Game Devigner

Tuition Fees

by Paolo on May.04, 2009, under Meanderings

After the completion of my first game, Strike Eagle, I was very sure to write Daniel “Danc” Cook of Lost Garden, thanking him for the use of some of his artwork, specifically the trees and explosions that he generously posts on his blog for game developers to use in their games.  Be sure to check them out, and if you use them to give him due credit.

Danc was very gracious to write me back and asked me about some of the things I learned from the experience.  This is what I wrote.

Hi Danc,

Thanks for writing back.  I hope that things are going well with your game, “Bunni.”  Your blog continues to be one of the most insightful blogs out there on good game design.

I learned quite a bit from the experience of programming my first game: a lot having to do with tenacity and making design compromises to hit the contest deadline.  But upon reflection, I see my game as focusing too much on technical prowess and too little on gameplay.  One of the major design requirements for the contest was to use a 3D element in the game and I used the a 3D plane quite extensively.  However, because of that, the focus of my design became technical mastery rather than “fun” factor of game design.

My game was modeled after “Afterburner” from the 1980s arcade.  But the reason why a game like “Afterburner” is fun, is the novelty of using a flight stick in a fast-paced arcade-like shooter.  Translating the experience to the keyboard and mouse loses a lot of what made “Afterburner” fun.  I’m quite proud of the technical tricks I used to get the moving background effect to look convincing, but in the end, what matters is if the players enjoyed it, and will come back again telling all his or her friends.

I am quite proud of the numbers my game has produced: over 100,000 in ad impressions in a month, and a spike in site traffic on my blog, however there is also the reality of spending over 120 hours of long sleepless nights for a low return.  So far, I’ve gotten back about $.40 to every hour I’ve spent working on the game and to be frank, there are many great games that I’m competing against that are far more polished and deserving of credit that I believe I will not win the contest.

But as my Dad would say, “Count this as a tuition fee.”  I am still a student of game design and have much more to learn.  I will be sure to make my second game a lot more fun and I’ll let you know when it is posted.

Again, thank you for all the incredible posts on your blog, and especially the art that you so generously let game developers like myself use in their games.

Sincerely yours,
Paolo

Now, the next question is, do I go on or do I give up?  Is it worth the price especially looking at my son sleeping next to me as I write, the countless hours of sleep I will lose on my next endeavor, especially in the face of even more hours at work in the coming weeks?

You better well believe it.  Let’s do this again until we get it right.

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2 comments for this entry:
  1. Jobeesh

    I love the tenacity! Game development is both the hardest and most rewarding thing I’ve ever done in my life. My girlfriend worries about my sleeping patterns and I worry about creating clean, unique game designs that may, someday, make the 9 foot bags under my eyes worth it. Hopefully, someday soon flash developers will earn an amount of money that makes flash development a practical way to make a living for anybody with talent and a fountain of good ideas.

  2. Paolo

    Thanks Jobeesh. Love your site. Do you have links to any more games from there?

    In an older article, I linked to this article from UrbanSquall and how his company maintains itself:
    http://www.gamepoetry.com/blog/2009/04/03/making-money-with-flash-game-development/

    In essence, they don’t just make Flash Games. They do consulting work as the main way of making money with Flash Games as something fun they do on the side and as portfolio pieces for getting contract work.

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