Torque Game Engine Enters Retirement… Bittersweet For Me

Yesterday Brett Seyler of GarageGames posted a blog announcing the release of version 1.0 of Torque 3D, which is a $1000 updated version of Torque, with new rendering, tools, art pipeline, COLLADA support, etc. It looks awesome, and I know their world-wide team worked incredibly hard on the product. I congratulate them on this release, and wish them great commercial success.

However, buried in a single sentence of the blog was the following statement:

“No matter what the results, there will be other changes to the Torque product line up as well. Biggest of all, as of November 1st, 2009, past versions of Torque (TGEA, TGE) will no longer be available for purchase.”

TGE and TimAste Art

TGE and TimAste Art

Before I get back to this, allow me a little history lesson. Torque Game Engine started life in 1997 as the 3D engine behind Dynamix titles such as Starsiege and Tribes. For those that don’t know it, I was the founder of Dynamix and the Executive Producer of those titles. In 1999, myself, Rick Overman, Tim Gift, and Mark Frohnmayer made an agreement with Sierra/Vivendi/Universal, the parent company of Dynamix, to license this technology, leave Dynamix, and start a company called GarageGames. Open Source was the hottest thing going in those days, and our original intention was to give away the engine, and help people sell the games made with it. A couple of months into our company, we realized we would need some revenue, so we decided to charge $100 for the Torque Game Engine (TGE) and all of the source code. We joked that it was as close to Open Source as we could get it, or it was “Open Source with a business model”. At the time, game engines like id’s Quake engine were selling for $500,000 or more, so our price was something of a shot heard around the world.

People thought we were crazy, but with the semi-serious motto of “world domination through collaboration“, we absolutely believed in our mission of standing up for Indie game developers. As an aside, people did not use the word Indie for independent game developers back then. Mostly, they were called Shareware developers because that was the business model they used to monetize their efforts. We identified “Indies” as a market, and went after something most people did not think existed. I would always say, “Do more kids want to be rock stars or game developers? I think game developers. This is a huge market. We just need to hang in there, keep making our stuff better and easier to use.” Hang in there we did, and our sales of TGE steadily rose. None of us made much money, but everybody that came to GarageGames came out of the community, and were willing to work for less than normal to further the vision. It was an incredibly challenging, fun, creative environment and mission.

One constant in this world is change. Game engines get old, companies sell, and people move around. There are hundreds of engines available for all sorts of platforms. Indie game makers are a huge news makers. And, after an incredibly long 10 year life span, TGE is going to the big bit bucket in the sky.

On a brighter note, on Twitter I speculated that it would be very cool if TGE was Open Sourced. Not five minutes after I tweeted, Brett Seyler responded with:

“relyes @jefftunn I think that’s a very likely outcome in 2010.”

That would be awesome! Let’s hope that a little bit of game development history gets to live on forever.

-Jeff Tunnell, Game Maker
Make It Big In Games
PushButton Labs
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PushButton Engine Open Beta Launched

Two days before Game Developers Conference we opened the PushButton Engine site in Beta form to the general public. The PushButton Engine is a Flash game engine released under the extremely liberal MIT Open Source license. If you are interested in Open Source Flash game development, you should check it out!

PushButton Engine Logo

PushButton Engine Logo

Nine years ago when we released the Torque Game Engine for $100 at GarageGames (for those who don’t know, two of the founders of PushButton Labs, Jeff Tunnell (me) and Rick Overman, were half of the founders of GG) everybody wondered how we could make a company charging so little for our products. To be honest, we thought we would make up the difference by selling games, and even though that did eventually work out, it took a long time, and in the meantime we made a meager living selling TGE one at a time for $100. However, any way you look at it, GarageGames worked out very well, and, like I always say, if you catch fish in a hole, go back to that hole next time you go fishing. So, here we are making another engine, but this time we are giving it away for free!

A fair question that anybody should ask is how our company will survive giving away our efforts for free. I think that is going to be the main question nearly all online products and companies are going to have to answer over time. Our answer is that we are going to give away the game engine foundation for free, then sell premium components, starter kits, and content. In addition, we are opening up our e-commerce and store to anybody that wants to sell technology to our community. You can think of it as an “app store” for game technology.

We did a mini version of this model at GarageGames, but it was a closed system where we were open to submissions or we recruited certain developers to make technology that GG would sell in its developer store. Many developers made nice side income or even enough to make a living selling Torque add ons and tools. Like I always say, don’t quit your day job, and having a nice income stream from selling some technology can really help offset your game development efforts.

Flash has huge momentum and we think there is a great opening to supply Flash developers with even easier and more modular methods of making their games. We envision thousands of free and premium components, starter kits, and content packs all rated, ranked, and easily distributed through our store bringing in great money for the developers creating them.

