Brad Wardell's Blog


ROUND UP: Cool new software for customizing Windows

Published on Friday, November 28, 2003 By Brad Wardell In WinCustomize News

With all the library problems we had earlier in the week some new software releases got overrun...

Here's some highlights...

 ObjectDock 1.0 was released. It is a dock with tons of cool stuff on it. We have an ObjectDock section with lots of icons and dockets. Even with the library restore still being a week away the sections have recovered pretty well already thanks to users and authors. And ObjectDock is FREE.

 BootSkin Beta is out. It changes your Windows boot screen. There are other programs that can do this but BootSkin has a unique set of advantages: 1) It's FREE. 2) It doesn't patch the kernel i.e. it won't hose up your system which means that even in the worst case scenario you can boot up in safe mode. 3) It works on Windows 2000, Windows XP, AND Longhorn. So the bootskins you create and use work on a lot more systems.

 DesktopX 2.0 was recently released. It lets you totally customize your Windows desktop with objects that can do pretty much anything. There are two sections on WinCustomize for DesktopX. A themes section and an objects section.  Themes are entire desktops. Incidentally, DesktopX is what many movie studios use to create those futuristic computer interfaces you see.  The objects are sometimes called widgets. They can do everything from display system information to create custom browsers or even do video games.

And if you're interested in being part of a Skinning blog site, visit http://skinning.joeuser.com and you can see the Holiday suite that is being developed.

One side note, since moving to CA, we have lost TWO servers. So if the site seems a bit sluggish, it's because we've had to consolidate to fewer machines. If you enjoy WinCustomize and want to help out on that issue, please consider becoming a WinCustomize premium subscriber. It's $20 for TWO years (less than $1 per month). It's WC subscriptions that pay for new servers. And clearly, having more servers doesn't just make things faster, it will allow for more redundancy so that hardware failures don't wreak so much havoc.

Have fun!

4 reasons why consoles can't replace PCs for gaming

Published on Friday, November 28, 2003 By Brad Wardell In PC Gaming

This was one of the comments to Why consoles are taking over at retail. But it was so good I wanted to highlight it.

Written by Sirian.  I agree with him that consoles can't replace PCs but I fear that such an argument might sound someday like "Why the Internet can't replace HAM radio". I agree with what Sirian says, I'm just not sure if these factors are enough to keep the PC game market large enough so that its retail presence has sufficient diversity. My article wasn't designed for doom and gloom. I simply think that retail and PC games don't, in the long term, make a heck of a lot of sense.

That when people come accustomed to purchasing games electronically that it will make it more viable to create new and original PC games.  Meanwhile, at retail, you'll see have the PC games that are in genres that the PC excels at that are also very popular.

Anyway, without further delay,  here's Sirian's article...

Four Reasons Why Consoles Cannot Replace PCs:

1) Storage
2) User Interface
3) Controls
4) Depth

There are two more, but consoles are showing signs of eventually overcoming them:

5) Patching
6) Community


Storage is the biggest item. The hard drive is not replaceable -- except by another hard drive. If a console includes a hard drive, it is no longer really a console-n-cartridge device any more, but a PC in another package. Hard drives allows users to do so much more. I can have as many saved games for my games as my space allows. I can sort and store them to my taste. I can take screen shots, and manipulate those for upload to the internet. I can write about the game, my strategies, my thoughts, my gaming experiences, and save all of these writings. I can keep copies of old patches, flip between windows and do other things while playing. I can take a break from work, which I do on the same machine, to play a quick game. No console would ever be worth my time unless it had equal storage power, in which case it would be a PC anyway, so what's the point? The previous poster, Rob, made the same point, and I agree with him. The future most likely lies in a marriage of console and PC, for them to become compatible. And, sadly, he's probably right that Microsoft will lead the way and make it happen.

