The real question: Will I fail?
It's a little surreal to have one's life and decisions discussed online, so I'm happy to provide some clarity and facts to the discussion.
I started full time on Archmage Rises August 2014. I worked 2 days a week on a prototype prior to that, but in my mind that is when things got really serious and I count from that date.
I had to go to a website to calculate the duration and they tell me:
3,175 days or 8 years, 8 months, 10 days
Not quite 10 years but at these kinda numbers does it really matter?
At this point I just want to beat the poster child of ridiculous delayed failed game development: Duke Nukem Forever!
Along the way I've accumulated a fanbase in the thousands (not Dwarf Fortress numbers, but good people I've enjoyed none the less).
I've also been pretty transparent about the development costs and process because of those fans. I feel I owe it to them as stakeholders. So for several years I provided "annual reports" to them and my wife. You can see the latest one I did in early 2021 here:
YouTube™ Video: Update #129 Business of Indie Game Development: Archmage Rises Annual Report 2021
Views: 462
Today I tell my wife how much of our money I spent making my dream indie game. In this annual report we review effort from 2014-2020, expenses and revenue, and the road ahead to completing the...
What does 8 years and 8 months say about a person?
People abandon all kinds of things. A diet, an exercise routine, a musical instrument, school, companies, stocks, marriages, hobbies, and careers. Almost 9 years is enough for a degree, masters, and PhD!
1. Either extremely tenacious, or "not right in the head" (a favorite line in Braveheart!)
2. Either a capable developer who's doing something very difficult, or incapable and simply doing something beyond his abilities
3. Either really wants to do this, or can't (or won't) find a job and do something else
4. Either extremely resourceful, or at the brink of bankruptcy
I'll try and fill each of these in a bit.
1. Tenacious or "not right in the head"?
I was reading a lot about game dev in 2014 and all the advice said "start marketing your game right away!". So I hired a PR firm to give me some advice and they told me to announce and publish my story, my reason for making Archmage Rises, on
Gamasutra.com (now
GameDeveloper.com) a game dev trade website where all the AAA's hang out (the company that does GDC runs this website). I didn't think much of it, so wrote a post laying out why I was making this game and why I was doing it now.
https://web.archive.org/web/20140810202812/https://gamasutra.com/blogs/ThomasHenshell/20140807/222732/Why_Ive_Said_Goodbye_to_Mobile_in_Favor_of_PC.php
What happened next I didn't expect at all:
It become the #1 article on Gamasutra in about a day.
It became the most commented article until that point (200+)
Lead designers on Halo, World of Warcraft, and other started tweeting me and sharing the article. I got tons of publicity for this little nascent game idea.
For 4 days I was "famous" in game dev.
Michael Dell, the founder of Dell Computers, read it.
He told Frank, head of Alienware "Hey, go help that Thomas guy out. I like the cut of his gib."
So Frank got a hold of me and we struck a deal to do a beta key giveaway and he gave me all new alienware computers. Contractually I'm not allowed to demo Archmage on anything but an Alienware computer, which they provide. So hopefully the 17,000+ people who downloaded the demo owned an Alienware.
But that moment did two things:
1. I felt I was onto something special. It doesn't seem this happens to just anyone.
2. I picked up a fanbase of about 4,000 people spread across twitter, facebook, steam, and a newsletter. To be clear, no one gave me any money, but they started following.
The thing about game dev is it is really really hard. Like excruciatingly hard. I know because I've done other things (more on that in a minute). Sometimes people come to me for advice sometimes. I tell them:
Listen, if you can do anything else: go do that. Cuz this career path is awful and exhausting and terrible. You can make more money with less stress and more vacation doing most anything else. Go do that.
I have, and remain, unpaid for 8 years and 8 months of effort.
And here is the thing about getting up every morning, 3,175 times in a row, to work unpaid. I have to decide:
Do I keep going? Or throw in the towel.
And to be clear: not a cool towel like the one in hitchhikers guide the galaxy that shows you are clearly a man to be reckoned with. I mean the bad towel in a boxing match that says “it’s over I give up! It’s too hard!”
The option to give up has presented itself 3,175 times and I said “No.”
I keep going because I made a promise. “A promise Mr. Frodo!” A promise to a bunch of strangers in 2014, who gave me nothing but their faith, that I was going to make this game with a specific set of features.
When it got really hard, when I wanted to give up, I thought about them. There are people out there who want me to keep going.
For me it is an integrity issue. Either I’ve been running one of the longest cons in game dev, or I’m really dedicated to making this thing happen.