When we launch our component store (hopefully next week), we will be giving a lot more info, but for now the enticing bits are that our entire infrastructure is built upon Amazon’s amazing EC2 and S3 cloud computing services, and we are using Amazon’s ex-commerce service for the payment system, which allows us to essentially allow micro-payments.

The first premium component created by PushButton Labs will be a real time networking component that is based upon the ideas behind the great open sourced OpenTNL, Torque Networking Library, we released from GarageGames six years ago. PB Networking should be the best real time networking the Flash game world has seen with bit packing, ghosting, and the ability to use Java, C++, or Flash based back end servers. Our test results show it performing better than anything we have seen in the Flash space (but, it is a big space, and we could have missed something). PBN will be released under an Indie and Commercial license that is compatible with the MIT license of the base engine. We have not yet decided on a price, but it will be low as we want to make sure this technology is very accessible.

If you decide to try out the PushButton Engine, please remember it is still in Beta. We have a long way to go to make everything more noobie friendly, and of course, the docs still have a long way to go. Even though we didn’t really try to make a big splash at GDC, we graciously got picked up for an article by Wagner James Au from the GigaOM technology blog, which resulted in coverage by the New Work Times and many other blogs. I hope all those visitors stick with us while we get the training wheels bolted on :)

-Jeff Tunnell, Game Maker
Make It Big In Games
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Putting Your Game On OS-X and Linux is Not Enough

Recently, an article about Indie gaming went up on Ars Technica entitled Indie dev suggests peers should support OS X, Linux gaming. While I think Jeff Rosen and the Wolfire Games guys are making a cool game, and Ars Technica meant well, this is not enough in Today’s market.

Windows vs. Mac is no longer the question.

Windows vs. Mac is no longer the question.

Eight years ago, when we were first starting GarageGames, putting your game on three OS’s was state of the art, and we supported it by releasing an engine and many games on all three platforms. Obviously, making sure your game can run on three OS’s instead of just Windows is a big step in the right direction, but now days, you need to expand your idea of what a platform is, and build your game accordingly.

Instead of debating OSX, Linux, and Windows vs. just Windows, you should be considering all OS’s, Flash, the browser, Facebook, MySpace, Hi5, Steam, Instant Action, Greenhouse, your own site, iPhone, Android, other smart phones, Nintendo DS, Xbox via XNA, XBLA, Playstation Network, Wii Ware, box distribution, Casual Portals like Big Fish Games and Yahoo Games, Flash Portals like Kongregate and New Grounds, international portals.

Concentrating on how you can make your game and intellectual property accessible for as many of these platforms as possible will greatly increase your chances of success. Look at how Popcap is growing like a weed in an era when most of the big publishers are losing money and market share, selling out, or going bankrupt. Concentrating on smaller IP’s that can exploit every platform imaginable is a much more viable strategy for Indies.

If you are an Indie trying to make the next Fable or Halo or Tribes, this approach probably won’t work, but for nearly every other type of game, I think an iterative approach to the development of the game and IP behind the game will work. If you have a BIG idea, you may want to consider making it smaller by using some of the techniques I described in the article The Art of Backing Off. If you have not read that article yet, please click on over, so we are all on the same page for the rest of this article.

Grunts: Skirmish Flash version runs on all OS's

Grunts: Skirmish Flash version runs on all OS's


Our game, Grunts: Skirmish, started as a big RTS + community for publication on Instant Action, but as per the Art of Backing Off article, it is currently a Flash game that will be available to play for free within the next few months (note: it is taking a long time because we are developing a company, several web properties, and the Push Button Engine at the same time). We like to call this first Flash version of the game our “Light Client” version, and we have plans to go from this version all the way up to “Heavy Client” versions like XBox and Playstation 3. However, we may never make it to the heavy client versions based on what we find out from the light client releases.

While you may argue that it is extra work to create light client versions of your game, I think it is the best method I have ever experienced for making a game so far in my career. Work on the light client has not slowed down or stopped our development of the intellectual property behind the game, i.e. the characters, back story, logos, or web site design. Plus, it has given us time to create and design a nice progression of milestones and prototypes that we can test along the way toward the end goal of the entire game. For instance, given the response to our characters already, I think people are going to like the IP, but there will be nothing like putting the game up on Kongregate to find out.

If players do end up hating the characters or back story, we are not too far into the concept or idea to kill it. We are flexible and not too invested. Developers that put their all into a huge concept for years, then find out players don’t like it, are screwed. Again, our idea is “too small to fail” right now. If we misjudged the market, we have dry powder to try something different. The same thing goes for the game play. Since we have only developed the first part of the overall game, we are not so invested that we will die if it does not work out.

