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Since: Oct 29, 2007 Posts: 70
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(Msg. 1) Posted: Sat Dec 08, 2007 8:49 am
Post subject: The power of you Archived from groups: rec>games>roguelike>angband (more info?)
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I just put this up on my blog, but it's directly relevant here, so I'm reposting
it in full. You are free to distribute this article in full or in part, as long
as you include attribution and a link to
http://roguelikedeveloper.blogspot.com.
The active size of the Angband community, excluding the top 3 variants, is
approximately 100 members. I base this number on the number of active members of
the angband.oook.cz forums, which is a conservative figure but not unrealistic.
Looking at the Angband variants with the most active forums: it appears Furyband
is maybe four times larger, Portralis probably a third smaller, and Tales of
Middle Earth possibly twice the size. I'm having to guess here based on the
number of simultaneous users online for those forum stats - it would be good to
know a break down of active users vs. people who haven't logged onto the forums
in the last three months.
So perhaps a total community size of 500 users all up, which is undoubtedly an
over-estimate. I'd like to know how many people who download Angband who don't
'contribute' further by joining one of these online web forums. Given my
experience with Unangband, it's probably a 10:1 to 50:1 ratio. Berlios, who host
Unangband, make the download stats available for each Unangband release, which
you can have a look at.
You may well have objections to the way I'm restricting 'community' to those
people I can count. Well, I could well have been harsher, and just restricted it
to the number of people who post to the forums, or Angband ladder, or
newsgroups. This would be a more laborious process, but it would give me numbers
that would be a lot smaller. And a closer sense of what I'm trying to define
community as.
Why am I discussing this? Well, for one, there has been a mini-furor on the
Angband Usenet group rec.games.roguelike.angband about the utility of web forums
vs. Usenet. I have little time for this sort of discussion. Firstly, Usenet is a
great resource, but one that is increasingly become restricted from general
access, mostly by ISPs who are not offering nntp as a service anymore. It's also
not the first port of call of Internet users anymore, like it was in the days
that I attended university (And my dad was running the Commodore 64 BBS for the
Auckland C=64 club and excited about getting Fidonet feeds in).
I don't buy most of the arguments for just using the newsgroup because the
Internet has always been heterogeneous. I've cut back on a lot of the links I
listed on this blog, but if you look to the right and scroll down a little,
you'll see the number of Angband related links that I feel confident will allow
me to capture any discussion about Unangband. Then I still have to subscribe to
Technorati. Then I still have to check which traffic is coming to this blog and
the Unangband home page on Google Analytics, and notice that one of my main
traffic sources du jour happens to have the blog link in a very light grey
against a white background and still manages to redirect more traffic to me than
sites that have featured this blog relatively prominently. And then I still
search Google for Unangband every month, just to see if anything else has come
up.
Secondly, it's because I get frustrated by seeing amateur software developers
like myself making despondent posts about whether or not it is worth spending
the time trying to develop code, or whether they should continue working on an
idea that they had. I'm no stranger to this feeling, and I'm fortunate enough to
have been rolled a really good hand in life and have a loving wife who actually
understands my need to sit down and write code for six hours at a time.
I'll put this in black and white. If you enjoy playing roguelikes, or any other
games that are put together by people who are not employed full time by the game
industry, you have the power to transform their lives.
1. Give the author feedback on their blog or on web forums or email or
whatever means of communicating with them that you have.
2. Contribute what you can back in the form of being an active community
member. Help out others, write reviews of the game, set up your own blog and
link to the game.
3. Become an advocate for the game. Pester game reviewers that you know or
like, link to the game on related forums, submit articles about the game to
Slashdot, Digg it, Reddit.
4. Be a hedgehog about it. Don't just promote the game once, but keep doing
it.
This site was recently Slashdotted, on the basis of a story that I submitted to
Slashdot that as far as I can tell was made red hot by 11 people and paid off
with 16,000 unique visitors to this blog and a three-fold increase in traffic.
It's possible to get onto the gaming front page of Digg with as little as 40
diggs. If you thought the size of the Angband community was small, these numbers
are tiny.
So why do this? It's simple really. The more feedback an amateur software
developer gets, the better they feel about the game, and the more they'll code.
Positive feedback helps, but even constructive criticism is good.
I challenge you to pick a game, any game that you like that you feel is
unappreciated, go out and become an advocate for it for a week. If you can't do
that, at least post five times to the forums of five separate games within a
week. Be more than a passive reader. Get a Digg account, search for roguelikes
and digg every article you find. File some bug reports, using whatever bug
reporting tool the game has. I love to get bug reports, even though I reserve
the right to ignore fixing them (I'll write more on this another time).
If you do that, I guarantee that you'll get more game written in return for a
fraction of your total time invested. Not only that, but you create a small
chance that something magical will happen. If enough people start to love the
game that you love, there is the distinct possibility that the software
developer will be able to make the biggest transition of all, to working on
their game full-time. I think most dream of being able to do so.
Think about it. Through spending a little of your time, you could end up with a
professionally written version of the game that you love. But you've got to make
it worth the investment. And becoming part of the community, or better yet, an
advocate for the community, is the best way to start making this happen.
