Welcome 2016 – What the heck was going on?

Wow – what a year. My last blogpost was over a year ago now. When i started the “pepetalksgames“-Blog i wanted to keep blogging regularly. And it kinda worked, but when the year 2015 started and i told you about the Tödesdreyeck, well, a lot of stuff changed. I moved in with my partner in Berlin, found new friends and together we founded berlins first indie collective, spent the summer on the road, finally got a van, made a local multiplayer hockey game together with jo, went to gamescom, Paris, Cologne, did a very successful talk together with Mareike and worked on our first big App for very little kids in Unity.

And last but not least – i finally got a new website which you are kinda looking at right now.


So welcome – and please be patient as i’m still welding everything together.

Welcome 2015 – Goodbye Tödesdreyeck!

First of all, a happy new year to everyone!

2014 has been an exciting but also a very exhausting year. We won the award for the best german video game in the beginning of the year (article), worked on a very big project for a super nice client (LWL), started work for the next client (Filmtank) and i could be part of a very awesome project by my buddies from major bueno (tour bueno). But this post is not about my work stuff but instead it’s about something personal. An experience i think many of you already had. It’s connected to that major bueno project and what came out of it. I named it the “Tödesdreyeck”. The correct german word for it would be “Todesdreieck” which translates to something like “Triangle of Death”.

What the actual fuck is he talking about?

Let me explain:
When you have a longer period where you spend most of your time working your life also changes. At least if you’re not careful enough, which i obviously wasn’t. You get into some kind of toxic routine. Your daily movement patterns start to transform. As you have less time to move from point a to b, then c, then d, and so on (home, workplace, lunchbreak, evening activites) you start to optimize the paths. And by that i don’t mean the paths themselves, you start to cut your points you translate from to a bare minimum. And this minimum consists of 3 points: Your sleeping place (i wouldn’t call it home during that time), your working place and one local meetup point where you sometimes hangout at late nights (which results in being a bar).

A:Sleep, B:Work, C:Drink

So basically when times get even more rough you just travel between A and B and if you do this for a long time you’re super happy if you manage to move again to C from time to time. And that’s one of the main problems. You get satisfied superficially with A,B,C. Suddenly you accept this Tödesdreyeck as a standard. And it shouldn’t be one. You definitely need time to understand this but you also need someone who looks from a external perspective. Someone who asks :”Is this everything in your life?”. For me it was myself that crumbled after a year of that cycle. In the last quarter of 2014 i realized: “what the actual fuck am i doing? Somethings wrong and i have to change that.”

But … what’s wrong?

So i took the last 4 weeks of 2014 off. I did this testrun for the tour bueno and made a game about this issue with Marius and Bene and we called it “Tödesdreyeck”. The “making of” of that game will hopefully be released someday as some kind of “Episode 0” of their tour, i’ll keep you posted about that.

Tödesdreyeck – the “Game”

This is not a game about highscore, it’s a game about your story. A game about your personal tödesdreyeck from which you can only escape by shifting your own Tödesdreyeck (click and drag on the corners of the Tödesdreyecks) in a way in which the corners of the Tödesdreyecks collide. Now both characters have one point in their Tödesdreyeck they share. If you connect one another point, you united their Tödesdreyecks and they eventually will meet on their paths. And when they meet they’ll share their paths and expand their own Tödesdreyeck. Example: Guy #1 usually walks ABC and Guy #2 BDC. By combining this 2 Tödesdreyecks Guy #1 now walks ABDC and Guy #2 walks BDCA.
Get that?

Well, and what happens when you do this with a lot of Tödesdreyecks? You expand each of the characters own personal Tödesdreyecks to a big polygon on which they can hang out and meet a lot of cool dudes and dudettes. 5_DreyeckThu Jan 15 19-48-55 2015 UTC

This little “game” was developed in less than 48 hours (way less, we did a very healthy game jam!) in Starling using the physics engine nape. Marius and Bene did the awesome Artwork, Bene did the awesome SFX and looping track and i did the coding. Give it a try and tweet some screenshots with #TödesDreyeck as a hashtag!
space – take a screenshot (It opens a save file dialog box)
r – reset the game
Beware, this is buggy as hell …

Beware of fake youtube-stars

Today i got a strange request from someone pretending to be the youtube-user “dooger“. They wanted some free steam keys from “The Inner World”. The mail i got seemed to be from some scammer, i still am waiting for a response from “dooger”s official twitter handle. Meanwhile i wrote a reply to that mail that i want to share with you:


Hi there,
first of all – thanks for your request. We’re happy that you like our game! As for your request, here’s my answer:
I reached out to your official twitter account (@studiofizbin), in order to verify that it’s really you – just give me a short reply per Twitter. Until that, I can’t send you keys.

