March 2010 Archives

coldasdeath.jpg

My entry for the March 2010 edition of the Experimental Gameplay Project is finally done.

It is the first time I ever participate, and I am excited to finally get something out there. Check it out, and please come back here to leave a comment and let me know what you think.

Explanation of the game (also on the game page):

This game is my entry for the March 2010 edition of the Experimental Game Play Project. Music was done by Totally Corny Productions and used here under the Creative Commons license.

My first inclination was to make an action game, a little in the style of Earth is a 3D Planet, where in my version you would have 10 seconds to clear the level or the number of enemies would be doubled. However, thinking that I wanted to try something more experimental, I decided to make a text adventure and and see if it would be possible to transfer that adrenalin filled feeling of time-pressure to the text adventure genre. This is also why the game takes place in the cold; the basic idea is that the player needs to keep moving in order to keep warm. If the player stands still for a certain number of seconds, he dies.

In the beginning the time limit was 10 seconds. However, I quickly raised this to 15 seconds as you don't need to type much wrong in order for the time to run out. Having a small trial with an external tester, this time has now been raised to 20 seconds

So did I succeed? Not sure, as I don't think the continuous pressure gives the player enough time to get emotionally vested. Perhaps a more traditional text adventure, with the occassional time limited choice would work better.

Today is the first day of the rest of my life
My first job extended job as a contractor is now over, I have put a little bit of money aside and I can start bootstrapping my second game company, Kotori Studios. My intention was to work on the company on the side, at the same time as doing the contract work. Though for me, with IGDA related-work, Nordic & Global Game Jams, as well as having a more than fulltime contract job, there simply was very little time for any side work.

The Not-So Lone Wolf @ the Project-Based Virtual Company
The immediate future will bring me out on the road. First I will be going to the US with the Nordic Game Jam organizer group for GDC in San Francisco, where I am a speaker. During April, May and June I will be living in or close to St. Catharines in Ontario. My girlfriend is being stationed there for a short while, so I will simply be working on my own stuff for Kotori while there. 

The reason I am telling you this, is that this life on the road ties in very good with how I would like to work in the future. The reasons for choosing the project-based virtual company are numerous:

  • Personal flexibility
  • Bigger potential set of collaborators
  • More involvement
  • Flexible Downtime Costs
  • Costs of Living
Personal flexibility
I am often travelling; visiting my gf who doesn't live in Denmark, visit conferences, give talks, etc

Bigger potential set of collaborators
Finding the right business partners can be difficult as you need to find people with precisely the set of skills you need, who have the right experience, who are passionate about what you are passionate about the project and who are ready to take some of the same risks as you are. There is a much bigger chance of finding the right people, if I expand my horizon a bit instead of just looking in my own neighbourhood.

Greater personal involvement than what can be expected from regular employees
I like the idea of people who are passionate about a specific project, coming together to work and collaborate on that project. After the project is done, some of the people may find other projects they are passionate about, some may go their own way and yet some may choose to collaborate on a new project. The age of the freelancer and of project based cooperation are coming to the games industry! By building up your projects like this, you make sure that people are much more passionate and vested in what they are doing, and probably that they have they right skills from the beginning as well.

Flexible Downtime Costs
Having mostly project-related business partners and nearly no employees, means that costs are kept flexible ad the downtime between projects doesn't hurt as much as it does for the regular location based company.

Costs of Living
Lastly, I come from Denmark where the standard of living is high, meaning also we have high taxes in order to pay for the welfare. This is all good, but the flipside of the coin is that salaries and cost of living is also quite high, making it difficult to compete with developers in lower-wage countries. This means that the project-based virtual company model offers some interesting options. Just as I am writing this article, a related piece on Gamasutra describing the hardships of Nordic developers appeared (which are partly due to high costs)

There are a lot of virtual companies success stories these days. One such example of a near-virtual company is Slightly Mad Studios which developed the latest iteration of Need for Speed; showing that the virtual company model can also work for AAA sized projects. Another example of a virtual game company is Boomzap Entertainment.

Interesting Reading
Here is a couple of links describing either the advantages of the virtual office or how to best setup and work in one



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This page is an archive of entries from March 2010 listed from newest to oldest.

September 2009 is the previous archive.

April 2010 is the next archive.

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