avatar_mr_lou

Ideas about how to make developers keep their motivation?

Started by mr_lou, 10:12, 01 January 25

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Targhan

Having being lucky to create several big projects, and finish them, I can tell you this:
  • There is nothing you can do to boost your motivation, but boost it yourself. You may count on one preview, but don't rely on a constant stream of videos and the like... You're only wasting your time doing these videos. Plus it ruins the surprise.
  • You must chose your project carefully, something that you really want to use/play. Orion Prime is still a game I can play with great pleasure, because it's set in a world I love, a type of game I love, and I'm proud of the way it was executed (because I did it my way, not asking anyone else how they would want it to have it).
  • Think that you will spend maybe years working on it. Maybe start designing the game, set it aside, and see if it goes back to your mind after a few weeks. If yes, it means the project is important to you.
  • Indeed working with a reliable and motivated team is important, but it's a double-edged sword. For Orion Prime, Sylvestre was a force to be reckoned with. He took my graphics and enhanced them, plus he brought a lot of technique, and boosted the introduction and ending. I did everything I could humanly do (code, music, texts, designing the 3D world), but without Sylvestre's magic, the game wouldn't have been as good visually, that's a fact.
  • However, for Imperial Mahjong, it was a whole other story. Sylvestre started with many ideas, which I implemented, but in the end, lost motivation, and we nearly abandoned the game. I finally managed him to create a watered-down introduction (which was supposed to be more complex), but I was lucky it could be done... So yeah, choose your partners wisely! Maybe make sure they can be "replaced", however graceless it sounds, but it may happen that someone motivated won't be anymore two years later...
  • As for the "multi-machine", I do not believe in it at all. Most conversions I see are raw, and never use the machine full capabilities. So you end up with an average game on all platforms. Most of us have one machine they are specialists of, and many take interest in one or two other machines, without knowing how to program them. And bringing a specialized team brings back the same problems: finding motivated people, blabla... Some years ago, someone wanted to port Orion Prime on MSX. I told him that was great, that I would happily share all the resources I have, but I wouldn't have time to help him with understanding the code, the CPC specificities, and so on. That would have been so much work on my side! He did answer he would think about it, but had no news since. I guess he wasn't so motivated after all... :)
Targhan/Arkos

Arkos Tracker 3.2.5 beta now released! - Follow the news on Twitter!
Disark - A cross-platform Z80 disassembler/source converter
FDC Tool 1.1 - Read Amsdos files without the system

Imperial Mahjong
Orion Prime

Prodatron

Quote from: Targhan on 22:52, 03 January 25
  • As for the "multi-machine", I do not believe in it at all.

I am glad, that at least your player is multi-platform. :D

GRAPHICAL Z80 MULTITASKING OPERATING SYSTEM

dthrone

Quote from: Targhan on 22:52, 03 January 25Having being lucky to create several big projects, and finish them, I can tell you this:
  • There is nothing you can do to boost your motivation, but boost it yourself. You may count on one preview, but don't rely on a constant stream of videos and the like... You're only wasting your time doing these videos. Plus it ruins the surprise.
  • You must chose your project carefully, something that you really want to use/play. Orion Prime is still a game I can play with great pleasure, because it's set in a world I love, a type of game I love, and I'm proud of the way it was executed (because I did it my way, not asking anyone else how they would want it to have it).
  • Think that you will spend maybe years working on it. Maybe start designing the game, set it aside, and see if it goes back to your mind after a few weeks. If yes, it means the project is important to you.
  • Indeed working with a reliable and motivated team is important, but it's a double-edged sword. For Orion Prime, Sylvestre was a force to be reckoned with. He took my graphics and enhanced them, plus he brought a lot of technique, and boosted the introduction and ending. I did everything I could humanly do (code, music, texts, designing the 3D world), but without Sylvestre's magic, the game wouldn't have been as good visually, that's a fact.
  • However, for Imperial Mahjong, it was a whole other story. Sylvestre started with many ideas, which I implemented, but in the end, lost motivation, and we nearly abandoned the game. I finally managed him to create a watered-down introduction (which was supposed to be more complex), but I was lucky it could be done... So yeah, choose your partners wisely! Maybe make sure they can be "replaced", however graceless it sounds, but it may happen that someone motivated won't be anymore two years later...
  • As for the "multi-machine", I do not believe in it at all. Most conversions I see are raw, and never use the machine full capabilities. So you end up with an average game on all platforms. Most of us have one machine they are specialists of, and many take interest in one or two other machines, without knowing how to program them. And bringing a specialized team brings back the same problems: finding motivated people, blabla... Some years ago, someone wanted to port Orion Prime on MSX. I told him that was great, that I would happily share all the resources I have, but I wouldn't have time to help him with understanding the code, the CPC specificities, and so on. That would have been so much work on my side! He did answer he would think about it, but had no news since. I guess he wasn't so motivated after all... :)