Let me explain…
I guess you’re aware of lame-ass copycats that pretend to be famous youtube people in order to squeeze out some free steam keys from hard working game developers. This is a situation we can’t and won’t tolerate as a game development company. We’re a small studio fighting for survival in order to be able to do what we and our customers love: making games the way we want them to be. Giving away free steam keys to people that don’t help us market our game results in, yeah you guessed it right, nothing. Even more, it results in us not getting any money for our games and nothing in exchange. Imagine what would happen if we give away keys to everyone that sends us such fake requests. Oh, you’re right! We can’t make money with our games, we loose our jobs, we close our studio and no one will ever see another game from us. I think we both agree that thats a very nasty thing to happen, so we should both do the best to avoid that.

In conclusion:

  • If you really can help us with a video on your platform, just confirm it by replying to my tweet with your official twitter handle and i will be glad to give you one key for testing and 3 for community events.
  • If you’re not the person you’re pretending to be but still want to play our game and can’t afford it, try again with a honest mail. State your case, and don’t be shy. We already gave keys to someone that loved the game but just couldn’t afford it.
  • If you just wanted to have some keys for free,to resell them or whatever … well then you can go and … yourself.


Me is now bashing fake-youtube people like this:

thx to http://thecodinglove.com/

“We killed the Indie-Game Star” – Pt.1

Wow – 6 months … that’s a pretty long time. And it would have some weeks more if there wasn’t a topic that popped up yesterday which got my attention and proves (again) in what a sick world you have to dive in if you’re doing mobile games.

The title of that article is “This is why we can’t have nice things: …” and it talks about the release of the first “Level Pack” for the magnificient MONUMENT VALLEY. So it goes for 1,79€, not bad if you think that you get the same amount of levels you got in the first game. But – i assume that ustwo were aware of that – of course the average iTunes customer does not hesitate to complain. About paying 1,79€ for another bunch of levels for that beautiful game. Seriously, we are talking about 1,79€ or 1,99$. That makes me sad to the heart. video games can do so much beautiful things (as i said on my last talk on the GamesNight). But people seem to be not willing to pay for that. If you actually know what work stands behind video games i warn you: reading the following comments are truly hurtful:
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There are way more, but i just can’t keep on reading. I mean, yeah we got way more problems on this planet than stupid-fucks that don’t appreciate the value of others people work. But, as it’s a blog about games i’ll focus on that.
All this led to the following statement:

That’s it, we’re giving up the premium game. Next time we’re just going to sell you 500 coins for $2 instead.
— ustwogames (@ustwogames) 12. November 2014

Although i don’t think that that’s really going to happen i still find the simple statement harsh enough: We as consumer are preparing our own free 2 play hell. So my equation is the following one: I love to play more for quality and as i have limited resources buy less. It’s like the problem with cheap food. Instead of eating crap meat every second day i try to get good meat once every two weeks. So back to mobile games – are people really arguing about 1,79€? Their “god-damn average crap beer in a fuckin’ bar trying to get wasted and looking incredibly stupid while doing it” is two times that price! Hey “You let us down”-folks, how about that? Next time you get into your club after having your first drink try arguing with the bar keeper that you want your second one for free. Dumbasses.

