Categories
Marketing/Business

Why a Lower Cost of Living Matters

Sales

When I quit my day job, I moved from the big city of Chicago to Des Moines, IA. There were a number of reasons, but one was the lower cost of living. People have argued back, “Yeah, you’re spending less per month, but you’re living in Des Moines!” While Des Moines isn’t Chicago, it’s similar enough. It has culture, art, technology, friendly people, and a downtown full of events. It even comes complete with disappointed Cubs fans.

With a lower cost of living, I was hoping to make my savings last longer, giving me more time to make my game development company successful before worrying about other funding sources, including another day job.

Now, saying that there is a lower cost of living is one thing, but when you’re living it day to day, you might not notice it as much. Granted, buying a beer at the bar is definitely cheaper here than in any bar in Chicago, but I don’t drink that often. And it’s hard to see how my grocery bill is any different, especially since I don’t buy things like meat, cheese, milk, and butter. I buy fresh fruits and vegetables, which means I don’t get to take advantage of coupons and savings as people on a standard diet might.

But recently I saw that my latest credit card statement is out, and my latest bill was half of the bill from the previous month! Of course, I had a lot of moving expenses then, so maybe it wasn’t a good month to check against. So I checked my GnuCash reports, and I created an expense bar chart from January 1st, 2008 until the end of this month. Here is the result:

Expenses Over Time

See that little blue box? It identifies the bar representing the expenses for this last month, and as you can see, that bar is much shorter than any of the months from the previous two years.

Is that spending level sustainable? I don’t know. This last month, I spent most of my time getting settled in, looking into health insurance and business checking accounts, rolling over my 401(k) into an IRA, and getting my office in order. I ate lunch at home most of the time, rarely went out, and if I did, most likely someone else was treating me to meals. I don’t think this month will be typical for me, especially once I start spending money for game development, specifically on contractors.

Still, this past month means I’ve extended my estimated burn rate by half of a month, and I don’t anticipate my regular expenses, such as groceries, utilities, and rent, changing that much. Some of my bigger purchases were a new laptop battery and a laptop riser, and so I don’t anticipate needing to spend that money again anytime soon. Basically, if I can avoid spending money on new things I don’t need, I can expect to see lower monthly expenses regularly.

Can I mend clothes instead of throwing them away when they get holes in them? Can I go to the library and check out books instead of buying them? Can I prepare more interesting meals at home than I can find in restaurants?

Other questions are a bit harder. Can I hold off on getting a new smartphone? Considering the capabilities of my current phone, I might get a lot more out of my monthly bill if I had a pocket computer. Being able to see my calendar and docs on my phone when I’m away from home would be awesome. How about a Roomba, or one of those litter boxes that cleans itself? These aren’t just expenses. They’re improvements to standard of living. The deal I’m making with myself, however, is that I need to earn the money to pay for these things before I pay for them.

But getting back to what this post is about, the lower cost of living is allowing me to think about these things. Seeing that smaller expense bar makes me feel better about my current lack of income.

I’m not the only one to find moving to be a good way to save money. Many indies have moved not only to less expensive cities but also to less expensive nations! Living in certain Asian cities, for example, you’d find that your money lasts way longer.

Have you considered moving to reduce your expenses? Would a different suburb, city, state, or country be a possibility for you?

(Photo: Sales, solden soldes…. by antwerpenR | CC-BY-2.0)

Categories
Geek / Technical Marketing/Business

How to Use PayPal to Pay for a Flickr Pro Account

Head Desk

If you’re experiencing the frustration of not knowing why Yahoo! is being so obtuse about what’s wrong with using PayPal to pay for a Flickr Pro Account, I hope this article helps.

I have a Flickr Pro Account that I used for my business, especially for this blog. Since it is a business expense, I wanted to use my business checking account to pay for it. The easiest way to do so was through PayPal, which Flickr claims is available as a payment option.

I go through the steps, log into Flickr twice, log into PayPal once, and finally I can click on the button to submit my order.

Then I get this error message:

Yahoo Error
Click to see the full message

For those of you who can’t see the image, the error reads as follows:

An Error has Occurred.
There is an error with the payment method information. Please check the information and re-enter it or use another payment method. If the problem persists, please contact Yahoo! Customer Care.

