Piracy and the four currencies

Cross-posted on gamasutra.

Part 1 of a multi-part series. (Part 2)

The problem with most piracy debates is that the only "cost" they discuss is money-dollars.  So, the problem is framed somewhat like this:

"Buying the game from us costs money-dollars.  Pirating it costs zero money-dollars.  Therefore, most people will pirate the game if they have the choice and we must do everything we can to physically stop them."

The familiar Money-dollar ($M)

This is wrong because there are at least four currencies involved here, not just one (money-dollars).

I propose the following:

  1. ($M) Money-dollars
  2. ($T) Time-dollars
  3. ($P) Pain-in-the-butt-dollars
  4. ($I) Integrity-dollars
Whether a player buys or pirates a game depends on how much each service - not product! - "costs" in terms of these four currencies, as well as how much the player values each one.


I hate spending these
For the purpose of this article Money-dollars will be denominated in USD, Time-dollars will be denominated in hours, and Pain-in-the-butt-dollars will be denominated in SI standard units of "amount-of-aspirin-I-have-to-take-after-beating-my-head-against-the-wall-for-an-hour." Feel free to measure Integrity-dollars in Hail-Marys, or hours spent lying awake at night.

Okay, I kid, I kid.  Obviously, $P and $I are the most subjective "currencies" and it's hard to quantify them, even on an individual basis. That doesn't make them any less real, however - as I'm about to demonstrate, the $P and $I cost of a service are sometimes the most important ones.


You have a finite number to spend, and you never get any more.

So, let's start with my favorite example, Dragon Age II. On release, the game cost:
  • $M 60 
  • $T 5
  • $P 100
  • $I 0
This game was expensive, it took forever to install and deal with the invasive DRM, which was only slightly more fun than getting groped by the TSA in the comfort of your own home.  The only thing that was cheap about the game was that buying it was "the right thing to do," wasn't illegal, and it didn't make the player feel guilty.  The only way this service competed with piracy was in the $I cost.

By comparison, pirate sites were offering the game for the low, low price of :
  • $M 0
  • $T 0.5
  • $P 5
  • $I 10
It cost no money, and the only time spent was downloading the game file. There was some pain-in-the-butt, ie, the player could accidentally download malware, needed to know how to use bittorent (easy for us geeks, not so for average joe/jane), and was constantly being hassled by lurid ads and pop-ups.  Finally, there was the integrity cost that piracy is illegal, and in some sense, "morally wrong."

Spending one costs a tiny part of your soul.

What if Dragon Age II had this price instead?
  • $M 60 
  • $T 0.5
  • $P 0.5
  • $I 0
Ie, what if buying Dragon Age II was as easy as entering payment information, downloading the game, and running it? Now the game looks pretty competitive - it's actually less of a pain-in-the-butt than pirating it, and it doesn't "cost" any moral integrity or ask you to break any laws, either!

The $60 price tag will still turn those who value $M above all else to piracy, but now the game can capture all those who value $I and $P and $T more than $M, which is not a small number. 

Again, I want to underscore that the relative values of each currency vary from player to player.  People who live in low-income nations will be willing to spend more $T and $P if they can get the game for 0 $M.  The $I cost is the most subjective of the four and depends on how much stock a player puts in "doing the right thing," (so to speak) or whether they even see any moral integrity in the choice at all.  

Those who reject the notion of copyright altogether would likely value $I = 0, though even in this case, thinking of it instead as "the risk one takes of getting in trouble with the law" still raises $I to some non-zero value.

The $I cost also varies with the developer's behavior. The friendlier and more "deserving" you are in the eyes of the player, the higher the $I cost becomes for pirating the game. Conversely, a hostile attitude can easily lower the $I cost of piracy as nobody loses any sleep over pirating from an imagined "rich, greedy CEO."

Additionally, there's some strong interplay between the various currencies - a high $M cost makes the player feel entitled to a low $P cost - if I'm paying out the nose, I expect white-glove, full service VIP treatment.  If I'm treated like a criminal instead, the $I cost of piracy just plummeted.  I'll give my time and pain-in-the-butt dollars to the competition, thank you very much.

