Game Development Community

Plan for Stephen Zepp

by Stephen Zepp · 02/05/2005 (1:01 pm) · 27 comments

Inspired by Joe M's first recent plan delving into the details of his life and how it affects and motivates his indy game development, I wanted to produce a similar plan on how Datastorm Studios is surviving and evolving.

From the beginning, I decided that our project lifecycle would be broken down into two major sections. For several months I agonized over the conflict between having the desire to make a fully sized AAA MMOG without any funding, production history for the company, or even major AAA game development experience, and all of the various issues surrounding a "first product" publishing agreement...which had about 2 chances to actually happen from the beginning, on the scale of a snowball in various locations not commonly visited during Spring Break.

My business and project decisions were based on the following:

--No desire to produce "small" games I have a slightly different business goal than many indy developers--I don't want to produce games, I want to produce a specific game. Like many aspiring Indy's have felt, every MMOG I've played from early 90's MUDS to watching WoW has had major design decisions that I simply have never agreed with, and I feel strongly that today's MMOG's are still using late 70's and early 80's game mechanics and designs--and I feel strongly as well that there are no longer any excuses for that except for lack of risk-taking. The entire purpose of the Nemesis Vortex project is to produce a game that moves past all of the currently in use paradigms and design decisions and models a real persistent world.

Ancedote: When the RTS SK came out in November, I jumped in with both feet and within 2 weeks popped out a pretty interesting community resource dealing with some basic aspects of the RTS genre: resource collection and use (gold, wood, stone for example), and use of buildings to perform game tasks such as tech research, unit hiring, etc. This quickly became a true community project in the fledging RTS SK community, and was released to the community in short order to pretty good response. What was really interesting to me is that the community project apparently put myself, and Nemesis Vortex on the GG "radar", and we started getting attention from GG itself. Jay Moore in fact contacted me via irc (I rarely hang out there, but can be seen occasionally), and asked about the possibility of releasing NemV in some form on a much shorter production cycle, or possibly working on a smaller game using the RTS SK.

In many many ways this was a "win-win" concept for both DataStorm Studios and GG. We as a company (were we successful in this smaller game and taken it to publishing) would now have a track record of published titles, as well as a possible revenue stream to assist development for our primary project, and GG would have a marketable product (again, assuming the game actually worked and was fun) showing off the RTS SK. I took my project leads and my business advisors into conference, and we carefully evaluated the advantages and disadvantages:

Track record--obviously, having any form of published game (profitable or not) is a great boon to any indy dev studio.

Revenue Generation--as so many people have commented upon, self-funded projects can be very limited. Currently, I personally finance each and every purchase for our studio, from software licenses to market research to contract art/code. This becomes expensive very quickly, and any revenue at all (once production/publishing costs were met) would help to alleviate this financial drain.

Losing our corporate vision--a very big concern on my part was something that Joe M. mentioned--contract work/other projects can very easily distract you from your real vision, which in our case was continuing to evolve Nemesis Vortex.

Need to accelerate corporate development--There was a lot of overhead involved from the business requirement of re-organizing DSS into a corporate entity ready to publish a game and generate revenue. From simple incorporation (C-corp? S-Corp? LLC? Who would be principles?), to profit sharing (both corporate and project based) to simple tax concerns were huge time commitments that weren't scheduled to be on our plate for a couple of quarters, but would have to be handled were we to do a separate title of any sort.

Long story short, we did elect to take a new game concept to prototype to explore possibilities within this idea. Ironically, after agonizing over the decision for quite a few weeks, and then making the decision, no progress has been made whatsoever (this will be detailed in a separate plan).

--Major Concerns over the validity of our business model and plan--anyone that has done any serious thought whatsoever on making a MMOG of any sort will quickly recognize that it simply is not something an Indy Studio can do by themselves using current business models. I can sum it up in one word: Cost. Cost, Cost, Cost.

---Production quality art: takes money, from contracted assets to hiring AAA quality artists.

---Infrastructure: As seen from several threads, as well as real world information (see WoW's server issues, WISH's desire to sell a single Blade server cluster for $100k+) the simple cost involved in the infrastucture setup and operations costs are daunting to a self-funded Indy Studio.

---Publishing: With no track record, any publishing deal even remotely possible would net just about zero real profit to the studio itself. Investors of any sort simply will not take on something like this for any potential profit, and if somehow you do convince a publisher to pick it up, you just aren't going to make much on the deal.

