A History of Fall from Heaven (Part I)

Fall from Heaven is a dark fantasy Civilization IV mod, built by a team headed by Derek Paxton. The first version was released on December 16th, 2005 and last month – exactly three years later – the “gold” version was uploaded. The project is the most successful Civ4 mod yet created, with hundreds of thousands of downloads and positive nods from critics like Tom Chick. I recently had an opportunity to interview Derek and his team on the final release of his the mod, which is available for download here. (Note: Fall requires a fully patch version of Beyond the Sword to play.)

Soren: Perhaps a good place to start is to talk about the current reception of Fall from Heaven. What is your fanbase? Do you have a sense of their size and what type of players they are? Who have been some of your most important public champions?

Derek: Fall has been distributed on the CD/DVD of 4 gaming magazines, and it is hosted by numerous sites.  The most popular of these, CivFanatics, has recorded 200,000 downloads and over 150,000 posts about Fall.  Fans have hosted their own forums, including those in Russia, Germany, Israel and Japan.

Our target audience is the guy who loves Civilization IV, but wanted more.  Since these are the most likely players to go out looking for mods it was a good fit.  Because the players already knew Civilization IV, we were able to create a game whose complexity would have been overwhelming in an original title.  In essence, we piggy-backed on Civilization IV‘s learning curve.

For the first year of development, this worked well and we continued to march forward implementing the items in our design document and adjusting them based on community feedback.  But as Fall become more popular we began to appeal to players who weren’t interested in posting in the forums and reading the thousands of posts about Fall.  Designing a game for the vocal die-hard fans and the growing silent majority forced us to consider both the benefit and the cost of our complexity.  In the end, we stayed true to our mandate, that we were making a game that was significantly more complex than Civilization IV, but we tried to find every available way to make that complexity as elegant as possible.  And certainly cut any complexity if it wasn’t providing enough value.

So now we have a mix of casual players that may play a game or two without reading the rules or even being that familiar with the mechanics of Civilization IV, the short timers who enjoy Fall for a few weeks and then go on to something else and the die hard fans who have been with us for years enjoying the development process.

Fall has had a lot of help getting the attention it has.  Most notably Firaxis allowed us to include a Fall from Heaven themed scenario in the Beyond the Sword expansion.  This really got us over the biggest hurdle mods face, just getting people familiar enough with your mod to try it out.  Thunderfall, the administrator of Civfanatics, has also been invaluable by allowing us to host our own website on his servers and granting us our own public and private development forum.  The media has also treated us well, especially the editor of fidgit.com, Tom Chick.

Soren: So, where did this all start? Did you first want to make a fantasy mod, or did you first want to make a Civ4 mod?

Derek: In my opinion fantasy is just the setting, it doesn’t make the game any more or less fun.  I choose the Fantasy setting because it was something different than Civ4 offered, and I had a fairly deep back story already developed from years of running Dungeons and Dragons games.  But what really excited me about the potential for a game on Civ4 was 2 of its new features, promotions (the ability to level your units and have them gain abilities) and religions.  Both features had a lot of potential and I wanted a setting that would let me really develop them.  Promotions and leveling was already a standard of fantasy role-playing games, and creating a fantasy setting allowed us to have a lot more fun with religions than we could in a real setting, where applying various advantages and disadvantages to real religions makes it hard to talk about the game over the political concerns. So I wanted to make a Civ4 mod first.  There turned out to be a lot of good reasons to make it a fantasy mod, not the other way around.

Soren: I often forget that the current version of Fall is technically a sequel. This can, I’m sure, lead to confusion at times. As probably much fewer people have played the earlier version, can you explain what are the biggest differences? And why did you guys decide to branch off into a sequel instead of just iteratively improving the first version?

Derek: The first was really just a proof of concept, to see what could be done.  It only involved a few minor source code changes that were used in the final version to clean up some issues.  By the time it was complete, we had a few members on the team, and we had a ton of great feedback from the community.  When we sat down to do the high level design for Fall from Heaven II, everything was reconsidered.  It really was a new project from the ground up, not just a further iteration on a common design.  I like to say that I designed the first version of Fall, but Fall from Heaven II was a team effort.