We used this theory to inform our strategy for Defender's Quest. Here's the current price of the game:
  • $M 5-7
  • $T 0.08
  • $P 0.5
  • $I 0
And here's what it's going for on your local torrent site:
  • $M 0
  • $T 0.08
  • $P 5
  • $I 10-20*
*Depending on whether pirating an "indie" game makes you feel more guilty than pirating from so-called "fat cats" like EA.

You will never be able to compete with pirate sites on price ($M) alone.  Furthermore, at best you will only be able to match their price on time cost ($T), which is merely the time it takes to find and download your game. 

The two areas you can compete on, and which do seem to make a big difference, are in pain-in-the-butt-ness and moral integrity.  If you add any DRM, even if it only has a 1% false-positive rate, you've thrown up a $P cost for those customers that far exceeds that of the pirate sites. 

Strip the DRM away and provide a friendly and easy-to-use purchasing experience, however, and you can drive the $P cost down to fractional amounts, far below what a sketchy torrent site can offer.  

Also, by virtue of being the author, you provide the lowest $I cost in town.  In the best case, you actually have a negative $I cost, which means buying the game gives the player a moral integrity credit.  The player now feels like she's doing "the right thing," she doesn't worry about breaking the law, and gets a warm fuzzy feeling knowing she's supporting the makers of games she loves.

I'll throw in one more quick note - do not underestimate the value of $T, and look for ways in which you are potentially wasting the player's time.  I got many e-mails from players telling us that one of the chief reasons for buying the game was our long demo, which also allowed them to export their save file. Many said they would not have bought the game if they had to start from scratch.  For these players, spending the 7 money-dollars was not an issue, but having to lose the 2 time-dollars they'd already sunk into the demo would have been a deal-breaker. 

This little button lowers the $T cost of playing the demo

Well, that's my theory. It's not perfect, but I think it's a lot better than what a lot of congressmen, CEO's, and so-called economists have to offer.

-Lars out

Part 1 of a multi-part series. (Part 2)

Version 0.8.9 is ready!

Hey everyone! We've got a new patch out today and some news!

First off, we're trying to commit to a patch schedule of one new patch every Monday.  This will usually be a bug-fix patch, but eventually as we finish new content and features we'll be releasing those, too.

The only exception is a few features we'll be holding back on until the full version 1.0 "gold" release, because they'll need some extensive testing, and many of them need to be released as a complete package to make any sense.

Here's what's fixed in the new patch!

  1. Plugged the massive memory leak.
    The party screen had a massive memory leak. Just opening it would gobble up a big chunk of memory, and every time you clicked on a character button in that screen, it would gobble up an extra tiny bit that would never be released until the program was closed.

    That's all been fixed now. There might be other problems somewhere in the game, but this was the worst culprit by far. If you notice any additional slowdown, turn on your computer's memory usage tracker and see if you can pin down which screen and behavior causes the problem.

  2. Fixed healer logic.
    Or at least I think I did. There were some situations where healers would just stop healing their friends, even when they were wounded. Now, the logic should work more or less like this:

    HEAL:
    If a friend is hurt, use best heal available, even if I have a higher-level attack. Otherwise use the best attack against enemies. Save ZEAL for healing.

    FIGHT:
    If an enemy is in range, use best attack available, even if I have a higher-level heal and a wounded friend. Otherwise use the best heal on a wounded friend. Always cast "ZEAL" if I have inspire.

    BOTH:
    Use the highest level skill if possible. If it's an attack and no enemy is in range, use the best heal instead if a friend is hurt. If it's a heal and no friend is hurt, use the best attack instead. If neither, case ZEAL if I also have "inspire."

  3. Fixed ice mage skill display bug.
    The ice mage's "chill" % would sometimes show up with lots of trailing repeating fractions. This is fixed now. I've heard reports of ice mage chill debuffs interacting strangely with each other such that people are intentionally not using sleet/blizzard - I'm working on tracking this bug down but I don't think it's fixed in 0.8.9, and might need to wait until next week.