Taking the above concerns (as well as many others which will be discussed in a future .plan focused on Virtual Team Management), the only really feasible business plan that I could develop broke the project down into two major cycles:

--Prototype to Demo: The goal in this cycle is to produce a fully playable "demo" that could be taken on an investment presentation round to achieve funding for a production cycle, the main goal being to produce enough of a quality product that we could attract serious investment opportunities without a completely profit-destroying contract. Interestingly enough, while I came up with this idea more than 2 years ago, I could not find any cases directly on point to validate the business plan. Sure, there were many studios that did exactly what we were planning and then got picked up by larger publishers, but for the most part they produced full games to their conclusions, and then finally attracted funded attention. Just this week however I've finally seen what appears to be total validation of the business plan: A Tale in the Desert (and yes, it was a "completed" game, and therefore doesn't totally apply, but...) has been approached by UbiSoft for what appears to be an "enhance and re-release" funded publishing agreement.

---as alluded to, our plan is to implement all basic game mechanics and systems, and produce roughly "AA" quality art assets for a very small portion of our total world environment--specifically, we have selected 3 out of our 24 "entities" for full development, as well as our basic infrastructure and game systems.

---there does exist a good possibility that if we meet these goals and produce a truly fun game at this point, instead of going directly to the second phase, we could self-publish the game online, the goal being possibly following the path of ATITD and attract a major publisher. Alternatively, we could also self-publish, and then leverage the revenue stream (assuming it is successful at this level) to finish full production of the remaining entities and enhanced game functionality. This however is rife with concerns and issues, from the image of trying to get people to pay for a beta, to simply not generating the revenue required to move to the next phase.

Production--this second phase would entail basically starting from scratch. We use what we call an "iterative/cyclic" development methodology that involves rapid prototyping, evaluation of each system, and then follow on development at a higher "tier", or level of implementation. I plan on expanding this type of lifecycle in a future plan as well so I won't go into details, but it is a very agile methodology that accounts for code refactoring, and in some cases complete re-writes of functionality implementation. What this methodology means from the highest perspective is that in this Production Phase, we will re-develop every single system from a "fresh" perspective, and factor in all of the knowledge we've gained from the first phase. It sounds almost wasteful to "throw away" previous implementations, but it does allow us to reach the Production phase as quickly as appropriate without spending dozens of man-years designing each and every requirement from vision to details, while still being able to have our final implementation as well-designed as possible.

--this phase will require funding. Based on corporate events during the previous phase, it will be provided either from revenue generated from a self-published release, or venture capital attracted as a result of the game produced in the first phase.

--objectively, being able to actually achieve this phase is without a doubt the most important goal. We simply will not reach our corporate vision without funding of some form, and even if NemV is somewhat successful prior to this phase, we won't mark it up as a complete "win" unless this phase is completed.

Concusion (for now...)
We've known from the beginning that basically we are violating every proven principle of independent game development:

--we're not starting small--we're starting as big as you can possibly get

--we're not interested in building a portfolio of published games to use as "stepping stones"

--we (currently) do not have anyone on the team with a published game, or even history with a successful studio

--our goals and expectation aren't "reasonable"...the success rate for MMOG's of any sort is worse than the Red Sox's performance in the World Series prior to 2003.

--managing a fully virtual team that hasn't even ever met anyone else on the team face to face is the most difficult management challenge I've ever even imagined.

---team member churn is ungodly.
---managing team expectations and communications virtually is extremely difficult
---flexible milestones and tasking to integrate with real world commitments is next to impossible to predict

Some of the things we seem to be doing right:

--agile software development is better than sex and sliced bread put together

--leveraging the "world domination through collaboration" concept to maximize development efficiency

--community involvement. There simply is nothing better than strong involvement in a community such as GG. What comes around goes around, and we've already received great benefit from past interaction with the GG members.

--software development "best practices". From source control management (SVN) to bug/issue tracking (Bugzilla) to focusing on dedicated server architecture from the beginning (non-local leased servers), to formalizing Quality Assurance and Validation procedures early on, we're making great strides towards project management of a very complex lifecycle.

--Guess what? The Red Sox won!
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#1
02/05/2005 (3:20 pm)
Stefan, after all the things youve noted as a potential risk, do you not feel that in fact, the risk IS too big?

No matter how well you "engineer" things, MMOG making is a huge huge task.

I think your absolutely right, you DO need funding to do this. ATITD took around 100k or so to develop, plus a good few years from its principles.