The biggest difference is that the original Fall from Heaven doesn’t have any unique civilizations.  They are either just the standard leaders/civilizations from Civ4, or some placeholder fantasy leaders that a fan made that use the standard Civ4 traits.  Not having access to the source code forced us to concentrate on a smaller prototype version for the first fews months.  In hindsight I think that was a very good thing.  We really played with the model and the game a lot before ever digging into the more technically challenging and time consuming parts of mod design.  I know professionals prototype their games, but it isn’t done very frequently in the mod community.  It really allowed us to develop the whole picture before delving into the details.

Soren: Could you actually give us a year-by-year timeline of the project, from the very beginning to present day? I’m interested in how the scope grew over time, and in what order you tackled the various game systems.

Derek: Civilization IV was released late in October 2005.  I loved the game and was excited by the modding capabilities.  At the time there was very little out there to tell us what we could or couldn’t do, so I sat down and wrote a design doc for a fantasy turn-based strategy game that I wanted to play.  I had no programming or art skill, so once I had a vision for what the final game would look like, I started to implement features as I learned how to do them.  The first version of Fall was released about 6 weeks later on December 16th  2005.  By today’s standards of what is happening in the Civilization IV mod community, that version would not have compared well, but at the time it was enough to stir up some excitement.

I found out early on that there were a lot of things in the design doc that I wouldn’t be able to do until Firaxis released the Source Code.  Those things were pushed to Fall from Heaven II, and we concentrated on what we could do without the source code.  I think it was very important that I originally designed without regard to what was possible, and when we got together as a team to do the high level design work for Fall from Heaven II, we kept any practical technical concerns out of the conversation.  There would be a time where we would have to drop or curtail features because of technical limitations but not in the initial high-level design.

By February of 2006 Fall was complete, and we started working on Fall from Heaven II.  Firaxis didn’t publicly release the Source Code until April of 2006, but I was fortunate enough to get invited to beta test it, thanks to you, a few months early.  That allowed Talchas and I to start doing proof of concept work for some of the more ambitious functions we had planned.  We needed to make sure that a Spell System was possible before we started Spell System design.  We needed to make sure we had the ability to really distinguish the civilizations before I asked the team for ideas on what to do with them.  Once we saw what was possible, it was time to invite the team to start design work, which happened on February 15th of 2006.

We came up with a huge amount of things that we wanted – too much to tackle at once.  So we broke all the features into 4 big phases and ordered them so that the game would remain playable throughout.  At a very general level, this is the list we came up with:

“Light”- The base 16 Civilizations and the spell system (on top of the FfH1 features that were maintained)

“Fire”- Infernal and Mercurians civilizations, the Armageddon Counter, Hell map, rituals

“Shadow”- Svartalfar and Sidar civilizations, equipment, 2 new religions, unique features and wilderness areas

“Ice”- Illian civilization and 18 Scenarios

This way, we kept the team focused on what we were doing at the time.  If ideas came up that fit better in a future phase, we just noted it in the thread for that phase and let it go.  This was important so that the game stayed playable, we had enough loose threads just in the phase we were working in we didn’t need active work on a few dozen features all at the same time.  It also allowed us to focus test since we changed only one part of the game at a time (at a very high level).

Also, in February, my work sent me to England for 3 months.  I was there without family or friends, but I had a nice little house to bounce around in, Internet access and plenty of time to mod when I wasn’t working.  This was the most time intensive part of the project for me; I learned how to program by reading the source code and copying what I saw (so if I have any bad programming habits, they are really your fault!).  By May 19th of 2006, I was in my final few weeks in England, and we released our first version of Fall from Heaven II.  As the phases went, that was the first version of “Light”.

Since then, we have been releasing new major versions every 8-10 weeks.  I wanted each version to feel like a significant upgrade, to help generate interest.  But it was really important that they were frequent because the best way to fight burn out is to get positive feedback form the community, and to do that you have to release.  Also, I didn’t want to make too many internal changes without getting some public play testing to find any new issues we had introduced.  The first version of “Fire” was released on February 16th, 2007.  The first version of “Shadow” was released on December 16th, 2007 (our 2 year anniversery), and the first version of “Ice” will be released on December 16th, 2008.

I always wanted to release frequently, and I’m very proud of the fact that Fall from Heaven II never missed a release date.  However, that was stacked in my favor.  I never announced a release date until I knew we were going to hit it, and release dates were never determined by having to have certain features, only that they would have whatever features were ready by that date.  We didn’t have a plan from the beginning on how long each phase would take or even when the project would be done.  I was pretty aggressive about pushing it forward – you could spend months perfecting any system but at some point you need to call it and move on to the next step.