  4. Fixed boss battle level trigger in Act VI
    To avoid spoilers, those who've experienced this bug know what it is. There's a certain battle where a level trigger was supposed to fire but wasn't always doing so on 4x speed. I think it's fixed now. Of course, that's what I said in the last two patches...
  5. Fixed level cap bug
    Previously, you could level up past 40 and still get skill points even though you wouldn't gain XP. I've fixed this, so now it's a hard cap. In upcoming patches we will roll out more end-game content and we'll be making a set of challenge rewards that progressively raise the level cap by 5 to 10 levels or so each.  As you get into the higher levels, at a certain point the "skill cap" will be raised past 9, so that even at high levels, you can never completely fill out anyone's skill tree. This keeps your characters from all becoming the same.

    I'll also consider making it something you can just manually unlock from a menu if you want. The reason we have a skill cap is that the game balance hasn't really been fine-tuned for end-game play, so we want to generally discourage people from super grinding up before there's any real fun content to experience at those levels. We'll give you the tools to raise the level cap as soon as end-game is more properly balanced.
  6. Fixed character menu lagIn the battle menu, if you swipe your mouse across the spells, or the character class tabs, the information will update but the game won't slow down. Previously, if you did this across the character buttons themselves, there'd be massive lag.  I did some optimizing and reduced the lag by 80%. It's still noticeable on some machines, but hopefully should be muuuuch better.
  7. Fixed bonus hp bugPreviously, any passive traits that gave you bonus hp like "bulk up" and "fatten up" gave you HP that displayed in the party menu and battle preview menus, but NOT when you actually put the characters down on the field. It's fixed now - their in-battle HP's match what their preview stats say.
  8. Fixed bonus range bug
    There used to be an exploit where you could get free bonuses to a ranger's range stat by upgrading "range focus" and then re-specing the character. This is fixed now.
We've got Windows, Mac, and Linux versions on the update server and are in the process of updating the store, which should be ready within hours of this post.  I've fixed it so in the new version, it will display the full path to the downloaded update file and won't close the game window automatically.

Of course, you'll all be using the old version to download that, so you won't get any benefit from this new feature until the next patch, if you follow me.

That being said, the official solution we have right now for anyone experiencing download problems is to email us at leveluplabs@gmail.com, and we'll send you some fresh links from the store (once we get that uploaded). I wish our store would just let us give you permanent download links, but they haven't been super helpful in that regard, and if they continue to do so I'll consider finding a new storefront provider. In the meantime email us if you have any problems!

Also - from now on we're changing the naming convention for the files. Previously it was "defq_mm_dd_yyyy.exe", so something like, "defq_01_31_2012.exe" for a windows installer created on January 31st.  

The new convention is "defenders_quest_x_y_z.exe", so, "defenders_quest_0_8_9.exe" is the windows installer for version 0.8.9. This should be easier to keep track of, and also is easier to find if you can't locate the file and need to use a search query.

I'm already working on bug fixes for 0.9.0, which should be out next Monday. My top priorities for that are additional slowdown/memory issues, battle glitches (including the ice mage problem), and lots of other stuff. The best place for the general public to report bugs for now is our bug-report thread in the forum:


Thanks for playing!
-Lars

Forum and Wiki are live!

Hey everyone! Just a quick post to announce our brand new Forum and Wiki just went up!

Here's a link to the forums.
Here's a link to the wiki.

The forums are pretty plain-jane for now, and the wiki is externally hosted via Wikia, and is equally bare-bones.

I'll put some quick thoughts up as to why we're creating these resources.  We are committed to doing right by our customers, but there's only so much a couple of guys can do, and we find ourselves answering the same questions over and over in e-mails.  So, what we're trying to do is slowly add things that make it easier for our customers to get their problems solved without having to wait for us to respond to an email.

The first thing we did was set up a frequently asked questions page, which I've just updated. Originally it just had question, answer, question, answer, in no particular order, but I found that it was pretty hard to scan that and find your problem, so imagine a lot of people went there, got confused, and skipped it.

Now, all the questions are in a big list up front with anchor-tag jump links to the answers, and the questions are grouped by category so it's easier to scan. Hopefully this will help people out.

However, the support and FAQ page can only answer so many questions, and so far the only way to talk to us has been through e-mail or blog comments, which kind of scatters the conversation and information. People have been posting strategy tips on various forums on the internet, and right now our audience doesn't have a "home."