I wont bang on with the usual "advice", youve obviously already heard it. So let me just point out one thing :)

Nemesis Vortex is just REALLY bad as a name in terms of game marketing! Its so generic and doesnt actually mean anything. If you read some of the positioning materials as espoused by Scott Miller in his game blog, or our very own Jay Moore :)

Well, I'd strongly suggest reading those right now, before you go too far with that name. There are some pretty good principles you can follow, basically read the stuff by al ries (or more recently laura ries), at least read things like anatomy of buzz and those kind of books.

You seem to understand the task youve set yourself, I'd hate to see you shoot yourself in the foot before you even step off the landing craft!!!

Not that I know any better myself :)
#2
02/05/2005 (3:42 pm)
I say go for it all. When your day job is paying the bills well enough, the indie development is for fun. The minute you change anything in your vision, it becomes just another job. Perhaps your method will work, perhaps it won't. Either way, you'll have fun and possibly even have the game you've always wanted to play.
#3
02/05/2005 (3:49 pm)
@Phil: What's interesting in balancing the risk is that other than a very low general operations budget (server lease, licensing, various small contract work), the only thing that is at risk is project member's time. While actually the most critical and finite resource in any project, it's a currency that in many cases provides it's own rewards as well. Obviously, keeping the perceived reward for the team for their time is very difficult (and a large part of our churn rate as well as our milestone deadline accomplishment), but on the whole it's been successful. As long as we all, as a team, feel that our time spent is worthwhile in the rewards generated in the short and medium term, we don't really "risk" much at all.

Regarding the project name, it's a very interesting point you bring up--where does the "branding" of a new IP come from--the connotations of a particular name, or the marketing and story behind the name itself? As of right now (and for the foreseeable future--we aren't ready to market anything at all), we're not marketing the brand, period. It does however have an intrinsic relation to gameplay itself, which will become apparent as the project matures.

I did want to point out, however, some project/game names that, considered completely by themselves, have arguably no marketing value whatsoever:

"Donkey Kong"
"Galaga"
"Halo"
"Ultima" and "Ultima Online"
"Dune"
"EverQuest"

Now, some of the above names have absolutely nothing to do with the game itself, and some of them achieved marketing currency value of pure gold based on the market campaign around them--and some of them even directly tied to the game itself in a fundamental way...but none of them would "work" without the campaign and background around them.
#4
02/05/2005 (4:30 pm)
Stephen, as I hope you already know, I've really enjoyed working with ya on RTS SK stuff, and talking about future collaborations! We are all very impressed with your attitude and ability here, and I know Jay had a great time hanging out with ya down in Florida.

NV is an awfully big project, but you're clearly aware of that and the associated risks. If you're having a good time with it, rock on, and best of luck! As always, please feel free to fire over an email if you want to discuss any technical issues, or bounce around ideas. :)
#5
02/05/2005 (4:35 pm)
Great read, I just have a hard time believing that as someone obviously so intelligent and self-aware as to the challenges that lie ahead, you STILL are moving forward anyway. Genius, or insanity? Either way, I really, truly wish you the best of luck. (And I'm thankful the MMOG bug never bit me, as I have no desire to ever make such an ambitious game type -- I'm still impressed by and learning from the design of the original humble Super Mario -- seriously!)
#6
02/05/2005 (9:27 pm)
"Do what everybody else is doing and advising, and you will end up just like everybody else, in the pits of mediocrity"

That's always been my philosophy. I applaud you for daring to undertake this route. I do believe that you definitely have a at least a very slim chance of succeeding.

I haven't seen you mention post-production. For an MMO, that's huge and definitely should be part of your plan. If everything does take up smoothly, or more smoothly than you anticipate, how will you handle customer support, server overloading, etc. This should be part of your game plan, lest you see a million-to-one chance of success deflate at the very end.

While being mindful of failure, you must also be prepared for success! Good luck!

P.S. A name itself is not of much consequence. Only what your marketing makes of it. Just be sure that it does not have any legal strings tied to it.
#7
02/05/2005 (9:50 pm)
@Eugene: Yes, I totally agree--I skimmed over dozens of aspects to try to keep the .plan from being bloated any more than it is right now.

Quite honestly, post-production is 2 years in the future at a minimum, and therefore needs to be more fully evaluated farther along in the development lifecycle, but it is certainly of great importance.

