Showing posts with label I-am-an-idiot. Show all posts
Showing posts with label I-am-an-idiot. Show all posts

Monday, July 23, 2012

Dude, where's my boxed edition?

I talked a few months ago about my "ocean marketing" moments. Moments where I did something wrong, or something just WENT wrong, or in general things didn't go as smoothly as I would have liked. One of those moments has come to pass again, and as a cautionary - albeit a bit embarrassing - tale I have decided to blog about it.

When Resonance first went on sale, I offered a digital version and a physical boxed version. I've done the physical version thing before, but that was usually just a CD in a snap case. The process in making those was always quite simple, as I always use a local duplication service (called Landshark CD, who always do a really great job).  All I needed to do was give them the art for the disc and case, as well as a memory stick with all of the files on it. Then they would create a proof for me to take a look at, and once I gave the green light they would take care of the rest. A week later, they'd call me to tell me the job was finished and I could come pick it up. They are a ten minute subway ride away, so it was a simple matter to zip over there and bring back all the packages by taxi.

However, this time around we wanted to do something different. A snapcase was all well and good, but we wanted to make an actual BOXED EDITION. A box which contained the disc and a poster, all professionally done with nice art and everything. The hype behind Resonance seemed to call out for it. If we were going to do a boxed version, now was the time.  So I went ahead and struck a deal with a manufacturer called Coral Graphics who specializes in this kind of thing. They were recommended by people I know at TellTale, so I knew they would do a good job.

But... what I did not take into consideration was how painstakingly slow the process of making these boxed editions would be.  Every piece of it has to go through an approval process, and Coral Graphics was located several states away. No longer could I just hop on the subway to take a look at the proof. It had to be mailed to me, and I would have to mail it back with my approval or rejection. If I didn't like it, they would redo it and send it back.

The disc alone took three weeks to get approved, since for some reason we weren't burning the data in the correct way. When I asked what the correct way was, we were told "We just duplicate the disc. We don't create it." While it would have been easy to get annoyed at them, the truth is they were used to dealing with much bigger companies than mine. Companies which usually have a whole department dealing with this kind of thing. In any case, a few tries later we got the data burning process right and the disc was approved. The poster was sent to us for approval, and it was much too dark. So that was sent back and we received another one, which was fine. That was another week lost. Then there's finding a warehouse to handle all the shipping, which is another logistical process that I had to learn about as I went.

The end result? It's been a month since the game was launched and the boxes are only JUST starting to be made. And if you ordered the box during the pre-order phase, you have been waiting almost two months for your box to arrive. For this, I can only say I'm sorry.

However, I promise - your boxes are coming. I have seen an early-production sample and it looks AWESOME. They just... are taking a lot longer to produce and ship than I thought they would.



An early production proof, propped up by coffee.

I have never done anything quite like this before. I should have done more research and determined how long this would actually take, and again - for that I can only apologize. Rest assured I will let you know as soon as the boxed editions are produced and ready to ship. And I will also be sure to start the process much earlier next time.

-Dave

Tuesday, December 27, 2011

Ocean Marketing and Don't Do This 101

So just like the rest of the internet today, I read with slack-jawed amazement about the trainwreck that is Ocean Marketing.  For those of you who don't feel like clicking over to read, here's the story in a nutshell:

A customer ordered a product (an Avenger's themed PS3 controller) from a web-based company called Ocean Marketing. The product was delayed, with very little communication from the provider.  The customer voiced an understandable complaint. So the rep from the company responded with a childish and patronizing attitude ("put on your big boy hat and wait it out like everyone else"), insulting the customer with horrible grammar and bad spelling ("You just got told bitch … welcome to the real internet").  This went back and forth for awhile, and then Penny Arcade got wind of it and the internet exploded.

I've written about stupid PR before and I admit that I'm no expert, but yeesh.  But I have to say, something about the rep's replies did resonate with me.  His reoccurring theme seems to be "Crap happens."  This I can get behind.  Crap, without a doubt, happens to me on a regular basis. Some of it is beyond my control and some it is undoubtedly my fault.  But no matter what, it is the customers who have to deal with it and they will share very little sympathy for your plight.  It is up to you to handle it properly.

So in honor of this internet train wreck, I thought I'd share three of these "crap happens" incidents with you and tell you how I dealt with them.

Incident #1: What, none of your downloads work?!

July of 2009.  I just finished coding Blackwell Convergence.  It was tried, tested, and true.  After a year and a half of work (with a break to make Emerald City Confidential), it was finished.  I uploaded it to Plimus, my store provider at the time.  I tested it to make sure it worked (Ha!), gave it a day to mature, and made the announcement that it was available.  Now I could sit back, relax, and watch the orders pour in.

Not quite.

Due to some technical snafu, half the download links were completely broken.  The affected customers would either receive an email with the mysterious message "download link" with no URL, or they'd receive a link that would disconnect after downloading only ten megabytes or so.  I tried uploading the game, but this didn't seem to fix the problem.  I frantically called Plimus, but they wouldn't answer.  I'd stay on hold for 40 minutes only to be told to leave a message.