There is no link to the Yahoo! Customer Care page. There is a link that takes you to Yahoo!’s main website, but why would I want to go there from this page? There is a link to go to the help page, and from there, it’s a mess.

In the end, I found “Product and Service Specific Help” under Yahoo! Wallet Help Topics, and then I found a section titled Why am I seeing errors when ordering with PayPal?. It says to check that you have enough funds in your account, that your funds are tied to a funding source, and that your account information is up-to-date. The other suggestion was to essentially reboot by deleting PayPal from your Yahoo! wallet and entering it in again. If none of those options work, Yahoo! suggests you contact PayPal. “Since the errors are with their system they will have the best information.”

PayPal’s message boards have a few people who are experiencing the same frustration I am, and there was no resolution for any of them, so I called PayPal. If you are wondering, on your main account page, at the bottom you’ll find a Contact Us link, and then you’ll need to go to a different link for contacting them by phone, which gives you a network PIN you’ll need when you call. When I did get through to an agent after a few phone menu items, I was told that the error message on their end is that a Flickr Pro Account requires immediate payment.

My PayPal account isn’t tied to my bank’s debit card, and my expectation was that a $24.95 Flickr Pro Account payment would take the $12 I had in my PayPal account and then pull the remaining amount from my checking account. I had this expectation because when I set up the PayPal account in the wallet, I was able to specify that order of operations. Also, it’s how it works when I make eBay purchases. It turns out, however, that Flickr wants the payment immediately, which means I need all of the money in my PayPal account or a credit or debit card that the funds can be pulled out of.

The solution: transfer the remaining money to my PayPal account, wait for it to get there, then pay for the Flickr Pro Account.

Alternatively, I could pay for it using a credit or debit card, but I’m still waiting for a new one from my bank, so it’s not an option for me currently.

When Yahoo! claims that the “errors are with” PayPal, apparently they mean that the error messages are secret and they have no way to tell you what’s happening. When they say that you need to ensure you have enough funds, they mean in your PayPal account NOW.

What’s frustrating is that their help and error messages don’t tell you any of that. At no point in the regular transaction did I learn that PayPal payments must be immediate. I had to talk to a PayPal representative to learn this information. Why wouldn’t Yahoo! tell me since I’m making a payment for their service? Also, normally when I make a payment with PayPal, the other person gets a message saying that the payment is processing, and it might take a few days. I don’t use PayPal for much, so the idea that I had to have enough money right now in order to make a payment was foreign to me. PayPal usually makes the process pretty easy since they’ll pull the funds from my bank account if I don’t have enough readily available.

Lesson learned: This situation with Flickr wouldn’t be so frustrating if expectations were set properly. Just tell me up front that I needed to ensure I could pay immediately! And in my own business dealings, I hope I also do well to set expectations appropriately to avoid needless frustration.

Have you had frustrations with Flickr, Yahoo!, and PayPal? Do you find that the error messages and explanations are too vague and useless? Did this article help?

Categories
Game Design Game Development Games Geek / Technical Post-mortem

Lessons Learned from MiniLD #20

Two weekends ago, I hosted and participated in the MiniLD #20 competition.

Mini LDs are usually looser than regular Ludum Dare competitions in terms of rules enforcement, voting, time start and end times, and themes. The host can also enforce a different set of rules. For instance, one MiniLD involved using a specific palette of colors from a 64×64 image to load levels from, and it was interesting to see all of the completely different games share the same level data.

For MiniLD #20, I picked the theme “Greed”, with an optional fun theme of “Fishing”. The special rule I made: “Only one of each.”

In programming, it’s easy to make lots of copies of objects. Well, I’m putting a stop to that! For this MiniLD, you’ll need to ensure that every object in your game is unique. If you build a wall, there better be a single wall (it doesn’t matter how complex it is) and not many tiles composited together to make a wall (unless all of those tiles are completely different from each other, which might make an interesting game…) Granted, maybe everything derives from a common object, but you can’t have two objects that are exact copies of each other. If that means you can only make a few objects, then work within those constraints. B-)

While there was some griping about this rule from the participants, many of them pulled through and submitted a game. In all, 24 entries were submitted.

Unfortunately, The Old Man and the Monkey Thief, the game I was working on, wasn’t one of them.

Also, there were some complaints about how the MiniLD was handled overall, and while I wasn’t taking any of the complaints personally, I did think I let some people down. What follows is a post-mortem of both the game and the competition as a whole.