I am totally aware that this post consists more of swearing than real content – but i just had to let off some steam. Too many developers (friends, people that i admire, myself) have to deal with such people. And it’s getting worse. But the “getting worse” part will be explained in my next post. Hopefully faster than in 6 months …

Until then – have something beautiful (for about 13€, yes that’s real money you have to pay for something good. That’s also 4 beers in a bar or just 2 packs of cigarettes, think by yourself what’s more worth …):

“The Inner World” gewinnt bestes Deutsches Spiel 2014 [German]

Ludwigsburg, 9:10 Uhr
Okay, heute ist es soweit. Heute Abend werde ich es endlich wissen. Gewinnen wir den Deutschen Computerspiel Preis und setzen uns gegen “Crysis 3” und “Giana Sisters” durch – oder bleibt es bei der Nominierung für das beste Deutsche Spiel? Vielleicht sollte ich weniger darüber nachdenken und endlich mal aufstehen und mich fertig machen. Oh, schon zehn nach zehn! Ich sollte nun wirklich los. Schnell Krawatten und Hemdauswahl in den Rucksack gestopft!

Zuffenhausen, 10:45 Uhr
Tobias wartet schon und Sebastian und Mareike lassen nicht lange auf sich warten. Das ist sie, die Fizbinsche Delegation für den wichtigsten Preis der Deutschen Videospielbranche. Am liebsten hätte ich den ganzen Fernbus gemietet und das ganze Team mitgenommen, da solche Gala-Veranstaltungen aber immer eine gewisse Exklusivität haben sollen dürfen nur Mareike und Sebastian zusammen mit Dieter und Marcel auf die “VIP”-Couch, Tobias und Ich sitzen in der “Fan Zone”. Ist aber auch egal, denn falls wir gewinnen sollten werden wir wie auch immer auf die Bühne kommen. Oh unser Shuttle Bus ist da.

München, 15:20 Uhr
Nach einer langen Busfahrt und einer kleinen Exkursion durch das Münchner ÖPNV Ticket System (Meine Fresse, eure Tagestickets sind verdammt günstig!) sind wir auf der “Games Bavaria Conference” angekommen und dürfen uns zusammen mit den Jungs von Black Forest Games über den Preis und unsere Erfolgsaussichten unterhalten. An diesem Punkt wird mir klar: Okay – klar würde ich gerne gewinnen, aber Adrian und Andreas hätten es auch verdient den Pokal mit nachhause zu nehmen.

München, 18:10 Uhr
Anprobe. Aufgrund der vertrödelten Zeit am Morgen habe ich mir eine Auswahl meiner Krawatten mitgenommen und 2 verschiedene Hemden. Okay, weiß und eine dunkle Krawatte mit bunten Streifen. Mittlerweile haben starke Kopfschmerzen eingesetzt, die ich der Nervosität zuschreibe. Aber das bemerke ich nur nebenbei. Meine Gedanken drehen sich darum wie ich vor 4 Jahren Sebastian und Mareike kennengelernt hatte und was in diesen 4 Jahren alles passiert ist. Von der ersten Idee von Asposien bis hin zu diesem Spiel war es ein aufregender aber auch steiniger Weg. Und das Ding könnte heute auch noch als das “Beste” Deutsche Spiel ausgezeichnet werden? Was ist eigentlich das “Beste” Deutsche Spiel? Während ich Tobias seine Krawatte binde halte ich für mich fest: Was auch immer das “Beste” Deutsche Spiel bedeutet, ich würde mich freuen wenn die Arbeit der letzten Jahre so geehrt wird.
München, ca 21:30
Mein Kopf pocht wie schon lange nicht mehr. Wir sind als nächste Kategorie dran. Moment mal, ein Gesangs Act? Ernsthaft? Okay, ich bin kurz draußen.
München, 21:40
Die Kippe hat es nicht besser gemacht, ich glaube mein Hirn hält die Anspannung nicht aus. Ah Okay, der Minister hält die Laudatio. “Was macht ein bestes Deutsches Spiel aus” … “Es muss mich fesseln” … “Das können bei mir am besten Jump’n’Runs“.
Okay, das wars. Giana Sisters hat gewonnen. Verdient.

“So und der Gewinner.”
“Des Deutschen Computerspiel Preises”
“Für das beste Deutsche Spiel ist”

Black Forest Games mit Giana Sisters.

“The Inner World!”
Der Rest des Abends ist auf komischen Fotos auf Twitter und in der ganzen Presse in Deutschland zu sehen und nachzulesen.

Wir haben es geschafft.