User Interface includes I/O devices and monitoring device. HDTV? No thanks. Not for my computing needs. With my eyesight, I need even better performance than HDTV would provide. I'm one of those guys who paid as much for his monitor as he did for the rest of his PC combined. Consoles couldn't hope to touch that performance aspect unless, again, they became a PC in another package anyway. Mouse needs a flat surface? See previous comment. No way am I moving my gaming away from a desk, where I can sit in an ergonomic executive swivel chair comfortably for hours at a time, to go sit ON MY COUCH, for god's sake, and be squinting at my TV, having other people wanting to watch TV, bustling in, walking between me and the screen. I'm a diehard trackball hater. Real mouse or forget it, and that too requires a desk. My desk can hold a stack of CD's, pen and paper, additional controllers, and most importantly, is set up to support continuous hours of use. A console would have to become a PC to replace my PC.

3) Controls. I tried console gaming a decade ago, with friends who had both PC and console. We had a name for what happened to our hands after an hour on the console: Sega Thumb. OUCH. Are you kidding me? Those crappy little thumbpad hack-jobs are done on the cheap, to keep costs down, not to provide solid control or comfortable use. Maybe kids who grew up on those crappy things have developed some kind of immunity or tolerance for their low quality, but for me? No thanks. Give me real controls. Brad mentioned mouse and keyboard, but forgot the joystick. A top notch PC joystick has five axes: the stick has X and Y, like the console control thumbpad, but that's where it ends for the console, just like the old Atari 2600 joysticks. The PC stick has a twist, adding a Z axis, plus a thumb hat that amounts to a console thumbpad all by itself. Well, fancy console controls with two thumbpads can simulate that, so they can get up to four axes, but they still miss that fifth on the twist. PLUS, the joystick plants on my desk (again missing for the console) while my other hand has access to the keyboard. Consoles can't come close to matching that quality or number of controls. Console games cannot live up to the depth available to immersive joystick games. The mouse and keyboard are not dispensible, either. If you give a console a modern joystick, a mouse and a keyboard, put it on a desk with a high res monitor, and put a hard drive into it... you've got a PC!

Depth. Between storage, interface, and control, there is depth available to PC game makers. Depth that cannot be reproduced on the console. This isn't about "what PC games do better". PC's can do everything better, except simplify. That's the strength of the console: simplification. Plug-n-Play, delivered. Without storage, though, longer games are not possible. Without length, there is less depth to the game. When it comes down to it, aren't consoles the inheritor of the arcade game, rather than the PC game?

The arcades did not die out from the consoles in the 80's. They died out when PC's brought a more compelling game experience, with depth, to the market. Arcade games used to offer more depth than home console games: better controls, better graphics, and a sense of wider community, of competition, because of the high score boards. We paid as much for those as we did for the gaming itself. Posting the high score, or competition to beat it, was a big deal to most arcade gamers. Consoles couldn't deliver that because they lacked storage! Atari 5200 and Colecovision were dinosaurs before they were even released. They thought they were capturing the essence of the arcade experience but in fact failed to do so. It was the Commodore 64 and ilk that finally took down the arcades, with the "IBM Compatible PC" to finish them off for keeps.

Have consoles finally caught up a bit? Yes. With internet connectivity, and access to mods and patches, and limited storage capacity, they have recaptured some of the bare functionality the arcade games used to have, which consoles of old never had, and so they took back some of the market that had, for years, gone over to the PC. Yet the depth is still missing, and will continue to be absent unless the consoles become PCs anyway.

The internet breathed new life into PC games in the mid and late 90's, but at the same time also sucked the life right out of PC games. What a nasty combination! Gamers, for a while, were so juiced by the increasing capabilities of PC hardware, they were willing, for a time, to go ahead and buy a new computer every two years, just to have the latest, to stay in the loop. That has faded out now, and PC game makers need to find their way to understand the new reality. PC's for a time were the only game in town. They enjoyed both the support of the depth-seekers and the eye-candy addicts. Now the eye-candy-addicts can get enough eye candy from console games. So why, oh please tell me why, are PC game makers abandoning the depth seekers who are their loyal customer base, to go chasing the almighty dollar they think lies with the eye candy seekers?