--
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
"Apple: Celebrating the poisoning of Alan Turing since 1977."
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com >> Stay informed about: The power of you |
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Since: Mar 23, 2005 Posts: 96
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(Msg. 2) Posted: Sat Dec 08, 2007 1:36 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 09:49:48, andrewdoull <andrewdoull.DeleteThis@gmail.com> wrote:
> The active size of the Angband community, excluding the top 3 variants, is
> approximately 100 members. I base this number on the number of active members of
> the angband.oook.cz forums, which is a conservative figure but not unrealistic.
> Looking at the Angband variants with the most active forums: it appears Furyband
> is maybe four times larger, Portralis probably a third smaller, and Tales of
> Middle Earth possibly twice the size. I'm having to guess here based on the
> number of simultaneous users online for those forum stats - it would be good to
> know a break down of active users vs. people who haven't logged onto the forums
> in the last three months.
This number, I think is quite a bit bigger than you estimate. I use my own
download data for evidence. Also, as a rule of thumb, you'll have 1-5% of
replies and community members out of your entire user-base.
As proof of the above statements, after a release, I get about 500 total
downloads of new steam, and I have about 100 people on the mailing list (at any
given time), and about 10 of those people discuss things on the mailing list.
People fall into and out of the community at any given time. So that's
currently, but many more have played Steamband alone.
> Why am I discussing this? Well, for one, there has been a mini-furor on the
> Angband Usenet group rec.games.roguelike.angband about the utility of web forums
> vs. Usenet. I have little time for this sort of discussion.
No, but you have time to post, and re-post your article in three separate
places, and then *follow* all those discussions that occur.
> Secondly, it's because I get frustrated by seeing amateur software developers
> like myself making despondent posts about whether or not it is worth spending
> the time trying to develop code, or whether they should continue working on an
> idea that they had. I'm no stranger to this feeling, and I'm fortunate enough to
> have been rolled a really good hand in life and have a loving wife who actually
> understands my need to sit down and write code for six hours at a time.
Well. I'm trying to remain calm here.
Those people? posting those despondent messages? I'm being polite by calling
them stupid f%^&$ng idiots.
I have some news for them -- if they are posting about whether or not it is
worth spending the time to develop code, then without question *it* *is* *not*.
Look at successful shareware authors, people who code there own freeware. You
don't see the creators of dwarf fortress bitching about whether or not it's
worth their time, Nor T. Biskup, nor the author of Fastcrawl. Mostly they are
too busy fsking coding and, oh, I don't know, say, giving interviews about their
successful software to post online whining about their userbase.
If you are writing software (much less a roguelike) for *public* *acclaim* you
might as well do something more likely to garner public acclaim like go fishing.
To whine about the fact online is. . . well, I'm sure you can draw your own
conclusions on how I feel.
> I'll put this in black and white. If you enjoy playing roguelikes, or any other
> games that are put together by people who are not employed full time by the game
> industry, you have the power to transform their lives.
uh? what? I'm all for positive communication, and I'm very responsive to my
player base. But *asking* people to do these things is silly. Make a game that's
good enough and you won't have to ask anyone to do illustrations of your classes
(http://angband.oook.cz/steamband/GFX/fanart/) or build a community around your
game - they will do so because of it's inherent value.
This is basically an attitude of entitlement. "Coding is hard, so whether the
code/software warrants it or not people should praise me for it."
> 1. Give the author feedback on their blog or on web forums or email or
> whatever means of communicating with them that you have.
> 2. Contribute what you can back in the form of being an active community
> member. Help out others, write reviews of the game, set up your own blog and
> link to the game.
> 3. Become an advocate for the game. Pester game reviewers that you know or
> like, link to the game on related forums, submit articles about the game to
> Slashdot, Digg it, Reddit.
> 4. Be a hedgehog about it. Don't just promote the game once, but keep doing
> it.
All of the above will be done without having to ask for it.
You know what this reminds me of? Everyone once in a while (not often) I'll have
a player who will submit a list of ideas. Some good, most of them however are
poorly thought out. This list comes with a statement "You should make me a
member of your development team. I've got a lot of ideas and could make steam a
great variant."
I smile while thinking 'Steam is *already* a great variant', and reply. "Sure,
that sounds wonderful! Send me patches and I'll integrate the ones I like, and
you'll get a development credit!" But doing the work isn't what they want --
they have an attitude of entitlement. They want to tell someone what to do and
receive praise for it.
Out of the half dozen times this has happened, not *one* of those people have
sent me any code. Of course all of the people who have sent me code never
bothered with the first e-mail of ideas. They just wrote the code, and I patched
it in.
> So why do this? It's simple really. The more feedback an amateur software
> developer gets, the better they feel about the game, and the more they'll code.
> Positive feedback helps, but even constructive criticism is good.
How is it other people's responsibility to motivate you? I know you're
(probably) generation Y and everything, but this seriously isn't how things get
done IRL. Check with any local authors, or anyone in a low paying creative
field. They aren't doing it for the kudos. Code and books are being written
without their authors being praised.
