 2nd Floor. Ten of us will give five minute talks, and mine is called:

How To Explain Your Game To An Asshole

It’s aimed at anyone who makes or writes about games they need to explain.

Also, you can play Gunpoint at GDC! All the IGF finalists are playable in the IGF Pavilion on the main show floor, Wednesday to Friday. You can play Gunpoint there any time during show hours, and if you’d like me to talk you through it or ask me anything, these are the best times:

Wednesday:   10:00-11:00   12:00-14:00   15:00-17:00
Thursday:   10:00-11:00   14:00-16:00   17:00-18:00
Friday:   12:00-14:00

If you see me around anywhere, say hello! I look like this:

I’ve been prepping frantically, and now that I’m almost ready, I have time to think about what’s about to happen. I can’t believe you can just half-make a game for nothing, in your spare time, and end up on stage with your heroes. The talk I’m giving, I’m alongside Raigan Burns who co-created N. The Gunpoint kiosk I’m staffing, I’ll be next to Terry Cavanagh and Mode 7. The award I’m up for, I’m against Spelunky, the game that inspired me to make games.

I feel like I skipped about ten years of hard work, failure and frustration and got straight to the bit where all your dreams suddenly happen at once. Six years of analysis and a few strokes of luck have done something freakish to this trajectory, and it feels incredible. Thanks, everyone. I’ll try to make this good.

 
 

turtle: and his hair.
 

I drew up a more specific and honest to-do list at the weekend, and realised Gunpoint is going to be done later than July. I’ve also set up a mailing list called Just Tell Me When Gunpoint Is Out. If you sign up, you’ll get two e-mails now, to confirm it’s your address, and one when the game is released.

Thanks to all who suggested this, I haven’t seen many games do it without wanting to spam you in the meantime, but it’s a great idea for both of us.

Here’s an incredibly misleading shot of a story sequence I got working last weekend:

At this point, you might wonder why I even bother to guess when Gunpoint will be done. Plenty of developers have a “When it’s done” policy, which always makes me want to say “I know, I was asking when that will be.”

What they really mean, of course, is “We have no idea when it will be done,” a position I have a newfound sympathy for. But it’s still annoying. It still feels like secrecy. You’re the developer! You must know more than we do about when it’s likely to be. We’re not asking for a contract, we just want an idea.

For Gunpoint, I can give you an idea! I can even tell you what’s left to do, how long I think it’ll take, and how much free time I have to do it in. Between now and the start of August, I have about 38 free days – i.e. most weekends. And if this to-do list is comprehensive, I have about 39 days work left to do on Gunpoint.

This calculation assumes I’ll get nothing done in the evenings, that nothing will run massively over or under its estimated time, that I’ll be free every weekend and that there’ll be no business stuff to take care of. None of these things are true, but they might all cancel each other out.

Scripted sequence test – done

Made a scripted scene last weekend, and it looks great. These are no harder than I thought they’d be, so the other few should be relatively smooth sailing.

Rating system – 1 day

Giving you feedback on impressive aspects of your performance on a mission. I have a sense this is going to add a lot, so it’s high priority.

Laptop data – 1 day

How you read the data you steal from laptops, which are optional objectives in each mission.

Dynamic music working – 1 day

I have Ryan Ike’s multi-layered music mostly working, but it vanishes if you load a savegame and it doesn’t support a few more tricks we want to try. It needs a proper system.

Actual script – GDC Plane Journey

Yes, I’m going to write the whole game on the plane. It’ll be fine.

New gadgets and devices – 2 days

This probably sounds like feature bloat, but some really strong patterns are emerging in feedback. One gadget people find almost completely useless, and I have an easy idea to redesign that. And another idea I can easily add will build on your ability to manipulate guards, which is one of the most common key positives people list. A couple of simple new devices (crosslinkable electronics) are needed to support more puzzle ideas, which’ll help with the next step.

Gadget Tutorials – 2 days

It’s really hard to train a gadget without knowing what level the player will be playing after they first buy it. I have a dynamic prioritised system in there that queues up all the info you don’t have yet and trains it at the earliest chance. It’s not working. Everyone’s still baffled. So I’m gonna make little controlled test environments for you to try a new gadget before you take it into the field, if you want to.

Make worst levels good – 4 days

Man I really hate some of the levels right now. Not worth redesigning them until I’m a) less burnt out on level design, and b) have these new elements in.

[Classified] – 4 days

An idea I won’t talk about yet, because I’ll cut it if it doesn’t work or is going to take too long. It’s targeted very specifically at people finding the game too short or too easy.

Final art integration – 4 days

There are still a few more tile sets, animations and backgrounds to come from John and Fabian – putting those in takes time, and that’s something I’ve failed to account for in the past.

Scripted sequences – 2 days

Only two or three of these to do, and I know how to do them now.

Conversation and shop interface tweaks – 2 days

I’d like to make all the menus look better and make conversations feel nicer to navigate. It’s all a bit amateur hour right now.

