Categories
iphone

iPhone OS 3.0: MMO and Games issues

…but if you want to make an MMO on iPhone, one of your first questions is going to be:

Am I allowed to sell virtual currency?

And the answer is:

No.

From the “revised” license agreement Apple requires you to agree to:

3.3.17 Only Paid Applications (which require You to enter into a separate agreement with Apple (Schedule 2)) may use the In App Purchase API. In addition:

– You may not enable end users to purchase Currency of any kind through the In App Purchase API, including but not limited to any Currency for exchange, gifting, redemption, transfer, trading or use in purchasing or obtaining anything within or outside of Your Application. For the avoidance of doubt, nothing herein is intended to prohibit You from offering for sale goods or services (other than Currency) to be delivered outside of Your Application.

– You may not enable the end user to set up a pre-paid account to be used for subsequent purchases of content or functionality, or otherwise create balances or credits that end users can redeem or use to make purchases at a later time.

Another big question is about the APN (push notification – lets you send messages to users of your app): what can you and can’t you do with it?

Apple seems to be taking leaves out of Facebook’s playbook here:

1.3 You understand that before You send an end user any Push Notifications through the APN, the end user must provide consent to receive such Push Notifications. You agree not to disable, override or otherwise interfere with any Apple-implemented consent panels or any Apple system preferences for enabling or disabling Notifications functionality. If the end user’s consent to receive Push Notifications is denied or later withdrawn, You may not send the end user Push Notifications.

2.2 You may not use the APN for the purposes of advertising, product promotion, or direct marketing of any kind (e.g. up-selling, cross-selling, etc.), including, but not limited to, sending any messages to promote the use of Your Application or advertise the availability of new features or versions.

That last bit is going to hurt a lot of people if it gets enforced – many developers would absolutely *love* to be able to do that.

It’s also a pain for the few apps that would have legitimate use for it. For instance, any Brain Game apps (which fundamentally *must* remind you to play every day – as the independent study in Scotland showed last year, they don’t really work if the user stops playing regularly). But within the constraints of the GUI that Apple designed and shot themselves in the head with (the notifications are very much “in your face” and annoying even just with Apple’s own App Store – and non-dismissable. ARGH!), I can see why they’ve done this; it would be a nightmare for the user otherwise.

EDIT: there’s some minor commentary + on Venturebeat already, but they don’t go into the details.

Categories
games design iphone

Here come the iPhone MMOs…

http://www.apple.com/iphone/preview-iphone-os/

Developers will have the tools to enable in-app purchases — like subscriptions, additional game levels, and new content.

Strangely enough, this makes things a lot easier for me. Now we can stop treading carefully around the “can’t use the revenue models we know and love and have been using for years” problem on iPhone and use all that knowledge we’ve already got.

I wait to get the new SDK and see how true to the promise the reality will be…

Categories
agile community conferences entrepreneurship games industry startup advice web 2.0

Free iPhone developer meetups

I just received an “invite” to a pay-for event in London about “smartphone development”: an evening in a bar with a couple of speakers and some networking.

So … you can go and listen to an iPhone developer, an ex EA person, and an ex Motorola person, and pay for the priviledge, organized by non-developers. The cost is 50% more than you pay to go to world-famous VC/angel/investor networking events such as First Tuesday.

Or … you could go to one of the many near-identical networking + speaker events that are free, and run by real developers. Here are four examples which show that Upcoming, meetup.com – even Facebook and LinkedIn – are your friends here, with loads of stuff going on.

The issue of “how” you organize these things and “what” you provide has been on my mind a lot recently, as we’ve just started a fortnightly one in Brighton (for anyone and everyone interested in commissioning, designing, developing, and launching iPhone apps). I’ve been trying out all the above sites for arranging this (I can write up some notes about the pros/cons of the different sites if anyone is interested). If you can’t find something in your local area … why not start one of your own, all it takes is making a page on Upcoming.com, and emailing the local game / mobile / iphone / OS X developer communities … takes about 30 minutes, max?

Personally, I find the grassroots events organized by people actually making this stuff on a daily basis the far more compelling option. I also find that “special name speaker” events tend to focus on the audience being expected to shut up and listen, rather than share and learn collectively – which isn’t much use to me these days. Unconferences for the win!

Of course, sooner or later, if your event gets popular, you’ll have to start charging because the only venues big enough require large payments, and the organization effort becomes too much to do in your free time. But for the small events? My advice: if it ain’t free, don’t go.

Categories
fixing your desktop

Firefox 3.0/OS X: Do NOT install 3.0.7

For some reason, Firefox 3.0.7 force disables the KeyConfig extension (itself a workaround for Firefox bugs that have been around for more than 2 years and gone unfixed).