> I challenge you to pick a game, any game that you like that you feel is
> unappreciated, go out and become an advocate for it for a week. If you can't do
> that, at least post five times to the forums of five separate games within a
> week. Be more than a passive reader. Get a Digg account, search for roguelikes
> and digg every article you find. File some bug reports, using whatever bug
> reporting tool the game has. I love to get bug reports, even though I reserve
> the right to ignore fixing them (I'll write more on this another time).
You see all these posts in these forums and others? Those are the people who are
doing that. It's not our job to cajole those people into communicating, it's the
software's job to be powerful and compelling enough to engender this type of
communication.
> If you do that, I guarantee that you'll get more game written in return for a
> fraction of your total time invested. Not only that, but you create a small
> chance that something magical will happen. If enough people start to love the
> game that you love, there is the distinct possibility that the software
> developer will be able to make the biggest transition of all, to working on
> their game full-time. I think most dream of being able to do so.
Yes, and nearly all lack the skill. If you need praise in order to code more, I
wouldn't count on being successful.
Again, for clarity's sake. Me posting something positive about a game will *not*
make someone else love it. Only the game can do that.
> Think about it. Through spending a little of your time, you could end up with a
> professionally written version of the game that you love. But you've got to make
> it worth the investment. And becoming part of the community, or better yet, an
> advocate for the community, is the best way to start making this happen.
You tell everyone to think about it, and then draw some un-realistic consequence
from actions. "Why, if I just wish *really* *hard* maybe I can slow the decline
of the dollar! Wishing makes it happen!" Them spending 'time' writing you will
not make code appear. You writing it will, and that should happen whether they
write you or not.
You say "You've got to make it worth the investment". Nope. They don't. People
will still write code (variants AND software) without anyone commenting at all.
Here's a protip: They know we like communication.
Asimov said it best. People write because they *can't* *not*.
I write to make the type of game I want to play. No one else was making it. It's
fun (the writing and the game), and I really like to play Steamband.
Guess what? Other people do too.
--
-Campbell
- Join the steamband group by sending an email to
steamband-subscribe.DeleteThis@Yahoogroups.com !
- Visit the Steamband web page, and follow the progress of Steam! (and view my
art!) http://angband.oook.cz/steamband/ >> Stay informed about: The power of you |
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Since: Oct 29, 2007 Posts: 70
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(Msg. 3) Posted: Sat Dec 08, 2007 2:34 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 14:36:16, VALIS <valis DeleteThis @oook.cz> wrote:
> On 2007-12-08 09:49:48, andrewdoull wrote:
>
> > The active size of the Angband community, excluding the top 3 variants, is
> > approximately 100 members. I base this number on the number of active members of
> > the angband.oook.cz forums, which is a conservative figure but not unrealistic.
> > Looking at the Angband variants with the most active forums: it appears Furyband
> > is maybe four times larger, Portralis probably a third smaller, and Tales of
> > Middle Earth possibly twice the size. I'm having to guess here based on the
> > number of simultaneous users online for those forum stats - it would be good to
> > know a break down of active users vs. people who haven't logged onto the forums
> > in the last three months.
>
> This number, I think is quite a bit bigger than you estimate. I use my own
> download data for evidence. Also, as a rule of thumb, you'll have 1-5% of
> replies and community members out of your entire user-base.
>
> As proof of the above statements, after a release, I get about 500 total
> downloads of new steam, and I have about 100 people on the mailing list (at any
> given time), and about 10 of those people discuss things on the mailing list.
I could pull out approximately the same download numbers, but smaller feedback
numbers. I think you're lucky in the level of feedback you get in Steam.
> People fall into and out of the community at any given time. So that's
> currently, but many more have played Steamband alone.
>
> > Why am I discussing this? Well, for one, there has been a mini-furor on the
> > Angband Usenet group rec.games.roguelike.angband about the utility of web forums
> > vs. Usenet. I have little time for this sort of discussion.
>
> No, but you have time to post, and re-post your article in three separate
> places, and then *follow* all those discussions that occur.
s/time/patience
People will post about your game where ever and when ever they find it
convenient. If you miss it - so be it. I mean, you don't see me writing angry
posts on rgra because Kieron Gillen offered to play Unangband and I missed the
comment on a 3rd party blog. Them is the breaks.
> How is it other people's responsibility to motivate you? I know you're
> (probably) generation Y and everything, but this seriously isn't how things get
> done IRL. Check with any local authors, or anyone in a low paying creative
> field. They aren't doing it for the kudos. Code and books are being written
> without their authors being praised.
Thanks, but I have no problems getting motivated about writing Unangband. I
wrote this after I saw a blog post from someone who I know has been involved in
the roguelike development community for many years and has a massively
successful website which gets a huge amount of exposure and very active
community forums. He/she did not sound like the happiest of individuals. But
then they specifically cited feedback from people discovering his/her ideas as
means to continue working on the concept. That is what I was responding to. And
I'm very much generation X. Sure, you may have missed all the biographical
information in the clouded rage of your vision. But it was there in the post.