I do think your very first quote sums up our perspective almost perfectly!
#8
02/06/2005 (12:56 am)
"Do what everybody else is doing and advising, and you will end up just like everybody else, in the pits of mediocrity"

At the same time, doing something different is not enough to make you post-mediocre... there's a lot of people that break away from the "mainstream" and still make garbage. They're usually the ones pleading, "But it's so different from anything else out there!" Yeah, that's great, but that doesn't make it good...
#9
02/06/2005 (5:55 am)
True, but at least you failed on your own merits, not somebody else's.

Doing things different doesn't necessarily make you successful. Just different. The reward is not the slimmer than slim chance at achieving greatness. It is empowering yourself to live life to the fullest, making your own mistakes, achieving your own accomplishments...

Even if all ends in failure, at least you have justified your existence by trying. It's much like playing a game without reading the walkthroughs and strategy guides... more satisfying!
#10
02/06/2005 (6:21 am)
Stephen: No matter how you cut it, you'll have to get a book into the hands of joe public before they even know what a "nemesis vortex" *IS* :) never mind why they should buy into the game.

Seriously, when you get the time, read up on positioning (al ries), buzz marketing and such (guys like seth godin, I'm sure an amazon search will turn up more).

You are right in that doing what others are already doing isnt a good way to succeed. Thats another aspect of the positioning/branding/buzz generation issue. Essentially as an indie, even more so as an indie doing an MMOG, you have to understand buzz. Now its better to understand it NOW rather than later, because buzz starts with things like the name of the product, but also should affect key design decisions.

I'm just waiting for permission to repost some info on this key subject. From a guy who's done some of these things right IMHO.

But anyway, good luck, its a big undertaking.

Phil.
#11
02/06/2005 (8:48 am)
"Dark Horizons: Lore" was originally titled "Critical Subterfuge: Lore"

My only relevant advice: Don't be too married to the name until AFTER it's released ;)
#12
02/06/2005 (9:22 am)
@Phil/Edward: The point is well taken! And I agree fully with Ed--Nemesis Vortex is a working title--Phil's advice may very well turn out to be golden, but it's currently not a decision that is something we're too worried about at the moment. There are way too many other concerns at this stage of the game (pun intended!).
#13
02/06/2005 (11:06 am)
@Stephen..

I want to echo what Phil is saying.. read 'Positioning' (the book by Ries). it does give some valuable insight, and it is a quick read. I would take it seriously, even at this early stage. Having a clear vision is, in my opinion, a pre-requisite for success, and the name of the game is again, in my opinion, a big part of that. It is never to early to start establishing a brand.. and any name change later will send mixed messages and cause confusion in both players and anyone following your game. I also want to say that the name does not speak to me either.. it says to me "two word sci-fi name" .. I don't mean that as an insult.. just spouting out my gut reaction. There is something that Jay and have identified as the 'duh' factor.

The first experience with your company is the name of the product.. this is the first contact, and it is important that the first impression be strong. To me, Nemesis Vortex is not only not descriptive, not giving me the 'duh' of 'what is this game?', but it also strikes me as something that is possibly deriviative of a genre.. or a campy take on Sci-Fi....If this is the intent, then it is a great title, if it is not, then it might be worth rethinking it..

As a developer.. one that might want to be involved in the project (speaking hypothetically), the name does not grab me, and it is unlikely that I would read through the design doc.. as I did not get 'grabbed' by the name. This would make it more difficult to for me to become invested in the project. It may be a very subtle skepticism.. but it exists.

again, this is not meant as an insult in any way, it is only pointing out my first impression so that you cna use this information to make good decisions about your direction.
#14
02/06/2005 (11:24 am)
I see two approaches to an indie MMO:

1) Give the client away to achieve critical mass. No publisher needed. In this scenario, some people are willing to pay for access after a trial period, or if you want an even greater audience, only make them pay for "premium services", such as a dedicated nick, stat keeping, clans, etc. There is an online multi-player game called "Infantry" that was bought by Sony Online Ent. a few years ago after running it by themselves for a while and developing a dedicated following.

2) Niche game. Develop your game in a way so that you can survive with ~1000 active users.


Iterative development is in my mind clearly the best approach for games, unless you have a formula you can follow (*cough* EA *cough*). There are far too many games that aren't fun, which I imagine is a result of a straight-line process from design doc to gold master.