Beyond the Sword was released in July of 2007.  That was the point where we needed to reevaluate everything we had left to do (we were just finishing up the “Fire” phase at that time), and if it was worth converting to the Beyond the Sword code base.  We decided to do it, and that was the first point where we really began to look at what was left, the light at the end of the tunnel, and started talking about a December 2008 end date.  Even though we didn’t have an end date from the beginning – because we just didn’t know how long it would take – we always had a vision for what the final version would look like.

That vision was so important to making sure every contribution was valuable.  One of the major requirements to becoming a team member is they had to understand the vision.  There are a thousand great games that could be made, its important that we are always moving toward making the same one.

Soren: Ha, I think I’ve heard that phrase before somewhere. We should spend some time talking about who the major contributors to Fall have been. Who are they, and what roles have the played?

Derek: Fall would not have been possible without the team.  They were all hand picked based on their talent whether as programmers, artists or writers.  And we often say that everyone on the team works on design.  There is no doubt that they are producing professional quality unit models and other writing and art assets.  They are doing it for free in their spare time, and most of them have been contributing for the entire length of our 3 year development.
The members are:

Derek “Kael” Paxton – Team Lead, I hadn’t done any programming before Fall from Heaven and started this project both to try to make a fun game and to teach myself a little programming. My chief contributions are in establishing the direction and organization of the project, making sure everyone knows what still needs done, so they can find things to do that interest them.  I also spend a lot of time in writing, designing and programming tasks.  I’m not an advanced programmer by any means, but with the help of guides and the members of the team with programming skill, I have gotten better.

Ben “Talchas” Segall – Programmer, Ben is the lead programmer for Fall.  The first version of Fall had very minimal programming.  I had written a design document for what I wanted in Fall from Heaven II but there were some things on the list that were well past my capability.  At the time, Ben was making his own smaller modpacks (mods providing new functions to be used by other modders instead of being played).  His work was so far ahead of the rest of the community at the time that no one really knew what to do with his designs.  He was the first member I invited to the Fall from Heaven II project, and for a few weeks, he and I just worked through some early prototypes to see if what we were considering was even possible.  Ben was able to provide functions for everything I needed to do, allowing us to invite the rest of the team and get to work on the specific design work.

Stéphane “Sto” Nadry – Programmer, Stéphane is our newest member.  He is a programmer who has been creating external resources for Fall for a while and was invited to join the team after programming a mini-game that we wanted to add to the mod.  Since then he added a Trophy system to the game that will be the core of the upcoming scenarios.

“Chalid” – Programmer/Artist, Chalid created our most challenging monsters, including the Dragons and Giant Spider, as well as programming several key features and modeling other units.

Eli “Loki” Markham – Designer, Eli is the guy we go to when we are out of ideas.  A typical request to him is that we feel an area is lacking, and we need a few ideas to improve it. He usually provides 20-30, so we are never at a loss for ideas.

Tom “Woodelf” Snyder – Designer, Tom is our resident play tester.  He was the first person I invited to the team and probably one of the few people that has played every version of Fall.  He has also worked on several other mod teams and plays a huge amount of mods, making his feedback invaluable for what can be improved and ideas from other mods that may work for Fall.  He understands Fall in and out, and his instincts on what will be fun or not fun are always dead on.

Jon “Corlindale” Duus – Writer, Jon was our first writer and started the process of creating a voice for Fall by adding flavorful tech quotes to the mod as well as creating the backstory for several of the leaders

Randy “Niki’s-Knight” Miller – Writer, Randy took the scattered fragments of back story that we had written and tried to smooth it into one consistent story.  He matched up people quoted in various areas with great people in the mod and wrote background entries of his own to tie together sections or fill out parts that captured his interest.

William “Wilboman” Nordan – Writer, William was one of the early members to join the team and has been contributing stories, entries, quotes and other writing assets ever since.

Michael “AlazkanAssassin” Hall – Artist, Michael developed the “Puppet Mastery” technique that allowed us to easily use models from other games, such as Pirates!, in Fall.

Philippe “C.Roland” Côté-Léger – Artist, Philippe was our first artist and took an interest in Fall well before anyone had figured out how to create new art assets.  He developed and shared many of the processes he pioneered.  Philippe is currently attempting to get a job in the gaming industry as an artist.