The main problem is that on OS X, the keys for editing in a textfield get overridden by firefox re-binding the same controls for moving back and forth in page history.

e.g. Press the OS X key combo for “jump to start of line” == Firefox will instead hit the Back button (and you cannot disable this directly inside Firefox. I did once try to do it through hand-editing config files, but it didn’t work)

Why is this still not fixed in Firefox? I’ve no idea (although I have a vague memory of FF developers specifically advising people to install KeyConfig as it provides not only a workaround (you disable the broken “feature” of FF) but it also adds a lot of useful missing functionality).

Anyway. I’m now in a really bad position that any form filling in Firefox is difficult and sometimes wipes data – that includes everything from “replying to emails” to “writing blog posts”. Hopefully I can find some hack that forces Firefox to re-enable the plugin (or I can find a copy of the last working version of firefox which allows KeyConfig to run, and uninstall Firefox, and install the working version)

NB: Firefox does, of course, warn you when plugins are going to be disabled. Unfortunately, I’d forgotten that the reason I had the KeyConfig plugin was not so much a “nice little add-on” as “essential fix for core bug in Firefox” :(.

Categories
computer games design games design marketing web 2.0

Web 2.0: Games, Creativity, UGC, and Socialising in Spore

Maxis (part of EA) has a great competition up right now – use the public APIs for the Spore creature / user account databases to make “an interesting widget or app”.

I had a quick look at the API’s – they’ve got the right idea technically (use REST, provide PHP versions, etc), although the set of queryable data is pretty mneh (they could easily have done a *lot* more interesting stuff too). I’m impressed that they’ve got that right, and they appear to have done a great job of presenting it nice and clearly. Most importantly, because the selection of data is lame, the challenge is there – in your face – to be very creative with how you’re going to use it. Go for it.

I had a look at some of the demo apps that had already been done, and they show great variety. If you’re trying to break into the games industry as an online designer, you should try your hand at using their content (and this is *legal*) to design something cool. You (probably; I haven’t checked the legals) won’t own exploitation rights – but it could make a great portfolio piece.

So I was rather saddened that it’s taken until now, and a random glance at a newsfeed item, for me to be aware of this. Which isn’t so bad, except … I was one of the first wave of purchasers of Spore, and I played it heavily, and checked out the Sporepedia for the few months after launch.

But they launched with most of the Sporepedia either “broken completely” or “not implemented yet”. Having paid $50+ for a full price game, to discover that even after several months the Sporepedia was “mostly not implemented yet, watch this space”, my reaction was : “I have better things to do with my life than wait for you to pull your finger out and do your job properly and give me what *I’ve already paid for*”.

And because of the mind-numbingly stupid DRM decisions by EA, I’ve point blank refused to install their viruses – without which, the system isn’t going to let me upload any of my own creatures / UGC. Which takes away a lot of the other cause of interest that would have rapidly lured me in.

Finally if it had been a “real” online game (why wasn’t it? No-one really seems to know. My theory is “fear and shame over The Sims Online catastrophe”) of course … my friends relationships in-game would have meant I’d have been pulled-in to this new cool stuff as soon as it went live.

So … it would seem that when it comes to boundary-pushing game design Maxis is managing to go 2 steps forwards and 3 steps back. That’s a real pity, because I suspect a lot of people who would love what Sporepedia was *described* as being (rather than the massive short-sell it actually was) have already given up, gone home, and don’t care any more. Only the people who don’t know about the good games out there (the non-gamers who happened to pick up a copy – of whic there are many many of course, thanks to the Sims juggernaut) are still around to enjoy it.

Am I being too pessimistic here? Certainly, not a single professional I know has shown any remaining awareness or interest in what Spore’s doing for the last 6 months. That’s pretty damning, in my eyes, for a game with such big sales and the Sims driving marketing and sales for it.

(PS: in case it’s not clear – as far as I’m aware, there’s still literally zero socialising in Spore. That’s the irony of the title here. The only socialising is 1995-era “the players are doing it anyway despite the developer+publisher going out of their way to stop them”)

Categories
community computer games design games design massively multiplayer network programming

Tabula Rasa: Going down in a burst of glory

http://www.gamasutra.com/php-bin/news_index.php?story=22528

“It is probably safe to say that, despite decades of ever more spectacular Hollywood visions of extra-terrestial domination, humanity in its worst nightmares never imagined it would have to contend with spawn-camping aliens.”