I'm also not abdicating any kind of self-motivation. I'm saying that it is
difficult for many people to write code in a vacuum. Of course, we've all seen
big development teams fail for a variety of reasons and I strongly believe an
individual developer with ultimate responsibility themselves is the best way to
go. But I also believe that people are social animals and respond positively to
the feedback they get.
Or are you going with the every man is an island theory?
FYI I'm more than aware of the number of books that get written and never
published. In my spare time I write science fiction. Jerry Pournelle estimates
that there is probably enough of a fan base for 75 people world wide to be able
to making a living from writing sf. Now, that is a much bigger fan base than
rogue-likes will *ever* get. So do I stop writing sf, or Unangband? No. Would I
like to make a living from either of them? Hell yes. But hell will freeze over
first.
> > I challenge you to pick a game, any game that you like that you feel is
> > unappreciated, go out and become an advocate for it for a week.
[snip]
> You see all these posts in these forums and others? Those are the people who are
> doing that. It's not our job to cajole those people into communicating, it's the
> software's job to be powerful and compelling enough to engender this type of
> communication.
So you think a 1% - 5% response rate is good? That's what you're arguing for. I
want everyone who downloads Unangband to have say something. And reminding them
frequently seems to help that process somewhat...
> > If you do that, I guarantee that you'll get more game written in return for a
> > fraction of your total time invested. Not only that, but you create a small
> > chance that something magical will happen. If enough people start to love the
> > game that you love, there is the distinct possibility that the software
> > developer will be able to make the biggest transition of all, to working on
> > their game full-time. I think most dream of being able to do so.
>
> Yes, and nearly all lack the skill. If you need praise in order to code more, I
> wouldn't count on being successful.
I'd suggest what they lack is the money.
How do you propose to move to working full-time on a game without either a) an
independent source of income such as welfare or an inheritence or b) customers
who either directly or indirectly pay for the developer. It isn't an issue of
skill at all - it's an issue of income. You could write the most beautiful code
in the world, but if you get no income from it, how do you eat?
Dwarf Fortress is able to have a full-time coder because they have a revenue
model - which consists of getting donations from their supporters.
I'm arguing for moving the PR and advocacy of the game into the hands of those
people who are best able to do it: the people who play your game.
And then there's the massive advantage of greater player base == greater test
coverage. This is a real issue with Unangband - I just don't have enough people
playing the game at deep enough a level to be able to tell me how the late game
plays.
> Again, for clarity's sake. Me posting something positive about a game will *not*
> make someone else love it. Only the game can do that.
To clarify, I'm not talking about people *loving* your game. I'm talking about
people *knowing about* your game.
There are way too many games in order to make any kind of informed decision by
spending my personal time playing each and everyone. That's why I rely on the
advice of others - game reviewers, journalists, PR, peers, to at least cut the
field down to a manageable number. Sure, I'll still download plenty of demos.
And I'll buy/play quite a few games. Heck, I'm a big fan of Angband variants,
but I suggest that even just playing each Angband variant to a level where I
could comprehend how all the game-play works is a full-time job.
> > Think about it. Through spending a little of your time, you could end up with a
> > professionally written version of the game that you love. But you've got to make
> > it worth the investment. And becoming part of the community, or better yet, an
> > advocate for the community, is the best way to start making this happen.
>
> You tell everyone to think about it, and then draw some un-realistic consequence
> from actions. "Why, if I just wish *really* *hard* maybe I can slow the decline
> of the dollar! Wishing makes it happen!" Them spending 'time' writing you will
> not make code appear. You writing it will, and that should happen whether they
> write you or not.
You and I both agree that the developer should spend time writing code. What
should the game player do? That's who this article is written for.
> You say "You've got to make it worth the investment". Nope. They don't. People
> will still write code (variants AND software) without anyone commenting at all.
> Here's a protip: They know we like communication.
Give me pro tips when you get paid for Steamband...
> Asimov said it best. People write because they *can't* *not*.
And how did you discover Asimov? Walk into a store with no idea what to buy and
pick a book by him up without reading the dust-jacket? Any other way and you've
just invalidated your own argument. I mean, the writing should stand on it's
own. Of course, you can love Asimov once you discover him. Or you can hate him.
But if you don't know to read his work, you'll never get the chance.
Andrew
--
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
"Apple: Celebrating the poisoning of Alan Turing since 1977."
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com >> Stay informed about: The power of you |
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Since: Apr 14, 2005 Posts: 92
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(Msg. 4) Posted: Sat Dec 08, 2007 2:58 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 15:34:57, andrewdoull <andrewdoull DeleteThis @gmail.com> wrote:
> You and I both agree that the developer should spend time writing code. What
> should the game player do? That's who this article is written for.
And it may be worth a try, but I wouldn't bet on it. I think any efforts to
make it more likely that the people to whom *bands appeal hear about them are
probably worth it; after that I like to leave their level of involvement to
them. But everyone has their own style.
And why are you still up, Andrew? Go to bed, or you'll be grumpy in the
morning.
