Archive for the ‘News’ Category

Dev Blog: State of the Game & The Five Dollar Beta

Tuesday, March 2nd, 2010

This is the first of several dev blog posts we’ll be doing as we head in to PAX; this first one focuses on our release strategy for All Heroes Die.  Our further posts later this week will start to delve into the specifics of gameplay.

Right now, we’re working hard to get ready for our “$5 Beta” at PAX East.  I’ve been asked a lot about exactly what the $5 Beta is, and wanted to take a few minutes to explain it.

What I call the $5 Beta is a release strategy that has been used by a number of smaller / indie studios, as well as by many other products in other industries.  With it, you are looking to release your game in a very rough form; in some ways, the rougher the better.  It’s a very Web 2.0 philosophy: ship early and often.  Get your game into the hands of the people who will play it, and then use their feedback to develop it further.  It’s a strategy that I first saw used by TaleWorlds’ for Mount and Blade, and also is being used by the gorgeous indie MMO Love.  The indie devs Wolfire are also doing something similar with their game Overgrowth.

There are some advantages and disadvantages to this strategy…

Pros

Cons

Overall, we feel that this strategy is a great one to take for first-time game makers like ourselves – to us, all the cons I’ve listed are overcome by the first pro point – real feedback.  The amount of time and energy you put in to a game means that you’re going to have blinders on regarding your gameplay and UI – you’re eating and breathing this thing, and you most likely long ago made your peace with dozens of issues that will completely vex your players.  Getting honest feedback on these things is paramount.

Personally, I’m quite interested to see how this strategy turns out for us, and I’ll definitely be blogging our results.  All Heroes Die is a curious mix of old-school and new-school, in terms of its technology and business model.  On the one hand, we’re using an installed .exe that people download – very close to the shareware model that was pioneered by Apogee and ID in the early 90’s.  On the other hand, we realize that our success is tied on almost every level to having a robust and engaged online community – something that brings us a lot closer to the social games of today.

The Game’s New Name: All Heroes Die

Thursday, January 28th, 2010

So yeah, that’s coming along.

Shall we their fond pageant see?  Lord, what fools these mortals be!

A huge thank-you to Meaghan Glynn for not only doing a great logo, but doing it in a record amount of time, and with a nasty cold to boot.

Updates!

Wednesday, December 9th, 2009

I realized the other day that we’ve pretty much been radio-silent since the lack-of-IGF announcement.  Apologies on that!  We’ve pretty much been busting our butts working on the game – so, yes, we’re still very much alive and kicking.

In part, what was at first an instinctual thing on my part became a conscious plan – I haven’t talked too much about the game and how it is shaping up mostly because it’s been changing a lot.  The ideas we had on paper changed as they became functional features, which in turn changed as we moved towards integrating those features with each other, and then again as we are starting to create the first game content.

I promise we will be letting more information out as time goes on – we just want to time it properly and have decent odds the features won’t change in a day or two.

As far as work on the game is progressing: it’s going very well!  Graham and I have been working hard on all fronts.  We may not have something for friends-and-family to play in December, but that’s not a bad thing – we’re finding lots of obvious changes to make as we continue with what I outlined above.  I’ll avoid saying what else I expect for our schedule for now, since I tend to immediately make a liar of myself.

In other news, we will be changing the name of the game.  We have winnowed things down to a handful of favorites, but are going to sit on them and think about it for a bit.  Sadly, “Heritage” is de facto trademarked by The Settlers, or rather the rebranded “Heritage of Kings: The Settlers“.  Because of how trademark law works, they could pretty much argue that any video game title that starts with Heritage is a violation of their trademark.  Somewhat a bummer, but so it goes – since I wouldn’t be surprised that they had to change that title because of friction with Settlers of Catan, I can’t get too bent out of shape about it.

Thanks for reading!  Hit us with any quesitons you might have in the comments.

Skipping the IGF

Wednesday, October 14th, 2009

It’s been an interesting day.

We’re going to skip entering the IGF this year.  In short, the game just isn’t ready.  Even with all the ass we’ve been busting, we’re juuuust now about at a first-playable state.  Going through our to-do items left for the 11/1 deadline, there are just about as many high-level tasks left to do as there are days left in the month.

We could submit no matter what, and then update the build over the next few weeks after that.  The downsides there are that it would be a poor initial submission that doesn’t technically meet the rules of the competition (you’re supposed to be feature-complete), and that I’d pretty much kill myself for the next 5 weeks getting a build I could live with.  After talking with Graham, we decided that the best course of action is to keep focused on bringing the game along as best we can, as fast as we can – but without crunching like crazy to come up with what we would consider a substandard entry.

I’m pretty disappointed, frankly, that we’re not going to be able to make this work… but as all good project managers know, it’s not about what you get in a perfect world – it’s about the choices in front of you.  And I still feel our longer term deadlines are realistic.

Tomorrow Graham and I sit down and do a soup-to-nuts review of the game.  Our goal is going to be to set a deadline (probably 12/1) where we can have a fully playable alpha to pass around in the Boston dev community and get some feedback.   I feel really confident that we can make that kind of schedule work – but we’re going to put in some good planning and analysis to make sure.

Don’t get me wrong, I’m still incredibly psyched about everything that has been getting done on the game to date.  We’ve come a terrific distance in less than 11 months – especially considering this is Graham’s first video game project, and the first that I’ve programmed or designed.  I think our issue with the IGF deadline was in my not realizing we were biting off more than we could chew.  As my good friend Patrick said to me today, “Think of all the ways you could have f***** this up, and didn’t!”

He’s got a great point.

So, yeahhhhh.  Interesting day.  It’s weird to have the excitement I’m feeling with how fast the game is coming along but head-to-head with the frustration of missing a deadline.  I mentioned to Graham as I was dwelling on the whole thing today – I realized I had never missed a deadline in 8 years of making games.  Every milestone I ever was associated with, every game, shipped on time.  I’m not sure I was prepared to actually fail at getting the game into the IGF – I don’t think I’d ever really considered the possibility.

But, that’s fine.  A good bit of the reason I wanted to go indie and start my own company was to learn about doing this all from top to bottom.  And you can’t learn very well without failing a couple times here and there.  So, learn we will.

And this game is still going to be pretty spectacular.

Slashgamer Article on Heritage

Thursday, May 14th, 2009

We got our first-ever bit of press today on /gamer – complete with two shots from the game’s introductory animatic.

I’m asking Graham to append the link and a copyright note to them, then we’ll post here on the site.

This is pretty exciting stuff.  Woo!

Announcing the first Macguffin Game, “Heritage”

Friday, March 13th, 2009

I’m very proud to announce our first game – Heritage.

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Welcome to the Macguffin Games Website!

Tuesday, February 24th, 2009

Welcome, everyone.  At long last, the Macguffin website is live!  I’ll be endeavoring to keep a regular blogging schedule while we keep rolling on our first game; click on the Blog link to check it out, or the “recent posts” widget on the right.

Please bear with us if anything (the forums in particular) aren’t quite working right – and let us know!