Showing posts with label Development. Show all posts
Showing posts with label Development. Show all posts

2019/09/15

Happy 20th Anniversary Panzer Elite!

20 years ago we released Panzer Elite, a World War 2 tank simulation which became an international hit over the years. Years? Yes, read on. Warning, long article.



In 1996 I was preparing coming back to the AAA game industry after having a short trip through Apple and afterwards doing Advertising games for companies like Kelloggs.

Anyway, I found a partner I knew from my Rainbow Arts time in the 80's, a really good programmer. He wanted to do the prototype, I did the design & pitch. We wanted to found a development company with this title and were looking for a publisher. But what game to make?

I did a list of all historical topics and wrote the best games beside it to see which was occupied, looking for a gap. And there it was: back then simulations was the king class of PC games and everyone did Flight Sims, but why wasn't there a proper tank simulation?

The answer was technology. Remind you, there were no 3d acceleration back then, all 3d was software only making development very complicated as you had to spend half of your time on engine and technology.

Still, Heiko was eager to try and came up with a demo of a Panther tank driving through a very detailed landscape. You could even see the suspension working. He did some crazy things to pull off the level of detail we needed: far reaching landscapes, detail and my idea to let everything be blown apart - as tanks needed cover and be able to go hull down - and of course blow away that cover.

Born was our destruction system, even synched over multiplayer, a first time worldwide back then. But we didn't know that.

As we were a German developer I knew we will have problems getting the trust of the big publishers, as back then the German industry wasn't known for potential worldwide hits. It was the 90's, when everyone did console games - but we weren't. Oh well, so I followed advice of a good friend of mine David Braben (yes, that one, who made Elite) to get an Agent helping with the deal.

So I approached Jacqui Lyons, his agent, a former book agent who widened her portfolio with game developers. She was very successful having sold many hits already, so all publishers had to be nice to her and not ripping of her developers - as they feared losing the next hit she has, right? A strong position to be in.

So armed with print outs of our pitch and a 3.5" disc with the demo (yes, print out, disc, you read that right, the internet wasn't there yet) we came to E3 (when it still was a good show) and had over 30 appointments.

Want a peek in our pitch doc? Here it is: DesertFox as PDF, our working title back in 1996. Unfortunately the prototype no longer works (and I don't have a 3.5" disc drive anymore).

Most publishers weren't even understanding what we were trying to do. Most were looking for console or the next "big thing like game ABC in the chart". Tank sims? Who plays these? They didn't have any reference.

Our favorite pick was SSI - Strategic Simulations, back then the king of War Games, Sims and RPG's. They immediately fell in love with ours and also said they tried to do their own tank sim but would stop doing it if we sign. Three more showed interest, but we went home with SSI being our favorite. Jacqui warned us to hold our breath as deals can go wrong, so we let her do her thing.

Faster than ever we had our contract and offer and Jacqui said this is a good one, contract was negotiated, and we send back the signed one. SSI was owned by Mindscape and they had to verify the contract - and Mindscape came back they would only sign if they got the IP rights (no go for Jacqui) and the source code (no go from us). Oh well, so we cancelled and went on the other three interested parties. As SSI continued their own tank sim they incorporated a lot from our design as they knew we were their strongest competition. Ideas are cheap, nothing you can do.

Second interested party was Acclaim, a big name back then. Contract negotiations dragged on and when everything was ready we flew to London into the CEO's office to sign - and we saw on entering his office that something is wrong. HE had to admit his boss from USA called and due to the situation of the company had to cancel all third party development. Including ours.

Ah well, lets go on should we.

Jacqui made an office invite party to show new products and invited publishers and we were showing Panzer Elite. A guy came up and looked at our demo and simply said "I want this". Which company? Psygnosis, awesome, a good name, a Sony company. So we signed a couple of weeks later and hired people, expanded to 7 developers and started the full production (yes 7 people, teams were smaller back then). Our fine little development company was called Wings Simulations. We were proud as we were a new triple A studio - in Germany. A rare feat back in the days.



Production was going fine, working with John Meegan, our producer at Psygnosis was awesome. Getting near launch we saw not everything went well with Psygnosis, the market changed. Everyone was going console as the Playstation was a huge hit and Psygnosis with being a Sony daughter company had trouble making a point with PC games - a competitor platform for Sony.

Additionally 3d acceleration cards became a thing and we had to implement hardware acceleration on top of our software renderer. Psygnosis gave us the time and budget though, so all was fine. We build up a community with a forum and web page, developing along with the community. Back then this was unique, so we had a fan base ready before we even launched. Oh, and Ultima Online shipped, distracting me from the game ;)

So 1999 we were ready - but Psygnosis wasn't. Word from Sony came that all PC products had to be cancelled and focus on Playstation. But they also said "Keep the best 3 to make money". We were among them - which was a pain as Psygnosis shipped the initial market order and shut down their commpany. Wait what? Yes. Over 30 simulations shipped during 1998/99, the market was flooded. Still, numbers of Panzer Elite were promising.

Psygnosis sold off their PC catalogue to GTE Interactive, a subsidy of GTE, the telecommunications giant from USA. They reprinted with a new packaging and released it again - only to be shut down 2 weeks afterwards. Wait what? Number 2.

Meanwhile we pitched out next games and CDV from Germany was ready to sign - when a new Austrian company called JoWood approached us and asked what we really want to do. I said we want to make a MMO called Getaway Driver, basically a GTA Online. They asked to purchase us, the whole company and we sold. My first exit.

