Golemizer: lessons learned, state of mind and the future
The release of Dungeon of Loot brought some questions from players in Golemizer. Why am I spending so much time on other game projects and why I haven’t really been around Golemizer for quite some time. I decided to come clean about it and be honest about the situation here and here.
That’s surely not the kind of things player like to hear and that’s surely not the kind of things I like to say either. I don’t know if it’s bad or good community relation but I like to stick with the truth (easier to remember).
So yes Golemizer is not what I considered an active development project anymore but I’m not shutting it down either. It however comes to a point where I just cannot go further in the same direction anymore at the risk of completely losing it. For 2 years and a half I haven’t much existed beside being some guy that kept saying “yeah I’m still working on my project, it’s a lot of work but I like very much what I’m doing and I’m sure one day it will give results”. All of my free time was going in Golemizer, all of it. Thanks to my wife for being able to live in this situation.
When I first started to work on Golemizer I was very naïve. I knew I was getting into something huge and that it wouldn’t be easy but I also expected in a way that by working hard and being serious about it that “they would come”. Yeah like I said I was very naïve and it didn’t took long for me to realize that it wouldn’t be an easy ride.
My inspiration came from Gene Endrody (Sherwood Dungeon), Kevan Davis (Urban Dead) and of course Andrew Gower (Runescape). Those people were a proof that a single person could take on the project of building an MMO. Others have also done it but those 3 were those I was aware of at the time. That’s why I never bothered with all the people saying that “it’s not something you should do” because if I was going to be in it for a long time I needed to shield myself from this kind of negativity (some may call this realism). I never feared of not being able to release based on technical knowledge but I underestimated everything surrounding programming like promotion, press relation, exposure …
My first mistake was to take so long before releasing something. While I did came up with a proof of concept fairly early the initial development process took a full year. One year with only about 3-4 people who saw different stages of production. Of course I wasn’t building a game but I was building a framework. A framework on which I spent too much time without releasing anything. Each time I was done with a feature I had 3 more I thought were really needed so the to-do list kept increasing. I did came up with something quite impressive IMHO but something that wasn’t tested, validated against a game concept. I built a lot of tools without much caring about the game itself. So yes I had something quite impressive but no real games to show.
So if a noob like me would ask me some advice about his MMO project I’d say that: “Do it but release something ASAP. Start with something simple and then expand from there. Don’t shoot in every directions because the chances are high that you’ll burn yourself so stick to something basic at first“. I don’t know if you realize but when you’re a noob that knows nothing about game development, is really not sure if he’s doing all of this for nothing and that you work on something for a full year before ever seeing players interact with it it’s a hell of a long time. Somehow I managed to get through it but it had an impact on my life. It became an obsession and filled all the free time I had.
Remember me saying I was naïve about the whole thing? Well I never considered this a hobby. In my mind it was clear that so much work was almost a safe bet on some relatively high expectations. Right from the start it was a job. A job I was enjoying a lot but I wasn’t doing it just for fun. Setting high expectations can be a driving force but it can also stab you in the back if you are unable to manage the stress or if your life situation is not in a stable state.
The second mistake I made was to completely put everything in my life on hold to make this project priority one. My job was terribly boring but I figured that since it wasn’t really hard and well paid that having doing something I like only at night and on the weekends would be enough. Guess what? When you spend so much time at a day job you don’t like even if you think it’s enough to keep you going to do what you like it’s not so obvious when you’re living it day after day. First you become really tired then you start being less efficient at everything. You wake up in the morning and feel like throwing up because you know you have to get through an 8 hour day before getting to what you like. I’m sure that some are able to deal with it and I thought that I could do the same easily. I did it … but not easily. I’m still trying to deal with this. Yep I still have the same job and I’m still enjoying a stable situation with a nice salary even though it bothers the hell out of me. But then could I really be passionate about any kind of job when I already found the one I’m passionate about? The problem is that the one I enjoy still doesn’t pay …
So one year pass (a bit more actually) and I finally hit release. You know these articles giving you advice on how to contact the press, on how to get your work out there? I read them all. Honestly there’s nothing very complicated in it. Some will tell that it’s not that obvious but the truth? It is … BUT you need something good to show. And by something good I mean more than a story and good doesn’t automatically mean “good”. It also mean something “popular”. My main selling point? Hey I was 1 man who built an MMO! Impressive eh? That wasn’t enough. Maybe it’s because others were there before, maybe it’s because Golemizer was a bit harder to understand, maybe it was because it wasn’t well polished but come on! I did it alone! Nah … nobody talked about it. Blame me for expecting something out of this. I often say to never expect anything but that’s well damn easy to say …
Still the game started to get some players. Just getting those few first players was as much work as working on the game itself. And then that leads me to the third mistake.