Besides the above advantages of light and heavy client development, getting onto all of the platforms starts to get much easier. Check out what happens once we ship the Flash version.

  • We immediately bring a subset of our full game and IP to a billion potential players world wide on Day One of ship.
  • We are immediately available on Windows, OSX, and Linux.
  • We are positioned very well to put the product on Facebook, MySpace, Hi5, or any other social network.
  • Using some “special sauce” that we have worked up, porting our game to iPhone is fairly an easy task.

In one step, our game is delivered on over half of the platforms I mentioned above. In addition, we now have a great looking calling card and, hopefully, data to back it up, to allow us to pitch the heavy client platforms. Instead of going to Microsoft with a demo or a pitch, we can go to them with data that says our game was played by 7MM people that loved it and are looking for the next version. If you think about it, that is how Flow, Line Rider, and even the Behemoth guys got onto the heavy client platforms, although I don’t think they were thinking about that when those games were originally created.

To summarize, definitely make your game for more than one OS, but open your mind to where games are really being played in Today’s market.

-Jeff Tunnell, Game Maker
Make It Big In Games
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How Much Work Does It Take To Become A Great Game Developer?

Malcolm Gladwell, the author of best selling books such as Blink and The Tipping Point, recently released a book entitled Outliers. Gladwell’s books sell incredibly well, and I own two of them, but I have found that the premise and promise of his books is always better than the writing and delivery, which I find kind of dry and long winded. My personal opinion aside, a meme that came out of the Outliers book is the proposition that to get truly great at something takes 10,000 hours of hard work and practice, which at the full time rate of 2,080 working hours per year is five years.

I agree with Gladwell’s take on this. What? You mean it is going to take me FIVE YEARS to get good at making games? No, I’m saying it is going to take you five years to get good at what you do, but it may take much longer to really make it.

Of course, you can point to some products like iShoot, where the developer had never made a game before and is now quitting his day job due to his game’s success on the iPhone. Sure, there will be some lucky developers that break out and get a hit before they have put in their time, but those will not be the norm. Seth Godin has a good take on this, and argues that the 10,000 hours can vary depending upon the market, and smaller, newer markets are more likely to have lucky break out hits. He puts it really well with this statement:

But, ready for this? The Dip is much closer in niche areas, new areas, unexplored areas. You can get through the Dip in an online network or with a new kind of music because being seen as the best in that area is easier (at least for now). You can get through the Dip as a real estate broker in a new, growing town a lot quicker than someone in midtown Manhattan. The competition is thinner and probably less motivated.

So, even though there may be some niches in games that you can break into because they are over looked or just emerging, my take is that you don’t want to count on luck. Just buckle down and become really great at what you do. If you don’t want to work hard, there is somebody out there that is working hard at becoming great, and they will take your place. I have written a basic outline of how to spend those fives year in my Five Realistic Steps To Becoming A Game Developer article. If you love what you are doing, the time will fly by.

-Jeff Tunnell, Game Maker
Make It Big In Games
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Big Ass Design Documents

Marek Bronstring, a game developer that I met on Twitter, writes a blog called gamslol where he recently penned a post entitled “Game Design 101 Rant: Over-Reliance On Documentation“.
Big Ass Design Document
Many people have asked me what a design document should be, and while I am not going to write that article today, you can read about what they should NOT be in his post. Here are some quotes:

If you already knew that game design isn’t all about writing design documents, then that’s great. I like you. We should do the secret handshake. As for everyone else, I’m sorry that you have been misled, and hopefully I can help make some amends.

But sadly there’s a myth that writing giant Game Design Documents (GDDs) is what designing a game ultimately boils down to. This myth needs a thorough pummeling.

I totally agree him. What he calls GDD’s, I like to call Big Ass Design Documents, or BADD for short. I have seen design documents that look like the old ancient bibles that sit on top of family pianos. While the developers think they are really solving a problem, in actuality they are causing bigger problems.

Nobody reads those tombs, and they are so large that, like a government legislative proposal, entire developers are sucked up just keeping the document up to date. Worse, designers get pissed at the programmers because they still ask questions about the design even though the designer thinks the answer is in the document. “Didn’t you read the f***in’ document?”, is the common phrase.

Just like “Agile Development” is kind of the new phrase for doing what you want just about any time you want, I think Agile Design is a much better way to go. Of course, you need a certain amount of design documents, but having a designer that can communicate his vision and a producer that can carry it out is much more important than the bureaucratic process of creating and maintaining a BADD.