Today that changes. Now we have a real forum, so all you guys trying to figure out how to take down a certain mythically delicious mammal will now have a place to discuss that :)

As for the WIKI, we hope to eventually create a fully-featured living encyclopedia about the game there, so all you guys asking how the "under the hood" formulas work will be able to look that up there, as well as read up on the game's backstory and setting, etc.  Us devs will pop in there every once in a while to fill out information only we have direct access to (like the exact battle damage formulas, etc), but we welcome fans to put up information, too.

We'll do our best to maintain these structures, both as a way to grow the Defender's Quest community, and also as a way to give you more immediate sources of help and support rather than waiting for an email response from us while we scamper around putting out fires and trying to keep everyone happy.

And of course, if you can't find an answer to your question, feel free to email us, as always. We just want to give you some options, and hopefully make things easier for all of us :)

Hope this helps!
-Lars out

New patch 0.8.4 coming today!

Just sent out this newsletter:


Dear Defender's Quest fans, 

An auto-update patch is coming later today!

We've tested this feature extensively prior to release, but never with so great an audience. There's always the chance something bad might happen so I want to alert you all in advance.

For instance, there's been some bugs with the auto-update feature where if there's a server timeout, the game hangs on the loading screen. This is FIXED in the upcoming patch, but obviously if our server goes down WHILE you're trying to GET the patch with the fix, you might experience this bug again. 

I think this bug happens only when the server is laggy, and I've tried a simple fix that seems to work on my machine - simply unplug your computer from the internet and run the game. It seems NO connection to the internet is different from a BAD connection to the server and gets you to the title screen with no trouble. The new version explicitly checks for BOTH error cases.

At any rate, this should all be unnecessary if all goes as planned. This first patch has a lot of quick bug fixes, so there's no major changes to content just yet. 

Fixes in version 0.8.4:

  • Fixed broken music tag in "All the Reinforcements We Need"
  • Fixed missing background in "An Even Greater Foe"
  • Fixed missing graphics for unique sword "Evni"
  • Fixed equip bug when getting "Glory of War" too early
  • Fixed triggers/dialog not showing on a critical battle
  • Fixed auto-update mechanism to skip forward after 5-second idle
  • Fixed healer priority logic:
    • HEAL means, "use a heal skill if anyone in range is wounded, even if I have a higher attack skill ready"
    • FIGHT means, "use an attack skill if enemies are in range, even if I have a higher heal skill ready and my friends are wounded."
    • BOTH means, "use the highest skill, regardless of its type."
    • This means FIGHT/BOTH will get the healer to use "ZEAL" even if no-one in range is wounded, so long as there's enemies to hit.
    • Default healer priority is now "BOTH" rather than "HEAL."
We've heard all your feedback about balance, classes, equipment, etc, and we'll be working on tweaks as necessary and another patch should be out soon, but not before we run a lot of numbers and make sure we're doing the right thing.

We'll also be trying to get a wiki and forum up on our website soon. We'll let you know as things develop.

Thanks for being a fan of Defender's Quest!

The Windows version will be up first, followed by the Linux version, and then the Mac version later tonight. All you have to do to get the update is start the game up sometime after the new files have hit the server.

NOTE: demo versions, both in-browser and downloadable, do not auto-update.

Thanks for everything! You have all been WONDERFUL, and as always, if there's any trouble, or you have feedback or bugs to report, send 'em all to leveluplabs@gmail.com.

I'd also like to point out our new FAQ/Support pages in case you haven't seen them yet. If you have questions, go here first before e-mailing us:

www.defendersquest.com/faq.html
www.defendersquest.com/support.html

-Lars Doucet
Level Up Labs

PASSWORD? WTF?

Hey everyone,

Some of you might have experienced a bug playing defender's quest where the game asked for a username or password when it tried to fetch updates, or the website was blocked asking for the same.

I accidentally clicked something on my web panel, and screwed things up for about 5 minutes. It should be fixed now. I am SO sorry for this inconvenience. For those of you just playing the game, even if the update server is unreachable (or if it insanely asks you for a password because I stupidly mis-clicked something and password protected the whole domain) the game should still run. If it doesn't, please let us know immediately at leveluplabs@gmail.com and we will fix it!

