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Plan for Phil Carlisle

Plan for Phil Carlisle
Name:Phil Carlisle
Date Posted:Jul 06, 2005
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I had this big reply written out in response to Pat's recent post about the lack of good indie games. Basically stating why I think that most indie game developers fail.

But I think actually we've covered that ground over and over enough times. With guys like Jeff and Joe talking a great lot of sense about the whole subject.

So I decided to write up a more positive response about Air Ace and why to me it is one of the successes of my indie development so far.

But you know what? It doesnt really matter. Until it ships, its just another "might be". So rather than do a pre-mortem, I'll hold off on it for now at least.

There's really little point in my re-hashing all of the sage advice given out by guys like Joe, Jeff, Pauldana and Jayb. We all know the people we expect to deliver. The rest would be a nice surprise if they ship something, but we'll cross that bridge if we ever get to it.

So what CAN I talk about?

Opportunity.

See, what most people see when theyre in the trenches developing something, is the low level picture. The code, or the art, or the day to day crap.

What we tend NOT to see, is the opportunity.

By this, I mean the difference that happens once you ship something. Once you complete something.

Its hard to see the difference, until you actually experience it. But its definitely there.

Let me explain it this way. When I shipped my first real major game, Worms 2, I wasnt aware of the change. It was almost intangible. But there definitely WAS a change.

That change manifested itself when I got interested in first person shooters. I forget how exactly, but I ended up going out to interview with valve for a gig there.

What does this have to do with worms? Well, strangely, one of the reasons they were interested in interviewing me, was because they were big worms fans and had actually been playing the game we shipped during development of Halflife!

See, the sheer act of shipping that game, had flipped the switch which gave me the opportunity at valve! Ok, so it didnt work out. But its definitely a manifestation of that opportunity thing.

What does this have to do with indies? Well, you only have to sit in GG offices or visit IGC to see the opportunity switch manifesting itself.

People who ship products all of sudden find themselves getting lots of work. People who ship products that are good, or great, find themselves with all sorts of offers, deals, interesting relationships to develop etc.

The switch is of course, that the switch only switches WHEN YOU SHIP SOMETHING. Before that, its just possibility.

So I guess the takeaway from this gentle ramble, is that before you have something shipped, you cant be sure what opportunities are being switched. But you can be aware that shipping DOES switch them, in different ways, for different people.

So whatever it is you are doing, be it making a game, taking a course, learning a language or a musical instrument. The real opportunites come from making that switch. Finishing something. Shipping.

I guess it can be stated like this:

Shipping shalt be the whole of the law.

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Ben Garney   (Jul 06, 2005 at 18:42 GMT)
Amen, brother!

It's the difference between coming to a swap meet with something, and with nothing at all. Even if you have something that's not all that awesome, it's still a lot more likely you'll get some action than if you have nothing.

Ryan Ackley   (Jul 06, 2005 at 18:45 GMT)
Thats an interesting story, and I really like it. Gives me hope, you know :) Maybe whenever i manage to finish what i got, doors will open, you know. Thanks Phil, youve given me the best birthday present i got this year, hope and optimism about my game development future, when ive been kinda down on the industry lately. Now, if i could just get out of crappy ol western NY :)

Adam deGrandis   (Jul 06, 2005 at 18:49 GMT)
Simply put, this was an awesome plan. Nice one, Phil!

Joshua Dallman   (Jul 06, 2005 at 19:41 GMT)
[quote]Making a game is a long and arduous affair. Generally the most exciting and enjoyable code to write is at the beginning, all the architecting and designing, all the core technology is written up front. The rest is pretty mindless tweaking of elements, special cases, polishing UI and weird quirks exposed by level design. This is one of the main reasons why so few projects that are started get finished. When the project starts to drag and there isn

Tim Muenstermann   (Jul 06, 2005 at 19:47 GMT)
Great post Phil.

I hope your trip is going well.

Tim

David Montgomery-Blake   (Jul 06, 2005 at 20:03 GMT)
Great bit of perspective. The shipping track reminded me of this .plan of Joe's.

Andy Schatz   (Jul 06, 2005 at 20:09 GMT)
While I agree with you Phil, working on products that don't ship isn't completely without value. I've got 4 major shipped titles (Star Trek: Hidden Evil, Whacked!, Medal of Honor: Breakthrough, Goldeneye: Rogue Agent), but the one I'm actually most proud of is a game that didn't ship. It was the game based on the movie Sahara (came out a few months ago, wasn't as bad as I expected). It was my first time as a lead engineer for a large team, and we came up with some brilliant architecture (actually, Chris Cole of Chain Reaction came up with the architecture, I just managed him). The game was cancelled for a number of reasons, but I'm really proud of that game. It was where I cut my teeth as a manager.

There's as many cancelled games out there as shipped ones, and they rarely get any love. So "cheers" to the downtrodden and disappointed! ;)

Clint S. Brewer   (Jul 06, 2005 at 21:55 GMT)
my fortune cookie says:
Good to begin well,
better to end well.
lucky numbers 3, 8, 14, 21, 31, 34, 42

Jason Swearingen   (Jul 06, 2005 at 22:33 GMT)
i guess i could have posted my thread here instead, but here's a link.

Too many Chiefs, too few indians

Phil Carlisle   (Jul 07, 2005 at 00:21 GMT)
Andy S: Yeah, working on things can be rewarding too. But as far as flipping switches.. nothing like shipping doesthat :)

Andy Schatz   (Jul 07, 2005 at 01:31 GMT)
HA, no kidding-- and here's a corollary to your rule:

He that ships a classic shall be provided with a wealth of opportunity for eternity.

(Several of my shipped titles have received more derision than fame... if only I had a Worms to boast about! Three cheers for Worms!)

Jay Barnson   (Jul 07, 2005 at 02:40 GMT)
It doesn't have to be a classic.

Void War isn't a classic, and has been only a moderate seller, but the number of doors it opened for me was impressive. Not only doors opening - but opportunity pounding on them asking to be let it. It's a great situation to be in. It's sad that shipping a game puts you in the top 2% of all indie game developers - but it does. If you are looking for a way to get yourself and your studio noticed, that's a big one.
Edited on Jul 07, 2005 02:41 GMT

Melv May   (Jul 07, 2005 at 07:48 GMT)
Agreed Phil. The T2D release has been one of the best things that's happened to me, period. After shipping, and to some degree, just before shipping, it feels like you're caught-up in a fast flowing river whereas before, you were just paddling with your trousers rolled-up.

Now whether it's self confidence or the confidence of others to associate with someone who has shipped, I don't know but releasing the product, any product is the key to success.

I can't wait to do that a second time and here lies the secret to it. Shipping products can become addictive!!!!!!!!!!

All other is BS.

- Melv.
Edited on Jul 07, 2005 07:49 GMT

James Laker (BurNinG)   (Jul 07, 2005 at 07:52 GMT)
And once again my Comment is swallowed...

Bryan Edds   (Jul 07, 2005 at 15:39 GMT)
Great .plan! I can't wait tell I ship my game :)

Christopher Dapo   (Jul 07, 2005 at 16:14 GMT)
Terrific post Phil! Here's hoping more indies feel that same effect. :)

- Ronixus

Paul Dana   (Jul 08, 2005 at 14:01 GMT)
hee hee...he said I have *sage* advice. But its not sage, it's oregano...but it's not oregeno it's...

Joshua Dallman   (Jul 09, 2005 at 21:28 GMT)
... yeast and hops?? ;)

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