A console can download patches, but it can't allow for writing and posting feedback to the internet unless it turns itself into a PC. And any console that does not support patching will run head long into what someone else above pointed out: when they release a broken or incomplete game, they can't fix it. That's where attempting to put depth into a console game could backfire hugely. If the games they release are mostly broken and unfixable, there will eventually be a huge exodus back to the PC, if not outright, then by some console maker making a PC in a console's package, and attracting the lion's share of console business by offering some of the strengths of the PC on their console.


The PC game industry has lost its way, by and large. A lot of clones and formulas, as marketing jerks take over, as the soul of the industry has sold out, allowed itself to be dominated by trying to recreate the next version of the previous hit game, instead of nurturing creativity. The business model sucks for developers, as Brad aptly points out, but that is largely because so many small developers started up, the publishers had a buyer's market. And now that "production values" have raised the ante, a lot of good games that would have been made ten years ago are not made today.

I, at least, hunger for good games. Eye candy in some measure is fine, but how does the game play? Is it challenging? Is it fun? How much of my time playing is spent on strategy or execution, vs how much is make-work and tedium? Patching is not even an option on today's games. It's an absolute necessity. A good game needs a year's worth of patches to reach completion, and that's if the design team is skilled in weeding out the feedback they get, sorting the wheat from the chaff of player requests and bug reports. GalCiv has been a good game from the start, but six months in, still has a slew of issues to clean up in patching to deliver on all of its original promises. Gamers will stick with a company who sees that process through to the end. They won't stick with companies who promise too much and then do not deliver. That has been most game makers in recent years. They want to cut corners and expect us to keep on buying. Not going to happen.

I know a lot of gamers, and almost all the gamers I know are sitting around playing old games, polished versions that saw a lot of patching or the rare spectacular gem that needed only a couple of patches, and waiting. Waiting on the slew of crap coming out to be interrupted by something that bows down at the altar of fun, not the altar of eye candy and gimmickry. Word of mouth makes sales. I've brought a few sales to GalCiv, because I have a reputation among my friends. They know if a game holds my attention for any length of time, it's a gem. And I have friends I rely on for the same function. Somebody we collectively know will try almost every game with any degree of promise, and then comes the review. If it's positive, a few more will try the game and add their opinions. If the word is unanimous, almost everyone will buy. We are one heck of a smart pack of shoppers, and nobody puts one over on the whole lot of us.

Somebody here described 4X games as a niche market. Funny, that niche was pretty wide a decade ago, when the top games coming out were Civilization, Xcom and Master of Orion. What? All the people who bought those games dried up and blew away? I don't think so. We're still out here. Look at the anticipation there was for Master of Orion III. The customers are there. It's up to the game makers to GET IT RIGHT for a change. GalCiv could inherit the kingdom if Brad plays his cards right.

The PC game industry is on the decline because game makers have largely lost touch with the needs and wants of their core customers. Instead of filling the various niches and making decent money, they all chase the blockbusters in pursuit of the dollars of customers they view as a large flock of sheep to be fleeced instead of intelligent consumers. And on that score, I believe even Brad has it wrong here. I don't know what writing he's reading on the wall, but we must not be looking at the same wall. I for one will never buy a console, yet some day, many of those console gamers of the new generation will grow up and discover the richer, deeper world of PC games. They will graduate from arcade action to the thinking man's games. Plenty of money to be made off of adults, even though we have less time for the gaming than kids do. The very fact that we do have less time makes it critical that we get games that are polished, fun to play, and engaging. Substitutes and pretenders need not apply. We've banded together out of necessity; we listen to word of mouth and only pay for quality goods. Yet we WILL pay, and gladly. The market is out there, hungering, waiting, hoping.