Defender's Quest Deployment Strategy

We just launched our new game, Defender's Quest: Valley of the Forgotten, for PC/Mac/Linux, a few days ago, and have been pretty surprised at our initial success.  Only time will tell if that trend continues, but for now we've seen both brisk sales and some great critical reviews.



Today I'd like to talk about the underlying deployment strategy behind Defender's Quest.

Hi, I'm a PC. (and a Mac, and a Linux...)


It seems all the cool kids are developing for iOS/Android these days.  They are much braver souls than I, and I wish them the best, for to me those markets look like bloody red oceans*.  

*We might expand into them eventually if we do well on PC, of course. Just, not a great place to start.

People often talk about how "big" the iOS market is (100 million! 200 million!), and that's true, but it's also highly competitive, the discovery problems are well-documented, and choices are limited.  In contrast, there's about a billion personal computers in use throughout the world, and though discovery is still a challenge, you have the open toolset of the PC at your disposal.  

Where is someone likely to hear about your game? On a website. More than likely on a PC*.  The next thing I want that person to do is play our free demo and fall in love with our game. Then I want them to buy it.  I don't want them to read an article and think, "I'll have to remember that game next time I'm on the train or sign onto XBOX Live."  No.  I want them to read the article, and if they like what they hear, try it, and buy it.**

I can't tell you how many interesting games I've come across that I wanted to buy but couldn't because they were only for iOS, or for XBLA, or whatever.  I don't own any iOS devices, nor an XBOX.  Plenty of people have these, but I'm also willing to bet those cool cats also have access to a PC.  

*It's true more people are browsing on smartphones/tablets, etc, so this might change in the future, but the majority are PC-bound for the time-being, and I don't see PC's becoming obsolete anytime soon.

**To sweeten the deal, I usually send out a coupon code to any and all reviewers to post for their readers that's for a $1 off until the end of the month.

It may not be the easiest platform to develop for, but it certainly is the easiest way to get a game in someone's hands. 

I remember the first XNA game I made many years ago. After fiddling with a friend's computer for half an hour getting it to install, the title screen finally appeared in all its glory.  I stood back and triumphantly proclaimed, "Ta Da!"..... and then sheepishly asked, "Ummm... have you got an XBOX 360 controller?"

From then on I decided I would make it as easy as possible for people to play my games, because I wanted as many people as possible to play them.  

This seems so obvious as to be a tautology, but it wasn't always so clear.

Try it, you'll like it!



That's the old grocery store saying, at least.  I'm pretty surprised at how difficult it is to play a demo for most commercial games these days.  For most PC downloadable titles, you have to download a giant file, remember where it went, install it, and then find the desktop icon and run the program. That's four steps, with two big wait periods, and that's if the installer doesn't require a reboot, online activation, or a bunch of other dependencies.  Steam does a better job, but even then you have to download something and check back later.

Even for facebook games, I have to remember my facebook password, log in, click on the thing, relinquish a chunk of my privacy, and then start playing. That's slightly easier, but given how much I hate facebook, I personally find it even more annoying.


It should not be this hard to play a demo. 


When you arrive at www.defendersquest.com, right below the gameplay video is this:



This also happens to be on every page of the site, and is repeated at the bottom of longer pages.
Clicking on "TRY Free Demo" takes you here:



You're playing the demo! You don't have to download any files or install anything.  All you have to do is click once and you're there. One step, one short wait, and zero moments of "where-did-I-put-that-thing-ah-forget-it-who-cares!"  

I don't have a control setup to compare against, but I'm reasonably sure this has drastically improved our bounce rate. Our goal is to get as many people as possible to play the demo, and the entire page is designed to make that as easy as possible.

To that end, some people actually do prefer a downloadable installer, so they can get the full desktop experience with native fullscreen resolution switching, etc. For these folks, these links are just below the browser demo, as both torrents and direct links:



A Generous Demo

Once we get people to play the demo, we have to deliver the goods, and the manner in which we present the demo is just as important as the game's quality.