When they heard the story and success of Panzer Elite they asked us to try to buy the rights back. Original copies of Panzer Elite were selling for $200 on eBay (Internet was here now) so there was potential. It took a while but we reached the lawyer of the defunct Psygnosis and paid 30k pounds sterling for the rights and had our game back. Meanwhile the mod community went crazy and expanded the game heavily. Remember, the community was still ours in control and the best mod teams even had the source code we gave to them - a new thing to do back then, not many developers did that ever.

So we remastered the game, called it Panzer Elite Special Edition updated it with a mod enabler and shipped all mods along with it with our new owner Jowood. It became one of the best selling games of Jowood and we sold more than Psygnosis & GTE combined, again. 2 years after release.

What we didn't know is how long the game will live. 10 years after release the game was still on the shelf - selling. When Jowood went away and we had to shut down our studio in 2005 the new owner of the IP THQ Nordic rereleased the game with the (bad) IP derivates Panzer Elite action it again appeared on the shelf. You still can stumble upon a $3 copy of the game sometimes. An everlasting title. And the mod community still releases mod updates for the game today!

Please take a look into the credits of the wonderful team who made it happen here.

Panzer Elite won numerous awards and did many things for the first time in games.

Panzer Elite had destructible terrain like trees could be run over, houses collapse, shells leave craters. And this even in Multiplayer. Something we repeated in our later game Söldner . secret Wars, with only Crytek managing this achievement 5 years after Söldners release.

Maps of the historical terrain were using elevation data to recreate the scenarios - often using historical maps from the wars found in archives by our scenario designer and history expert Matthias Siedlaczek. Many anecdotes around that, like one archive only giving us the maps when we do NOT mention them in the credits. Hmmm.

We simulated a lot in Panzer Elite, down to the experience gain of the crew and the stats of the tank depending on their skill levels. Yes, World of Tanks has that, but they shipped 2010, 11 years later.

Our terrain renderer was one of the most detailed of its time considering we didn't have the cool new tech from hardware acceleration like prebaked maps & lightning.

We were one of the first teams in Germany having a world wide publishing contract. We were only beaten by Yager who shipped a title earlier with Microsoft.

Panzer Elite was one of the rare games having three consecutive publishers and still be a success. But hey, we got three different boxes with art in return :)

For accessibility we had a "mouse tank interface" which allowed you to play the whole game without any keyboard shortcuts - yes, that was a thing in 1999.



Panzer Elite had a shelf time of way over 10 years. People still talk and chat about it decades later. Or release mods for it in 2018 ... 20 years after its release (click for link).

Panzer Elite was one of the first games using community driven development, which is sexy again today after it has been forgotten.

Panzer Elite kicked off the career of many involved people, later joining companies like Wargaming, Sony, Blizzard and more.

Panzer Elite was a simulation, so we even simulated visibility depending on tank type and its vision slits and wether or not the commander was looking through his open hatch on the turret. We even tracked the passage of a penetrating bullet through the innards of the tank to see which modules we disable due to being damaged.

This game is still one of my most important ones in my career. And no, a remake won't do well, as simulations are unfortunately dead. Back in the 90's we could sell 250k of a simulation and it was considered a hit. Today 250k doesn't even pay development.

One of our lead and best programmers I met in my career died recently - far too young. I wish he would be remembered for all his efforts, but he always stayed in the dark and was too humble to tell everyone how brilliant he was. This is for you Markus.


2016/07/03

The bane of IP's

I have worked on games with foreign IP's a lot. You know you develop a game with an IP which you license. The industry has done this since their beginning and in the long term those business ideas fail. And there are reasons for this - but somehow they tend to forget - and history repeats again.

Soe of you might remember the time when Ocean, Activision and the rest bid themselves to death for arcade machine licenses. Outrun, Defender, R-Type etc. None of these games are around anymore. In fact most of us remember the original arcade developer and not the licensee. Who remembers that Activision did R-Type? In fact I produced R-Type on C64 and Amiga for them, but this is another story.

So this happened in the last weeks:

http://venturebeat.com/2016/06/28/kabam-to-make-mobile-strategy-game-based-on-james-camerons-avatar/

http://venturebeat.com/2016/06/28/plarium-teams-with-skydance-to-create-terminator-genisys-mobile-game/

Again f2p publishers turn to IP's to make their games more successful. Here is the thing. f2p games are successful if they live long. Decades. Believe me, the good f2p games are still around. Maybe you can check out Tibia, a game 18 years old and still feeding a developer of 70 people.

The problem lies here: who knows if the IP you license is still sexy in 5 years? or 10? Exactly then your game might fail. Who knows if the IP owner screws up their IP in the long run like the TV series Heroes or any other similar fail?

And this leads to the question: which IP's are worth licensing anyway?

I always tell my clients that IP's are only valuable if they represent a universe, not just a single story or setting. Lord of the Rings. Star Wars. Those are universes. Worth taking.

This again leads to the business problem that publishers bid themselves to death for the valuable IP's. Do you remember EA paying $200 million for Harry Potter? Where is that now?

This makes IP's very expensive in the long run and cuts into the development budget and ultimately into the quality. That was the reason why most IP based games simply sucked in the past. And will in the future. I say most, there are exceptions.

There are other problems too. The IP owners are very protective about their IP messing up your game - as they usually don't know how games work and their IP protection is more important to them than a good game, which they can't even quantify. This for example led to the strange fact that most racing games weren't allowed to damage the original cars of BMW, Mercedes etc.

And believe me, working with IP owners sucks energy out of the team and you, and the game ultimately, reducing your game to nothing.

So here oyu are sitting on a bad game with an IP you don't own after 5 years and wonder what to do.