And yet, not all of us have high speed internet. I don't, and you can forget me downloading anything over 10MB. I won't do it. I don't have the time to waste on that. For me to buy software, I've got to get a CD. Period. I'll support Stardock with direct purchase from now on, so they get the full profit, but I need a CD for every purchase. And as some pointed out, outside the USA, consumers have other concerns, too, when trying to buy American software. Then there's the fact that I now get an Object Desktop component loading on my PC as startup, when I have not purchased or desired that product. Part of the Stardock auto-downloader? I'm not sure. It caused one of my other programs to stop working, though, and sometimes interferes with yet more programs on boot-up. There's no excuse for that. It's sloppy. Computer users don't trust software companies. The wide variety of hardware configurations and drivers is a huge obstacle for designers, I realize, and I don't have easy answers for that. But every customer has their own considerations and concerns, and we all have a breaking point at which we stop supporting a product or a company. In my view, if Drengin.net is to succeed, they've got to do a good job of finding out what customers need and want and delivering that. Customers will go to the best overall deal. There is a huge dearth of good games on the market. GalCiv is a rare exception. It's a good game. That's why I'm here. That issue with the Object Desktop component is a minor drawback. So is the as-yet unpolished state of GalCiv itself. Brad and Stardock have shown a lot of promise, though, and seem to be more in line with my needs and wants, overall, than their competitors.

And yet the key difference for me in supporting Stardock is the intent to finish their game. Many game designs have a lot of potential, if work on the game continues after release. No game nowadays can possibly be all it can be upon release. When thousands of players get their hands on the game and finally play it, its shortcomings and flaws will be exposed in a way even the best beta testing cannot find. Therefore, the only companies who will ever again reach a fully polished game of modern depth and complexity are those fully committed to ongoing or occasional patches, to redress new issues turned up by the players over time, allowing at least a year for all such issues to emerge. Commitment to patching is, for me, the key ingredient. Lack thereof is likewise the fatal flaw. I won't ever again buy from companies who drop a lemon in my lap, take my money and run. And will consoles ever match that requirement? I doubt it. I don't even own a console and I do not expect that to change.


- Sirian

Angry Dad, Angry Child

Published on Friday, November 28, 2003 By Brad Wardell In Personal Relationships
So last night the 6 year old is in the car with us and he's throwing a fit. And one point he says something totally crazy, "I wish I had a hammer right now and then I would smack my own head with it!" To which I responded, "We're not making a special stop to get a hammer, you'll have to make due with whatever you can find."

This special moment brought to you by, the crazy gene!

Happy Thanksgiving!

Published on Thursday, November 27, 2003 By Brad Wardell In WinCustomize News

Things are getting back to normal again (thanks to the hard work of people in the community -- THANK YOU). Older archives will get restored next week but new stuff seems to be working fine. Have fun and have a great Thanksgiving!

Libraries back up, restoration begins

Published on Wednesday, November 26, 2003 By Brad Wardell In WinCustomize News

The libraries are back up. So here's where we're at:

We're going to ship the archive to California to be installed but that will take some time to do. 

In the meantime, everyone who uploaded a skin after October 1 will be receiving an email letting them know how to quick update them. Authors who resubmit their post-October 1 skins will automatically have their skin date updated as if they were new (our way of thanking authors for doing them).

Also, anyone with Apprentice access or higher can also help authors and the community out by submitting missing skins too (screenshot will still be needed). Here's how you do that: Go to the file library and you will see which skins are missing by the special missing skin thumbnail. There will be a [Help Update] link there. We'll be keeping track of who helps the most and sending out T-shirts for Christmas to some of the top helpers as a token of our and the community's appreciation. Note: Do NOT try to submit missing skins using the usual "upload" mechanism. Do it from the Help Update system or from the link you (as an author) received in email.

By working together, we may actually be able to have reasonably up to date libraries by Thanksgiving!

Thank you for all your help! Have fun!

 

Keeping good employees is the key to long term success

Published on Wednesday, November 26, 2003 By Brad Wardell In Software Development

Next week I'm going to be giving a guest lecture at the University of Michigan. My topic will be the game industry and software development requirements to be part of it. But it got me thinking about other issues involved in running a successful software company.

Probably the key, in my view, to having a successful company is retaining good employees. It may seem obvious but let me get more specific: Everyone in any industry knows that there are various kinds of people out there. Some people, like Joel on Software, go specifically for the "super stars". Stardock has its share of coding gods. I'd put our top developers against the top developers at any company anywhere in terms of knowledge and productivity.