Als vor 4 Jahren die Konzeption und Entwicklung dieses Projektes losging hätte ich mir niemals denken können dass wir jemals den “Deutschen Computerspielpreis” für das BESTE DEUTSCHE SPIEL gewinnen könnten. Ich weiß dass der Preis einige Kontroversen hervorruft und auch ich denke dass der Preis noch einiges zu tun hat bevor er das ist was er sein möchte, aber alles in allem hat dennoch eine Jury sich entschieden uns den Preis zu geben und nicht Crysis 3. Auch wenn 4players ihn wohl lieber Crysis gegeben hätte. Die Frage ist nämlich in Reviews sowie in solchen Preisen: “Was bedeutet eigentlich bestes Spiel ?”.

Aber, jetzt ist auch mal Zeit DANKE zu sagen!

Ich bedanke mich in erster Linie bei meiner Familie, die mir diese Reise durch Unterstützung und vollster Zustimmung überhaupt erst ermöglicht hat. Wenn Papa, Jenny und Chris so stolz sind, kann Alex noch mehr als 140% geben.

Und natürlich das wohl fantastischste Team ever. Schmitt und Mott – ihr seid die geilsten Kollegen, ever. Danke für Fizbin. Danke für die Zeit, und Danke für die kommende Zeit. Elke, Tobi, Anika, Andi, Flo, Fabi, Ferdi, Regina, Kim, Miri, Jana, Verena, Paul, Moritz, Angie, Philipp, David, Chris, Bertram … ohne euch alle (und all diejenigen, die ich vergessen habe) wäre The Inner World nicht das geworden was es jetzt ist. Ein preisgekröntes Adventure für Jung und Alt. Danke. Danke. Danke.

Aber auch bei meinen Freunden, die mich mit ihrem Stolz und ihrer Unterstützung durch die schlaflosen Nächte getrieben haben, welche mich dieses Projekt gekostet hat. Ich sollte es nicht tun, aber ich versuche es einfach mal: Beni, Nobbi, SteDu, Ela, Simone, Paul, Alena, Äxl, Martin, Nemo, Nagash, Matze, Neffi, Kati, Bohmi, Suhlig, Adriana, Jens, Martin … und und und und und. Danke für Bier, Unterstützung, Mut, Schulter zum Abstützen und Liebe.

Klemens von der Hochschule Ravensburg-Weingarten, Inga von der Filmakademie, Teut als Mentor (You teut us so!) und Stephanie von der MFG – Danke für euer Vertrauen, eure Ratschläge und eure Unterstützung!

Zu guter Letzt: Auch bei dir, bedanke ich mich. Auch wenn unsere Wege seit geraumer Zeit sich getrennt haben, so hast du am meisten von der Zeit, in der ich an The Inner World gearbeitet habe mitbekommen. Du hast die schlaflosen Nächte am meisten mitbekommen. Die Zeit an deiner Seite haben mir die Kraft gegeben, die das ganze hier gekostet hat. Danke für das Aushalten, das Warten, das Hoffen, den Glauben, die Stärke und die Liebe. Egal wie oft ich Danke schreibe, ich glaube kaum dass es dir gerecht wird. Ich hoffe du musst so eine Zeit nicht noch einmal durchmachen und wünsche dir alles liebe und gute.

So – und jetzt muss ich raus für ein paar Tage. Raus aus dem Netz, raus aus dem Haus, raus in die Natur. Der Kopf ist voll und neblig. Zeit ihn freizumachen.

So long and see you soon,

Alexander – Pepe – Alex

p.s.: Es folgen radom impressions!

6_IMG_4301 21_IMG_4379 20_IMG_4378 19_IMG_4374 18_IMG_4370 17_IMG_4369 16_IMG_4361 15_IMG_4348 14_IMG_4345 13_IMG_4342 12_IMG_4343 11_IMG_4341 10_IMG_4339 9_IMG_4338 8_IMG_4318 7_IMG_4304

“Work-Life Balance” or “A little rant about random stuff in a box.”