Creating your own IP is 100x more valuable than buying someones IP. If you do you will never own your game. Never, wich contradicts everything you need to do to your game as a service. As you can't do whats good for your audience. Ultimately you will fail. Like so many others before.

Read the history of the game business. The 80's, 90's, 2000's. Every 10 years this happens. And fails.

p.s.: exceptions to the rule exist and you will notice that many use them as proof this works, however there are 10x more fails than successes with IP's. If you don't know how to work on IP's DONT DO IT.


2014/11/23

F2p reached its limits?

The ceo of SuperData research claimed that f2p reached its limits:

http://www.screwattack.com/news/superdata-ceo-says-free-play-popularity-decline

I tend to disagree. Some reasons here.

First there is a lot of talk about families and kids. If you ask big f2p games about their audience then you will notice that families and kids are not their audience. In fact most f2p games have a pretty mature audience. PvP games tend to address 90% males 16-25 years old while MMO RPG's and strategy games have an average age beyond 30, some of them even 35+.

F2p is not for kids. Do not try to target kids with f2p games as it won't work revenue wise. Kids are to a large extend non payers and that has obvious reasons (no access to payment systems). And believe me or not: this is good.

The talk also claims LoL has a 11% worldwide market share. Having $681 million yearly revenue thus us hard to believe. I can name 10 games who have more revenue, some even double than LoL. Add all the medium and smaller ones then LoL can't even reach 3% worldwide market share.

Most companies analyzing the f2p market fail to notice that older good f2p games are still around with a healthy audience and revenue. If you check just the genre MMO RPG's: there is an endless number of games available and every week more are coming to the list. Most of these games you never heard of.

Furthermore the analysts underestimate the mobile f2p market. As most of you should know most revenue of App Appstores on mobile are coming from f2p games (not apps, not paid apps, just games). Considering that the number of mobile users will double in the next 2 years to 3 billion (and that is a conservative number as the growth is exponential) we soon reach a point where the worlds population own smartphones and control their lives with them. This means the good old and new f2p games on App stores will also double in revenue.

And last but not least: the audience of f2p games is not a fixed amount of people. It is not static. In fact it is a very dynamic group which loses people all the time (no interest anymore, death, job, etc.) and gain many people all the time as new humans are born every minute and come to the age to play on mobile. So no, there will NEVER be a saturation in target audience.

Often analysts make the mistake of taking a sample of a few months as a forecast basis for the future. This is of course a basic approach but fails to take trends into consideration. It also fails as it usually only takes a sample of the market and forgets how large the f2p market really is: it includes mobile, client, browser games and territories like Asia and Japan. And some territories are just not explored yet in f2p and will grow really fast really soon (like India). there you go, 1b people added to the audience.

All in all I tend to disagree for the above reasons. I say that the f2p market will continue to grow and dominate all other business models on most formats so that sadly we might see some type of genres, game types or formats diminish over time simply because it doesn't make sense for companies who invest in games for revenue to go the risky route.

2014/05/09

Why do you forget

People forget online games are 35 years old. People also forget that commercial MMO's are 18 years old. They also forget that plenty of professional research has been done decades ago.

So I am always surprised that f2p publishers and their ceo's, designers or producers present surprising new discoveries about their players although it has been written decades before.

Let me give you some sources everyone should read completely before even claiming the "news" is yours:

The Daedalus Project
http://www.nickyee.com/daedalus/archives/001588.php?page=1

By Dr. Nick Yee the one and only long term research about player behaviour in online games - and plenty of other topics. Must read for everyone working in online games.His research is so important that he now works at Ubisoft doing exactly this: researching player behaviour in online worlds.

Edit: Link to his player behaviour paper: http://www.nickyee.com/daedalus/archives/pdf/3-2.pdf

Dr. Nick Yee is one of my mentors of everything I know about online games.

Designing Virtual Worlds by Dr. Richard Bartle

He invented the thing you know? Reading the book has to be done with a grain of salt though as he is hooked in the old world. Still his research he has done at the University of Essex is so fundamental that it should be fundamental knowledge for everyone in online games.

Raph Koster

My 2nd mentor is Raph Koster, designer of Ultima Online, Star Wars Galaxies and many more. He talked about online game design at conferences 2 decades ago but not many people remember that. Most of his talks are still available on his website. Worth a read. Or two.
True treasure and could be seen as laws of online game design:

http://www.raphkoster.com/gaming2/laws-of-online-world-design/the-laws-of-online-world-design/

Any of this new to you? Then you should bow to the wisdom of the above three people and humbly thank them for their openness!

MMO's where invented here

2014/04/22

F2p is not a genre

I discuss a lot about the design & business side of f2p. Often enough in these discussions people mix and match games and argue with them only because they are f2p - right?

If both are f2p they should be comparable yes?

Well - no. Let me give an example. I use Assassins Creed Black Flag to show open world game play while you come up with the retail version of Angry Birds to counter my argument. Both are retail games right? You would find that silly wouldn't you. Both are targeting different audiences and are different genres.

So why oh why do you argue with f2p games only because both are f2p? Because both are free and such comparable?

The business model f2p is NOT the games genre. So stop mixing up games in the discussion.

So please stop using Clash of Clans in a f2p MMO RPG discussion. Why do you refer Farmville 2 in a discussion about World of Tanks. Why do you use Candy Crush Saga as a reference when we talk about f2p FPS.

Only because all are f2p? Think again.

Stuff one game does in f2p does not mean it works for your game. Stop copy/pasting things.

Stop saying "But I see game xyz is doing ... so we need to do ...". You don't know if what they do is successful - you don't have their data.