Your points 1-3 are so on the mark! :o
SOH Digital Entertainments

mr_lou

Please remember, that whatever works for you may not be what works for other people. Different personality types etc.

I managed to complete 8-bit Memoirs because it was exactly what @Targhan says: A project I really wanted to do, and had been wanting to do for many many years before getting started. It took 5 years to create, and I never lost the motivation along the way. No doubt that is key to successfully completing a project.

However, it would definitely have boosted my motivation even more if someone would have contributed to the project. The original idea was for it to be a community project, where all the different parts should be made by different people in the CPC community. The gameplay videos and illustrations and other parts should have been created by someone else. I reached out to several members in the community but never heard back from anyone, except many one who declined. That was definitely demotivating. Just not enough to kill the project.
It was also rather demotivating to witness someone in the community deliberately try to sabotage the project, for whatever reason. But still not enough to kill the project.
I should also add, that one of the big motivators of my 8-bit Memoirs project, was to be able to target multiple platforms, by using Blu-ray. Software players on both Windows, Linux and Mac as well as gaming consoles like Xbox One and Xbox Series X and PlayStation 3, 4 and 5, not to forget normal blu-ray players. Definitely a motivator to know that it would be viewable on so many platforms.

So in that sense, I agree that it helps a lot if the project is one you are really really passionate about. But that doesn't mean there won't be motivators and demotivators. It merely means these motivators and demotivators doesn't make much of a difference in the case of such a project.

But all projects can't be like that. Sometimes (at least for some people) it's beneficial to work with other people who are equally passionate (and of course stays relatively passionate through-out the whole project). The idea there is that each person inspires the rest of the team. The graphics guy inspires the coder with his graphics. The coder inspires the musician with his engine. The musician inspires the graphics guy and coder. That way each team member keeps the other team members interested. At least in theory.
It will of course have the opposite effects if the other team members doesn't like what you do. It's about finding a good match I suppose.

But even if you manage to find a project that you really really like, so you can do everything alone with lots of constant passion - or if you manage to find a perfect team and the project is completed and it's awesome - you can still get hit with demotivators after release that'll affect whether or not you'll want to start up any new CPC projects in the future.

We all know the smartass who'll be the first to complain about something in the game on a random forum. Sometimes even without having tried the game. If more people agree with such a smartass, it can be pretty demotivating to see that your project just isn't appreciated.
And say you did a lot of work to create a nice physical edition of your hard work, then it's of course also demotivating to see your game just being bootlegged.

As for the smartass, one way of reducing chances of such posts is to have a good betatester team - and listen to the input from this team. Take betatest feedback seriously. Especially when you don't agree with them.
Regarding piracy, many ideas are listed in the other thread.

I'll probably make a list that summarise all ideas later.
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

mr_lou

Quote from: Prodatron on 00:46, 04 January 25
Quote from: Targhan on 22:52, 03 January 25
  • As for the "multi-machine", I do not believe in it at all.

I am glad, that at least your player is multi-platform. :D
Yes, definitely a motivation to use the Arkos Tracker filetype is that my music can be used on all of those platforms. :)
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

mr_lou

Alright, here's a summary of all ideas brought to the table.

