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Back in the saddle ...

Back in the saddle ...
Name:Jeremy Alessi
Date Posted:Aug 31, 2006
Rating:5.0 out of 5
Public:YES
Comments:YES
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Blog post
It's been a while since I've blogged about anything which wasn't more or less technical in nature. So far 2006 has been a year of experimentation for me. It's been nearly 4 years since I created Aerial Antics (HOLY S#!^) and about 2.5 since it was published here at Garage Games making it my bazillionth something game but my first official and published title. I can honestly say it's been that long since I've put my all into a game project as well.

This is really simple, my path since Aerial Antics has been jumbled. I've created an insane amount of game prototypes since. So many in fact, that I began giving my prototypes out for free in order to drive traffic to one of my websites. That action was just one more of many of my experiments (albeit one in marketing) since Aerial Antics.

Aerial Antics wasn't an experiment, it was a labor of love and a targeted business investment. At the time I analyzed my situation, accounting for my skills, funds, and publishing options and created a title which I thought maximized my potential at the time and still maintained a manageable scope. I'm quite proud of the outcome. Initially, it was everything life should be, something fun and simultaneously something that could sustain a living.

Unfortunately, to this point the outcome hasn't fulfilled all of my expectations. The outright honest truth is that I really haven't figured out why that initial official game hasn't done all that I wanted. Now don't get me wrong, it's done some great things. Just getting published here at Garage Games alone was an honor and that's not to mention the TV spot on G4, the Sim game of the year nomination from Game Tunnel, all the magazines that gave a nod, or the best of all paying customers who said things like it was the best $15 they spent on a game, or that they wish there was a Tribes mod with physics like Aerial Antics. Thinking about it, all that was so much more than what I really expected and truthfully better than what I expected. If I had to trade the experience I've had so far for a more monetarily profitable one, I don't think I would.

Even still, I cannot sit for eternity living off of praise for an old game. Over the past few years I feel that the perception is that I've gone lost, from someone who could target and produce something good quickly with intensity to someone who'll remain forever wondering what hit him. That notion is of course absolute absurdity.

Back to experimentation which can be easily misconstrued as confusion. Without experimenting and reaching out for new methods and boundaries I would not be able to create something better than Aerial Antics. The problem being that experiments can also be misconstrued as 'real work'. I can't say it didn't pain me a bit to shoot off a break out clone and have people tell me they were under whelmed. The same can be said for firing off free prototypes, or for any of the dozen other prototypes I began.

Obviously, anything you create is going to be part of your resume and people will read into each part however they want. What really matters though is how I read my own work and subsequently make decisions based on it. I'm the only one who really knows whether I truly believed in a project and put my best foot forward or not. A lot of people won't even get that far.

As for me now? Well, I've never been in a better position to create amazing games. Everything is adding up and I'm about to lay down my best work yet. I'm 20X the man I was when I initialized Aerial Antics and it's going to become very apparent over the course of the next year.

Back to something I said earlier, which is that I don't know exactly why Aerial Antics didn't meet the mark I initially set. Well, it's somewhat true. I (nor anyone I've spoken with) can pinpoint a problem. However, through all of my experimentation I've managed to not only have new people play Aerial Antics today give me better feedback than initial players did but I've been able to create a couple of new and original games which get extremely positive feedback, as in I have to tell people to stop playing and give me my computer back! Thus, in a round about way I have figured out what went wrong ;) It was never anything which could be pinpointed, rather it was a combination of small issues which will never surface again thanks to my empirical adventures.

So everything's completely on the up and up right? Well just about everything. The only thing still missing is the unrelenting belief that what I create will make me a good living. Looking at all the facts I'm about a million times more likely to score this time around. I've got way more skill, more computers, more money, more contacts, and I'm working with a bunch of really great people. However, there's a principle in life which I think is really important that applies here. Naivety is a great motivator. When you don't know something can't be done ... or that something is really hard to do you just go for it. Although, I had made plenty of games before Aerial Antics I'd never seriously thought any of them would make me a good living. Then when I did go for it I was so certain that I was ready and so certain that I was more capable of this feat than anyone else I just went and gave it the old he-ho and out popped the game. I really believed in it, which was a great feeling.

These days I hunger for that feeling but I don't worry that it's not there 100%. I'm simply not naive to the fact that this is the real world and sometimes great efforts don't pay off in the exact way you would expect them to. A new feeling I've discovered and appreciate a bit more actually is my confidence that I will get back in the saddle no matter what.

Thinking about it I'm no different in that respect than I was 3.5 years ago. It doesn't say tenacious in my profile for nothing. I had just come off 10 months of True-Vol only to be ripped a new one on it. Back then of course it only took me about 2 months to heal up and go again. These days life is more complicated and so I've taken more time. The great thing about it, to those who know anyway, imagine the difference between True-Vol and Aerial Antics multiplied by 20.

Well, that does it for the self-analysis this evening ;) There are a few more issues that I need to address which have a lot to do with Garage Games and the evolution of the indie.

This blog really started in my head over a year ago when Bravetree was merged with Garage Games. I've been letting it sit and simmer and I haven't said anything because I didn't want to say the wrong thing and offend someone. Back then I didn't like it, let's just start with that.

My initial feelings were that Garage Games was failing in its quest to make sure that game developers could control their own destiny. I mean, if Bravetree couldn't make it on their own steam then who could? From my position at the time it was really depressing. Think Tanks was obviously a good selling title, essentially one that I looked up to and analyzed a lot after Aerial Antics trying to figure out what I could take from that title and incorporate it into my own games in order to create something more profitable. Now, there I was looking up to Think Tanks and bam the developers are no longer were standing on their own ... and they had a much better selling game than mine!