You assume ... and how one of my bosses always says "Assumption is the mother of all fuck ups"

Watch this making of "Triple Town" for some really excellent advice.



2014/03/13

GDC 2014

I am off to GDC 2014 in San Francisco tomorrow. Besides being the largest developer conference of the world with over 20.000 attendees the 2014 will be important simply because we are in transition years (see previous post).

A lot of talks will focus on the new generation of consoles, others on the other cool stuff happening like indie, f2p, digital etc.

I also expect a major announcement from Amazon, you read it here first.

(Edit::told you so: http://gizmodo.com/amazon-fire-tv-hands-on-the-fastest-smart-tv-youve-ev-1556986083/@jschreier)

I might blog the major findings during my stay - that depends on my internet, jet lag and hang overs.


2013/11/07

From another source

I am doing my talk at GDC Next today and in relation to this I would love to share this research done by Benedict Evans which clearly supports my point: A change is coming.

2013/10/29

What is it with online & RTS

So EA cancelled their Command & Conquer f2p client based online game and closed the Studio Victory Games.

http://kotaku.com/ea-cancels-command-conquer-1454179860

What is it with RTS that makes them so hard to do persistent online? We got online fps, RPG, racing sports, everything but RTS somehow never manages to surface on the online games market. Many have tried and failed and EA just joined them recently. I don't blame them, maybe they just didn't know they tried to create something where everyone else has failed so far.

Don't mix up RTS online game play like Starcraft II has and persistent online gaming. Those two can live together but as I said it hasn't been done before. So either the target audience for RTS loves the twitch game play of Starcraft and that's it, or we totally miss the point when trying to do persistent online games using RTS mechanics.

What is it? Any ideas?

Just as a statement I don't like Starcraft, its too fast for me, I more like the slower paced C&C series which unfortunately died the EA death.


2013/10/14

The Story about "M.U.D.S."






Whenever I refer to that game I need to explain that I don't mean muds (as in Multi User Dungeons) but M.U.D.S. which stands for Mean Ugly Dirty Sports. Yeah we were creative with product names these days :)

As mentioned in previous posts we worked with a team called Golden Goblins. Due to restructurings we moved most of the team to our main offices in Düsseldorf including my favorite artist/creative Hartwig Niedergassel (see previous posts). He was the backbone of the design but note that all team members contributed a lot to the design on that project. Holger, Volker, Hartwig and me were the creative section so to say.

During these days a team was small, so having 2 programmers, one designer/artist and further 2 programmers for the conversion (Gisbert Sigmund for Atari ST, Jörg Prenzing for C64) was luxury and made this project one of the most expensive we did: 500.000 DM (about $250.000). Doesn't sound much but compared to the less than 100.000 we payed for Katakis ...

Anyway this project is another story of "if this went well I would be rich & famous" stories - this time a CEO of Lucas Film was the culprit. Uh oh. Yes, Lucas.

So we started the project. The idea was born as Grand Monster Slam had a large fan base and we wanted to expand on that setting - and we didn't have a sports game. So we came up with the genre mix of team manager & action sports part.
Remember: Games had a resolution of 320x200 these days 
The Campaign Map 
60fps scrolling on PC!
We envisioned one city where you buy your team players on the slave market from various races and you competed against other teams in that city or traveling teams.

The lead format was PC (unusual for those days in Germany) as it was targeted for an US audience. The 2 programmers made wonders happen on PC on the technology side: we were able to do a 60 fps scrolling on the sport action part - on EGA/VGA cards! Awesome during those days. 

When the game was presentable I traveled to the US to show it to partners if we can get a distribution or licensing deal done, the game was designed for an US audience after all. One company loved the game so much they wanted it exclusively - worldwide. The company was Lucas Film Games (now called Lucas Arts, sold to Disney). And let me tell you this: back during the days if Lucas Film wanted you you didn't say no. You simply went for it - all in.

So they assigned a producer to us called Noah Falstein. Yes, that Noah, great guy, creator of Sini Star, Koronos Rift, and the  Indiana Jones adventures! He made really good suggestions and added a campaign to the game: instead of one city we should feature multiple ones, each being a league with the last city being special - the end game, the finals so to say.



That made the product larger than intended and was the primary reason that the game cost 500k in the end. Time was great, working with Lucas was awesome, we even visited the Skywalker Ranch, had a preview of the latest Indiana Jones movie in George Lucas private THX cinema - on the farm. Even saw original light sabers and met Stephen Spielberg. We all were Star Wars fans, so working for the creator took us to new motivation levels we never experienced before.

More screenshots of MUDS: http://hol.abime.net/2528/screenshot

Skywalker Ranch building where the Games department was

All looked well that we, our little German team, were creating the next big hit from Lucas Film Games, worldwide! We would be famous! We could do more games for Lucas! Awesome!
But again fate had a different idea how to proceed in that story.

Lucas Film decided to make their games department a profit center (until then it was not profitable) and changed their name later to Lucas Arts. For that restructuring the CEO at that time cancelled all external projects to save costs - including ours. 

Oh well, shit happens, but we knew that form my prior sales pitch travel to the US we can find another - IF that CEO wasn't keen on saving his image. He was sure MUDS would be a smash hit but was forced to cancel the contract to to economic reasons - so he tried to make sure that no one got the project! He used his connections to tell everyone in the US publishing scene that the title was shit, the team was impossible to work with and the title would never be finished anyway due to technical challenges. I mean, who would touch a title anyway which Lucas Arts cancelled for those reasons?

Yes, he did that. Covered his ass. Made it impossible for us, a German small publisher to sell the title to a major US publisher - by simply spreading lies.