Nick.
--
"There is no safety, and there is no end. The word must be heard in silence;
there must be darkness to see the stars. The dance is always danced above the
hollow place, above the terrible abyss."
- The Farthest Shore, Ursula Le Guin >> Stay informed about: The power of you |
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Since: Oct 29, 2007 Posts: 70
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(Msg. 5) Posted: Sat Dec 08, 2007 3:03 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 15:58:23, Nick <nckmccnnll RemoveThis @yahoo.com.au> wrote:
> On 2007-12-08 15:34:57, andrewdoull wrote:
>
> > You and I both agree that the developer should spend time writing code. What
> > should the game player do? That's who this article is written for.
>
> And it may be worth a try, but I wouldn't bet on it. I think any efforts to
> make it more likely that the people to whom *bands appeal hear about them are
> probably worth it; after that I like to leave their level of involvement to
> them. But everyone has their own style.
>
> And why are you still up, Andrew? Go to bed, or you'll be grumpy in the
> morning.
>
> Nick.
Better that than being grumpy tonight
Andrew
--
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
"Apple: Celebrating the poisoning of Alan Turing since 1977."
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com >> Stay informed about: The power of you |
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Since: Apr 14, 2005 Posts: 92
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(Msg. 6) Posted: Sat Dec 08, 2007 3:14 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 15:34:57, andrewdoull <andrewdoull.RemoveThis@gmail.com> wrote:
> On 2007-12-08 14:36:16, VALIS wrote:
> > How is it other people's responsibility to motivate you? I know you're
> > (probably) generation Y and everything,
snip
> ... And
> I'm very much generation X.
Nooooooooooooooooo! Please, PLEASE let's not start using the marketing world's
version of astrology as if it has some credibility. People are individuals, and
when you assume they behave in a certain way because of being born at a
particular time you make an ass out of you and me.
Nick.
--
"There is no safety, and there is no end. The word must be heard in silence;
there must be darkness to see the stars. The dance is always danced above the
hollow place, above the terrible abyss."
- The Farthest Shore, Ursula Le Guin >> Stay informed about: The power of you |
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Since: Mar 23, 2005 Posts: 96
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(Msg. 7) Posted: Sat Dec 08, 2007 3:15 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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> > No, but you have time to post, and re-post your article in three separate
> > places, and then *follow* all those discussions that occur.
>
> s/time/patience
>
> People will post about your game where ever and when ever they find it
> convenient. If you miss it - so be it. I mean, you don't see me writing angry
> posts on rgra because Kieron Gillen offered to play Unangband and I missed the
> comment on a 3rd party blog. Them is the breaks.
 Touche.
I don't know, I'm just not a big fan of forums. Like to bad-mouth them and all
that. Also: Usenet is superior. ;-p
> > How is it other people's responsibility to motivate you? I know you're
> > (probably) generation Y and everything, but this seriously isn't how things get
> > done IRL. Check with any local authors, or anyone in a low paying creative
> > field. They aren't doing it for the kudos. Code and books are being written
> > without their authors being praised.
>
> Thanks, but I have no problems getting motivated about writing Unangband. I
> wrote this after I saw a blog post from someone who I know has been involved in
> the roguelike development community for many years and has a massively
> successful website which gets a huge amount of exposure and very active
> community forums. He/she did not sound like the happiest of individuals. But
> then they specifically cited feedback from people discovering his/her ideas as
> means to continue working on the concept. That is what I was responding to.
I still don't see the relationship. People are responsible for their own
products and their own happiness. I guess I really don't see the value in trying
to cheerlead people. I think the work should stand on its own.
> And
> I'm very much generation X. Sure, you may have missed all the biographical
> information in the clouded rage of your vision. But it was there in the post.
Well, wouldn't you know it, there it was in the post!
It must have been all the wishy-washy, despairing of the lack of "atta-boys",
sense of entitlement that obfuscated it. ;-p
> I'm also not abdicating any kind of self-motivation. I'm saying that it is
> difficult for many people to write code in a vacuum. Of course, we've all seen
> big development teams fail for a variety of reasons and I strongly believe an
> individual developer with ultimate responsibility themselves is the best way to
> go. But I also believe that people are social animals and respond positively to
> the feedback they get.
Yes. And *I'm* saying that the feedback they should get should be motivated by
and derived from the quality of the software -- not some sort of rah-rah player
motivation drive.
> Or are you going with the every man is an island theory?
Nope. Just that (for the most part) they are responsible for the course of their
lives.
> FYI I'm more than aware of the number of books that get written and never
> published. In my spare time I write science fiction. Jerry Pournelle estimates
> that there is probably enough of a fan base for 75 people world wide to be able
> to making a living from writing sf. Now, that is a much bigger fan base than
> rogue-likes will *ever* get. So do I stop writing sf, or Unangband? No. Would I
> like to make a living from either of them? Hell yes. But hell will freeze over
> first.
Well, maybe the reason you won't make money at them is that attitude. ;-p
> [snip]
> > You see all these posts in these forums and others? Those are the people who are
> > doing that. It's not our job to cajole those people into communicating, it's the
> > software's job to be powerful and compelling enough to engender this type of
> > communication.