Although some of you won’t like to hear that, i’ll say it anyways: No, i am not dead. I just was pretty busy. Being the Game & Technical Director in one person on our current game is pretty demanding and i am struggling to not work more than i can.

thx, thecodinglove.com

But this is not always easy, especially if you try to run a indie studio. You have to keep your project going, do some pitches for new client jobs in order to get some money to work even more on your own projects. Get that irony? Besides of that i try to still get some free time (and i had some wonderful days, trust me!) in order to refresh creativity and motivation. After the last years i learnt a lot. One of the most important things was – if you work too hard, and even harder than that, your efficiency gets pretty crappy.  But hey, i promised you a rant. So let me get to the point.

Thanks to very specific facebook ads i always get the appropriate ads: “Get a ton of muscles in just 1 day.” “Get laid!” “Get money!” “Get pretty!” “With no effort!”. Here is a selection of stuff i gathered the last years …

2_Bildschirmfoto 2014-03-24 um 22.12.51
’nuff said.
3_Bildschirmfoto 2014-03-24 um 22.13.12
Rose loved Jack’s “JizzButton”.

Seriously – who on earth believes this crap? But ranting about stupid facebook ads, is lame, i know. So i got another topic. Here in germany there are lots of startups trying to sell me stuff they select for me in a box. It’s perfect for busy & hip people that run their own business and have no time for such bullshit like selecting their own clothes or get their own food. My facebook wall is cluttered with this bullshit. Ads and even some people i have on the friend list don’t stop bragging about how they try this crap (Short reminder to myself: I’ll have to clean up my friend list). So – what the f*ck is wrong with going outside and get shopping your own food? Mr. Hip-Business-Punk is to busy for that? Or maybe he is too busy eating also? So why waste your time with chewing if you could just get intravenous food? Why should you care about getting out of your office and selecting the stuff you’ll stuff into your mouth? Because i still have a life god damn it. I want to get outside and pick my food by myself. And i don’t want to hear about that so would you please shut the fuck up.

4_Bildschirmfoto 2014-03-24 um 22.32.15
Thanks, but no thanks.

It’s like facebook knows “Hey this guy works too much and always gets into the supermarket on the last fucking minute. Let’s propose him some “i am a total retard”-boxes. Oh and he also still not dresses like a total jerk, so let’s help him with that too!”

5_Bildschirmfoto 2014-03-24 um 22.37.03
Yeah, i want to look like these poor morons. Right.

What on earth were they thinking? I mean, thanks to all the online delivery stuff of course you could survive by not leaving your home, or even better than that, by not leaving your office, but now we even don’t have to select our stuff? Try to have our own style? Seriously – if i hadn’t had such beautiful days recently i would have totally gone berserk by the seemingly endless stupidity of some people.

Thanks for listening, i’ll start cleaning my friend list. Bye you “Superbusy-but-hip-human-being-that-doesn’t-have-time-to-select-his-own-food-or-own-clothes”. Have a nice day I hope your lunch sucks and you look stupid in your chosen outfit.

112 Indies and “How do you monetize?”

Yesterday I returned from Casual Connect in Amsterdam and as todays going out options are rather “meh”, I thought it would be a good opportunity to get my Casual Connect review going – so get some popcorn and enjoy!

Day One – “Arrival and Pocketgamer meet and greet!”

As our game “The Inner World” won the “Best Game in Show”-Award in 2013 at Casual Connect in Kyiv, we had the honor to attend this Casual Connect in Amsterdam for free, so we booked a flight and off we went. From Stuttgart it is just an one hour flight, so nothing to be afraid of there. Once we arrived in Amsterdam it was time for lunch. And boy did we get the best fries in town!

Fries… Awesome Fries!

In the evening we got to the welcome party hosted by Pocketgamer.co.uk, which was pretty awesome! We had some drinks and had time to meet all the attending developer friends.

Day Two -“Nope our game has no PVP, sorry for that!”