(also … If that article is accurate, sad but unsurprising to hear that (apparently) the underpowered server tech for TR yet again managed to make a misery of gameplay, even at the very end. If that article is accurate, then well done to the ops for managing to get some instancing sorted out, but note to self: never let this happen with future twitch-based / FPS MMOs)

Categories
amusing games industry massively multiplayer Web 0.1

Web 0.1: PEOGA. EU Games Companies Still Dont Get It

European Online Game Operators infamous for being overly secretive announce new association:

“The founding members have set three major goals for PEOGA:

* Networking. PEOGA is the meeting point for European companies from the online game publishing industry.
* Improvement of the Public opinion. PEOGA shall improve the image of online games by providing realistic information to the public.
* Self Regulation of the Online Game Industry. The online game industry has responsibilities towards their users. PEOGA will assist to set general rules and regulations for the industry.”

…launch website…

http://www.peoga.eu/

…and add an idiotic javascript hack that tries to disable the right-mouse-button + context menu in your web browser…

The page at http://www.peoga.eu/ says:

Copyright – Pan-European-Online Games Association PEOGA

So, let’s get this straight:

  1. None of the developers of the top 10 online games in Europe are in your org
  2. None of the publishers of the top 10 online games in Europe are in your org
  3. You have a President. But in case he gets lost on the way to meetings, fortunately you have someone else who is the “also President”. Nice.
  4. You can’t even make a website

Guys, I have to say: this isn’t looking great so far. Let’s hope this was just an unlucky start (BTW: you might want to get GOA on board – they know all about rocky starts, they’re probably the most experienced company in the *world* when it comes to bungling a launch).

PS: OMG I HAXX0RED UR SEKURITY – look, I “stole” the URL to your image – HHAHAHHAA111!!!!11!11
(please. It’s not 1996 any more. Get rid of the childish javascript hacks. It’s … embarassing. For all of us)

Jeans. In Europe, everyone wears jeans. From the same company, too.
Jeans. In Europe, everyone wears jeans. From the same supplier.
Categories
agile entrepreneurship games industry massively multiplayer

Manifesto for a Game Development Studio (or any creative tech company)

Here are the founding principles of my next startup. It’s incomplete and imperfect, but for where I want to go … it’s a start. Incidentally, if you share them, and want to work with me, you should get in touch (adam.m.s.martin at gmail.com). I’m sure we can find a way to work together.

EDIT: if you’re interested in these ideas, have ideas of your own you want to discuss, or are just looking for other like-minded people … I’ve set up a Google Group for this at: http://groups.google.com/group/game-studio-manifesto

30 hour working week

  1. 4 days a week, 7.5 hours a day
  2. Salaries are 20% below the going rates; we aim to employ 20% more staff than usual for a given project size; cost is the same, output is the same (modulo an output-reduction/cost-increase due to increased overheads/inefficiencies for larger team size)
  3. everyone takes the same day off. I’m thinking Friday. Friday sound good? Let’s make it Friday. You know that if you’re in the office, so is everyone else (modulo normal holidays, off-sites, illness, etc).
  4. if we ever have to “crunch” and work unpaid overtime, I’m afraid we’ll all have to start coming in 5 days a week. I know, it’s tough.

Self ownership

  1. you own your work: no-one will chase you; informing people of your status, and of delays, is *your* job
  2. you own your project: everything works on Scrum (where the “team” owns the entire process – no producers, no project managers); NB: if you claim to “know Scrum” or be a Scrum Master, or “have used Scrum” and you don’t understand/believe this team ownership thing, here’s a big fat hint: YOU MISSED THE POINT
  3. you own the company: everyone has vested equity (not options) in the company

Mentors not managers

  1. increased organizational power is based on your ability to bring others up to your level. It’s based on your contributions to the other individuals. It’s not based on your organizational prowess
  2. if you cannot mentor, cannot explain complex/new things simply and clearly … you will not advance in the management chain (you should become a Domain Expert instead!)

Your value is what you are paid

  1. This is an implicit assumption in all salary negotiations and performance reviews.
  2. It will also be required to be *stated* explicitly in all negotations and reviews
  3. If your manager believes you’ve got better, they have to increase your pay
  4. If they do not increase your pay, they’re not allowed to give you a positive performance review
  5. There is no point in your career where “Becoming a Manager” is a requirement to get your salary any higher; the only benchmark is “can you further increase your usefulness to the company?”

You have a duty to become the best you can be

  1. Playing games, during company time, is an expected part of most jobs, since we are a “game development company” and you *need* to know what our competitors are doing
  2. Learning new skills, during company time, is an expected part of most jobs, since we’ll always be looking to make use of any “better” new technologies and tools that become available
  3. Not going on paid training courses, not increasing your understanding of our industry, allowing your personal skill progression to plateau … makes you sink behind what your peers in other companies are doing, people who would like your job. Get too far behind and we’ll give it to them. You owe it to yourself, as well as all the rest of us, to make sure YOU, as an individual, are constantly getting better, and learning new things
  4. The structure of the company is explicitly designed to support as many people as possible to become the best they can be. If in doubt, or in difficult situations where no alternative is “easy”, we will err on the side of helping people to improve themselves.