-Jeff Tunnell, Game Maker
Make It Big In Games

The Art of Backing Off

As a producer you have to be open to reducing your expectations. Your customers only know what the end result is, not what you were thinking anywhere along the development process. I think it is always best to start with an idea that has a lot of room for expansion, then cut it back as development progresses. To me, iterative development is the fine art of “backing off”, and this article details how we have continued to back off on a concept until it is something that I think we are actually going to get completed soon.
Grunts: Skirmish Group Shot
Next week Push Button Labs is calling all hands on deck and attempting to create, Grunts: Skirmish, a “Game In A Week”. Adam is coming down from Washington, and we are going to hole up in our offices and see if we can actually do it. There are many reasons for us to make this game, but almost more interestingly was how ended up with the Grunts concept. Read the rest of this entry »

Jeff Tunnell Game Library, A Lot Of Games

While moving my office, I had to do something with the boxes of games that I have worked on throughout my career. I used to keep them on a shelf, but I have run out of room. So, I had Jon scan both the front and back of the boxes in and upload them all to my Picassa album Game Library. I’m still missing a box that contains Project Firestart, Betrayal At Krondor, Pro-Pilot, FPS: Baseball, FPS: Golf, and a bunch of others.

I had a hand in all of these games in one form or another, either as designer, director, producer, or executive producer. In other words, I lost sleep on all of them.
Most of My Games

Bill Gates… Thanks For Your Contributions To The Game Industry

Today is Bill Gates‘ last day on the job at Microsoft, and I find it a little sad and nostalgic. Believe it or not, there are very few people in the world that have been more influential on the game industry than Bill. Probably Miamoto, but I can’t readily think of any body else. Of course, Bill has never designed a game or even played very many, but he has always supported them and felt they were important, so his platforms have been supportive and open to them, thus allowing thousands upon thousands of game developers and publishers to grow and prosper.
Bill Gates Game Influence
From the earliest days, Microsoft has supported games. Initially by publishing them. Probably the first computer game I ever played was Olympic Decathlon published by Microsoft. Colleen and I practically wore out the keyboard on my spanking new Apple II with that game. And, of course, no story of Microsoft and games is complete without mentioning Flight Simulator, which was always at the top of the best seller charts back in the day.

To show the importance of the PC for game developers, it is necessary to start somewhere else. Read the rest of this entry »

Welcome Alltop and the “Better Assholes” Clause

Coolness! Make It Big In Games has been picked up by Alltop. Guy Kawasaki’s latest small web service business, Alltop is a much expanded version of popurls, i.e. a single place to go to read the five latest stories from hundreds of sites. All of the sites are arranged by categories, such as Games, Gizmos, Web, Green, etc. I kind of think of it as an automated RSS reader where I don’t have to do much work, and I like it… a lot.

Make It Big In Games On Alltop
I’m sure all of you have heard of Guy Kawasaki, but if you haven’t he was the original Apple “Evangelist”, i.e. a business development guy that would recruit software companies to build great products for the Apple Platform. Since leaving Apple, Guy has written a bunch of books, started Garage.com (a web form venture capitalist), and writes an incredibly insightful blog.

I once met Guy along time ago and I have a pretty amusing story about that meeting. We had dinner together at a SPA (Software Publisher’s Association) meeting in Washington, D.C. At the time, I was running Dynamix, a company that I co-founded with Damon Slye. We were an incredibly small, struggling game developer, and I was out looking for opportunities to increase our business from one large original IP project with Electronic Arts and a conversion project with Activision (they had just changed their name to Mediagenic..nice move, huh?). So, I was out to dinner with, I won’t use his name, but it rhymes with Ben Holeman (I decided I probably should not use his name, but I still burn about this 22 years later), a slick executive from Mediagenic, and Guy was there to get support for Apple games from us.
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Working For Big Publishers

Two years ago I wrote this article about what it is like to work for big publishers after the original “EA Spouse” article hit the news. With the recent follow up on Gamasutra, I thought I would pull it out of the dust bin and publish it. As a little disclaimer, I really don’t care, politically, one way or another how this turns out. I wrote this article to contrast working at a “secure” big company as opposed to going it Indie. I know I won’t work for large companies since I have the means not to, and because even if I didn’t, I would rather dig ditches than put up with this kind of work environment.
Photo by www.flickr.com/photos/santarosa/ Provided under the Creative Commons license.
Publishers such as Electronic Arts, Activision, Ubisoft, and Microsoft are the largest sources of money and employment in the Games industry. They create billions of dollars of revenue, then reinvest it in development, marketing, distribution, overhead, and what is left over is their profit. In some cases this profit is huge (Electronic Arts, well usually), and in some cases pathetic (Atari). If you are considering working either directly or peripherally (see DEVELOPER post coming up soon) for these publishers, it is important to note these profit numbers. Here’s why:
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