So we only found a minor one (we had Europe covered ourselves). When MUDS shipped on 2 Floppy Disks (1.2 MB total!) in 1990 it sold pretty well, over 86.000 just in Germany. Despite the large budget we proved everyone wrong who claimed MUDS would be a disaster: it was profitable and one of the very profitable games the publisher did - for a long time as it created a huge following and created a wonderful long shelf-life.

MUDS is one of those titles where I still get fan mail today. If you can configure a 32bit DOS Box it still runs today perfectly and the whole game is only a 1.2MB email attachment.

Side Stories: 
We put the whole team and our boss Marc Ullrich as the slave trader into the games slave market where you purchased your team players. Our boss was not amused as this screenshot with his face was very popular in magazines. Btw Teut wasnt that bad of a player in MUDS:

When Lucas switched development leads one of them became a godo friend of mine, Tony Garcia. We still are in contact these days and he had a great career spanning founding Microsoft Games, working at EA and now is Vice President at Unity3d USA.

When we visited SkyWalker Ranch it was forbidden to take any photos  Secretly we took some and were proud to have them with us. But the camera with the film was stolen from our rental car 2 days later :( So no photos exist of our visit :( 

The ceo who told lies about the project had to leave Lucas some time later and vanished into the depth of the industry. I don't even remember his name, but he had a talent selling things.

Thank you Heiko Klinge for remind me: M.U.D.S had digital sound output through the standard speaker. At that times the speaker could do just "beep". MUDS was one of the rare games doing digitized stuff using speaker only as AdLib cards were expensive these days and Sound Blaster not even released.


2013/10/03

The GTA V billion

We all read the news of the fastest selling entertainment product of all time: GTA V made a billion on the first weekend. This gets all sorts of media attention and jealousy - and most of them get it wrong.

First: the billion mentioned is retail revenue. That means Rockstar did NOT make a billion as they don't get the full sales price. So what do they get anyway?

First you need to deduct VAT from the price you paid, something around 15-19% depending on country. Your government gets that.

Then retail takes their share, somewhere 10-15% usually, sometimes more, sometimes less. That leaves (very rough calculation!):


$69
$58 -VAT
$49 -15% retail
$46 -5% distributor fees
$33 -$13 MS/Sony license & Production fee, includes BlueRay, Manual & Packaging

So, $33, minus Take2 share as they own Rockstar & paid the hundreds of millions of marketing, so less than half actually arrives at Rockstar.

Considering the game costs somewhere around $200 million they broke even first weekend with that billion - barely. Rest is profit now, but you see that without that record they would have had a harder time to break even. 5 years development time with hundreds of people does cost some serious money (120-200 million depending on country).

So there. Yes they deserve the record, the money, but they don't have a billion yet. For that they need to continue selling strong and maybe ship some add ons (or the PC version!)

So if Sam Houser reads this: great job man, the first GTA since Vice City I enjoy!


2013/09/29

The story of "Citadel of the Black Sun"

There was a game - if it would have been finished I would be famous - and rich. Here is the story of 1988.

There was a team called Golden Goblins back in Gütersloh who worked for us. Gütersloh is a village roleplaying a city. It is only famous because two large companies are there: Bertelsmann and Miele, otherwise its like a village. Restaurants close after 2pm until the evening, so no food during that time. Awesome!

Rainbow Arts was founded there along with Magic Bytes, two of the first companies in Germany in the game business. Rainbow Arts moved to Düsseldorf but the team stayed in Gütersloh working on a title called Grand Monster Slam.


This title is important later on for M.U.D.S., but that's a different story. Important is the artist, designer, creative multi-talented Hartwig Niedergassel, who worked on it with his specific style.

Remember also that Rainbow Arts distributed a lot of US companies in Germany as we somehow "invented" localisation, no one was doing it at that time. One of the companies we did was SSI, known for their AD&D RPG's "Gold Box Series" like Pool of Radiance. We had a good relationship and at some point they asked us if we could develop a title for them.

So I started prototyping with Hartwig and Heiko Schröder, a technical programmer (with whom I later founded my own company Wings Simulations). The game was PC only, the first title ever Rainbow Arts did only on PC specifically for the US (as Europe was dominated by Amiga/Atari ST).

The RPG's SSI did were top down but with some nice features: party, not single character like Ultima and turn based group combat. We wanted that but move forward with graphics. Back in that time (remember, year 1988) we needed to support 16 color EGA and 16 color VGA. Yes, sixteen. That's 16 ugly colors with two being black and white. The screenshots you'll see will show this. Hartwig was really an artist to get out those great graphics from those colors.

The special things I put into the RPG we wanted to create were unique and not known at that time:

Barby Doll System: I wanted to change the appearance of the characters depending on their armor and weapons they equipped (yes at that time everyone used static pictures). We talk 1988/89 after all:


Isometric Graphics: Most RPG's were top down due to technical reasons (remember no 3d, that came in 1996) but I knew it was possible to trick this as I wanted the system what Knights Lore did on Spectrum: full isometric view:
True Line of Sight and window/door functions

Line of Sight: But I wanted more: I wanted that you can enter all houses and only look inside if you had line of sight. So the inside of houses should be dark unless you peeked though a window or opened a door. Tactical war-games did this already, but in top down 2D.

Heiko made all this possible, he was very good at this stuff. So our game looked like this on the tactical screens or when you entered villages or dungeons: compare this to other RPG's of 1988/1989!