Motivational factors:
  • Having tools to speed up the boring parts of development
  • Being able to create releases for multiple target platforms
  • Receiving a cup of coffee, or some other token of appreciation every now and then; a sale or donation or even just positive feedback
  • Being able to continue work on the game quickly whenever there's a little time
  • Having fast'n'easy access to assets like music and graphics, and/or be in contact with artists who will and can deliver assets
  • Having fast'n'easy access to easy look-up knowledge databases, and/or be in contact with other people who can help
  • Being challenged technically and creatively (just enough to still be able to solve everything)
  • Achieving technical results that people didn't think was possible / haven't seen before
  • Being allowed to do things his own way, without being told to do things differently. Goes for both the developer, musician and artist
  • Finding a project where (almost) all parts are interesting
  • Avoiding pressure from people impatient for the project to be completed: Don't announce the project before it's (almost) complete
  • Preventing piracy of the finished project


Ideas for pocket monetization:
  • Sales of physical editions
  • Offer digital download version for "Pay what you want"
  • Create a "Buy me a cup of coffee" donation option. Insert in-game QR code for a link to donations
  • Add in-game advertisement for a friend's project. Either as a start screen or as part of the level graphics


Ideas for preventing or reducing piracy:
  • Prevent bootlegs of cartridge version by not offering a digital download CPR file, and adding a check in the DSK version for current cartridge inserted. Fill up the DSK with junk data in between actual data.
  • Insist on payment for the game and personalise each copy sold.
  • Insist on payment for the game and add a hidden fingerprint for each sold that'll make it easy to identify which copy was pirated.

Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

norecess464

Quote from: mr_lou on 09:32, 05 January 25
  • Being allowed to do things his own way, without being told to do things differently. Goes for both the developer, musician and artist
That approach is an absolute no-go for me. Sometimes, things aren't always enjoyable, and it's important to stick to the original intent.
My suggestion would be to involve a trusted friend and have him take on the role of the project's designer. That person would serve as the driving force behind the project, he validates that the new developments remain coherent etc. Of course, discussions and input are still welcome!

Quote from: mr_lou on 09:32, 05 January 25
  • Avoiding pressure from people impatient for the project to be completed: Don't announce the project before it's (almost) complete
Why not? It allows you to gather early feedback, giving you insight into what people might want to see or expect. Additionally, you may receive positive feedback, which reassures you that people are anticipating something worthwhile -- and that's a great motivator!

--
One more thing that isn't on your list: I would strongly recommend avoiding having two projects (or more!) in parallel as much as possible. Personally, as a developer, this is one of my biggest challenges. I often wish I could dedicate more time to parallel tasks, but I can't because I need to stay focused on finishing the project I committed to work on.
My personal website: https://norecess.cpcscene.net
My current project is Sonic GX, a remake of Sonic the Hedgehog for the awesome Amstrad GX-4000 game console!

mr_lou

Everyone has their own preferences. The above list is just a summary of input from different people. No one will agree with all of it.
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

skylas

Let me say my personal experience, it may be useful.

For me the main motivation is that I feel very good and creative, when I manage to make something or a nice idea comes up.

Very motivating is, as for my text adventure games, the fact that I co-operate with musician, or image makers, or other people, that contribute in a very professional way. When I see this, I say to myself that I also have to become better.

Also, the fact that someone makes an article for one of my games, is also very motivating.

What I don't really like is the excessive testing of te games (but its part of the process), and also creating videos, trailers, walkthroughs, posting links in relevant forums, facebook, etc. But this is also part of the process, as the people has to be informed of a new game.

For me, the best motivation is what has happened, but does not happen so often, is to receive a mail of someone that has played my game and enjoyed it.
 
I prefer this 1 mail more, than 100 likes of people seeing a video, but although liked it, did not play the game. I understand of course that all have limited time, no blame at all. But, unfortunately, the general situation everywhere (not only in Amstrad or in games) is most about make a like, and not so much of play and enjoy. 

Personally, I am preparing Rodolfo 3, but the truth is that, after that one, I do not know if I can continue after 7 years of programming. Life gets more busy, more obligations, and also I feel that there is no need to produce something worse than the already made projects I have made. We will see!