>
> So you think a 1% - 5% response rate is good? That's what you're arguing for. I
> want everyone who downloads Unangband to have say something. And reminding
> them frequently seems to help that process somewhat...
Well, a 1-5% community involvement rate, good or not, seems to be what you get
whether the game is WoW, Diablo, or Angband.
I don't understand *why* you want everyone who downloads Unangband to have
[something to say]. I mean are you writing the software for them, or for you.
The really important thing of what I wrote, I am writing a game for me that I
want to play. All the rest is just nice or secondary.
> > Yes, and nearly all lack the skill. If you need praise in order to code more, I
> > wouldn't count on being successful.
>
> I'd suggest what they lack is the money.
>
> How do you propose to move to working full-time on a game without either a) an
> independent source of income such as welfare or an inheritence or b) customers
> who either directly or indirectly pay for the developer. It isn't an issue of
> skill at all - it's an issue of income. You could write the most beautiful code
> in the world, but if you get no income from it, how do you eat?
Well, I disagree. We all make choices. Writers, successful game programmers,
artists, live lifestyles and take jobs that allow them to peruse their dream. If
they are good enough they'll earn money from their skills and *then* can do
things like get married, raise a family.
You say, how do they eat, where do they live? I say, they made a choice to get
married, take on a new car payment, have kids, live in that nice place, buy that
nice TV. You can survive, and work part time to give yourself enough time to
work 'full time' on your dream. Take a night job, find someone to support you,
lower your standard of living, don't purchase things that require upkeep.
I will concede that it's not just skill that prevents them from becoming
popular, it's the lack of skill combined with their lack of desire.
> Dwarf Fortress is able to have a full-time coder because they have a revenue
> model - which consists of getting donations from their supporters.
Thanks, I forgot about begging and living in your parents basement.
> I'm arguing for moving the PR and advocacy of the game into the hands of those
> people who are best able to do it: the people who play your game.
I'm just saying -- that's where it already is. You want more? Write better
software (not that Un isn't good.
> And then there's the massive advantage of greater player base == greater test
> coverage. This is a real issue with Unangband - I just don't have enough people
> playing the game at deep enough a level to be able to tell me how the late game
> plays.
don't forget the *costs*.
> > Again, for clarity's sake. Me posting something positive about a game will *not*
> > make someone else love it. Only the game can do that.
>
> To clarify, I'm not talking about people *loving* your game. I'm talking about
> people *knowing about* your game.
Well, uh, they do? I mean, lots of people know about my game, or your game.
Thousands, even!
> There are way too many games in order to make any kind of informed decision by
> spending my personal time playing each and everyone. That's why I rely on the
> advice of others - game reviewers, journalists, PR, peers, to at least cut the
> field down to a manageable number. Sure, I'll still download plenty of demos.
> And I'll buy/play quite a few games. Heck, I'm a big fan of Angband variants,
> but I suggest that even just playing each Angband variant to a level where I
> could comprehend how all the game-play works is a full-time job.
This is true. And the one thing that makes people talk about the game isn't
someone posting that people should say they love this game (whatever the game
it); it's when they play the game, the game is good, and they tell people that.
People will find the game.
> > You tell everyone to think about it, and then draw some un-realistic consequence
> > from actions. "Why, if I just wish *really* *hard* maybe I can slow the decline
> > of the dollar! Wishing makes it happen!" Them spending 'time' writing you will
> > not make code appear. You writing it will, and that should happen whether they
> > write you or not.
>
> You and I both agree that the developer should spend time writing code. What
> should the game player do? That's who this article is written for.
What should the game player do?
Whatever the hell they want.  If the game is good, I bet dollars to doughnuts
they'll play the game.
What they won't do, what I don't expect them to do, is to turn into some kind of
games evangelists. A certain percentage of your userbase will do that.
Exhortation of others seems to me IMHO to be a waste of time.
> > You say "You've got to make it worth the investment". Nope. They don't. People
> > will still write code (variants AND software) without anyone commenting at all.
> > Here's a protip: They know we like communication.
>
> Give me pro tips when you get paid for Steamband...
Heh. Just a little IRC speak bleeding through. I think most human beings know
other humans like praise. The core of that statement still stands, people don't
have to do *anything*, other than live with the consequences of their choices.
We can't control other people -- we can only look at what we could do different
or better.
> > Asimov said it best. People write because they *can't* *not*.
>
> And how did you discover Asimov? Walk into a store with no idea what to buy and
> pick a book by him up without reading the dust-jacket? Any other way and you've
> just invalidated your own argument. I mean, the writing should stand on it's
> own. Of course, you can love Asimov once you discover him. Or you can hate him.
> But if you don't know to read his work, you'll never get the chance.
You know, it's a funny thing. He got up and wrote every day, and he wrote a ton
of books, and I'll be damned if some of them weren't good.
I *didn't* discover Asimov because him and a bunch of writers went around to
people saying "Hey, I'm really if you like this, you should go and tell everyone
about it, and like take a couple of hours out of your week to talk to people and
phone around about it".