Cow Tipping
Note the black areas where you didn't have line of sight. Also we supported multiple stories of buildings, so you can walk up and down, or even jump out of the window from the 2nd story. The cows also were important: I believe we were the first game to include cow tipping :)

The right side was the function bar, we reduced all functions to a nice menu usable with the mouse. Oh, did I tell you full optional mouse control? That was unique as at that time most PC's didn't have a mouse as windows shipped much later. Most games were keyboard control only.

We also had nice graphics when changing locations. At that time you usually walked on a world map and only showed above detail when you enter locations. Remember 16 colors!
Location Intro Graphics

World Travel of your party
When we showed this game to SSI they were blown away. They immediately wanted it and put it under the AD&D license. We, a small German team, allowed to use the AD&D license AND work for SSI, a great US publisher. Wow, that was unique, a first for Germany. We loved it!
And it even became better: our producer at SSI Nicholas Beliaeff told us that SSI planned to change all their future RPG's to our engine if we finish. All. All AD&D RPG's with our engine. We would be famous!
One of the first games developed in Germany for an US publisher
But the world had different ideas with us.

First one employee of our daughter companies we acquired called Time Warp moved into our offices as we closed down their offices. That guy wanted my job, always working to criticize mine. He said openly he wanted my job he can do it better, and he hated RPG's. He didn't believe in them.

Second I fell in love with the girl friend of my best friend Bernard. Remember? He was one of the three of us managing Rainbow Arts. She and I came together and she split from Bernard, not good when you think the three of us had to work together on a daily basis.

Story short: I left the company due to private reasons (due to my girl friend, later my wife, we married in 1992, but she died on cancer in 2010) and that one guy took over all my projects.

Within three months he split the development team, made sure SSI hated my and the teams guts and the project was cancelled. Remember, he hated RPG's! The game was 70% finished. I can play through the alpha even today which I still have on my machine (I took the screens above from it). All it took is someone to finish the last steps.
But he cancelled it. Made sure SSI's wrath was on me and not him. What an asshole (name changed).

There it goes, a chance in a life time to write computer games history. One of the greatest games I ever did wasted due to an asshole, but I gained a wife in exchange for this and losing a best friend.

But thats not the only time fate destroyed one of such potential projects. I'll write about the other one soon.

Side stories: our first producer at SSI Todd Porter was such a fan of our game that when he left SSI for Origin he put many ideas and concepts from us into their game Knights of Legends.

The "asshole" from above continued being one: he joined a company which invented advertising games, stole their co-ceo and the companies customers and copied that companies business. Weeks later even that co-ceo was fired. The asshole is still CEO of that company and publishes games. And no, even today after all those years I won't accept your Facebook friend request if you read this.

Hartwig Niedergassel continued his great work with MUDS, my largest project at that time. Story to follow.

Heiko Schröder founded Wings Simulations with me in 1996 and was lead programmer on Panzer Elite and Söldner. He now works for Volkswagen as a programmer near Hannover.

Nicholas Beliaeff meanwhile after a great career is Vice President Development of Trion, the publisher of Rift. We are still frends and see each other on international game conferences about once a year - since 25 years!

2013/09/27

The Story of "The great Giana Sisters"

As loyal readers of my blog know I joined Rainbow Arts in 1987 because they wanted me to recruit new projects (at this time it was Sarcophaser and Katakis Amiga). I also took over as development director meaning that I was in control of all development, quite a challenge for someone who never did this.

Remember though that at that time there was no best practice or experience to base this job upon. So that time was basically my education: I was allowed to do everything wrong and learn from it, we all did. We were three people leading the company now: Marc Ullrich, founder and Ceo, Bernard Morell in control of production (physical goods) and distribution, and me in charge of game development. I will get back to that trio soon in another blog post.
The really bad but famous Giana Sisters title screen, maybe one of the first female heroines in games

At the time I joined Giana Sisters was already in full production with Thomas Hertzler as programmer and Manfred Trenz as graphic artist (yes the same Manfred who did Katakis & Turrican on C64 later on). The project had like 3 more months to go, at maximum. The only thing I did was QA & Mastering, which was trivial at that time.

(Note: as Hans Ippisch noted the C64 original was created by Armin Gessert as programmer and Manfred Trenz as artist, the Amiga graphic conversions were done by Lothar I think, see below)

However I screwed up someplace else. There were magazines excited about the game as at that time you did pre-advertising for titles months ahead of launch as otherwise you could not sell into retail or get customers into the shop. Based on those ads we got requests for interviews, previews etc, which basically means the writers visited our studio and did their thing. Remember, no internet, no Skype, no mobile phones, only landlines and travel manually to get screenshots (no digital ones at that time either, they made photos of the monitors).

So ASM, a popular German games magazine but a little on the "yellow press side" interviewed me, which went well. Off the record we spoke a bit about the project and I told them how big of a fan Manfred and Thomas are of Mario Brothers on Nintendo NES. The writer asked "So basically Giana Sisters is a clone of Mario then". "Yeah" I said, "but. ..." it was too late, the writer had his tag line without telling me.

The Issue went into print with a cover of Giana Sisters and their line "Teut Weidemann: Giana Sisters is a clone of Mario!".

Great. I learned for a lifetime not to trust ANY writer in the gaming industry. So we put legal in charge and forced the magazine to stop the printing presses, destroy the issue and reprint. Yes we did that.

It was the first issue of ASM not appearing on time.

Giana Sisters was released on C64, C128, Amstrad, Spectrum, Amiga and Atari ST and was a smashing hit, the fastest selling game Rainbow Arts ever saw. The British distributor (a British company called US Gold) booked ads with a huge screenshot and the tagline "Giana Sisters - moving over Brothers". It created a huge hype and .... caught the attention from Nintendo. Until then they ignored that little game on the little home computer because it didn't harm them, but now the ads attacked their holy grail: the Mario IP.

