Showing posts with label ir/rational. Show all posts
Showing posts with label ir/rational. Show all posts

Wednesday, 13 March 2013

I Will Be at PAX East & GDC


You spend your whole career hoping your AAA bosses will send you to the big US shows, then a small indie game comes along and sends you to three at once. Thank you, Facepalm Games.

Yes, next week I'll be accompanying my latest indie project, The Swapper, and Olli (its Lead Designer) to PAX East, where we'll be demoing the game on the Indie Megabooth floor. The Megabooth is gargantuan as viewed through the lens of my esteem, and pretty-well filled-out by anyone's reckoning: it's the beating heart of the indie dev presence at PAX, and the people are top. Do get yourself there.


Following that we'll be flying across the country to hit GDC in San Francisco. I have helped make a game based in that town, but I have not been there, so I can't wait to find out what all these invisible walls are actually made of.


Once there I'll be accompanying the chaps from Subset Games to the IGF Awards in which FTL is nominated; and generally milling about the place going "Gosh, isn't Develop quaint." (Develop is the UK equivalent of GDC, American chums).

I'll be in the US for ten days, and throughout that time I'll also be demoing Ir/rational Investigator on iPad. Whether you're press, dev or consumer, if you fancy a play drop me a line or come find me!


I'll be at PAX East 22 - 24 March 2013, at the Facepalm Games booth.
I'll be at GDC 25 - 30 March 2013.

Hope to see you there.

Monday, 7 January 2013

Happy New Year, Happy New IGF Shortlisting for FTL!

It's been far too long since I posted anything, so let's get the new year off to a proper start with a quick work update.

The last time I checked the calendar it was still September. Since then we've launched FTL, rewritten The Swapper a couple of times, recoded the whole of Ir/rational Investigator, and formalised doubts about laissez-fair capitalism and traditional democracy (no link for the latter, I don't think you want to read the products of my Political Philosophy MA). Now I'm just about ready for 2013, and only a week late!

The year's off to a good start, with FTL literally just being announced as an IGF 2013 finalist. If I'm honest the odds were rather stacked in my favour - with FTL, The Swapper and my own Ir/rational Investigator all entered, one of them was sure to come through. Congrats to Justin, Matt and the rest of the team!

Development on The Swapper is continuing apace. Following a complete story redesign based on PAX feedback we've now introduced new characters with full voice recording planned for the coming month. The script has just gone through its first major redraft, and the guys are working to get us up to Beta in time for a release some time this quarter.

Ir/rational Investigator meanwhile is benefiting from the involvement of our new programmer, who has been recoding my crappy engine and providing me a full suite of content management tools which should make development of the full game rather more manageable. The Christmas panic has slowed narrative and puzzle design, but that's what January is for.

In other news, I've been providing some insight for a new Rogue-a-like book, made the news section of Philosophy Now in an entirely unexpected way, been turned down for a job on Thief 4 and been courted for a job on the last franchise I ever thought would come knocking on my door.

More news as it develops.

Friday, 19 October 2012

Ir/rational Investigator Heads to IGF 2013

This is, of course, no guarantee that it will actually arrive there. All the same, 3am this morning marked the deadline for this year's Independent Games Festival, and the Ir/rational team were unsurprisingly working up to the wire. It's been worth all the ball-ache of learning about ad-hoc dev profiles, text blitters and orientation bugs because finally we have a decently representative vertical slice. Finally we know where we're going with the game, and we can show people. I shall do so...

...now!

Rick's Office - serves as the HQ, and highly adaptable - the room reflects progress in the story.

The game map. The first episode will feature 3-4 such map screens, each with unique locations and characters.

The tone of the game is tongue in cheek.
So we've currently got about 20 minutes of gameplay. Over the next couple of months I'll be designing the remaining puzzles (the rough plot is already in place) with a view to releasing the first episode Some time in Q1 2013.

You can read more about Ir/rational Investigator at Steam Greenlight. Although Imre of Bossa Studios had a play the other day and said it was a "great idea, but shakey implementation" - so don't get too excited, because he knows his stuff!

Thursday, 30 August 2012

Project Announcement: Ir/rational Investigator

This is probably the biggest day in my career to date. It's certainly the most exciting. Today I'm announcing (and bringing to Steam Greenlight) Ir/rational Investigator, a commercial follow up to Ir/rational Redux, arriving (with any luck) on iPhone and PC in 2013.

Right now I'm sending out blurb and trying to get the game in front of as many people as possible - in the future I'll be documenting development a bit more and talking candidly about using drag and drop packages to develop for iPhone, the approach we're taking to the story and writing and the perfect storm that allowed us to start work on this game.

In the meantime, for the main info, trailer and screens you can visit Greenlight. I hope you like what you see.

Saturday, 21 July 2012

ir/rational Redux - Postmortem

My word. It's done better than I expected.  In under a fortnight...