He didn't have to. The writing was good enough that people *couldn't* *not* talk
about it.
--
-Campbell
- Join the steamband group by sending an email to
steamband-subscribe RemoveThis @Yahoogroups.com !
- Visit the Steamband web page, and follow the progress of Steam! (and view my
art!) http://angband.oook.cz/steamband/ >> Stay informed about: The power of you |
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Since: Mar 23, 2005 Posts: 96
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(Msg. 8) Posted: Sat Dec 08, 2007 3:21 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 16:14:34, Nick <nckmccnnll.TakeThisOut@yahoo.com.au> wrote:
> On 2007-12-08 15:34:57, andrewdoull wrote:
>
> > On 2007-12-08 14:36:16, VALIS wrote:
>
> > > How is it other people's responsibility to motivate you? I know you're
> > > (probably) generation Y and everything,
>
> snip
>
> > ... And
> > I'm very much generation X.
>
> Nooooooooooooooooo! Please, PLEASE let's not start using the marketing world's
> version of astrology as if it has some credibility. People are individuals, and
> when you assume they behave in a certain way because of being born at a
> particular time you make an ass out of you and me.
Marketing? I'm talking about employment. There are seminars on how management
can communicate with the new employees without them throwing tantrums for being
given and held to expectations.
As far as 'people being individuals' is concerned, between college and 10 years
in the psychology field, that argument kind of falls down under the double
pronged attack of 'raised in a similar cultural environment' and 'human nature
being consistent'
After dealing and 'fixing' the 200th kid with oppositional defiant disorder
using the exact same techniques, you start to realize not everyone is that
precious little snowflake that you thought they were. It's just like fixing a
broken arm, except it's a broken brain.
--
-Campbell
- Join the steamband group by sending an email to
steamband-subscribe.TakeThisOut@Yahoogroups.com !
- Visit the Steamband web page, and follow the progress of Steam! (and view my
art!) http://angband.oook.cz/steamband/ >> Stay informed about: The power of you |
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Since: Apr 14, 2005 Posts: 92
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(Msg. 9) Posted: Sat Dec 08, 2007 3:33 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 16:21:55, VALIS <valis RemoveThis @oook.cz> wrote:
> Marketing? I'm talking about employment. There are seminars on how management
> can communicate with the new employees without them throwing tantrums for being
> given and held to expectations.
Sack 'em, I say. Sack 'em good. That'll learn 'em.
> As far as 'people being individuals' is concerned, between college and 10 years
> in the psychology field, that argument kind of falls down under the double
> pronged attack of 'raised in a similar cultural environment' and 'human nature
> being consistent'
Similar cultural environment I'll buy; human nature, in my experience is not
even consistent within one individual. But I'll probably change my mind
tomorrow
> After dealing and 'fixing' the 200th kid with oppositional defiant disorder
> using the exact same techniques, you start to realize not everyone is that
> precious little snowflake that you thought they were. It's just like fixing a
> broken arm, except it's a broken brain.
And everyone on this newsgroup likes Angband, but that doesn't make it a
universal human quality.
Also, I resent the implication that I'm not a precious little snowflake.
Nick.
--
"There is no safety, and there is no end. The word must be heard in silence;
there must be darkness to see the stars. The dance is always danced above the
hollow place, above the terrible abyss."
- The Farthest Shore, Ursula Le Guin >> Stay informed about: The power of you |
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Since: Oct 18, 2007 Posts: 161
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(Msg. 10) Posted: Sat Dec 08, 2007 4:57 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 15:34:57, andrewdoull <andrewdoull.TakeThisOut@gmail.com> wrote:
> FYI I'm more than aware of the number of books that get written and never
> published. In my spare time I write science fiction. Jerry Pournelle estimates
> that there is probably enough of a fan base for 75 people world wide to be able
> to making a living from writing sf. Now, that is a much bigger fan base than
> rogue-likes will *ever* get. So do I stop writing sf, or Unangband? No. Would I
> like to make a living from either of them? Hell yes. But hell will freeze over
> first.
Jerry Pournelle is a pessimist. (Although maybe not that much more than I am --
but my concern isn't "fan base", it's the (international) general
macroeconomy.)
He may be right for the "canonical niche" (action-adventurish), which is about
all you find on the mass market shelves. So...don't go into the canonical
niche. *Especially* if your speciality (like mine) is literary fiction rather
than mass-market fiction.
"Fan base" is ultimately a marketing problem. One that's a lot easier to solve
with already-developed corporate connections and cashflow, but considerably more
possible to bypass now than even five years ago.
> How do you propose to move to working full-time on a game without either a) an
> independent source of income such as welfare or an inheritence
Or investment income (although that is particularly dangerous to rely on these
days.)
> or b) customers
> who either directly or indirectly pay for the developer. It isn't an issue of
> skill at all - it's an issue of income. You could write the most beautiful code
> in the world, but if you get no income from it, how do you eat?
>
> Dwarf Fortress is able to have a full-time coder because they have a revenue
> model - which consists of getting donations from their supporters.