It took just a few days until an armada (really, like 6 or 7) of lawyers in black suits, suitcases and tie went into our offices and shut the sales down, permanently, worldwide. We never had a chance. Nintendo hired like the best of the best.

Yes we sold games on tapes! Now a rarity.

It had long term consequences as well which we didn't anticipated: Nintendo, being a Japanese company, has a brain of an elephant. They never forget. So when the console market exploded and riches were found on the SNES market Rainbow Arts always was denied to publish games on Nintendo platforms. Only years later they could do this. Once a thief, always a thief.

Giana Sisters was re-released on iOS and Steam just recently and a new version was done by Spellbound, the company of the deceased Armin Gessert, the guy who did the spiritual successor of Giana Sisters "Hard'n Heavy" later on. Please note that the company Reline on the cover an dcredits was owned by Rainbow Arts and they used the label in fear Nintendo would notice. For the same reason Armin never wanted to be in the credits of the game :(

Thomas Hertzler left Rainbow Arts after Giana Sisters and founded blue Byte, the company behind The Settlers, Battle Isle and more. The company was then bought by Ubisoft in 2001 which has released Settlers Online in 2010, the game I have been working on.

That's how small the world still is in the gaming industry.

2013/09/25

Retro Trend



My last blog entry gave me more feedback than any other before. People enjoyed it and are asking for more, so I will write up some stories about Giana Sisters, MUDS, Apprentice, Citadel of the Black Sun, Jinks and my time in Advertainment.

See you soon.


2013/09/01

The f2p audience and you

If you design a f2p game the formula MAU*Conversion *ARPPU will define your designers live. Whats important is that MAU is also a function of your setting & genre.

In other words if you pick a niche setting your reach will suffer, so will your revenue. If your setting is niche then marketing will have a harder time finding users - which raises acquisition costs which lessens your revenue.

So it is important to know how large your audience can be depending on those two factors. Hardly any marketing research has been done, most picks for those are gut feelings of the developers. Is science fiction niche compared to general topics? Or Fantasy?

If you look back into history you will notice that Fantasy on a world wide level was niche until Lord of the Rings hit the Hollywood blockbuster list. Yes, it was apart from one territory, the USA.

Oh no, you will claim, I read Fantasy all my life! It can't be! Well it was as you aren't the large reach audience, you are the niche. If you are large enough then f2p will work easier for you.

That is the difference between Clash of Clans and its "predecessors" Edgeworld (SciFi). Or why Candy Crush has such a large audience. Or why Call of Duty works better than SciFi shooters.

That is also why IP's seems to make it easier as there is already a defined audience. Note I say "seem" as that IP can also be a bane to your growth if said IP isn't popular enough.

So in order to lessen the risk, increasing revenue and lowering costs of user acquisition you should make sure your setting is cool - worldwide.

And I haven't even touched genre yet ...


2013/07/30

The Tigers of Asia

When I started in online games 1997 I realized this is going to be big. I had no idea how big, but I felt it as I was already hooked to online gaming.

When I experienced free to play the first time and learned it came from Asia I knew they were ahead of us. Luckily the Asian developers and publishers didn't know how to tackle our gamers at that time. There seemed to be a vast difference in play style and game style. I even made a talk about it on KGC, the Korean Game Developer Conference.

Some years later the Asian Tigers became giants, so large in fact that they own major shares in western gaming giants. The revenue they pull in just from their local market is so high that they can play money games in the west - exactly when we are shaken up by the console transition year.

I said years ago we should be prepared for the time when Asia understands our gaming market. Are we prepared? I doubt it. Maybe we should prepare for a time where most large and creative companies are owned by Asian online companies.


2013/07/23

Codes: Things some developers never learn

I am wondering why obvious best practices get ignored so often.

I am talking for example about serial numbers & codes. Whether it be windows serial numbers, Steam codes, Nintendo Club pins or codes from iTunes some of those are ignoring obvious solutions to common problems.

Lets take a look at a sample code:

             ABlO-XY12-ZU80-I1lO-4354

Note that a lot of characters can't simply be identified. Is it a one, "L" or "i"? No one knows. The obvious solution? Do not use "L", "I" or 1's in your codes. Its as simple as that. Do not use "O" like in "Order" and zeros. (Feedback from readers: do not use S, Z, 5, and Q either). Even if your printer promises they can be distinguished at some print run its being ignored and your users can't.

And: ignore upper and lower case entries, treat input as identical. PLEASE.

Besides those obvious errors the entry of the codes in your input field can be optimized as well. Why in hell can't I copy/paste some serials with multiple code sections like above into an input field with 5 separate fields? Because it all pastes into the first field, ignoring the other 4. They don't carry over. Its not really hard to do.

Also: the last digits is a check sum. This check sum does NOT check the code server side for validation, it is to check client side if the USER did an error. Server side validation is always against a database so your codes can't be cloned.

It is not hard to do codes correct. So whenever you are involved in a project where codes are either for licensing, installation, or bonus codes please follow the simple rules above. It makes your live easier, less support tickets and less frustrated customers.

p.s.: A co worker pointed out rightly that the statements above might say that the serial number check sum client side is all you need. This is of course wrong, the check has to be made server side all the time. The check sum I meant is the user input check so at least the basic serial is correct and not gibberish. That can be client side. However exposing your check sum method in the client isn't wise either. Maybe we need two.