What Went Right

  1. Participation was high.
    I was very pleased to see that 24 entries were submitted. I know that there were more games being developed that weekend that weren’t finished, so overall, there were many participants, especially for a MiniLD. I was happy to see that the special rule didn’t scare off too many people. There were even a few people who have never participated in a MiniLD before. A trial by fire for them!
  2. Simple art was quick art.
    When it comes to creating art, I’m much better with a pencil than a computer program. I needed to create quite a bit of unique art, though, and I didn’t really have time to draw with a pencil much anyway. So what did I do? I took pictures with my camera and then traced those images in a separate Layer in the Gimp. That means this flask I got as a present for standing up in my sister’s wedding became a unique golden treasure in my game:

    Original Flask became Unique Flask and this spatula Original Spatula became this Unique Spatula Unique Spatula.

    Oh, my kingdom for an artist!

    But it worked well enough, and it was relatively quick. I even did a decent job creating the main character with a pencil drawing, did the layer tracing thing in the Gimp, and came up with a digital old man who didn’t look half bad!
    Original Old Man Unique Old Man Sprite

    Overall, tracing with layers in the Gimp made quick programmer art even quicker than it usually is! I didn’t have to worry about being bogged down in getting the lines or curves right.

  3. Being Prepared Helps Before the competition started, I did a quick MiniMiniLD for myself. I hadn’t done any code outside of a day job in many months, and my computer had been upgraded since then, so I wanted to ensure my development environment worked as expected. It would have been annoying to start the competition only to learn that my compiler or build scripts were unusable.

    Also, I’ll go into more detail below, but I’m glad I had my backup plans! When a storm knocked the power out for me and apparently 30,000 other people, I’m glad I had my Uninterruptible Power Supply to keep my desktop computer from getting more damaged that it could have been. Also, my laptop let me continue work for over an hour after the power went out, and so it was lucky that I replaced the battery the week prior. When the power didn’t come back in the morning, I took my laptop to a new, powered location, and I was able to keep working even though my apartment went over a day without power. It was a horrible situation during a timed competition, but I think I responded to adversity well.

    And it helps to have an encouraging girlfriend remind you that you can’t give up. B-)

What Went Wrong

  1. The power went out.
    I took a nap Saturday evening, woke up in the middle of the night, and started working on my project. I had a number of ideas I wanted to implement, and I was wide awake. Around 3AM, with a storm raging outside, I found that my laptop was providing the only illumination in my apartment. The lamps were off, the UPS was beeping, and my desktop’s monitor was dark. That’s OK. I can SSH into my desktop to shut it off…oh. Wait. The router was not plugged into the UPS either. I made a note to change that situation for next time.

    I lit a few candles, one in my office, and one in the dining room so I could see when I go out to get some water out of the fridge. Maybe 50 minutes later, the smoke alarm went off. It turns out that the dining room candle was on fire.

    Now, I don’t play with fire much, but it wasn’t the fire itself that scared me. It was the fact that the candle, the thing that is meant to be used to hold a flame, was on fire! Another note for next time: don’t put out candle fires with water. The flames exploded upwards before dying out, and suddenly it was dark. I could hear the heated glass and metal parts of the candle holder tinkling, and I had no idea what was going on. And of course the office candle was also out since the melted wax drowned the flame. I had enough with fire for the night, so I didn’t bother relighting them.

    So I sat down at my laptop and continued to work. I lowered the brightness and shut down many unneeded applications and was able to eek out 10 more minutes of battery life. Then I had nothing else to do but go to bed. Of course, I was wide awake. I could have searched for the flashlights in the dark or tried the candles again, but I decided this was a forced break and went to bed. My DS was still charged, and I played Advance Wars: Dual Strike for a bit before sleep took me.

    The next morning, there was still no power. I learned it wasn’t just my apartment. It turns out that a huge part of Des Moines was without power due to the storms. The library is closed on Sundays due to budget cuts, and I wasn’t sure where the nearest wifi-enabled cafe with power was. Luckily my cell phone still worked, so I had people I could call and a basic way to do searches. My girlfriend was out of town, but I had the key to her apartment, so if she had power, I could work there, too.