But I don't want a shop full of "super stars". Or I should say, being a coding god is only part of the story. I'll take a good software developer who is loyal, easy to get along with, and reliable over a "super star" who is arrogant, acts like a primo Dona, and flakey.  And I bet those of you reading this have run into your share of guys (they always seem to be guys) who think they are god's gift to the world. 

At our office, we have a term for the type of employee people should be trying to keep. Code-name: Cari. In honor of the avatar of good, long term, loyal, productive, self-starting, easy to get along with software developer.  She won't claim to be a coding god.  But she also, day in and day out delivers the goods. She wrote most of the lines of code in Galactic Civilizations. It is people like her that need to be representative of the average person at a successful software company. If you can find a handful of unpretentious software gods, which fortunately for us we have, that's great. But over the long run, retention matters. Many of these super stars suffer wanderlust (and in my limited experience end up screwed as they get older and their skills are too scattered and their resume too all over the place).  So it's often hard to keep those super stars for various reasons.  But the people who stay, they become an invaluable asset over time because they know how things work at the company. They know the procedures. They're in their groove.

Which is why, I think, the successful long term company that's larger than a dozen or so people needs to make sure they have not just super stars but also plenty of Cari's. It is the Cari's of the world that make software companies successful over the long haul.

 

Recovery Status

Published on Wednesday, November 26, 2003 By Brad Wardell In WinCustomize News

Okay, here's the deal...

As some know, last month WinCustomize transitioned from Atlanta to California. The crappy Fujitusi drives are failing. One is already dead and it went out in just a way so that we can't access the RAID easliy making restoring locally easy.

Unfortunately, our next backup version is in Michigan and restoring it remotely is going to take a great deal of time (think how many gigabytes the skin libraries here are and imaging trying to restore over a T1). 

So what we're doing to do is ship a drive there to restore the older skins. But, in the meantime, we will put up the libraries so that new submissions can be made. We will also put in a system so that authors who want their works to be restored faster can restore their work on their own.  This is mainly useful on newer submissions.

The Thanksgiving holiday is what is causing part of our delays as staffing is reduced and one day everything is shut down. So it may be over a week before the full library is restored.

But most people are interested in getting the "Latest" stuff and that will be our focus: Get the libraries back up and restore the files as soon as we can.

Those of you who have recently downloaded files, please keep those handy. It will make the recovery effort smoother for everyone if we can work together and users resubmit recently uploaded files (uploading the .WBA or .ZIP or whatever is only part, the screenshot is necessary too). But if we can work together, we can be up and running at full power again sooner.

Consoles vs. PC Games: The writing is on the wall

Published on Tuesday, November 25, 2003 By Brad Wardell In PC Gaming

Historically the argument of PCs vs. Consoles as game machines was an artificial argument. The two appeals to very different demographics. Many gamers, such as myself, simply were not willing to tolerate playing games on a television. How can you go from playing at 1024x768 to what amounts to 512x384? (That's 1/4th the resolution).

But times are changing. More and more people are getting HDTV and many games are starting to support this. This trend definitely doesn't help the PC game market grow. And the statistics back that up. But there are still certain kinds of games that only make sense on the PC. They boil down to games that need a mouse or a keyboard.

  • Real Time Strategy Games
  • Turn based Strategy Games
  • First Person Shooters
  • Massive Multiplayer Games

I'm playing Knights of the Old Republic on the PC right now and it's painfully obviously that it was designed with a console in mind based on the annoying controls and inventory system. And the game suffers for it.

The issue isn't whether the PC game market will die. It won't. The issue is whether PC games will be able to keep up with console games from a production values point of view. The answer to that is sadly...no with a few exceptions. So let me illustrate this with a report from the year 2007.