Web: https://amstradsakis.blogspot.com
Twitter: https://twitter.com/AmstradSakis
My programs (only BASIC):
RETRO-LOADSHEET!, PENALTY KICKS!, CAPITAL QUIZ!, CAPITAL QUIZ 2! (Reverse edition), HEADS OR TAILS (ΚΟΡΩΝΑ/ΓΡΑΜΜΑΤΑ), HEART CHASER 1,2,3!, BARBOUTI!, STROOPIE!, AMSTABOO!
TEXT ADVENTURES:
BUDRUMI!, ART WAR!, BATTLE OF LENINGRAD!, RODOLFO SKYLARRIENTE 1,2,3!

dodogildo


Egg Master

I think developers are not just coders, but the whole team. Set goals to achieve, step by step.
Don't think you have better ideas than others because you program. Hire a game designer (if it's a game).

The motivation is the project. Have fun!

abalore

As developer, I'll state some of my viewpoints:
- CPC releases are not a business. It took me 7 years to finish Alcon 2020, and also a lot of work for TotO as artist and designer/tester. Targhan made his part with the big amount of tracks in the game soundtrack. And the earnings from the physical editions where barely enough to pay the manufacturing.
- In short, if you want to make a CPC game for the sake of the money, just forget it.
- In the hardware I develop it's mostly the same. The sales barely pay all the prototype iterations and manufacturing costs. Just enough to start the next project.
- I agree the money it's more a demotivating element than a motivating one, since it turns a hobby into a job. Sadly it's needed to keep the wheel turning and develop more projects.
- Respect to the main subject, which is developer motivation, my opinion is motivation must come from the developer himself, in either the form of fun or challenge. There is little external people can do except maybe healthy competition with other developers to get the greatest technical achievement.
- As a last word, a nice ecosystem of tools must exist, which fortunately is true in the case of the CPC.

Happy new year!

Prodatron


GRAPHICAL Z80 MULTITASKING OPERATING SYSTEM

mr_lou

I think everyone here agrees about CPC gamedev not being a financial gain whatsoever. Most devs has had huge projects that took years to complete, and no one was/is doing it for the money - because there aren't any. And we know. And it's fine. Not why we do it.

Obviously there'll always be personal motivation. Otherwise we'd never start the project up. But that's not to say external factors won't add to the motivation, or kill some of it.
If your motivation is never affected by external factors whatsoever, then you have either found an extremely intriguing project that you are extremely passionate about, or else you've been blessed with a personality type that just doesn't care, in which case we are many who envies you on that. Good for you.

It looks to me like everyone here actually agrees with the list. Different phrasing, but everyone basically says the same. The only difference is that some prefer to do everything alone, while others prefer a team that motivates each other. Otherwise there seems to be agreement on all other points.
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

mr_lou

...though, it could be interesting to turn the list into a multiple-choice poll just to see which of them are most attractive.  :)
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

GUNHED

How to keep creators motivated?

Easy: Be polite, be nice, be positive, be supportive. Provide serious feedback.

That's what I do at least.
http://futureos.de --> Get the revolutionary FutureOS (Update: 2024.10.27)
http://futureos.cpc-live.com/files/LambdaSpeak_RSX_by_TFM.zip --> Get the RSX-ROM for LambdaSpeak :-) (Updated: 2021.12.26)

ZorrO

Or least shut your mouth if you don't like it. Let people play how they like. :)
CPC+PSX 4ever

mr_lou

Quote from: GUNHED on 00:47, 07 January 25How to keep creators motivated?

Easy: Be polite, be nice, be positive, be supportive. Provide serious feedback.
Of course. I can't believe I didn't add that one to the list: "A polite, friendly positive and supportive community".

Can't be repeated enough. As the line goes in the old movie Road House: "Be nice". :)
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

mr_lou

I'm discussing this topic on other sites as well. Some say that what they'd really like is simply to know that people are playing their game, and how many people like the game. This becomes impossible to know, if someone pirates their game, or in some other way distributes the game. Then the developer has no way of knowing how much interest there really is.

So.... what other ways can be used to let the developer know how much interest there is in his game?

Here's one idea:
When a game is over, a QR code could be shown that the player could scan in order to submit his highscore to the Internet, to be viewable on a website dedicated to the game. (Seen done already on the Atari Jaguar).