At the second day I first recognized how awesome the indie prize would be this time. Back in Kyiv we barely were like 40 Indie game creators, with more casual and (sorry for that) some very boring titles. This time they were great indie games everywhere! About 112 to be as precisely as I can. I was amazed. And that’s when I thought: “Boy this could seriously be an incredibly awesome possibility to gather more than a hundred indies and let them show the game to the gamers that want to play our games!”. But boy was I wrong. I mean, of course it’s still called Casual Connect – right? So mainly we had people at our booth that asked me “I love your game – it looks gorgeous!” “Oh tanks a lot man!” “But hey, how is your PVP going? And how do you monetize?” “Ehrm … we sell it for … like … money? And nope, no PVP.” (We definitely should do that one day, a PVP-Point and Click). It’s like to totally different worlds colliding. People would always start a conversation like “Oh I love your game” or “I played it a lot” and then go on trying to make business with you and your game. “We can help you monetize it even better!”. One even suggested we should sell the hints that you can get through our help system for ingame currency. Nope, we won’t.
Indies – everywhere!

After a whole day of talking to business suits and people that simply love our game, I didn’t know what was still to come. Okay – I am going to write about it, no matter what. We were at the office opening party of a company named paymentwall inc. Sounds fair and thanks for the free drinks! “Let there be money” is their company slogan. Okay, I can deal with that. But tiger babys? In a little cage with loud music and a lot of people around them? Seriously? Sorry – but I can’t imagine how someone actually agreed to that idea.

not cool.

So after that shock (and after mooching of beer’n’food) we went to the first official party sponsored by distimo and newzoo. Again, fun, chatting with developers, seeing old friends and making new friends. I love it. I also could forget about the baby tigers, but still I was glad to hear the rumor that someone called the police at the other party and they got in trouble to not having a license for … having baby tigers at a party. At least someone had the guts to do this. Dear people at paymentwall, don’t get me wrong – it was cool to invite people in your new office. It was also pretty cool to give them free beer’n’burgers and I am not being ungrateful here. But baby tigers at a party with hundreds of people and music?

Day Three – “I love your game and why do you look like you’re in terrible pain?”

Like professionals we where partying till 3 am but standing at our booth at 10am lookin’ nice and awesome. New people came to have a look at our game and I had some time to have a closer look at the other games. This is why I loved CC in Amsterdam – I could chat with the developers of “Journey Down” for example, talk about their development aproach, talk about ours, and just have a good time with people that do the same thing i love. Making games. And when you meet someone that says “Hi I am from Bombay … What YOU worked on The Inner World? I played and loved it!”, then your heart just goes boom boom before melting into a big pile of love. Dude, thanks! A guy with a a cardboard box on it’s head? No problem! Game developers crazyness was over 9000%.

Where’s the cardboard box guy?

Besides of the big indie showcase there also were a lot of talks at CC. But only 2 of them were interesting enough for me to actually consider watching them. With so many indies attending, the talks that could matter to indie game developers where too less I think. I would have loved to hear more about the postmortems of other studios than just on the last day. But hey – this way I could keep on chatting with developers myself and showing our game to people. After a whole day standing and talking I was so looking forward to the after party. As I knew it was a CC party, I expected crazyness. So at the entrance there was a guy in a weird looking elvis suit with lots of plastic gold chains around his neck acting like a host. But gold painted midgets? Dude – I don’t know what to say about that. I felt like being inside the movie “The Wolf of Wall Street”.

Day Four – “Awesome Winners and someone playing The Inner World for about 3 hours straight”

So again – in bed at 2am and back at the booth at 10am. Looking okay and awesome again but with terrible pain in the feet after 2 days of walking around Amsterdam if not standing at the booth. The last days of such conferences always are the hardest ones. You can’t stand anymore, you look like shit, but you still want to keep smiling while showing someone your game. But still – I was lucky! A girl I got to know through a old friend came by and started playing The Inner World on our iPad while I could watch her play, get some work done or talk to others about our game. And that’s what I love about conferences. Watching people play that thing you were working on for 3 years. The moments when you know the player is going to see a funny animation or to get a funny joke and you watch his or her reaction in the face. Sometimes they look like “Meh” but other times they start to broadly grin – again my heart became a pool of sweet … flan. While I was observing her playing the whole first two chapters of our game in one playthrough the winners of the indie prize where anounced. And boy am I glad that Mimimi Productions with their game “The Last Tinker” won the “Best Game in Show”-Award. Besides of being an awesome team, they simply are making a pretty awesome game. So they totally deserved it!
Mooched from “The Last Tinker”

After the ceremony the whole indie crowd got more relaxed. You saw developers playing together other peoples games, it just felt like the tensed atmosphere of people being uncertain if they would get a prize or not, had to go away. And it got even better when we got free beers and pizza. Yeap there was free pizza. And you can imagine how the attendees reacted to that. It was like throwing some little pieces of raw meat into a pool full of sharks. I never saw so much grown man run after pizza like that. Insane. But – every cool trip has to come to an end. So it was time for us to leave amsterdam behind us at 8pm.