By 2007 the only PC-only big budget games will be massively multiplayer games, which will be well on their way to becoming cross platform to consoles. First person shooters (Duke Nukem Forever won't be out yet though) and the occasional RTS. And RTS, btw, won't be considered "big budget" anymore either by that point. With DirectX 9 or later, you can actually create your own pretty decent 3D engine.  Give me a team of 10 people (5 programmers, 5 artists) and I'll give you a Warcraft III clone in 18 months that has better graphics.  Warcraft III, of course, didn't have all the advantages that came into being with the more recent DirectX's so it's not that we're smarter, it's that it's gotten easier.

What this means though, from a retail point of view, is that when you go into the store to buy a game, it will be totally dominated by console games with a tiny area for PC games that will have (Wait for it) some sort of RTS, the first person shooter, the MMORPG, and a few other popular PC games that are either cross platform or fall into some unique category.

This, of course, is what PC advocates fear. But I'm afraid it's inevitable. It's not that the PC market is dying. It's not and it's annoying when people try to argue that. The problem is that retailers can make more money on console games than PC games because console games have been growing in sales much faster than PC games have.

Why Console Games are taking over retail

When I was a kid, my game machine was a Commodore 64. After the Atari 5200 and Colecovision's of the world died off, the console  market was gone. Then one day Nintendo introduced the NES but it didn't really matter because they couldn't remotely compete with computers yet in any important category. Gamers were willing to put up with the pain of freeing up more of that last 384K of "Upper memory" to get Wing Commander to work. They were willing to tolerate Ultima VI's annoying proprietary pseudo-OS.  They were willing to put up looking through the user manual of Power Monger to look up the copy protection key every freaking time they wanted to play. There wasn't really an alternative.

Eventually Windows and CD-ROMs made life on the PC easier. And it was good. For awhile. When the Playstation was released consoles started to get more competitive. But they still couldn't hold a candle to the PC in many areas. Outside crummy arcadey games, now in quasi-3D, the consoles were still not very appealing.

But now, even I have a console. Sure, Nintendo gave me one for free for helping them create a Nintendo Desktop (our non-game side of the business) but I do play it now. I've bought games for it. The latest generation of consoles have graphics that are "good enough". And with HDTV and the next-gen of consoles looming, they are poised to overtake or at least be equal to the latest/greatest PC games in visual quality.

And they already outsell most PC games.  So what are the reasons for this? Why not just keep using a PC for games? Why are developers moving to consoles?

  1. PCs are still relatively painful to use. The typical Windows user's computer barely boots. Come on, you know what I'm talking about. Many of you reading this are someone's "computer bitch" who goes over to their friends and neighbors houses to "fix" their computers. You get over there and find that 50+ spyware, DDOS clients, and other crap are being loaded on start-up. That Internet Explorer is so full of spam toolbars that you can barely see the page and the desktop is covered with icons.  And then you get the game and have to install it.  My Knights of the Old Republic took 30 minutes to install on my brand new Dell 2.8 GHz machine. Compare that with just putting in a CD and having it work.
  2. Copy Protection. Someone on Quarter To Three actually had a good solution to this. But it's not generally utilized.  Forcing people to have the CD in the drive negates the one major advantage PC games have - that you install them on the hard drive.  If I'm on-line, I shouldn't have to have the CD in the drive. Just have it contact some master server to "activate" it automatically. If they aren't on the net then sure, have the CD be in the drive. But this way at least those in the majority would never have to mess with copy protection in any real way.  I wouldn't mind having to have the CD in the drive if I wasn't forced to install some 1 gig game to my hard disk before playing it.
  3. PERSONAL computers vs. PUBLIC televisions. My Game Cube can be played by my 3 year old son without any intervention from me. My 6 year old regularly plays Zelda on his own. But do I want these guys on my computer with their sticky hands? No way. And most people can't afford to have a "kid's computer" nor would they understand the logic of having one.
  4. Cost. The Game Cube is $99. A decent gaming rig is going to set you back $1000. Sure, you can do more with the computer but so what? If you're not doing games, a 5 year old PC will do most of the work that normal people do with a computer. This is almost certainly the biggest reason why consoles have gotten such huge numbers. How can you argue against $99 for a console that comes with games on it?