Other ideas? Let's hear them.
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

andycadley

I think some people get overly hung up on piracy. If you're giving it away for free, it's not really worth worrying about. Maybe just include something on the loading screen/title screen suggesting people get in touch or share videos on YouTube if they enjoy the game. 

I blame social media for giving people the notion they actually need accurate metrics on impact rather than just letting something out into the world and letting people do with it as they will. Honestly some of the nicest feedback I ever got was from someone who contacted me a told me they were using a utility I'd not only written many years before, but had completely forgotten about.

skylas

Quote from: mr_lou on 12:58, 07 January 25I'm discussing this topic on other sites as well. Some say that what they'd really like is simply to know that people are playing their game, and how many people like the game.
Personally, I would be interested to know that, too. But its not so easy to find out.
Although I dont have any tool to show me the downloads in my site, as I just use google drive to upload, its not the number of downloads that matters.
Number of downloads is one thing and people who have enjoyed/completed one game is another thing.

For me, the best way, if we refer to free retro games, to give motivation, is to send a mail to a creator mentioning that we played the game, and politely say things we liked or did not like.
Web: https://amstradsakis.blogspot.com
Twitter: https://twitter.com/AmstradSakis
My programs (only BASIC):
RETRO-LOADSHEET!, PENALTY KICKS!, CAPITAL QUIZ!, CAPITAL QUIZ 2! (Reverse edition), HEADS OR TAILS (ΚΟΡΩΝΑ/ΓΡΑΜΜΑΤΑ), HEART CHASER 1,2,3!, BARBOUTI!, STROOPIE!, AMSTABOO!
TEXT ADVENTURES:
BUDRUMI!, ART WAR!, BATTLE OF LENINGRAD!, RODOLFO SKYLARRIENTE 1,2,3!

mr_lou

Quote from: skylas on 17:35, 07 January 25
Quote from: mr_lou on 12:58, 07 January 25I'm discussing this topic on other sites as well. Some say that what they'd really like is simply to know that people are playing their game, and how many people like the game.
For me, the best way, if we refer to free retro games, to give motivation, is to send a mail to a creator mentioning that we played the game, and politely say things we liked or did not like.
Yes, I agree. But there's a golden rule about achieving your goals when it depends on other people: You gotta make it ridiculously easy for them.
Believe it or not, sending an e-mail to the developer is actually too much to ask for. Very few people will do that.

Which is why a QR code solution would be "better", in that it would give more results. It is the absolute easiest-for-the-player solution you can do. No typing. Just scan. No obligations. Anonymous. Quick.

Could be done as an option in the main menu: "Gimme sum feedback!" -> "Please rate my game". Allow a choice of 5 stars or something, and then provide a QR code.
But could also be done as such a highscore solution. The more highscore uploads, the more people obviously like the game.
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

robcfg

For me it's not even that many people would like my game, but just progressing towards having one done, which is difficult because of... life.

Of course, once you have made a game, you'd like people to enjoy it, but as I said above, lack of progress making the game is what sends my motivation down the drain.

BSC

Quote from: Targhan on 22:52, 03 January 25So yeah, choose your partners wisely!
Oh boy, that's so true. And easily overlooked.
** My website ** Some music

My hardware: ** Schneider CPC 464 with colour screen, 64k extension, 3" and 5,25 drives and more ** Amstrad CPC 6128 with M4 board, GreaseWeazle.

mr_lou

Quote from: robcfg on 19:14, 07 January 25For me it's not even that many people would like my game, but just progressing towards having one done, which is difficult because of... life.
I think all of us can relate to that.

Quote from: robcfg on 19:14, 07 January 25Of course, once you have made a game, you'd like people to enjoy it, but as I said above, lack of progress making the game is what sends my motivation down the drain.
And I can definitely relate to that one too. Not having the time and energy is demotivating.

Which is exactly why I'm "hunting" for motivational factors and other good ideas.

And that reminds me, something that's missing from the list: Win the lottery so we can quit our jobs and thus free up time and energy for retro gamedev. :)
Do you need music for your Amstrad CPC game project?
Take a look at IndieGameMusic.com - that's where I put my tracks.

Powered by SMFPacks Menu Editor Mod