People have been commenting that our demo is quite long by most standards, about 1-2 hours. There's no time limit, and it includes the first 2 of 7 total acts, or about 20% of the total game (the later acts are longer).

One of the major reasons for not buying a game is not knowing what you're getting, and is a commonly cited reason for pirating a game*.  A generously long demo is our way of making it clear to players exactly what kind of experience they can expect.  Many developers are wary of giving long demos, fearing players will figure they've gotten enough milk for free, so why buy the cow?

*Not sure if that's just a rationalization, but making the demo easier to find and play then a pirated copy is a first step in testing that hypothesis.



Since we're a Tower Defense / RPG hybrid, there's several reasons to buy - first, the player wants to know what happens next in the story, second, we've given the player a tiny taste of the mechanics while suggesting that there's plenty more to come, and third, the player can see that they've only scratched the surface of filling out their party's roster and skill trees, knowing that things will get good in the next five acts.

Another reason for an easily playable demo is to let parents determine if the game is safe for their kids*. We provide a prominent "is it safe for my kids" link with a detailed content rundown, and along with a browser-based demo, there should be plenty of information to make a judgment. 

*I'm pretty surprised that more games don't offer something like this - the ESRB ratings don't really tell you much by themselves.  I mean, there's "Halo M", and "Gears of War M", after all.

Finally, we offer an option to export your save file from the demo, which you can import into the full version. We mention this prominently both in the demo itself as well as on the landing page to buy the game if you came from the link in the demo.  We want the player to know her time spent playing the demo wasn't wasted.


PC Goodness

This is a PC game.  To that end, we included a lot of little touches that take advantage of that specific platform and make it as enjoyable as possible.

1) Native full-screen resolution switching
2) Button that shows you where all your data files are stored
3) A ridiculously detailed options menu
4) All the configurable controls and hotkeys you can eat
5) A 100% tab-navigable interface on all screens
6) Accessibility options for the disabled, etc.
7) Experience multiplier to speed up/slow down the game's pace
8) Cutscenes you can skip, pause, and re-watch at any time
9) Turn dialogue and tutorials on/off
10) Layered challenges to make the game as hard/easy as you want
11) Play the game at any speed ranging from 1/4x to 4x
12) Make decisions even when the game is paused
13) Dead easy Import/Export of save files

So, those are some things we did with Defender's Quest.  There's buckets more I could write on this subject and probably will, but that's a good start for now.  Hope someone finds this useful!

Oh, by the way, you can try our free demo and buy the game right here: www.defendersquest.com, and the coupon code GAMA is good for a $1 off* throughout the month of January :) 

*You have to input the coupon code AFTER you enter payment info, but before the sale is finalized. Yes, I know it's stupid, but that's how the store sets it up. 



Defender's Quest is RELEASED



You can buy defender's quest RIGHT NOW at:

We have a new demo version out too at:

Also, please note we're also selling the soundtrack for the game, for 99 cents when bundled with the game! This soundtrack was lovingly composed by our awesome musician, Kevin Penkin, and to reward him for his awesome work, we bumped his share up to 50% for soundtrack sales, so if you like the music, please support our musician :)

You can play the demo right in your browser, or download it via torrent or direct link, for Mac, Windows, and Linux!

NOTE: 
The browser demo uses "flash cookies" to save your game, and these are notoriously flimsy. If any of you had old save files from the super old version from a million years ago, if you haven't exported them as .dfq files, they may very well be gone. Fear not, however! If you are without a save file, just send me an email with a basic description of where you were in the game and I will CREATE one for you. Also, the new version of the game lets you redesign/rename characters, so that should help too.

What are you waiting for? Get Defender's Quest NOW! :)

Also tell all your friends. That would be super cool.

I'm out of sentences to stick exclamation points at the end of. Or am I?!

Thanks for being awesome humans,
-Lars Doucet
Level Up Labs

PS:

It's inevitable that there might be some bumps as we do this launch thing. If and when something goes wrong, send us an email at leveluplabs@gmail.com and we'll handle it lickety-split! Or at least lickety. There's only three of us handling support, but we'll do the absolute best we can to give you a response and full resolution of your problem as quicky as we can!