So then why are developers moving to writing for consoles?

  1. Numbers. That's pretty obvious. As the number of users on consoles grows, the demand grows and so go the developers.
  2. The rise of cross platform libraries like Renderware. Now it's much easier to write once and with some minor tweaks have your game on all 3 major game platforms.
  3. Life for the developer can be easier. If you're a game developer on the PC, you're in a tough land. Our company has a hit game, Galactic Civilizations. If you knew how little we make per unit sold at retail you'd cry. I know I am. Makes me want to just give it up and move to consoles myself. It is becoming incredibly difficult, nearly impossible, to make a retail-level PC-only game that isn't one of the huge genres (RTS, MMORPG, FPS) and not go broke. And even then, only the successful ones make any money. Let me be plain: If it were not for the fine print in our contract that allows us to sell Galactic Civilizations directly, not only would we not consider a sequel, we would have had to lay off our entire gaming side immediately. That's just how screwed up the system is for PC game developers right now. Let me put it this way: 100,000 units are expected to sell at retail world wide, total revenue from those retail sales is expected to be LESS than $400,000. That is less than the revenue we received from direct sales which sold less than 10% as many units. That's not a viable business model.
  4. Support. Tech support on a PC game is significantly higher than on a console where the games "just work".
  5. Piracy. It's not a huge deal on the PC but it is higher than it is on the console. My neighbor has a Game Cube. You think she's going to go onto some site and try to figure out how to pirate Game Cube games? She won't bother with PC games because of the previously mentioned "hassles".
  6. Difficulty in getting published. The "big" publishers are increasingly preferring to move to the model of only releasing a handful of huge titles per year rather than many smaller ones. There is a certain logic in that. Today, most expenses come from marketing, not development. If those marketing dollars can be focused on fewer games they can end up with bigger bang for the buck, in theory anyway.  As much as we'd love to have a mega publisher pick up a Galactic Civilizations II (assuming we could work something out where 100,000 units in sales translates into real revenue for us) we're not going to count on it.  We'll either have to look at doing it ourselves (the whole thing) or work something out with a smaller publisher where retail sales work out better for us.
  7. Support from the console maker. No one really cares if you make a PC game. But Nintendo, Microsoft, and Sony care a lot if you make a cool game for their platform. Matching funds and other help are available to developers. There's nothing like that on the PC except in the increasingly rare cases where the publisher provides advances on royalties.

 PC Games in twilight? No.

Does this mean that PC gaming is doomed though? Not at all. But if PC gamers and developers want to continue buying and making PC games, some recognition of the changing reality is in order.

Electronic Purchasing. Yes. Sorry but PC gamers are going to have to stop bitching about the lack of diversity in games available at the local store. It ain't changing. There are lots of PC games in development and released each year that no one ever hears about because they are sold electronically. This is something we're trying to do with Drengin.net. The goal is to allow people to buy all the games or cherry pick the ones they want off of it. Think of it as iTunes for games except you have an option to also pay to access everything that's on there at 18 month increments. Over the next year, we hope to add a lot more games to the library but we've run into snags there which I'll bring up next.

Developers need realistic expectations. We thought it would be easy. We would talk to game developers whose games were already available on-line but had only sold a few copies. The 2002 winner of the Indie Games Festival sold <100 units of their game for instance.  So we would go out and try to bring games onto Drengin.net.  Suddenly though they wanted huge bucks for their game. 

Our standard deal was:

1) Non-exclusivity - you can sell it still on your own.

2) We'd give you a couple thousand dollars advance on royalties -- often more than the game had made total so far (I know that's hard to believe but it's true, most of these cool little games out there have sold only tiny numbers of units).

3) We would give you a royalty off of the total sales of Drengin.net for a set time period.