2013/07/14

The App Store Problem

Developers complain that their game doesn't sell in the app store or doesn't have enough downloads and thus doesn't make enough revenue through their in app purchases.

There are problems getting visibility on the app store, its key to success. However the main problem I see isn't visibility - its boredom of the users looking at your app.

Let me give you one example: I am looking for good strategy games in my iPad and iPhone since months and can't find a lot. Most so called strategy games are Tower Defense games or variations of games already in the app store since years. There are exceptions like Autumn Dynasty or Ravenmark. But most other strategy titles can be put into 3 or 4 drawers or "me too" or clones of existing concepts. Boring.

The same is happening on many other genres. It seems that developers look whats selling and copy that concept - and then complain their game isn't selling. How lame is that. I can understand that licensed IP's for movies like Despicable Me simply copy a game concept (runners) and be good with it - but long term revenue is not happening on game types which exist in the app store since years.

Developer friends told me they are tired of the App Store. Its not as exiting as it used to be. But that's exactly whats happening. 90% of all games being published already exist.

That's exactly why indies have better success than commercial developers: they despise copying concepts.

So the first step for success on the iOS store is to make a big step away to all mass concepts like runners, tower defenses and match three games.


2013/06/28

Randomness in games part II

Guess what: random numbers on computers aren't random. They are generated by algorithms and math tells us that formulas are not random. Proper random number generators also take CPU time - which is negligible unless you need thousands of random numbers per second - as it is in most online games (with combat drawing most random numbers).

The problem with programming is that lazy ones simply use the supplied rand() function supplied by their compiler. But compiler writers rarely spend a lot of time creating great random number generators.

What does random mean anyway. From our viewpoint it means that I get various results for a given action. I read feedback by the game and see some randomness to create variances in the game.

Imagine I would lose due to random numbers 3 times in a row. "That sucks" is the first reaction. But can it be? Sure it can, a random number generator theoretically could create numbers which lets you lose 10 times in a row. Not great, and bad for the game - so we try to prevent it.

Yes, I will now explain how we can make sure this doesn't happen, basically making random less random.
We need to make sure that there is no win or loss streak in the numbers, so we need to distribute them evenly. We also need to make sure that its random, not sorted.

We simply take a table (let's say 10.000 entries) and we fill the table with numbers from 0-99, sequentially until the table is full. Now we start to randomly exchange numbers until the table is totally jumbled and "random". Still streaks can appear so we analyze the table for those and remove them, we make sure there is a rough even distribution of random numbers for every sample we take.

Sounds confusing? Check these links out for some table references:

http://en.wikipedia.org/wiki/A_Million_Random_Digits_with_100,000_Normal_Deviates
http://www.rand.org/pubs/monograph_reports/MR1418.html

So these tables guarantee that I get true random numbers but no winning streaks or losing streaks - AND they are much faster for the game as I simply take one number after the other.
AND they can be persistent as I simply save the index (the current random number I took) for each player - so the player doesn't see a repetitive behavior in the game.
So now you know how World of Warcraft generates their randomness. As I knew how they work I could even play with their randomness and increase the likelihood of epic drops. See my 7 year old blog entry which explains this:
http://teut.blogspot.de/2006/11/my-t1-item-xyz-doesnt-drop.html

Important: Never use these tables for gambling sites like Poker, otherwise some bright MIT students will forecast your 'random' numbers and loot your savings! (it really happened to Poker sites years ago).

So now you know how to generate the numbers - but how do we use randomness? If a game is truly random its actually very boring as random feedback doesn't create a good game.

But this is part of on of my next blog entries - coming soon.

2013/06/25

n00b iPhone app mistakes

#1: ignore the sound switch the user set. Blare loud in the office when I start your app although I switched it mute (talking to you Skype!)

#2: save games. That's so last century. Auto save. Also cloud save so I can reuse it with re-installs or across devices. Thank you.

#3 super long intros. You know that most players don't even remember your company name and really don't care about the licenses you used. Stop doing this shit.

#4: make intros not cancellable. Yes. Let the user look through a 1 minute intro before he can play. Most users uninstalled your game faster than your intro finishes.

#5: full animated cinematic and voiced over sequences. Make your game a 1.8 GB download. Thank you. Enough said? Its a mobile device.

#6: make a mandatory registration. Yes, let me register before I can play and your registration either doesn't work or doesn't like m password or even needs a confirmation email click. Sorry. Uninstall is so much quicker and even user friendly!

#7: before I even finish your tutorial you ask me to rate your game. You know. I don't. Let me take a look at your game first. Thank you.

#8: Don't use incremental updates. Let me patch a 1.2 GB update. Thanks. Took an hour.

#9: Don't give me those updates "bug fixes". Give me a list of bug fixes. I know you just want to reset your ratings, ad placement or trackers.

#10 (Feedback from Tino): When I turn off Notifications I mean OFF. Not "maybe I can notify you again - without asking?"

Having more oddities and don#t likes of games on iOS? Let me know!


2013/06/18

Mini Games in Games

I often get design pitches from my students which include mini games. I even got pitches in the past from professional developers with mini games playing a major role.

First I ask you: when is the last time you played a blockbuster hit which included mini games? There aren't many. You need to search for them.

Mini games in a design pitch is generally proof that the main game design sucks. The mini games were included to cover the entertainment holes of the original design. That is why mini games should never be included in a game design - mini games essentially admit fail in your main game design mechanics.

Of course IF you are a professional and know what you are doing mini games can be entertaining. In fact there are games just evolving around mini games (Mario Party, Puzzle Pirates etc.) or are just a tremendously successful mini game. But if you are a beginner designer please - please (!) forget all mini game ideas you have.