  • ir/rational Redux is just about to hit 100,000 plays on Newgrounds
  • 300,000 plays web-wide
  • 4.11/5 stars user rating on Newgrounds
  • 6th highest scoring game this month
  • 40 pages of user reviews and comments


Play Session Stats
But let's look at some play stats rather than a bunch of self-congratulatory ones. Just under 50% of everyone is quitting out in 1-5 minutes. This sounds high, but doesn't particularly surprise me - I know the second I saw a massive page of text in a Flash game I'd consider quitting out; and if you make it past that to the second or third puzzle you're going to realise quickly enough whether or not the game's for you.

Once past the 5 minute barrier, though, there's a dip in the drop out rate and if you stay longer than 5 minutes chances are you'll stay longer than 10 too. I've got you hooked.

The average playtime for those that play past the first couple of puzzles is 15m-26m. This is great, because it means most people who play on, finish the game, or at least spend 20 minutes trying and then rage quit on level 7 or level 9 (difficulty spikes, bad design).

- 28% of everyone who lasts more than 5 minutes spends more than half an hour playing the game.
- 3% of the same take about an hour.

This are invaluable numbers when it comes to thinking about what's next for the concept. The biggest and most obvious hurdle is this - when you can't just adjust a value and give the bad guys twice as much HP, how do you manage the difficulty curve for a game which takes some people ten minutes, and some people 5x that?


Flash Marketing
I've learnt very quickly about flash game marketing during the last fortnight. Reddit is your friend, lover and guardian angel. My day 1 post on there - no doubt aided by my shameless credit name-dropping - immediately put me about 10,000 clicks ahead of everything else on the site. This in turn got me a daily prize and into the Hot New Games list. The clicks and good reviews I scored from there got me onto the front page. I'm now off the front page and the hot new games - and clicks have dropped off quickly - but the game should pick up again any day when it makes it onto the Best Games This Month list.

Netting some good website write-ups helped, especially when they came in the first week. Due to the way the portals feature games, you're better off with 50,000 plays in week 1 than with the same (or even more) spread out over a number of weeks.
"[I]t contains nifty logic puzzles, darkly amusing writing from Penumbra scribe Tom Jubert and has been reduxed so hard it looks and sounds brand new."Rock, Paper Shotgun 
"No doubt the central premise of ir/rational Redux could have come off as incredibly dry, but overall this is a supremely engaging work. A unique brand of dark philosophical humor is present throughout, and the puzzles manage the right balance of posing a challenge to advanced logicians, while remaining welcoming to the novice."JayIsGames
"The conclusions you have to reach are sometimes obvious, but the challenge of the game is figuring out how to reach them. While the game does take a brief, stupid side turn into the politics of video game censorship, most of the puzzles are amusingly high-minded."
Gameological 
"I can guarantee you've never played a puzzle or escape the room type flash game like this before so you are in for a treat."
FlashMush
A special shout out also needs to be made to Jay of JayIsGames for buying me the full version of the Clickteam game maker package so I could release the game unbranded. Massive compliment - that man knows his flash.


What I Learnt About Designing Games
(Or a list of all the crap I did wrong)

Difficulty & Designing Logic Puzzles
I approached the puzzles from the wrong direction. I started with a story, and tried to come up with logic puzzles that fed into it. As a result they feel crowbarred in - while they sit nicely with the story, the difficulty curve is all over the place, and worse: what makes those puzzles difficult is the way I've programmed the solutions, rather than the logic itself.

In the next game I'll begin with the logic, building complexity slowly, and set the game in a scenario more flexible in the opportunities it provides for puzzles.

Art is Important
I know, obvious, but I've been genuinely surprised by how polished people are finding the game - because behind the scenes, of course, it's all over the place. What's key here is this: this is essentially the same game I released three years ago, only with pretty pictures. The difference in response, though, has been massive. Good art is important.

How to do Flash Right
I've learnt a bit about the nitty gritty of Flash development as well. Don't get me wrong - I know nothing about Flash itself, but I know a bit more about alpha transparency and file compression and in-game ads and analytics. 
  • I know how to make a Flash game that's less than 18MB now (use as little alpha transparency as possible, use a non-lossy image format, don't store your text as image files, compress everything!). I also know you can make a successful Flash game at more than 5x the usual file size.
  • Implement Mochi for ads and analytics
  • Don't release buggy games
  • Don't use drag and drop software unless you really can't program (in which case do use it)
  • Do come up with a great idea and implement it to at least a mediocre standard.
  • KISS: Keep It Simple, Stupid.

And What I Learnt About ir/rational as a Concept
The single most positive part of this whole experience is the sheer volume of player discussion and feedback. There is something fundamentally strong about this gameplay concept - it makes people feel smart, and it makes people want to talk about the game. I'm certain it's performing far better than it otherwise would simply because people are talking about it so much. On Newgrounds there are games with 3x as many plays as ir/rational, but with less than half as many comments. This game is a viral marketing gift. End of.

