Ride's Over, Kids
It's been a while since my last post and a wild ride in general over the past few months. I thought I'd offer some final thoughts and tie some loose ends before moving on to greener pastures. As fair warning, there's a lot to read and most of the following is a mix of my opinions and rants about the past year in game development land so if you're not interested in that kind of thing (all two of you that might happen to read this) then move along.
MyDreamGames 'Game in a Year' Contest
Where to begin? Perhaps a bit of backstory.
The 'Game in a Year' contest was the catalyst that got me moving forward with the development of Bit Battles. The allure of a $10,000 grand prize was too great of an opportunity to pass up and my game idea seemed solid enough, perhaps even a winner. The prize money would've more than payed for development of Bit Battles and possibly whatever project I wanted to start next. It all sounded like a really fun experience and a great way to get a foothold into the more serious side of indie game development. This was the contest that was supposed to pave the way for the future of Fanatical Games.
What actually happened is the entire contest became a debacle; a reminder of what can go wrong when a small company bites off more than it can chew and then involves an entire community in their shenanigans.
Bottom line, the thing was a mismanaged nightmare almost from the start. The Dream Games crew made promises it couldn't keep (like offering to support the teams behind the games with marketing, asset creation, etc.), failed several times throughout the year at administering the competition (various rule changes/clarifications, not releasing/creating point tallies for the final two quarters, etc.) and then bungled the actual process of selecting a winner (which seems like a pretty vital part of any contest to me!) by dragging out the judging process for nearly five months PAST the 'dead line', putting every team in limbo for nearly half a year.
I don't have any special insight into exactly why things went so wrong. I think people had the best of intentions (I know I did) and, for a while, the competition was actually fun. I suspect the contest was really a ploy to market Dream Games' products and I suppose it worked. Many of the contestants discovered DG via the contest and actually purchased and used their tech, buggy as it was.
In the end Bit Battles didn't win, the grand goal of gaining a financial foothold in the game development realm never happened. However, after recently chatting with the winner it seems the 'grand prize' wasn't quite so grand after all (surprise, surprise). Apparently losing is just as good as winning according to Dream Games.
InstantAction Contest
This was another contest I entered early last year. The prize this time was a chance to have the game published on GarageGames' new InstantAction platform. It was an opportunity to work with the 'big boys' of indie game development and would've really put Bit Battles out there and on the forefront of some really interesting tech. Bit Battles didn't win or even place in the top 3.
The games that did win were either: 1). games that had been completed before the contest had started (in some cases, years before the contest had started) and had gained a respectable following of players or 2). prototypes of concepts that have still not gotten off the ground (nearly a year later) and are not, and may never be, on IA.
More importantly, and this really gets to the heart of my problem with the contest and InstantAction in general, is the games that did win (or even place as a finalist) all had teams of people behind them. The one-man studios, the true 'indies', never really stood a chance because their entrees were up against games made by full-fledged companies who call themselves 'indie game developers' when in reality, they're more like professional studios who lack a dedicated publisher.
Developers like Introversion (makers of Darwinia, etc.) have more in common, in my opinion, with the 'pros' than with the bedroom coders slaving away on some personal project and yet, somehow, they're still considered just as 'indie.'
And that's my petpeeve about InstantAction. It's really just a showcase for the small studios who are no less professional than, say, Bungie or Blizzard but who lack the sheer numbers to be considered outright 'professional game developers.' While I don't have an issue with the smaller studios having an outlet for their games, it seems odd to me that GarageGames, a company founded on empowering independent developers, would spawn something that isn't accessible to actual independent developers.
Perhaps this is just another way of asking, "Where is the line between indie and professional?" Is there a certain number of employees a company has to hire, a certain number of games they have to release? What's the criteria that governs whether someone is independent or not?
And another little nitpick about the IA contest: There was absolutely no follow-up with any of the contestants. None. The GarageGames employee responsible for managing the contest promised to give some type of feedback about all of the entrees, even do some writeups about the games but that never materialized. The employee in question also apparently went MIA afterwards as there's been no further posts/blogs made by him.
Oh, and the game that won and received the publishing contract? Yeah, still not on the InstantAction website.
Indie Development Scene
Not really sure what to say about the state of the indie development scene. With GarageGames under new management it almost feels like the passing of an era. The founders are gone, many of the old employees have moved on and there's a definite sense that GG is becoming more about empowering studios rather than developers.
I'm interested in seeing things take their course but I'm not overly optimistic about the future. To me the entire indie development scene feels like a grand experiment that harkens back to some golden age of gaming where anybody with a computer and enough time could write a game, toss it onto a floppy disk and do something with it. Unfortunately it wasn't sustainable (in the financial sense) then and I don't believe it's sustainable now.
Bit Battles
What can I say about my game? It was a fun project, probably the culmination of a lot of my favorite things about various games all rolled into one. I think it's fun to play and apparently so do others who've played it. There's things I would've designed differently, features I wanted to implement, additions I wanted to make but overall I'm happy with how it turned out. I think.
With all of that said, if given the chance to do it again, would I? Yes, provided I knew it was destined to be freeware. I wouldn't have spent quite so much time or effort (or money!) on it and probably would've left it half-finished and closer to the original concept. I would've had fun working on it from start to finish or simply not worked on it at all.
So, that's the end. Fanatical Games will be closing up shop soon-ish. In the meantime, Bit Battles will be available for a couple of months in it's open beta form before it dies a digital death and becomes another page in the annals of Internet history. Get it while you can, I guess.