The problem was sorted the next day, when I finally got in touch with Plimus and they got it working again.  It took 24 hours to sort out, from start to finish. During that time I hurled countless curses at my computer screen, but not a one at my customers.  Yes, it was a frustrating, hair-pulling experience but I knew not to take this out on the players who gave me money.  This is PR 101 stuff. 

(Incidentally, you can read about how the whole drama played out on our forum)

Incident #2: Dave is an idiot.

In February of 2010, I received a worrying Google Alert about Puzzle Bots.  One of my beta testers had taken the current build (a very incomplete, very buggy build) and uploaded it to a pirate site.  I'm not naive. I know leaks and things happen, but I was very upset to see it happen to me.

There was no way I could discover who actually did it, so I took some precautions.  I dropped all the testers who were on my beta list but hadn't sent me any bug reports yet (figuring that such a person wouldn't be submitting bug reports if they are so morally reprehensible as to pirate a game before it's done).  The second thing I did was add a time stamp to the game.  I knew I was going to release it in early April, so I added a bit of code that would prevent the game from playing after a certain date in late April.  If the game was pirated again, then the game wouldn't be playable.

And wouldn't you know it, I frigging forgot about it.  I woke up that fateful morning in late April to a bunch of emails telling me that their game wouldn't work anymore.

There was no excuse for this.  There was no way to put a PR spin on this.  This was my fault, pure and simple.  All I could do was re-upload a working version of the game, send out an email to apologize, and give everyone a discount code for a future game. I waited for a big mass of angry emails, but they never came.  The customers that did write appreciated my honesty.

Incident #3: Savegames go kablooee

This happened just last week, so it's fresh on my mind.  From the day we launched Gemini Rue, we were faced with a severe compatibility problem that we couldn't seem to fix.  On some Windows 7 laptops, the game would just freeze up on the start screen.  After months and months of banging our heads together, we finally came up with a solution that seemed to work perfectly, but it had one side effect.

One issue with the Adventure Game Studio engine (which we use to make our games) is that when you compile a new version of a game, all your old savefiles stop working.  There was no way around this, especially for the Steam version of the game which applies all their updates automatically.  We knew that uploading this fix would break everybody's game, but we were still receiving complaints from Win 7 laptop users who couldn't play it at all.  We were damned if we did, damned if we didn't.  So I gritted my teeth, applied the update, and braced myself.

Sure enough, people who were in the midst of playing the game were annoyed. Fortunately, there was less than I thought there would be.  I created a bunch of compatible savefiles that they could use instead, and that seemed to do the trick. 

The lesson?

The one thing all of these incidents have in common is that I kept the customers in the loop.  I've learned that game customers (especially customers of indie games) are very quick to forgive if they know you are on top of any problem that arises. With my Twitter feed, Facebook page, and forums, I am always accessible.  These tools are available to everybody, so there's no excuse for keeping your customers in the dark.

And above all, don't do what Ocean Marketing did and treat your customers like an irritating child.

-Dave

Too long didn't read version: Crap happens.  Stay classy when it does.  Don't mess with Penny Arcade.

Friday, June 10, 2011

Game Demos and How I've gotten them wrong

So when developers get together to make a game, their first priority is usually to get a demo out.  After several games and several demos, I have come to my own conclusions about demos and how most of them get it wrong.  I can say this with certainty, because I've gotten it wrong many many times. 

For Blackwell Legacy, I didn't even consider creating a demo.  I just wanted to make a game, and surely the game would be so awesome that people were going to buy it sight unseen, yes?  Well, duh.  Of course not.  People wanted to try it before they bought it.  Perfectly understandable, but I was faced with a problem.  The draw of the game was the emerging relationship between Rosa and Joey, but Joey doesn't actually show up until you've played through a decent chunk of the game.  I could have started the demo there, but the events that followed wouldn't have made any sense. 

So, I hemmed and hawed and I patched together a demo that that was a heavily edited version of the first fourth of the game. It did the job, barely, but many people have told me that it doesn't sell the game terribly well.  I have to agree.  So from then on, I always planned my demos alongside the actual design of the game.  And for Blackwell Convergence, I thought I got it nailed.

From the Blackwell Convergence demo.

I had a brilliant idea.  I would start the game off with a stand-alone story - a ghost in an abandoned office that you had to save.  It had nothing to do with the rest of the game, but it would serve as an introduction to the Blackwell world for newcomers and a refresher for everybody else.  And the bonus?  I could break it off and release it for free as a demo.  Win-win.

But no.  I realize in retrospect that it was a mistake.  I'd forgotten the purpose of a demo, which is to encourage people to buy my game.  By releasing a demo with a stand alone story -  with a definite beginning, middle, and end - I utterly failed to leave you wanting more.  There was no reason for you to come back.  You had already left perfectly satisfied, and got it for free to boot.

So what's my plan for the Deception demo?  To leave you hanging as much as possible.  You're welcome, everybody.

-Dave