100% Organization-level transparency

  1. knowing what is happening in the organization is a right, not a priviledge
  2. knowing the reasoning behind organization decisions is a right, not a priviledge … from the reasons behind a marketing campaign being run the way it is, to the reasons for the product strategy, to the reasons that one particular tech is being used rather than another
  3. being informed of the progress of ongoing processes / issues is an expectation, not a priviledge … that means that people working on things are expected to proatively inform the rest of the company what they’re up to
  4. transparency overrides privacy (unless forced otherwise by explicit legal requirements)
  5. e.g. the salary someone earns is a personal and private matter – but the salary the company pays to each of its staff is not, and every member of the company has full free right to see that info. The company knows additional things – e.g. thanks to tax law, companies may know of other income their staff are receiving – but those are not part of the company, hence they are not part of the transparency

The buck stops with the directors

  1. any issue that necessarily has to be handled by an individual, that can’t be handled by the “team ownerships” etc, or e.g. is “sensitive” or a private personnel issue, WILL be handled by a named director instead
  2. no manager can accrete decision-making power, unless they are a company director
  3. e.g. if too much power is taken away from teams by directors, by accident or device, the directors will become overworked and will have obvious incentive to push decision power back to the teams

Google 20% time

  1. Problem: it’s either half a day, 12.5% time, or 1 day, 25% time. I’m not happy with either – one whole day makes things much easier mentally for the person to switch, but I’m afraid that converting it to 25% time and having people available only 3 days in every 7 would be too destructive?
  2. As per Google, this is not a right, it’s a priviledge
  3. all 15% time projects require sign-off by the person’s direct manager (with appeal to a director)
  4. all 15% time projects require monthly status presentations to show what’s been achieved, and the manager has to approve or deny continued work on the project

Team budgets – food; drink

  1. every project team has a weekly budget for food, and one for drink, and is expected to on average have one team lunch a week, and one team evening social (with free alcohol) per week

Healthy food; healthy environments

  1. the office will not have Cola vending machines, or ChocolateBar vending machines. *If* it has any vending machines, they’ll be majority subsidised – free, or practically free
  2. the office will have a surfeit of fresh fruit, renewed every day, starting at or before anyone gets into the office
  3. any meeting called before 11am will have some free small fresh food with substantial sugar content (for anyone who missed breakfast. Until they recharge their blood sugar, they’re probably cranky and irritable – and irrational – or simply silent and unthinking, like a robot, and make everyone else suffer because of it)
  4. choosing to hold meetings physically outside the office, e.g. in local cafes, and having the company pay for coffees and snacks, is a right, not a priviledge, for all employees

Remote working, and Online Working

  1. at any given time, we aim to have a substantial minority of staff working remotely / telecommuting, e.g. around 20%
  2. remote workers can expect slightly lower salaries than their full-time equivalents; the company gets more value out of people who are co-located – but it makes all of us work better to have a mix of co-local and remote colleagues, so we welcome the presence of remote workers
  3. all employees are required to be online and available *and reactive* on IM during all working hours
  4. all development systems and tools will support remote working by default (e.g. remote compilation, remote builds, remote deployment, remote access for all internal systems). This is one of the ways that having remote staff makes our overall operations better: better tested, more robust, more adaptable
  5. all employees will have their own password-protected SSH keys stored on a free USB key; all company systems will work on SSH key-based auth; all workstations will be configured to do single-sign-on using the individual’s SSH key – no passwords required

Guards against the unscrupulous

  1. all ownership is only part-vested, tied to time served AND ALSO personal performance targets. This will take substantial time to invent/negotiate on a per-person basis (I know, I’ve tried. Sometimes, I’ve given up on it, because it was so much effort. But … in the short and long term, its worth it)
  2. managers have more time to look for problematic individuals, as they’re freed of some of their normal duties in other companies
  3. teams, being self-owning, have the power and the incentive to reject any failing members. Over time, failing individuals will either change, find teams that do welcome them, or find themselves conspicuously under-employed, making them an easy target for management attention (this does not imply “firing”, it’s up to the management what action they take, but they clearly now have staff they’re paying for and getting nothing from)
  4. directors have a lot of burdens of responsibility under this system; they also have a lot more visibility into the company’s status than in a standard company, so more chance to fulfil their responsibilities
  5. most of the processes are designed to be self-healing/recovering when encounting unforseen problems: the teams and individuals that do the bulk of the actual *work* are self-owning, the managers whose roles are mostly shepherding are largely disempowered to break anything, any unusual problems fall into the laps of the Directors who already have total legal power to enact whatever is needed anyway, etc.

Next steps

Please help me debug this thing … add your own suggestions, or highlight the flaws in what I’ve written, or point to evidence both for and against the realities of what might work … etc, etc, etc.