The other thing that players are really appreciating is the originality of the thing. I remember being in my early teens and discovering PCGamer magazine, and a new value in games: 'innovation'. Nowadays it feels a bit old hat to talk about it, but if I had a penny for every review along the lines of "I've never played anything like this, 5 stars" I'd have... well, more than the $100 dollars the ads have earned so far. There's a lot of clones and fluff on Flash portals - doing something smart and different picks you out from the crowd, even if you don't implement it that well.


What's Next?
I'm currently working on a development of the ir/rational DLC concept. Only very different. I'll know if it's going anywhere in a month or two.

You can play ir/rational at these fine places:
Newgrounds
JayIsGames
Kongregate

Monday, 9 July 2012

ir/rational Walkthrough

The much requested walkthrough for ir/rational. I'm glad enough people are playing it to highlight how all over the place the difficulty curve is!


I've also included the logical symbol form of each argument (however you may find mistakes and changes here and there in those - they're just from my notes).

Sunday, 8 July 2012

'Ask Me Anything', Monday 9th, 8pm EST

In the wake of ir/rational's modest success on newgrounds, and a sprawling reddit post that's mostly far too complementary, I was asked by the community to turn up for an AMA. I agreed, and then googled 'AMA' and was relieved to find out it's just reddit's term for a Q&A, and not some kind of perverse internet webcam thing.

As such, I shall be online for an hour or two from 8pm EST, Monday 9th July (that's tomorrow, and it's also 5pm West Coast and 1am UK). If anyone turns up I'll be answering questions on six years of games writing, ir/rational, Driver: San Francisco and other past projects, and just about anything else anyone cares to ask.

Hope to see you there.

UPDATE: You can find the AMA here.

ir/rational Redux Released!

It gives me great pleasure to announce that the suped up version of my old text-based logic game, ir/rational, is finally finished and has arrived on Newgrounds!

ir/rational Redux is half graphic novel and half logic puzzler. You find yourself in a locked room (inventive, huh?) and seek to escape - the challenge is not so much in the escape itself, but in proving deductively why you should bother at all. It's designed to introduce people to philosophy and a rigorous way of thinking, but also to challenge people's brains in fun sort of a way.


This version remains largely the same as the original in gameplay, but features entirely new visuals and sound, courtesy of Martin Santana (aeclipse mattaru) and Penumbra's Mikko Tarmia respectively, and a host of bug and polish fixes. Thanks to those guys it really is the game I meant to make in the first place. This is what it once looked like:



Right now the game's under community judgement at newgrounds, and if it gets enough votes it'll go onto the main site! 3 hours down and it's on the front page with over 1,000 plays! I hope you enjoy it, and if you do I'm sure you know what to do.


I hope taking the game into the browser and sticking it on a portal will win it a broader audience than the boring old .exe. However, it was always my hope that the core gameplay on show in ir/rational could really reach a far broader market. These sorts of puzzle are the sort of thing I'm sure could be added to the likes of soduko, crosswords and angry birds as a key component of commuters' pre-work iPhone entertainment, and this Flash release is very much a testing ground. If the game scores some good clicks I'll start looking at the options for bringing an all-new version to iPhone - if anyone in that sphere is interested in discussing things I'd love to hear from you.

Monday, 11 July 2011

ir/rational Redux Almost Ready

A while ago I put out a call to an artist who wanted to help me remake my indie logic game, ir/rational, in Flash. æclipse µattaru was kind enough to offer his services, and after a couple of months' work, on and off, we've got a game that's close to being launched and a bunch of lessons under our belt:

a) The Games Factory 2's image compression sucks
b) æclipse µattaru is excellent
c) It's hard to think of things to depict in a game that's mostly about a guy in an empty room

The game itself is a visually overhauled version of the original, based around the same set of puzzles, that we can deliver via Newgrounds to reach a much broader audience.

It looks like this.

Monday, 25 April 2011

ir/rational Upgrade: Call For Artists

Last year I released my indie-sentence-logic-philosophical-dark-comic-text-adventure, ir/rational. It was picked up by some nice people and saw some reasonable downloads.

I'm currently in the process of completing a second personal development, as well as converting ir/rational to flash and giving it a lick of paint. One of my goals on the original game was to include some kind of visual reference, be it graphic novel style scenes, dynamic backgrounds, or just some simple sketches between levels to add flavour. It's something I'd like to add to the new version.

If anyone would like to volunteer to turn out between 3-10 images I'd to love to hear from you - you'll have full control over style and workload. The game has always been not for profit, but this particular project (unlike many indies) does at least give you the opportunity to play through the full game in advance of signing on, and the guarentee it's actually going to get released in the next month or so.

If you're interested, mails to the usual place.

Thanks a lot.