    I had options, but I’ll admit that I felt a bit defeated that Sunday morning. I wasn’t as enthusiastic about getting up and running again as I’d like to be able to report. Maybe it was because I was exhausted. Maybe it’s because my home office chair is hard to sit in for days at a time. Maybe I just missed seeing people. I was a new full-time indie, and I was secluding myself in my office for way too long as it is. Maybe I just needed exercise. Maybe I assumed the power would come back within hours and I wasn’t sure if I should venture out or stay home. Whatever it was, my motivation had dipped to the point that I was dragging my feet to decide which of these options I’d use.

    When I talked to my girlfriend, she was very encouraging, especially as she heard the reluctance in my voice. This weekend was MiniLD weekend, so there’s really no excuse for me to not do what I can to continue. I packed my laptop, the laptop riser, some game dev books, and some papers and notes, and I headed over to her place. I didn’t have the key to the front door, but the doorbell is linked to her cell phone, so she buzzed me in remotely. And she had power at her apartment! Glorious power! I was able to continue work.

    Of course, I lost a lot of my waking hours. While I don’t like shifting blame, especially since I had options, there aren’t many options at 3AM during a storm. Now, if my life depended on it, I’d have no qualms about waking people up at 3AM, but for a MiniLD? Still, while the power outage disrupted my work, it didn’t stop me completely.

  2. The Urgent took priority over the Important.
    Some things I did other than work on my MiniLD project: called phone company tech support to find out why picture emails weren’t going through to recipients, played a video game, fight a literal fire and not just a metaphor for urgent business matters, read interesting blog posts or watched interesting YouTube videos, chatted on IRC with other MiniLD participants… Now, chatting on IRC is part of the fun of working in a Ludum Dare competition, but links get posted. I found myself distracted by links from Twitter, too. Being new to Des Moines, I spent part of my time looking up local game developers to connect with.

    All of these things are fine on their own, but since I was supposed to be focusing on my game project, they were distractions, and I failed at putting them off until after the competition.

  3. I burned myself with my own special rule.
    Only one of each was meant to challenge developers to try to do as much as they could with less. Unfortunately, there was some confusion as to what was on or off limits. Could you have the same sprite displayed two times if one had a red color overlay while the other had blue? What if you just add noise so they look different?

    Now, I think the idea of using noise to get around the limitation was clever, but outside of that, there were two options: do lots of unique content, or do a game involving only a few unique items. The latter would definitely be doable and be more along the lines of what I was hoping for.

    So of course I ended up making a game that required lots of unique content. B-(

    Now, being the host, I knew about the special rule long before anyone else did, but I didn’t think about the kind of game I would make until I started the competition. In hindsight, I should have cheated and thought my game idea through before the theme/rule announcement.

    The Old Man and the Monkey Thief was supposed to be about an old man who goes to sleep one night only to wake up and find that all of the unique treasures he collected over the course of his long life were stolen by this energetic, ninja-like thief. The old man then had to go into the world, collect these unique items, and use them to save his wife. I figured he could use the fishing pole as a way to retrieve otherwise inaccessible items, and so the secondary theme was satisfied.

    What I didn’t realize was how much work it is to program unique items! I spent a huge chunk of a day getting the fishing hook and the key to work. By the time they were implemented, I was afraid to add a third item because of how much work would be involved, and time was running out. Now, this is 48 hours. Imagine being a game developer on a 3 year project and learning that you need to implement another item without letting the deadline slip. I got some insight into that kind of despair.

    Essentially, having only one of each item meant that they were either reusable, like the fishing hook, or one-offs, like the key. Either way, this rule encouraged feature-creep if you intended to make a game with a lot of unique content. If I could do it all over again, I’d have tried to do more with the fishing pole alone rather than try to have more than one usable item. Less is more, and I probably should have made a note that it was my original intent with the rule.

  4. The little things.
    When I decided on the themes and special rule, I wrote up a blog post and scheduled it to publish when the competition started. There’s a problem with doing so on the main LudumDare.com site. Editors can see the post before it’s published! So I wrote the theme and rules in a post on my own blog, then used the LD post to link to it. Great!

    Except something went wrong. For some reason, the LD post didn’t publish, and it took some time to get it corrected. I was away at an event, but I checked in, found out about the problem, and got it working somehow. IRC participants learned about it, but people who were depending on the website being updated at the correct time were out of luck.