Conclusion – “Casual Connect – What could get better?”

Would I recommend fellow indie developers to attend to Casual Connect? Yeap I would! Are there things to improve? Yeap – of course!
  • First of all, please no more partys with baby tigers or golden painted midgets. Seriously, don’t do that again.
  • More sessions about indie devs would be awesome – why not a whole indie track for 3 days? There where hundreds of stories to be told!
  • Keep on with the indie showcase! But don’t make it bigger. Make it more public instead!
  • WiFi is awesome – but next time, have a better backbone. Your poor routers crashed all the time.
Dear Casual Connect – Team: I sincerely thank you for your awesome efforts to make it possible for such a big indie developer scene to meet and greet and also meet some important people. Maybe it is time to move the focus way more on indie games instead of only casual f2p titles. This would avoid the “How do you monetize” and “How is PVP in your adventure game” crap!
6_2014-02-12 23.50.08
bling – f2p bling!
Asposian Greetings and thanks for the bling,

Let’s start with a little bang into 2014 – shall we?

Welcome to the Games Industry! We love games – as you do! We love nerdy stuff – as you do! Come hang out with us! Come do games for a living! Come join the dream! Come live with for us!

Kudos to Motohiro NEZU 

First of all – welcome to 2014! It’s been a while. Well i don’t know how you started your new year, but for me the new year started with high speed and that’s also a good thing. So basically i wanted to post about my experiences with the AppStore feedback from customers and how i tried to handle that but this post has to wait as yesterday i stumbled into a discussion about the games developer scene in germany.

It all started with an invite to a talk to which Johannes Roth (Mimimi Productions) will be attending. It has the title “Indies in Germany – top or flop?”. As some of you may know i often have a problem with the definition of what is indie and what not, but let’s go on. Little did he know that this posting would turn out to be a battlefield of different opinions and statements about the state of the games industry in germany (at the very moment we have 179 comments!).

Let the stoning begin [moviegourmet.com]

Long story short – Someone says that 95% of the german games are crap. He mentions a game specifically. The guy that is responsible for that game sends him an email. The other guy posts on facebook that he recieved an email from the guy who made that “crappy” game – this guy answers in the comments – and so on. Welcome to the internet. I won’t get into much details – that is not what i want to talk about. I walt to talk about some facts that popped up in that discussion:

1.) The term “indie” and the “i / we am / are an indie developer”-effect

So according to the one that started that little brawl, 95% of german indie games are mediocre crap. He then names some of them. But seriously – none of this games i would call “indie games”. But, that’s only my own categorization. And exactly that’s the problem and why i hate the term “indie”. I call myself an indie developer, yes, but for what reason and why? I started Studio Fizbin together with friends in order to do what i love, games. We wanted to do games that we love and try to reach as many people as possible with it. With “The Inner World” we did a not-so-bad-job at this, but you can check that out for yourself. We signed a publisher that totally gave us the freedom to do basically whatever we wanted with our IP as long as we finished our game and provided him with a gold master. He never called and said stuff like “Well you have to change that in the game, because the market requires it” or stuff like that. We had total creative control. That and nothing else is what I for myself think being independent means. We had other offers from publishers where they would get the rights to our IP for at least 5 years. Don’t get me wrong – i don’t moan, i just say that is not the way we wanted the deal to be. Our IP should stay our IP, so we could keep total creative control over it. So why do i hate the term indie? Well that little word changes the way i think about a game. I instantly have the impression that i’ll play a game where i can be sure that no marketing or market research destroyed the often very beautiful ideas of creative people. It’s a bit like the “organic” label on food. So because today indie games are rising and the label “indie” gets you a higher market reachability, some people think they should call their games indie. Which they should not, imho.