Guard dialogue – 2 days

I want guards to have speech bubbles to articulate what they’re doing sometimes, particularly when a gunshot goes off. If one of them fired it, the police aren’t summoned – there’s a reason for that and I want it to be clear. There’s also a lot of fun to be had with this in less critical situations, so if it’s easy, I will.

Esc menu – 2 days

Mostly a basic options menu, but I also want a plot recap on there and will need to figure out how the mission skip option works.

More sounds – 1 day

So much more to do here, and it’s going to add so much to the feel of the game. Luckily it’s generally very quick to find a good sound and put it in.

Tweaks/performance – 4 days

So many tiny usability tweaks need making, controls need revising, mechanics need altering.

Bug fixing – 4 days

Haha, 4 days? Here’s where the game will slip again.

[Classified] – 2 days

[Classified] – 3 days

[Classified] – 2 days

More things I won’t talk about in case they don’t work out.

In terms of knowing when to stop, my rule is that anything I add to my to-do list has to be more efficient than the last thing I got done. It has to be likely to add more fun to the game and take less development time. If I’m always getting more efficient, any delay is worth it. At the point of diminishing returns, I’ll lock it down, polish it up and release it.

 
 

Pentadact: It's not, but that's an idea I come back to every now and then to check if it's feasible yet. The difficulty is that Gunpoint is quite puzzle-driven, and the challenge of creating obstacles that are interesting but not impossible is one I don't have a formula for yet. I could have it piece together hand-built puzzles, but then the randomisation element wouldn't keep it fresh.
 

I get to go to GDC for the first time this year, to cover it, give a talk, demo my game, and lose an award! I thought I might need some classy-ass business cards to give to all the classy-ass people I’m sure to meet there, so I did these via Moo.com. Details are on the back, on the same scene in Crosslink mode.

From what I understand of business, the quality of your card stock and matte laminate are the primary traits by which companies attract a mate, and beyond that your actual work has little bearing.

 
 

MUZBOZ: Those are some mega sweet business cards. Wow. :)
 

Update: build sent out 15/02/12, thanks to everyone who signed up. You can still sign up to put yourself down for future test builds.

I’m almost ready to send out a new test version of Gunpoint to anyone who’s around and able to give me some brief feedback. There’s no selection process, just sign up on the mailing list here and you’ll get it in the next day or two:

Also, Gunpoint was just previewed on BoingBoing! Brian Easton played an early build and seemed to really dig it!

Solutions to puzzles can be as elegant or kludgy as you need them to be. That’s a lot of the appeal of Gunpoint; there’s rarely a single solution and you are free to do things your way.

Link.

 
 

Carson: Hi I just read the update part and i was just wondering when this was updated??!? Because i want to know if i missed it or i should be receiving it soon??!? Please Help
 

The category we’re a finalist for is Design, but all finalists are also nominated for the Audience award, which is decided by you suddenly very attractive people. If you’d like to help Gunpoint achieve ULTRO FANTASY DREAM, take a sec to vote for it here!

Remember, you’re free to vote for any game, unless it isn’t Gunpoint, in which case you are asked to ignore your own preference and throw us a pity vote. Look how small your character is on-screen! That makes us literally the little guy. Also I’m new at this lol *falls over*.

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Aymeric: I voted for you because this game is very attractive and addictif !
 

“You let Messer get away?”
“One of your boys let Messer get away, I got the driver. Besides, these boots aren’t made for running.”
“And yet chasing fugitives is a marshall’s primary function.”
“It’s ironic, isn’t it?”

I really like Justified. Timothy Olyphant is a US marshall in backward Harlan County, Kentucky, but the show focuses at least as much on the local gang leaders. A white supremacist who finds god in prison, a plump store owner who acts as matriarch for a huge crime family, a sleazy security consultant who operates out of a caravan.

It conjours its own vivid version of this sunny, rural, booze-soaked culture bristling with guns and grudges. It’s a place where even the criminals – even the idiot criminals – address everyone with a folksy politeness, and speak in colourful euphemisms. And watching it feels a little like going there, to a part of the present day that feels like an older, slower time.

The store owner, Mags Bennett, was the main character of the excellent second season. The third’s just starting in the US now, and it’s already introduced some great new candidates for the role of lead antagonist.

 
 

sQUEAKYfOAMpEANUT: Hey Tom, I know this is entirely unrelated and you've been busy been a super-cool indie game developer, but have you had time to play the Mass Effect 3 demo? You're still one of my favorite gaming writers and I'd love to hear your opinions on it. I was a little disappointed, to be honest.
 

Chris Donlan has been playing Gunpoint, and gives it a lovely write up over at Eurogamer:

The interface is uncluttered and intuitive – you just drag beams of light from the object you want to act as a trigger towards the object you want that trigger to activate – and the whole system’s bristling with opportunities, especially when you start to factor in enemy AI.
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