    I didn’t request a submission form for the competition until near the end when I realized that there were so many participants. Some people had finished before the form went up, so they had to retroactively submit their games. Not a big deal, but it could have been smoother.

    And the end? I could have handled the ending better.

    Since it was only a MiniLD, the 48 hours is a bit flexible. While it officially started at a specific time, the usual expectation is that you could do any 48 hour period in that weekend. Since I had power issues, and other people were also hoping for a little more time, I thought I’d allow the competition to continue into Monday.

    Then the fact that I’m running my own business took over, and other priorities came up. When I finally had time to dedicate to LD again, I learned that some people felt like the MiniLD had no closure. It was understood to be over, but there was no fanfare or official word. The submission form allowed for the entries to have ratings, but since voting was not enabled, participants couldn’t vote. MiniLD #20 felt like it just stopped, especially for people who weren’t in IRC and were relying on the main website for their up-to-date competition information. New LDers can’t be faulted for not understanding what was happening. I had every intention of providing a proper ending, but as the host, I dropped the ball.

What I Learned

  1. There’s more to being a MiniLD host than announcing a theme.
    Being a MiniLD host, I found I had some unexpected responsibilities. Namely, I needed to keep things going for everyone to ensure they had a good time! Now, I’m not being paid, and no one else is either, but I still feel terrible that people felt the weekend was somewhat spoiled due to my inability to prepare for those responsibilities. I plan on writing up a checklist for future MiniLD hosts. It may sound a bit formal for such a loose event, but I think it would help everyone have a better time going forward.
  2. Feature creep is insidious.
    Let’s extrapolate The Old Man and the Monkey Thief from a 48-hour project to a six month project. Thinking that I’ll add just one more item might mean I spend a few weeks to a month doing so. And if I have an item that can be used, that means creating objects and a section of the map that allows you to make use of it. For instance, I wanted the old man to find a unique tie, which he could use to tie up pieces of wood together to make a boat. Making a tie, suddenly the work is to create boat components and a boat, and why would the boat exist if not to allow you to get across water, and if you can cross water…. The point is that the scope of the project blows up quickly. I realized I was making a poor Zelda clone.

    On the other hand, if a game makes use of a single mechanic, suddenly it’s much more manageable. What if the entire game involved the use of that fishing hook? I probably could have finished a game using just that one mechanic.

  3. I need to work on my discipline.
    I found myself getting distracted too easily this MiniLD. When adversity hit, I didn’t respond immediately and affirmatively, at least not right away. One of my favorite quotes is “Discipline is remembering what you want”, and I need to remember what I want and why I’m doing what I do if I want to see myself through to the end of any future projects.

All that said, I think MiniLD #20 was a success for me. The Old Man and the Monkey Thief is the first game I’ve ever created that made use of a scrolling background. Previous games used a single screen. To determine where the old man can and cannot walk, I normally would check the tiles, but since I didn’t have tiles, I did something I’ve never done before. I created a black & white version of the entire world map, which the player never sees, and one color represented where the player could walk. Once again, a 48-hour game development competition allowed me to learn some new techniques. I also learned what areas I need to work on. Discipline and project planning in 48-hours is one thing, but discipline and project planning in months or a year? I won’t last very long as a full-time indie if I don’t figure those out.

Categories
Game Design Game Development Games Geek / Technical

Vote for MiniLD #20 Entries!

While MiniLD is usually much more loose than a regular Ludum Dare competition, I am running horribly late when it comes to closing this competition properly. That said, it’s time to vote!

Voting is only open to those who submitted a game. It’s an opportunity for everyone to congratulate each other, provide feedback, and play some quirky and interesting games! Even if you can’t vote, you’re more than welcome to check out the finished games yourself.

With 24 submitted entries, MiniLD #20 was one of the biggest! Considering the special rule of “Only One of Each”, a lot of people rose to the challenge. Some of the games are artistic and experimental, some were haunting, some were clever, and some were just plain fun.

Categories
Game Design Game Development Geek / Technical

MiniLD #20 Is a Go!

I’m hosting the MiniLD #20 this month, and it starts……NOW!

Theme: Greed.

Special rules: Only One of Each.