2. Capable or Out of His Depth?
I don’t know any other Early Access devs. Any you may know or have encountered. If there is a secret club where they all hang out, I never got the invite. But I do know dozens of indie game devs. The reoccurring theme seems to be “early 20’s, first time out, lots of passion but not a lot of experience, and not a lot of resources”.
I’m 46 right now and have been working full time since I was 18. Here are some highlights from my 28 year career history:
Retail
1. I started as a clerk at Canada’s largest electronics retailer (Futureshop) but pretty soon they moved me to the head office to train new recruits in computer tech and sales technique. I learned a lot about customer service here. I got yelled at by people tall and small, fat and skinny, well dressed and stained sweatpants. Some people have said some terrible things about me and too me online but nothing matches the eye to eye berating of a haughty customer venting all their frustration on you in person. I learned not to take it personally.
E-commerce
2. Early 2000’s I was the lead dev on Canada’s largest e-commerce company (at that time)
GroceryGateway.com. About $130 million was invested into the company. I had the typical silicon valley experience of high tech, stock options, pool table in our fancy pants offices. Worked with a team of 20. Learned a lot about UI, big data, QA, distributed servers & uptime, because the website processed about $1m/week. I was the manager in charge of software reporting to the CTO, so if something ever went wrong I was the guy they called. I was there for 5 years, won some tech awards (really liked the Microsoft MSDN one for our C++ tech stack). When I started at the company I was about the 27th employee, when I left there were 400 employees. Learned a lot about corporate politics.
Enterprise
3. In 2004 I started my own software company. We built custom enterprise mobile systems for many of Canada’s largest companies, combining web and mobile tech (all pre iphone/android). I grew the company from just me and a photocopier to 15 employees and $2.5m in annual revenue. Some of our client were billion dollar companies with operations around the world. I learned a lot about leading teams and putting my own money and guts on the line to make mission critical million dollar projects done on time and on budget. We were really good at it too!
(The story starts to get a little complicated here as things overlap, but I’ll do my best to keep it clear)
Tabletop Games
4. At the same time I decided to open a table-top gaming store specializing in Magic the Gathering, miniature games like Games Workshop and Privateer Press, and RPGs like D&D and Pathfinder. The dream was to use my tech skills (and retail skills from Futureshop) to make a franchise chain to rival Games Workshop. We opened our first store Hobby Kingdom in Burlington, ON in 2006. Our store was awesome and I got to meet and know some 4,000 hardcore tabletop gamers. Both Games Workshop and Wizards of the Coast sent their Retail heads to come and see our store. I remember the GW guy kept saying “Wow this store is better than ours.” Over and over again. Sadly the tabletop games business is very hard and not very lucrative and I wanted to do other things. I sold a majority share to my store manager who was excited and started making changes. Unfortunately, he also suffered from depression and I don’t know all that happened but in about 8 months he ran it into the ground. We also got Amazon’d because up until that time you couldn’t get eurogames from website, just the local gaming store.
Mobile Games
5. I liked the software and the games store, but really deep down, I just wanted to make Games! That’s the whole reason I learned how to program in the first place. It was time to get living my best life now! So I sold the store and retired from the software company (but remained the sole owner) and went headfirst into games. Built my own engine in C++ with some tools I thought were cool. You can read more about that time in the Gamasutra article linked above. Making casual games wasn’t for me and I lost a lot of money. It was so bad I had to go back to my software company and work as a junior programmer for free for a while.
Groceries?
6. Uh, then it gets really weird. My wife accidentally bought a small town grocery store in 2014. That story is too long to get into, but between the two of us I knew more about retail and business than her so I got put in charge of this grocery store with, at the time, revenue of about 700k/year losing about 70k/year. Over 8 years I grew that store into a profit machine with revenues doubling to $1.6 million and making about 100k/year. With good management in place, I only had to work at it about 5hrs a week overseeing things, freeing me up to do other things.
Defiance Game Studio
7. Which brings us now to Defiance, the little game studio that could! I left full time management work at the grocery store August of 2014 which is why I know the date so well because I was sick of all these distractions when all I really want to do is make a cool open world proc-gen RPG.
3. Passionate or Can’t/Won’t Find a Real Job
Of all the things I’ve done, Defiance, and specifically making this game Archmage Rises, is the hardest. And yet, I feel it is the best job I’ve ever had (except for being unpaid, gotta take that up with HR!). I feel like this job, right now, writing you this probably-too-long response is the best thing I can be doing with my limited time on earth.
4. Either extremely resourceful, or at the brink of bankruptcy?
As you see above, I’ve had some wins along the way.
I grew a startup from nothing to $2.5m/year.