I was sick of being alone so I made sure to give players a voice. I talked to them and listened to them. Probably a bit too much in fact. The year following release I went into a mad process of massive number of updates. 27 updates with tons of new features and a number of patches (I didn’t even bothered to count those) to fix all the bugs. Don’t get me wrong. This year following release was exciting and I had a lot of fun but I can’t say it has been really productive. What was going in my mind? Well the game was slow to get new players so each time I said to myself “if I add that it will definitely help the game”, “if I do this I’ll be able to contact the press once more to get some exposure”, “the game really need this new feature to make it interesting” … I couldn’t be more far from reality …
That’s when simple fatigue becomes massive exhaustion. I was still living with the same expectations as when I started and each time I was pushing myself with new updates being convinced that it was just a matter of time or hitting the right new feature to see the number of players grows. FYI the most players I’ve seen at the same time online was about 40. It usually remains around 15-20.
The almost total lack of progress was hurting the most. The number of active players never really had any kind of big rise and I can’t even say constant rise. It felt that my efforts were not giving anything and it was quite that in fact. I wasn’t putting my time where it could have mattered. Instead of adding tons of new features I should have stick with basic bug patches and better promotion, community management (all of this with an earlier release). But then I’m saying this but maybe I’m still wrong anyway and I’ll never know for sure. Maybe the game was flawed right from the start. I knew it was a niche game but I wasn’t trying to make millions per year either. Even a niche game could have provided enough players for a nice result (and it doesn’t take that much really but just more than what there was).
And then I hit the wall. Frustrated that there was no sign of real progress it seemed I could be doing the same thing for 10 years and still not get any good results. Someone doing this whole thing as a hobby would have been quite satisfied but would have not been at the same point either. I wasn’t in it to have a hobby so … That’s when things started to get slower. The problem? Players were now expecting me to keep up at the same pace as before which wasn’t possible anymore. First because I wasn’t seeing any progression and because the body could not follow anymore. I had reached my limit and decided to slow down before things turned ugly.
So what’s happening now? I’m taking a long break from Golemizer. I don’t see myself as that “Golemizer only guy” but as someone who want to work on games. I need to try new things, make new mistakes and learn from them. Sticking with the same old plan is only cornering me. All the things I learned while working on Golemizer are incredible and even if it was a hard path to choose I’m happy I decided to go through this. On the technical side I’m not a programming guru or a super geek with the answer to any problem but my experience with Golemizer tested my skills and I now have a proof that my lack of geekiness cannot stop me from overcoming what I’m faced with.
The future? Well Golemizer is a nice IP and maybe one day I’ll revisit it or maybe not. Who knows. I have pretty much a clear idea of what I would do differently but I still doesn’t master the art of getting my work known. That’s something that everyone have to face I know.
The most irritating thing I had to deal with is all those people who pass by and give me advice. I know that (most of them) they are only sharing bits of their experience but the lack of any form of recognition often tells me that they are mostly interested to see their name spread around then to really talk to me. I can count on one hand the number of people who went in the mud with me and said something nice while knowing a bit what I was going through.
Of course you’ll tell me that expecting recognition when you are nobody like me is completely foolish. Indeed everyone is after recognition and expecting it seems quite pretentious. Feel free to think I am pretentious if it makes you feel better. Chances are that we will never have a real honest conversation if you consider this the truth so it doesn’t really matter anyway I guess.
Recognition comes in many form and it surely doesn’t mean blind worship either. Sometimes it’s just saying on your blog “hey that guy built an MMO alone. It’s far from perfect but when did you released your last MMO?“. I know that’s silly. Expectations! Ha! Many people will tell me that’s why I burn myself. To them I say that’s why I lasted that long and that I’m still set on “making it happen” someday even if I have yet to see significant results …
So that “Golemizer guy” is now looking to become that “game developer guy”. I know what I want, where I want to go and what I can do. What I can’t do though is to keep going in a direction that is keeping me away from my goal …
about 4 months ago
I can honestly say that you are my twin
I’ve had almost the same experience and reached the SAME conclusions! About your “ineffective” selling point, it’s not just you are 1 developer, your game is different too. That should count for something in some parallel universe, in this one clearly doesn’t. And about those articles, IMAO (In My Arrogant Opinion) they’re 90% bullshit. Generic stuff that usually don’t work because you lack important assets such as money, contacts or fame. In my view they’re just like ‘top 10 tips to make money online’ kind of value.