In programming, it’s easy to make lots of copies of objects. Well, I’m putting a stop to that! For this MiniLD, you’ll need to ensure that every object in your game is unique. If you build a wall, there better be a single wall (it doesn’t matter how complex it is) and not many tiles composited together to make a wall (unless all of those tiles are completely different from each other, which might make an interesting game…) Granted, maybe everything derives from a common object, but you can’t have two objects that are exact copies of each other. If that means you can only make a few objects, then work within those constraints. B-)

Optional secondary theme: Fishing. Just because.

You have 48 hours to make a game using the above theme and rules and optional secondary theme. Go!

Categories
Game Development Marketing/Business

Owning Your Own Indie Studio

Entering Startup

Richard Yale of Vortex Games Inc. kicked off a series of posts with Owning an Indie Studio – Part 1. It provides some great insight into another indie’s ambitions, hopes, and dreams, as well as some specifics when it comes to how he runs his company.

Startup costs? Hiring and managing employees and contractors? Income and expense predictions? It’s all there. He talks about being persistent and patient when searching for good contractors available within his budget, what kind of work he expects to do himself, and how long he expects his first two projects to take.

He finishes this first article with advice for other indies. He advises you to be strong in the face of adversity, plan your finances well, and shop your game ideas around to friends and family to see what appeals to people other than yourself. My favorite part:

I have learned so much from just jumping in head first and I’ve learned that it isn’t as horrible as some people make it. You learn, you live, you try, and you adapt. Make the most out of it! Sure it is stressful, frustrating and hard, but in the end it’s worth it every day I lay down to go to sleep.

And this post was only part 1 of the series! I look forward to reading the rest.

(Photo: Modified from Entering startup by dierken | CC-BY-2.0)

Categories
Game Development Games Geek / Technical

Indie Game: The Movie

A friend of mine sent me a link while saying, “I’m sure you’re already aware of this.”

Well, I’m glad he sent it because I wasn’t aware of it, and my life is better for knowing.

The link was to Indie Game: The Movie, which is a “feature documentary about video games, their creators, and the craft.” It’s set to be released in 2011, and the Kickstarter project is well funded. There is a bit of a teaser available featuring Edmund McMillen, of Super Meat Boy and Gish fame:

Indie Game: The Movie – Growing Up Edmund from IndieGame: The Movie on Vimeo.

Are you excited about this film? Are you one of the 250+ people who helped fun it on Kickstarter?

Categories
Games Geek / Technical

If Games Had Super Easy Mode

In the Game Balance Concepts course, someone posted a link to this video which explores what games would look like if they included a super easy mode.

In terms of game balance, sometimes different challenge modes are offered to ensure that as many people can enjoy the game as possible. Typically, Easy mode is available for more casual players, while harder modes offer something for experts. You don’t want to frustrate the player, but you also don’t want to bore them.

At what point does a game become ruined by offering less challenges, fewer obstacles, or more power-ups? Does offering a different challenge mode require the same amount of work as an entirely different game, or are a few tweaks often enough?

Categories
Personal Development

Clear Goals or Trivial Pursuits

Useless Fountain

It has been over a month since I gave up the steady paycheck of the day job and pursued GBGames as a full-time business. Between moving, settling into my new home and office, and watching the World Cup, I’ve decided not to hit the ground running. Basically, I was taking a small break. I decided that I was fine with using up some of my savings to take a vacation from work and to get my head clear. After all, working for years at a day job, you are bound to pick up bad habits, right? B-)

As a game developer, though, there’s only so much time I can stay away, and I’ve been looking forward to starting work. The problem was that each day I would find myself feeling a bit anxious whenever I sat at my computer.

What makes me a bit anxious, however, isn’t just the knowledge that I’ll need to start working in earnest on my business. Yes, getting income and soon is very important and will be urgent sooner rather than later. If I don’t start earning money soon, my burn rate will eat through my savings more quickly than I’d like. But I knew that fact before, and I’m not worried about it yet.

What makes me feel anxious is that I didn’t know what to do. Not that I didn’t know what I COULD do. I had lots of projects and items on lists. I know what I wanted to do. The question is: what SPECIFICALLY should I do? What do I dedicate my time and effort to, and what do I put off until later? What should I do today, this week, this month, this year?

A good question to ask

I got a lot of insight into how to answer those questions by asking another one: “What would a successful day look like?” On its own, a day can mean nothing, but together with lots of other days, it could mean the difference between a life well-spent or a life wasted. So how do you know what a successful day looks like?