Which Koeneke license prohibits (as far as I can tell). GPL (any version)
allows this.
Even with a license permitting such donations, there's a critical mass involved.
A game has to be fairly full-featured (Dwarf Fortress, DoomRL, AliensRL) before
payments to support future development start happening.
And you have to plan from the start how you're going to divide up the cashflow.
One programmer is easy, but a truly open-source programming team has serious
organizational issues here. (Ones that I have thought about, but don't have the
background to have even a speculative solution for.) >> Stay informed about: The power of you |
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Since: Dec 07, 2007 Posts: 11
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(Msg. 11) Posted: Sat Dec 08, 2007 9:20 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Dec 8, 3:49 am, andrewdoull <andrewdo....RemoveThis@gmail.com> wrote:
> Looking at the Angband variants with the most active forums: it appears Furyband
> is maybe four times larger, Portralis probably a third smaller...
Portralis? WTF is Portralis? This is the first I've heard of it, and I
read every post in this newsgroup religiously, even though I mostly
lurk these days. I should therefore know of every variant with any
degree of currency. >> Stay informed about: The power of you |
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Since: Dec 07, 2007 Posts: 11
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(Msg. 12) Posted: Sat Dec 08, 2007 10:08 pm
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Dec 8, 11:16 am, topazg <gra....RemoveThis@blessyou.co.uk> wrote:
> any open source projects run this way, and IMHO it
> allows software ideas and projects to become truly timeless (at least whilst the
> platform on which they run remains).
And then they get ported, or the platform gets emulated... >> Stay informed about: The power of you |
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Since: Oct 29, 2007 Posts: 70
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(Msg. 13) Posted: Sun Dec 09, 2007 12:29 am
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 16:14:34, Nick <nckmccnnll DeleteThis @yahoo.com.au> wrote:
> On 2007-12-08 15:34:57, andrewdoull wrote:
>
> > On 2007-12-08 14:36:16, VALIS wrote:
>
> > > How is it other people's responsibility to motivate you? I know you're
> > > (probably) generation Y and everything,
>
> snip
>
> > ... And
> > I'm very much generation X.
>
> Nooooooooooooooooo! Please, PLEASE let's not start using the marketing world's
> version of astrology as if it has some credibility. People are individuals, and
> when you assume they behave in a certain way because of being born at a
> particular time you make an ass out of you and me.
>
> Nick.
This is coming from a generation A fella like yourself?
Andrew
--
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
"Apple: Celebrating the poisoning of Alan Turing since 1977."
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com >> Stay informed about: The power of you |
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Since: Oct 29, 2007 Posts: 70
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(Msg. 14) Posted: Sun Dec 09, 2007 5:46 am
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-08 16:15:13, VALIS <valis.DeleteThis@oook.cz> wrote:
> > > No, but you have time to post, and re-post your article in three separate
> > > places, and then *follow* all those discussions that occur.
> >
> > s/time/patience
> >
> > People will post about your game where ever and when ever they find it
> > convenient. If you miss it - so be it. I mean, you don't see me writing angry
> > posts on rgra because Kieron Gillen offered to play Unangband and I missed the
> > comment on a 3rd party blog. Them is the breaks.
>
> Touche.
Because talk is cheap, doubly so on Usenet, I've put my theorising into practice
and written a review of Steamband. I hope you see this in the spirit it is
intended as an olive branch rather than fuel to the fire.
The review is here:
http://roguelikedeveloper.blogspot.com/2007/12/review-steamband.html
Andrew
--
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
"Apple: Celebrating the poisoning of Alan Turing since 1977."
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com >> Stay informed about: The power of you |
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Since: Oct 29, 2007 Posts: 70
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(Msg. 15) Posted: Sun Dec 09, 2007 6:30 am
Post subject: Re: The power of you [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 2007-12-09 06:20:12, bbound RemoveThis @gmail.com wrote:
> On Dec 8, 3:49 am, andrewdoull wrote:
> > Looking at the Angband variants with the most active forums: it appears Furyband
> > is maybe four times larger, Portralis probably a third smaller...
>
> Portralis? WTF is Portralis? This is the first I've heard of it, and I
> read every post in this newsgroup religiously, even though I mostly
> lurk these days. I should therefore know of every variant with any
> degree of currency.
From the official website:
"Portralis(formerly known as NewAngband) is a variant of PernAngband(a VERY old
version of ToME), which was itself a variant of Zangband, which was a variant of
Vanilla Angband! Portralis can be considered a variant of NewAngband on it's
own, so it's a variant of a variant of variant of a variant of the original!
 "
Which reminds me. Does anyone want to pick up maintenance of the Angband variant
FAQ? That's another community service which seems to have fallen by the
wayside.
Andrew
--
The Roflwtfzomgbbq Quylthulg summons L33t Paladins -more-
"Apple: Celebrating the poisoning of Alan Turing since 1977."
ASCII Dreams: http://roguelikedeveloper.blogspot.com
Unangband: http://unangband.blogspot.com >> Stay informed about: The power of you |
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