Thanks for all your help in the RTS forum.
#15
02/06/2005 (12:04 pm)
@Joe/Phil:

A little follow up to try to determine why the two of you are drawing connotations from the project name:

--can you point to where your specific connotations come from by chance? Specifically Joe, with the "sci-fi" references. I'm assuming you are keying on the word Nemesis--fyi, the denotation of "Nemesis" that the project name is derived from is:

nem
#16
02/06/2005 (12:26 pm)
Also a follow-up to Phil:
Quote:Stephen: No matter how you cut it, you'll have to get a book into the hands of joe public before they even know what a "nemesis vortex" *IS* :) never mind why they should buy into the game.

I admit, I'm old school when it comes to sales and marketing, but a big part of selling "back in the day" was to arouse a feeling of "what I am/what I have isn't good enough, therefore I should buy your product". This has been approached in so many different ways, from direct "you suck if you don't have XXXX!!", to subtle emotional suggestions that the product represents something you should at least find out more about--which is where we are aiming currently. In that light, the fact that at least at some level a curiosity as to what the game's name means may activate a follow-up on the part of the customer. Of course, Joe's points about the current market's connotational beliefs about "Nemesis" may in fact negate this element of curiosity we're shooting for. This may turn out to be a successful marketing direction, or further research may negate the grab point...

It may also be that the implication both of you are giving (that the game market is so damned jaded that they won't even consider a game that doesn't have buzz/spin on a single phrase that causes them to go orgasmic) is in fact true in today's (and even more importantly, 2+ years from now) market. Yet another research topic for the branding process!
#17
02/06/2005 (2:23 pm)
@Stephen,

No specific connotations I can recall.. I think it was too much bad sci-fi as a kid.. the pulpy paperbacks.. I can't point to a specific name.. I just get a general impression on "3025: Project Nemesis" or something of the sort.. like something you would see on late late late night TV.

I think the two words together are what give me the impression of it being sci-fi.. the Nemesis being part bringing to mind the 'project nemesis' thing, and the vortex bringing to mind some time portal or something of the sort.. I suppose if I were to think about it.. the name itself would make me think that the product was about some evil alien race coming out a black hole or a wormhole.. and this would lead me to believe.. ahh, chessy pulp sci-fi! .. This is not necessarily a bad thing, as Babylon 5 had/has a HUGE following..

Sorry I can't think of something specific.. I was just responding with a gut reaction of what the words evoke in my mind.. as I am a gamer/sci-fi geek.. I would imagine that at least a portion of your intended audience might feel have the same first reaction.

This is why I think that it would be a good thing to address the question sooner rather than later, because it forces you to ask the question, "who is my audience?" and "what is their percpetion of the product?".. these questions I think are key during the design phase as they help sometimes to drive the feature addition/cut determination..

I may not even be in your intended audience, so the name may be perfectly fitting (and make me pass over it, saving you the demo download bandwidth).. so take my comments with a grain of salt..

In terms of the buzz building and branding, I don't think Phil and I are talking hype yet.. we are just talking of branding awareness at the outset.. what is your product and what do you want it to mean to people? How do you want them to pick you out from the rest of the games out there? What will your intended audience respond to? Where do you want to position yourself and what steps during development are taking to be in the place to speak to them when you are ready to ship?

As you get closer to shipping.. it will be important in terms of getting the audience ready for your game.. and one term you will hear me say is one of expectations manangement. What does your audience expect from your game? Is what you are delivering what they expect? never to early to set up the expectations in favor of how you 'want to be perceived.. rather than leaving it up to chance.
#18
02/06/2005 (2:28 pm)
"Nemesis Vortex" sounds campy by my ear, too. It's also confusing (an enemy tornado?) and doesn't make me curious about the game. It's just a gut reaction, though, and I think you're over-thinking the subject. Have a pitch session (when the time comes) with a couple of your creatives and see what "feels" right. "Critical Subterfuge: Lore" feels awful. Truly, a train wreck of a name. "Dark Horizons: Lore" feels much better. The former is trying too hard, confusing, has too many syllables, and requires a decent reading level to know what the words mean. The latter has none of these problems.
#19
02/06/2005 (2:49 pm)
Really interesting discussion all, thanks! I guess the next question would be:

What kinds of games do those that have a negative reaction to the project name normally play?
#20
02/06/2005 (4:01 pm)
I have been playing many as of late... mostly due to injury and my daughter (she just turned 2) and business. If I had unlimited free time, I would probably be playing 'Dawn of War' (the Warhammer Game).
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