The answer is simple: if it was spent getting you to a successful week!

Of course, that begs another question: how do you know what a successful week is? The answer to this one is also simple. If that week was spent getting you to a successful month, then it was a good week!

And you can recurse all the way through successful quarters, years, decades, and life. Once you know what a successful year looks like, it’s easier to break it down into what successful quarters look like, and then it is easier to see what successful months look like, and so on. The long view sharpens the short view.

In My 16 Answers, question #16 asks “What does busy look like?” and part of my answer is as follows:

But, if I can identify goals I want to accomplish, and if I make sure to do those activities that will help me accomplish those goals, then I can know whether I’m being busy or wasting time.

Science fiction author Robert Heinlein is credited with the following statement:

In the absence of clearly-defined goals, we become strangely loyal to performing daily trivia until ultimately we become enslaved by it.

When you work a day job, someone else gives you your goals. The company has already determined what products and services to offer, and you get to help create them. Easy.

When you are an indie, you’re the one who has to determine what products and services to offer. And it isn’t as simple as saying “I know how to program in Java, so I’ll create Java games.” It’s also not as simple as “Lots of people are playing farm simulations on Facebook. I’ll make a farm simulation for Facebook.” Besides doing an assessment of your own skills, you need to determine what the market wants. And in the end, if you expect to be fulfilled in any way, you have to know that what you’re doing is in line with your own purpose or mission.

Let’s say you want to educate children with games. Without knowing your goals or purpose, you could be sitting at your computer and randomly deciding between reading child psychology blogs, checking email, studying a game development article, chatting online, blogging, or programming. And from day to day, you wouldn’t have a sustained focus, so by the end of five years, you might not have even one game finished.

Now let’s say that your goals include creating five educational games over the course of the next five years. You know you need to create roughly one game per year to accomplish this goal. Before you create your first game, you want to do market research. Perhaps today would be the day to do some market research to find out what educational games are already offered to potential customers. Tomorrow you’ll play and analyze a few of those games. The next day, you’ll research the competition. At the end of the week, you’ll have a lot of information about your market. And perhaps that week was part of an overall month dedicated to determining what your first project should be.

In order to know what a successful day or any other time period is, you need to know what your goals are. Once you’ve set goals, it becomes much easier to know what you should focus your attention on at any given moment. Otherwise, you’re spending your time performing daily trivia. What’s worse, you won’t even know you’re wasting your time since you feel busy.

Do you find yourself busy without purpose? Have you found goal-setting helps give you a sense of direction in your daily activities?

(Photo: Useless Fountain by Milestoned | CC-BY-2.0)

Categories
Game Design

Free Game Design Course: Game Balance Concepts

Balance

Last summer, I participated in game designer Ian Schreiber’s free Game Design Concepts course. It it still readily available on his blog, and it is still free.

Last week, I learned he was offering a new summer class: Game Balance Concepts, which is focused entirely on balance. Game balance doesn’t seem to be well covered in the literature out there. In fact, in a book Schreiber cowrote, Challenges for Game Designers, there are only a few sections that touch on it at a high level. This course seems to be a good start to fill in the gap.

This course, like last year’s, is free, but he also offered a pay version for it, which I gladly took advantage of. Basically, I get to participate in the class as he presents, ask questions, and give feedback, all live. Besides getting a few other extras that he described in the blog, I can also send emails directly to him, giving me pretty awesome access to a game designer’s brain.

Today was the first class, and it was all introductory. We discussed what balance generally means, how it can be achieved, and how different kinds of games can make balancing more or less difficult. We talked about things I was aware of but haven’t given much thought to before, such as determinism and how it impacts solvability. There was more discussion about the importance of the metagame today than I’ve seen in any of my discussions about games, including playing Dungeons & Dragons with friends.

I’m looking forward to participating in future classes this summer. I’m not sure if paid access is closed, but you can definitely follow along on the main blog if you’re interested. Also, if you use Twitter, you can follow along with us as we discuss it using the hashtag #GBCU.

How much thought do you give to game balance when you design your games? Do you find more formal courses such as Game Balance Concepts helpful, or do you prefer to learn learn about game design in other ways?

(Photo: Balance by tourist on earth | CC-BY-2.0)