Rewards and the Developmental Process
So I should probably brush the dust off of this as it's certainly been a while.
A curious thing happened at the office the other day and it got me thinking. I looked around the room and everyone was motivated. After slowly chipping away for months, the team had hit a period of reinvigoration. I took a glance at the latest build and realised that it wasn't any major feature implementation or bug fix that had resulted in this; it was a menu.
In game development there are typically two ways to demonstrate a project to someone; you load into a specific level or you load into the game from the beginning. While loading into a level directly is fast, convenient and the easiest way to check a specific feature it can actually have a really negative effect after a while because you stop thinking of the project as a whole but rather, a series of features. When your daily grind involves you looking at the same issue in isolation it's easy to forget how much other people are achieving around you and what it is you're actually working towards.
This isn't the first time something like this has struck me as having a profound effect on the in-house team. Before this it was another small touch: camera shakes. Camera shakes can be brought in, often with incredible subtlety, to really enhance a scene. They make everything carry just a little more weight and add a nice level of polish to a product in even the earliest of stages. In our case it was the kick of a machine gun or the screen shaking when a T-Rex roars at you. These polishing effects help people catch brief glimpses of what it is you're ultimately working towards which is encouraging.
Cohesion in the actual design aside, at its core the benefit of these design decisions can be abstracted into basic principles that can help in project planning. Let me preface this with the obvious; no matter what you will have major hurdles in place. The hurdles are going to be grinding and are often the core features of the game you intend to develop. Unfortunately, large hurdle tasks often take relatively long period of time. B.F. Skinner once developed a simple mechanism to study operant and classical conditioning called a Skinner Box. I'm sure psych students would cringe at my over simplification, but a Skinner Box essentially uses reinforcement (such as giving treats) and punishment (such as electrocution*) to encourage behaviour. What I've always found most interesting about the Skinner Box is how the extinction process works. If you have a lever for a rat to pull and every time it pulls the lever it's given a pellet of food then eventually when it pulls the lever and is not given a treat it will only pull a few more times before giving up. If you have a lever that rarely gives out food then the rat will often not even realise that pulling the lever gives rewards. If, however, the rat has a high likelihood of being given a pellet of food for pulling the lever, but isn't always given a reward, it will pull the lever for much longer.
Many have discussed the importance of operant conditioning in solid game design, whether deliberate or not, however every now and then it becomes painfully obvious just how important it is. If your team is focussed exclusively on delivering the major features over an extended period of time without the incorporation of smaller, intermittent rewards they will almost certainly lose motivation. I'm not saying they won't come into work every day. I'm talking about losing the spirit that game development depends on. If people are getting paid and they don't completely hate their jobs they'll keep turning up, but a brainstorming session won't be the same. I can't phrase this any way that doesn't come across like buzz words, but what I'm getting at is the need for invigoration over motivation so that you have a team that aren't looking to just release a product, but a team looking to release the best possible product.
Much like the rat that will keep going because he’s waiting for a pellet of food, dispersing smaller jobs throughout your project development can help team members get that win. On previous projects I’ve watched our guys break and it’s horrible to see. A studio enforcing crunch times disgusts me to my core, and I’m not trying to use any Jedi mind tricks to get my staff to pull these, but I’ve seen what a motivated and invigorated team member can do. A motivated and invigorated team member will attack the hard tasks for a little longer if they have had a few wins where as their counterpart is more likely to break. If you have those smaller tasks, with tangible outcomes, interspersed throughout your development then you’re giving your team those wins and you’re slowing that process of extinction that can lead to people breaking later.
There is a saying that “he is able who thinks he is able” and there is a lot of truth in that. Amidst the large hurdles set aside tasks with smaller goals but noticeable impacts. If you can, try and spread them between team members. Aside from a team that’s in a better state of mind you also end up with a product with polish earlier on. It won’t necessarily be feature complete as quickly but the features that are in there will be more presentable and you’re less likely to witness your people lose the spark that makes independent game development great.
*Please note: I do not intend to electrocute my team. Often. Except Troy.
-Chris Murphy
Primal Carnage Mobile news
Its been a long few months at Pub Games. We've had a fair few ups and downs but it looks like we're finally settled into our next project, Primal Carnage Mobile.