It looked to me as if the indie dream was fading real fast. No more small teams creating new ip's and living off them. Instead it looked as if consolidation was again taking the lead! I don't know if anyone else felt this way but I sure did ... and I just bit my tongue hoping there was a silver lining.

OK, so fast forward a year or so. Yes, there's a sliver lining. Here we stand on the verge of the greatest time game developers have ever known. Xbox 360 is open for anyone, inexpensive dev tools are plentiful, whole engines that let you focus on creativity over technology are here! Of course as I predicted to myself about 5 years ago Garage Games is right on the front lines really going places and still fighting for indies everywhere touting the new game development 'democracy'!

Now I view the Bravetree merger in a new light. The members of that team truly are brave in a sense parallel to that of the members of the US military. Those who fight for US citizens to be capable of maintaining their nice free and independent lives while they relinquish some freedoms. Who knows if the independent movement would be where it is today as it relates to Microsoft, Garage Games, XNA, and Xbox 360 dev in general had it not been for Bravetree adding their power to aid the larger ship that is Garage Games.

Somewhere in the Torque documentation I read not to jump to conclusions or make snap decisions about the engine because do to its complexity some of its power and logic will not be apparent for months into development. I see this principle expanding beyond the technology and it's a nice realization. Great job and thank you Garage Games!

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Anton Bursch   (Aug 31, 2006 at 08:14 GMT)   Resource Rating: 5
Quote:

Somewhere in the Torque documentation I read not to jump to conclusions or make snap decisions about the engine because do to its complexity some of its power and logic will not be apparent for months into development. I see this principle expanding beyond the technology and it's a nice realization.


yeah. me too.

Phil Carlisle   (Aug 31, 2006 at 09:00 GMT)
Jeremy.. one of the things I've learnt this last year, is that in order to grow as a developer, you have to "forgive" yourself for the mistakes you make. Anything that you learn from helps you grow. It seems you have reached that point yourself.

Good luck for your new titles!

Dan MacDonald   (Aug 31, 2006 at 09:40 GMT)
One common theme amongst indie developers who have shipped a lot of titles, they all openly confess (even when it looks like they have a smash hit) that they have no idea if it will sell or not. I think a lot of indies would do well to start with this perspective. What game would you make if you had no idea how any game would sell?

I think for you the answer would still have been Aerial Antics, this is a good thing. It's much worse for the developer who looks back and answers "not the game I made".
Edited on Aug 31, 2006 17:28 GMT

Alexander "taualex" Gaevoy   (Aug 31, 2006 at 14:30 GMT)   Resource Rating: 5
Quote:

...are brave in a sense parallel to that of the members of the US military. Those who fight for US citizens to be capable of maintaining their nice free and independent lives while they relinquish some freedoms.


that's a big question, my friend...
I believe, this is international website, and you, Jeremy, should be a bit careful with such statements... ;)

The rest of the story - you may try to contact the owner of gameproducer.net, publish there and get some additional traffic ;)

Benjamin Bradley   (Aug 31, 2006 at 15:00 GMT)
Well said Jeremy, top to bottom, good post. This truly is an exciting time for indie developers.

Joe Maruschak   (Aug 31, 2006 at 15:10 GMT)
Quote:

I mean, if Bravetree couldn't make it on their own steam then who could? From my position at the time it was really depressing. Think Tanks was obviously a good selling title, essentially one that I looked up to and analyzed a lot after Aerial Antics trying to figure out what I could take from that title and incorporate it into my own games in order to create something more profitable. Now, there I was looking up to Think Tanks and bam the developers are no longer were standing on their own ... and they had a much better selling game than mine!


Just wanted to comment on this. BraveTree decided to sell to GarageGames not because we could not stand on our own, but because we could. We had gotten past the fun and exciting part of 'will we make it' to , ok, we are going to make it, how are we going to grow and sustain our growing company?

We had reached stability, we were starting to grow, and we needed to figure out how to keep on going. What this meant was me spending at least half of my time doing bizdev, and Clark spending a thrid of his time on the books and other clerical tasks needed to keep things running.

We also had to do a fair amount of contract work to keep the money rolling in. The contract work was good, and our clients were great, but it was keeping us away from our own projects a little too much, and that was frustrating.

This was not the ideal situation. We were spending less time developing, and more time 'running the business'. When we were asked to join GG, to us it looked like we would be doing pretty much the same thing, except we would have steady paychecks and I could get off the phone and back to focusing on projects.

Also note that the developments on the XBox, XBox 360, and XNA were something we factored in to the situation. At the time, we knew the 360 was coming, and that XBLA on 360 would be much better than XBLA on the original XBox. We had been working on a racing game (dRacer) and BoomBall, and both of these titles would benefit greatly from being on the console, dRacer, because a analog stick is the 'right' controller for the game, and BoomBall, as the game was there, but it needed a community backend to make it 'right'.

Our dreams of where we could take the games had gotten bigger, and we saw that we would have greater opportunity to do these working with GarageGames. I hope this gives some additional perspective.

My dream now is not to start and grow an indie company (did that), it is to make a title for the console that is regarded as one of the highest quality in the genre. With the smaller sizes and episodic content allowed by XBLA, it is a perfect platform for the types of games I want to make.

Our dreams did not die, they just got too big.

Jeff Tunnell   (Aug 31, 2006 at 16:11 GMT)
Like I say in my IGC presentations. Make a game that you know is fun. Make a game you are happy with. Then you can sorta' quote Larry the Cable Guy and say "I don't care who you are, that's fun..."

That is the best you can do. Don't second guess yourself.

-Jeff Tunnell, GG

Anton Bursch   (Sep 01, 2006 at 01:18 GMT)   Resource Rating: 5
Quote:

Our dreams did not die, they just got too big.


That just made me smile.

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