Number of third party games on Drengin.net so far: 0. Stardock's had to create all of the content so far which won't be sustainable long term. There'd be other snags. We'd get games that were basically early betas. The games we'd want to put on there have to be complete. They don't have to be huge or anything just complete.  Those with complete games would actually ask for hundreds of thousands of dollars in advance. It was unbelievable.  If something like this is going to succeed, some long term thinking is needed -- PC games need an iTunes for Gaming type mechanism where consumers can go and buy this stuff and get it right there and then and be able to access it from a central repository. By the end of this year, Drengin.net will have 4 pretty strong titles on it but realistically we need more than 20 for it to start getting to critical mass. (btw, if you're a developer with a good complete game, even if it's relatively small but still fairly original you can contact me at [email protected] ).

But more important than that, gamers will have to get over their fixation of buying boxed copies. If you are willing to only purchase PC games at the store, your options will be steadily decreasing. In the long term, electronic sales are the way to go.  We sell millions of dollars of software electronically each year -- Object Desktop and its components (the non-game version of Drengin.net -- even uses the same program manager Stardock Central). So we know it's doable.  But if PC gamers can't make that transition, the increasingly the only retail games they'll be able to purchase will be in those genres that the PC specializes in (RTS, FPS, MMORPG).

As a PC game developer, we're rapidly reaching a fork in the road. If we can make more selling 10,000 units direct where we don't have to make boxes, don't have to deal with nearly the tech support hassles, have less piracy issues, than selling 100,000 units at retail, then it doesn't take long to realize that maybe if we were on-line only we might "only" sell 20,000 copies instead of the 110,000 total but we'd make more than twice as much as we did the other way. The problem would be that it would be one less PC game on store shelves thus making console games appear even more successful. But I don't see many alternatives.

Of course, none of this is going to happen this year or next year. I'm speaking of the long run here. But console games clearly have a positive feedback cycle going. One that I see only accelerating.

Other places to visit

Published on Tuesday, November 25, 2003 By Brad Wardell In WinCustomize News
While we restore from backup here are some other places that have skins and themes of the kind you'll find here:
First some not as well known that are very high quality:
http://www.pixtudio.com/index.php?page=skins
http://www.skinplant.com/
http://www.essorant.com/
All 3 of these sites have both free skins and premium skins to choose from.
Here are some others:
http://www.deviantart.com
http://www.skinbase.org
http://www.theskinsfactory.com
http://www.customize.org
http://www.velocityart.com/
We're in the process of restoring from backup but as you can imagine, we're having to do it from remote (the servers are in California, we're in Michigan). There will probably be some skins/themes/walls missing for at first so authors who have recently submitted content may be contacted to resubmit the file.



Desktop Enhancements vs. Games

Published on Tuesday, November 25, 2003 By Brad Wardell In Blogging

...and the #1 reason why Stardock is so successful: Because everyone thinks desktop enhancements are a tiny niche market.

When I try to convince the press to cover our software, I am often met with "Do people really use this stuff?"  By "stuff" they mean desktop enhancements. Do people really want to change the way Windows looks and feels? Surely, it's just a tiny group of geeks who do this right? Right??

In actuality, desktop enhancements are pretty huge. They just don't get respect.  Let me give you a startling statistic: WindowBlinds has 2 MILLION more downloads than the popular voice over IP game utility "Roger Wilco".  In fact, I couldn't find ANY games on Download.com that even come close to the popularity of WindowBlinds. And WindowBlinds is just one of the many desktop enhancements on there. DesktopX is another that is incredibly popular with millions of downloads just on Download.com.

It creates a bit of a crisis of faith here. Because Stardock makes games too. But it makes it a hard sell internally at times when $50 programs like Object Desktop can sell thousands of dollars per day right off our website while our expansion pack for our hit game (by PC standards) Galactic Civilizations got only 6 pre-orders yesterday.  Thousands of dollars for Object Desktop, $120 for the expansion pack.  And the development expenses between the games and non-games is remarkably close.

I'm confident that more people will eventually buy PC games electronically. That's not the issue. It's not that the PC game market is small as much as the desktop enhancement market is relatively large. There are lots of other companies in the desktop enhancement market too as well as a lot of freeware. So while we may be the "Blizzard" of the desktop enhancement market, we're not the Microsoft.