
Funding and Monetisation
The balance here then is to make sure that you are aware of what you need and want from the funding and monetisation of the app you are developing. The first exercise then becomes thinking about what life should look like 1, 2 and 5 years from now and the kind of income that I would like to have. Then I would need to think about how much creative control I would like to have over the things that I develop and whether or not those two pictures are compatible. If they are not then should I change one or both of them and by how much. The compatibility of the two pictures is very important to me as I have come from a place in my life where I was not a happy person and not very financially successful because of various factors, most of which were outside my control at the time. Thats not the case now and I have much more control over my outcomes. Guess what? I’m doing much better… I would like to keep it that way.
I feel that being content in my work is much more important to me that earning a lot of money although there is a course a minimum standard that is needed in order to support myself, my wife and my family. I am not saying that I want the minimum, just that the promise of riches and so on is not a primary motivator for me. This should be an interesting area for reflection and I would hope to come out of this material with a more compete idea of the balance between what I need and what I want.
USP

This is something that I struggle with a little bit. I think that most things are re-hashed version of what has come before and thats not usually a bad thing. I wonder just how many successful applications and games really are unique? While I was in business I read a book called The E Myth, the myth that all small business owners are entrepreneurs. I was a very interesting book and its main aim was to inform the reader, no doubt a small business owner, that they need to think about the business more like a machine, a franchise, in order to be able to decide what areas of the business they should be focused on and what to actually do in those areas to see the improvements manifest. The reason that I talk about it here though, and if memory serves me, the author, Michael Gerber, goes to great length to explain that no, you don’t need a USP to be successful in what you do. He say’s you can take someone else’s USP and just execute it better. That is a challenge in itself and not to be understated but it doe’s throw a small (probably Snap On) spanner in works for the theory that you must have a USP in order to be successful. I’m not saying I’m right, I’m just saying that I have read a different opinion in the past. Maybe its my definition regarding the extent to which the app (or any product) needs to be unique. Is it enough for instance to say that our game is Halo, but darker and grittier with an adult story and an 18 certificate? Is that unique? Or is that Halo (been done) with a dark gritty edge (been done) would not be enough to declare a USP to investors and audiences alike? I’m not really sure.
What I learned from Rich Barham

‘Everyone really cared’ – talking about his experience being on the team for World of Warcraft.
In my very short experience as game developer, I have learned this lesson well already. In trying to get Serial Link to be a real game that could actually launch and be more than ‘that time when we were working on that thing a while back’, I have found that the biggest challenge really is getting to work with self motivated people who really buy into what we are trying to do. I’m not going to pretend that Serial Link is the project that every developer should be breaking my door down to work on, but I have noticed the difference in people that float around a project doing a lot of talking and the people that really care about what they do. I am not shy about stating that I am one of the ones that really care and I find it difficult to have to kick people in the backside on a project like this, which should really be a labour of love at the moment. I think that this feeds back into the decisions that I need to make about how to set Serial Link up for future development, how I want to recruit and how and then of course, how to fund the development. Then there is the small question about what to do with it after that…
‘The player experience exemplifies everything that you are trying to put together’
I have become more sensitive to this recently, over the last few months. The practical thing that I have done that embodies this concern, or rather the understanding of this truth, is the inclusion of a ‘Validate’ column on my Kanban board. The done rule for this column ‘Player reactions and feedback has been gathered and analysed. All issues identified and inserted into the workflow as needed. Ideas have been captured for the backlog if there are any.’ This is my attempt to really put the player at the center of what we are doing. Rich goes on to make more excellent and common sense observations in that you can have the best strategy and the best monetisation plan but if people don’t want to come back the game that you have put out there, and they don’t recommend it to others, none of that really matters. Its about the game first as thats the fulcrum for everything else. Closely related to this also is that the ‘single vision’ of what the game should be needs to be preserved and share regularly so that all the development work really is following one unified path. I like the way that he puts is in that the game should have a ‘sharp edge’ that come through in the gameplay and when thats missing the game feels blurred. Thats a really good way to see it.
‘… so that you have all of the pillars of your design down …’
This is another attitude that resonated with me. I like to think of Serial Link in terms of ‘A story of ferocious tactical combat using weapons and psychic powers to decimate anything that stands in the way of your escape’. This tells me that the main pillars of the game are:
- Story
- Tactical Combat
- Weapons and Equipment
- Psychic Powers
- Violence in look and feel
- Being pursued
He also talks about talking about it! Its clear that Rich would not intend for these things to be committed to a design doc, put in a drawer and then never spoken of again. I could see the benefit of organising the tasks and user stories around these pillars and making sure that whatever asset is being created, the developer would be able to articulate which of those design pillars it was supporting.
‘The truth is, unless you have a business plan, you can’t persuade investors and other interested parties to come on board’
This is the less fun side of what it means to make games. I think that when I embarked on this passion project of being a developer, I really enjoyed the creative freedom that it involved, particularly while I was completing the course. It was that safe haven that I needed at the time to just relax and explore the technical and creative end of what I was doing. But, just outside the door, the real world never left and there would of course be a time when I would need to make some money at this. That time is not now, thankfully, but its coming by the end of the year. I have had a couple of ideas about what I wanted to do and the one that has been taken the furthest was that we (the people who worked on it originally and some others I recruited since then) would make a playable demo for Serial Link and then run a Kick Starter. We would use the money that we raised to fund the development of the full game and then enjoy to process of making the game! I think that this is another example of biting off more that I can chew and after a series of events and delays, that just has not happened. However, all is not lost and I think that Serial Link still has the potential to be made although I think that pursuing a publishing deal would likely be the way to go. At worst its a great portfolio piece and I have to say that it has opened a couple of doors to conversations that I would not have been able to have otherwise so I really am very pleased with where we are overall. I am also quick to forget sometimes that I have been an aspiring developer since 24th July 2017 to now. On that day, I decided that I would get into the games industry. I had not coded for nearly 20 years and I knew nothing about Unreal or Unity or anything else. I don’t think I’ve done half bad really in that light.
As far as actually creating a business plan goes, I think that the smartest thing that I could do would be to add a member to Sofa Ninja Studios and share the company with them. That person would be the business development manager, or what ever they wanted to be called. The role would be to deal with all these things that I think I want to leave behind. I want to make games, I dont really want to run a company that makes games but I do want to own one. So, I want to creative freedom and I want a Directorship but I would like to delegate the business side of the business to someone under whom that would like a fire. I like this reflection stuff, helps me think…
Lack of SMART goal
I really hope that this is seen in the light that I intend. I dont want to set a smart goal for the content this week because I have others that have not even been started yet. I am very conscious of the dangers of talking the talk and I won’t fall into that trap. I just cant afford the time to consider this material in any more depth than the 3 hours it has taken to go through it and reflect on it in this much detail. I would rather be honest now and say that I must concentrate on the other areas of weakness that I have identified, in particular the SMART objectives from the jam and that of the last post on GTD and gamification. It does feed into one of the things that Rich Barham said about making sure that the product is good at its core and that what I am trying to do. I am spending the time to fix the things that I already know need improvement in order that I become a competent developer. Having a good business plan for my shoddy work is to miss one of the key points from that brilliant interview.
