For those of you that have been following us, you would have seen some of the screenshots of Primal Carnage Mobile on the website. You'll also know that two of our developers, Chris and Chad, went over to PAX Prime in Seattle to demonstrate the game at the EVGA booth alongside Primal Carnage.
The guys from Giant Fire Breathing Robot got their hands on the demo at PAX, and you can check out their write up here.
The Primal Carnage team also recently released their 3rd gameplay video which has made quite a splash, appearing on websites such as IGN, Destructoid and Rock Paper Shotgun
Make sure you stay tuned and follow us on Facebook or Twitter for the latest news on both Primal Carnage and Primal Carnage Mobile!
Pub Games and 8-Bit Funding in The Age
Pub Games and 8-Bit Funding got a really great half-page writeup in the Green Guide (entertainment section) of The Age, one of Australia's leading newspapers with a readerhsip of some 660,000 people!
Thanks to everyone who has been following Pub Games and our progress on Means of Escape, and an extra thank you to Geoff Gibson for setting up 8-Bit Funding and really working hard to better the indie community and make our games a success - cheers!
Means of Escape Live on 8-Bit Funding!
Wow! The 8-Bit Funding site has gone live and Means of Escape has been put up as a project - some generous chaps (and chappettes) have already contributed a total of $640 in a couple of hours! We never expected such a fantastic response and are incredibly grateful for people having faith in Means of Escape.
You can visit the project page here: MOE Project Page @ 8-Bit Funding. Even if you are unable (or unwilling, everyone needs beer money, eh?) to make a contribution we would be overjoyed if you could simply mention the project to your friends, or even just have a quick read.
Contributors will be treated with a variety of cool merchandise, including stubby holders, bottle openers, beer coasters, copies of the game, digital copies of the soundtrack, the chance to star in the game and even free Pub Games titles for life!
Thanks everyone, and cheers!
New Explosion Effects!
Here's a quick reel of some of the explosion effects we've been working on - mayhem, carnage, and lots of little bits of wood!
8-Bit Funding – Kick Start Your Game Project!
I just caught wind from Geoff Gibson (writer over at DIYGamer and founder of 8-Bit Marketing and PR) that he is planning to start a Kickstarter-style website for the sole purpose of helping raise funds for independent game development projects.
This is especially great news for international developers, because unlike Kickstarter, 8-Bit Funding is open to indies around the globe - news met with much rejoicing down here in Aussieland!
Tune into the development blog to keep across all the latest news; 8-Bit Funding is slated for a January launch date - stay tuned!
Perfect Future Under Attack: Broken Arms
Resident Flash guru Damien (of Bloxorz and Missile Game 3D) has just put up a
new game fully of "crazy, hastily-made UFO mayhem" - Perfect Future Under Attack: Broken Arms! Put together as part of a 24-hour game jam at Swinburne University, Melbourne, Damo was handed two random game themes ('perfect future under attack' and 'broken arms', if you didn't guess) and thrashed all the gameplay, code and physics for this baby out in one sitting.
See if you can dethrone Murphy (current leader and Pub Games LD) - and check out the awesome replay functionality! Play it here.
Suffering from Premature Evacuation?
Well goddamn, if it isn't time for a long-overdue update on Means of Escape. All the levels are blocked out for the first episode (entitled "Premature Evacuation" at this point), and below are a few shots from one of the maps nearing completion. We've still got a couple of months of development left, but Episode 1 of Means of Escape will be available via download sometime soon - stay tuned!
Pub Chat Wordclouds
As an experiment I ran some of our team Skype logs through Wordle to generate some word clouds and see which words were most often uttered during discussions on our projects.
The first image below is from the Means of Escape chat, and the one below it from another, unnanounced project.
Interesting results! The words that showed most prominence make a lot of sense - work, good, need, think, done indicate progress, weapons, map, code, and document were some of the most talked about deliverable artefacts and others like haha, lol, oh and shit remind us that yep, we are human (and we make mistakes!).
Project 2 seems to be a lot more formal than Means of Escape, with more focus on stringent processes (testing, milestone, meeting, et al), which accurately reflects the way we've been operating.
I'm unsure as to whether I should be pleased or disappointed there's no "beer" in there.
Messy Game In The Works
Playing around in UDK's Deck with some decals for an upcoming project - things are going to get messy...
...stay tuned!