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about 3 months ago
Well, I stopped reading at a point. Where I found you were complaining, or giving your opinion about not making a lot of money on golemizer.
Perhaps you said something which would answer my question further on, yet I don’t like reading a lot when it doesn’t help me at all.
Golemizer is a fun game, You don’t earn a decent salary from golemizer ?, I would think so. As the people already playing are complaining about you not having added more items. Something worth wanting to buy altus coins for, or adding more golems, more objects, how about getting MORE people to work on golemizer. I would surely buy Ac for something like that.
Your too much concerned on making money as it seems to me, forgetting about the fact that you have to keep your users of your games happy, and willing to log on and play golemizer.
Take runescape for an example, it started out small, you already know that. Yet your not taking it into deep consideration.
I know a lot of people who make sprites, Mj makes sprites, yet you had not bothered to take his ideas, or his sprites and adding them to Golemizer. It seems to me you’ve lost interest.
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about 3 months ago
I’d like to add. Me for One, Ive started Playing golemizer, I dont care about your other games. I dont play them.
I Play golemizer and thats it.
That 15 minutes server down time feels like eternity.
It’s not just me who is attracted to golemizer. And yes there are a lot of users although the new guys leave after getting upset with difficult instructions on tutorial island, i went back there and saw that you added arrows and so forth, wow.. And those guys still cant follow it. No I don’t blame you for their illiteracy. I blame them for quitting and missing out on such a great game. EVEN though it doesn’t have such amazing sprites, and all that stuff which runescape has. I would rather stop playing runescape then stop playing golemizer.
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about 3 months ago
I DID post that on my blog
…well ok didn’t help much cuz we have all one way or another made our own mmos just not as successful as yours, so the fact that you made if by your self wasn’t really stunning BUT! the game play got good ratings on buzz. also I don’t think the one man army thing is a good selling point its a little weak, but like iv said before i think you have the potential to be AWESOME but you just haven’t made it there yet…
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about 3 months ago
Luciferian, the problem is NOT the average amount spent per player. It’s the number of players itself.
And yes money is a concern as if I’m going to spend 30-40 hours a week on developing games (which I did for 2 years on Golemizer by the way) ON TOP of my day job (add another 40 hours) then yes money is a concern.
I could decide to just put 3-4 hours per week but I’m not looking for a hobby in game development.
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about 3 months ago
cannot… resist… adding… 2cents
all golemizer ideas should be posted in forums.
about sprites, problem is players capable of doing never shown anything. I’ve seen ugly shit in the past and if I had been Altus I would have been depressed to think “is that all they want me to make for them?”
I repeat myself: if you can do art show the goddamn art you can make. Living on hypothesis won’t work.
money? I am concerned with Golemizer money! as a player, I want the servers to pay for themselves (and maybe more) so we can keep playing.
buying more AC? Not at the moment, I spent some money on new toys and will hold back for a few weeks. BUT… I’ll post ideas in the forums about new stuff players could get.
Maybe it’s time to offer something else, like special items that would actually help you, unlike deco? I really HATE to think about this as I am a great defender of free games to remain free, but sometimes, you gotta help yourself and sell a part of your soul and sell upgrades in the store to keep your server running.
this could take form of a special golem available from store only. furthermore, maybe a golem that can only work with the remote? Like you craft the golem but can’t control it without the golem remote, or maybe you can’t even craft it, you need to buy from store and need a remote to control.
A lot of ideas, I will post them on forums. BUT I respect the hiatus.
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about 3 months ago
Hm… I’ll keep this nice and to the point.
Just do it.
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about 3 months ago
Hey, Im sorry if it sounded like I complained in Kong Comments. I wasnt I was just posting what was wrong
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about 3 months ago
http://azaroth.org/ipyuo/ipyuo.html
Interesting stuff. I’d love to have a chat some time.
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about 2 weeks ago
I can’t resist either.
Just wanted to thank you for baring your soul on this. I especially wanted to shake your hand with your comments of needing to puke before putting in the 8 hour day even before you were able to get to development.
I’m wearing that t-shirt right now.
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