2.) The quality of games, their according budget and the ROI

As the discussion was about the mediocre quality of german games the topic of the needed capital for games came up. I hate money and numbers attached to them, but as we all know, i need it to play games and to eat, sleep, live and stuff like that. Games are pretty expensive (read this – but expect no exact numbers) – everyone knows that. So everyone should be aware that it is not pretty easy to get that amount of money, especially as a little dev studio with no experience whatsoever. No one just gives you 250.000€ and says “Make the game of your dream for it!”. So how can we still develop a game? Well basically with hard work (no vacations, 7 work days in a week etc.) and your own investment. How do you invest without having money to invest? You work for free – except your needed food which results in very low wages. But it’s not THAT bad. There are funding possibilities and i have to say here in Baden Württemberg, where our studio currently resides, they are pretty ok. I love the people at the MFG and their efforts for the DCF (digital content fund). But – there is still much to be done. Let’s say you need about 250.000€ in order to produce and market a decent adventure game in germany. Let’s say you get funded with 100.000€ – then you still have to get your hands on another 150k. Own work – low wages – trainees. You could also turn down the quality of the game and lower the amount of work to be done. But that would destroy the chance of your ROI to get big enough, that you can work on your next project. So it’s pretty hard to manage this three variables Quality – Budget – Time. Well in the discussion someone mentioned that you could do a okay-ish hidden object game for about 22k with outsourced programming. That raises the question under which circumstances such games are produced. But with all the outsourcing topic we tend to forget that some games are produced here in germany with a lot of unpaid people as well. And that sucks everywhere. But appareantly our game industry needs that workforce in order to produce enjoyable games :-/

3.) The missing innovation

The missing innovation in the german scene was discussed very broadly in that thread as you can imagine – but … guys, seriously? “Tiny and Big” – “TRI” – “Beatbuddy” – “Giana Sisters – Twisted Dreams” – “Brawlin’ Sailor (Just one of 12 awesome mini games by Major Bueno)” – “Perfect Woman (nominated for IGF!!!)” – “Future Unfolding” – etc …(sorry for all the other cool guys i forgot …)
Of course i’, just listing the well known devs, but my list could go on. I don’t think theres missing innovation. It just does not come from some guys arguing in that conversation. Sorry guys. We have a lot of cool devs here in germany that explore the possibillities of game development in a creative way. We just have the problem of a lacking network. Thankfully Martin and Jana are doing their best in order to provide a platform for the little devs that try to do games for their living and try to explore their creativity instead of just following market researches (thank you guys – again!). So the missing platform is not the problem – we are the problem ourselves. I know posting in forums and helping each other out is pretty hard while you’re at work and trying to finish your project – but last year we experienced what the outcome of networking and the efforts of some people can achieve. We had a little indie booth @ gamescom that was pretty awesome by the way. I couldn’t say “THANK YOU” enough to all the people envolved in that. So let’s try to be as open as possible about our work in order to get cool stuff to the people. Because there definitely is some cool stuff happening in germany. We have to be more openly visible for other people as a developer community. The indie-arena booth at gamescom was awesome and pretty cool. But we also had to compete with big companies in the meanings of visibility and attention. I loved the indie display on Casual Connect. About 20 indies from all over the world (although obviously half of the attendants were from russia or the ukraine) were sitting at one table and could chat the whole day while also showing their games to publishers, investors alike. I met so much awesome game makers and also made some new friends – i guess we could improve that here in germany.
CasualConnect 2013 in Kyiv – talking with the guys from BeautifunGames
Wrapping everything up:
Of course there are crappy games made in germany, as they’re all over the world, but i think that the good games just don’t have the visibility they should have – maybe some of you would think different if they knew about these awesome games.
To the devs -> we should try to work together and try to do our best to improve our industry the best way we can. That means trying new things as well as trying to produce good games at reasonable costs. With reasonable work loads.
To the players, our customers -> I love the current time as you do. Steam Sales and Humble Bundles up your a$$. But maybe the next time you buy an App, a game on the next Steam Sale or another Humble Bundle we should think about what good games are worth to us in the currency of the country you currently reside.
Thanks – Pepe

p.s.: I just removed the link to the discussion. Although there are some very interesting comments, there also are some nasty things being said that i don’t think have to go public.