I bought a failing company and turned it around by doubling revenues to $1.6m with nice regular annual profit.
In 2021 I sold the software company to another software company for pennies. Covid really killed it, no one wanted to start big software projects during the pandemic.
I just sold the grocery store to some lovely new owners Nov 2022.
I sold the goose laying the golden eggs! But I need to focus ALL my attention on the growth of Defiance and finishing this game!
Along the 8 years and 8 months I’ve twice shutdown Defiance to take on contract game work for other game studios. The first was for 3 months to work on a big book IP mobile game. The second was for 8 months to help a US game studio get off the ground with 2 mobile games. That last job was quite lucrative and I managed to save $300k in the bank when it ended Mar 1 2022.
Also, for some reason people think my high school education + life experience makes me a good teacher, so I picked up a professorship of Game Design at a college and now as an instructor at a university.
So between the teaching jobs and the money I saved up from the contract work, I was able to fund an expanded team at Defiance from Mar 2022 until today.
Macro Team Timeline:
- Started 2014 as just me. (Sadly, the photocopier decided to stay at the software company, probably thought this was too risky)
- In 2016 I hired a programmer friend, Nic, who helped me a lot until 2018.
- 2018-2020 back to just me.
- In May 2019 I hired a programmer, Daniel, and Sep 2019 I hired Michel.
- In 2021 I hired Josh as a programmer. Daniel left. Tyler joined as a programmer in Jun, then shortly thereafter Rubi as an artist. Then in Sep James our audio director + game designer.
- In Jan 2022 Zach joined as a programmer, then Jessi as an artist and now UI specialist. In Nov Nolan came onboard as a narrative lead to help with content. Anything you’ve read in game you liked is from him, and anything you didn’t like is from me.
- In Mar 2023 Phil joined us in digital marketing and community management.
You can see everyone’s mugshot on our poorly made website I did in 4hrs:
https://defiancegamestudio.com/index.php/home/team/
We are now 10:
- Programmers: Michel, Josh, Tyler, Zach
- Artists: Rubi & Jessi
- James: Audio & Design
- Nolan: Procedural Narrative
- Phil: Digital Marketing & Community
- Me – whatever it is I do… apparently just write long winded forum posts about myself.
Next week on May 1 we have a senior programmer joining us to make us 11.
So where am I at financially?
Well I can tell you my wife is sick of me not contributing to the family finances and just blowing our lovely savings on this game. It’s time for the game to start paying for itself. So, we launched into Early Access. To be sustainable we needed to sell 400 units in April, 800 in Jun, and 1,600 in Jul. We’ve already sold 2,500+ in just over 24hrs, so we got at least a 6 month runway already.
Let me talk very seriously now (I’ll put on my Jim Collins biz hat).
I’ve been around a lot of different kinds of businesses. I’ve had success and failure.
I’ve been so outta money I had to make payroll by cash advancing my mastercard for $1,500
And I’ve had 800k in the bank with nothing specific to do with it.
I really believe we got a winner here. There are key indicators (KPI’s) one needs to see. Some were confirmed by Splattercat doing a 200k+ view video in Feb. Just yesterday Retromation made one which just passed 15k views.
YouTube™ Video: Extremely Ambitious Open World RPG Roguelike!! | Let's Try Archmage Rises
Views: 58,803
Get Archmage Rises:
https://store.steampowered.com/app/506480/Archmage_Rises/ Experience the freedom normally only found in a tabletop RPG.
This game is an iceberg.
I’ll grant it looks like it could be done by a 12 year old over a summer.
But there is so much tooling and tech under the hood to make it run it’s insane. Much like how Amazon tech goes so far beyond just a simple shopping website.
But as we add features with our updates, word is only going to spread more, and more, and more.
We could have the next Rimworld or Dwarf Fortress or Prison Architect here.
In Games we talk a lot about longtails. I believe this game has a growth tail. Our sales in Sep will dwarf what we are seeing here in April. Why?
Because every Kaylo7 who finds us and is amazed, will keep bringing in more and more people.
We love Kaylo7 and want to make features he likes and keep him playing.
We haven’t even started to market this game. I have to keep telling Phil "Slow & steady wins the race. Let's just focus on smaller streamers right now until we stabilize the EA and get a few feature updates done."
Conclusion
Clearly I have established one indisputable fact: I can write semi-coherent reams of text about myself.
It was bound to come out somewhere, sorry it happened to you!
I can't answer the Original Poster's question.
But I hope I provided a little color to help them make an informed decision.
If you want to join me now on this adventure, great! Love to have you.
If now isn't the right time, that's cool too. I hope I'll see you again real soon!