Martin “Ploeperpengel” Zutz – Artist, Martin is the lead developer of the Warhammer mod, which was our sister mod, and is a talented modder and artist on his own.  He does a lot of our animation work and has created some very unique units for the mod.  Martin recently got a job in the game industry.

Stephan “seZereth” Weiß – Artist, Stephan is our lead artist.  He has contributed more art assets to Fall than anyone else and is responsible for making sure that Fall maintains a consistent, unique and interesting visual style.  There aren’t many original art assets left in Fall as Stephan has redone the units, terrain, and the interface to really give Fall a unique look.  Stephan came to Fall with the goal of making every civilization visually distinctive.  So that an Amurite warrior didn’t look like a Grigori warrior.  With the amount of units in Fall and 21 different civilizations, I honestly didn’t think it was possible.  But he has been slowly chipping away at the art list and amazing everyone with both the quantity and quality of the work he has produced.

Ilia “White Rabbit” Draznin – Artist, Ilia developed many of our early special units such as the werewolves and worked extensively with us on the Age of Ice project for Beyond the Sword.

Dave “Hexagonian” Sobotka – Artist, Dave joined us on Age of Ice specifically to develop some storyline slide shows for the project.  He also went on to create media for the main Fall mod that kept that distinct style for the creation of wonders and the founding of religions.

Philippe: Just a precision, I am not attempting to get a job in the gaming industry (I don’t consider myself ready for this). I’m only considering a 3D modeling program for my study. This is a career that I never thought of before joining the team, and I must say that Fall from Heaven is the thing that revealed to me the passion I have for gaming art and all the digital art industry.

Soren: That’s a pretty diverse list. How have most of them joined the project? Were you recruiting them, or did they come and seek you out?

Derek: I recruited every member of the team.  Although we have been fortunate enough to receive offers to join the team from many people, we have never accepted anyone like that.  If you have the talent and drive to contribute to a project like this, you are probably already doing so (Fall from Heaven has an active community already modding for it).  There are a lot of major contributors who aren’t team members and haven’t been invited just because at some point, having too many people on the team makes it more difficult to manage.  We want a team big enough to spawn good ideas and discussion but small enough that everyone can stay focused on a common goal.

See also Part II and Part III

Back to School

This coming Wednesday, I am going back to Stanford, not as a student but as a judge for the annual CS 248 (Introduction to Computer Graphics) Video Game Competition. This event has been run by Prof. Marc Levoy since 1999, and it is traditionally judged by industry professionals. In fact, in the inaugural year, a game Julie Chin and I submitted called GridRunner was selected as a Finalist by judges from EA. The project was a networked, multi-player light-cycles game, and the fun story about that one was that I had never actually tried a four-player game until I gave the demo for the competition. I had multi-boxed it, of course, just for sanity’s sake, but as we were a team of two, and the game was Unix-based, we didn’t have much time or reach for beta-testing. But it worked! Needless to say, I wouldn’t demo something like that nowadays. Here’s a pic for posterity; as you can see, graphics were never my strong point…

Now Hear This!

Select posts from my blog are now available for your listening pleasure at IndustryBroadcast. Thanks to Ryan Wiancko for providing this service for game development junkies.

Reader Mailbag #1

I recently received the following question from reader Kevin Edwards:

I’ve been a Civ fan for awhile but ever since I bought Civ4 I have always wondered about something. Why didn’t they use the actual countries’ flags for the game? America is a blue banner with a white star???? What was that all about?

There is, in fact, a very specific answer to that question. Can anyone guess why we didn’t use actual country flags in Civ4? To help narrow down the set of possibilities, I’ll add that the answer doesn’t have anything to do with political correctness or historical sensitivity. Here’s screenshot to demonstrate what Kevin is talking about.

(UPDATE: The answer is now available in the comments.)

GD Column 2: 2D vs 3D

The following was published in the June/July 2008 issue of Game Developer magazine…

The industry’s first video games – Pong, Asteroids, Space Invaders – were all 2D by necessity. A few early games experimented with basic 3D, such as Battlezone‘s vector-based tank simulator, but these games were simply interesting footnotes, not the mainstream. Everything changed in 1992 with id Software’s Wolfenstein 3D, which popularized 3D as the leading edge of game development. Since then, almost no corner of the industry has been left untouched by the transition from 2D to 3D graphics. Almost every franchise, from Mario to Zelda to even Pac-Man himself, has tried out 3D technology.

Now that this transition is essentially complete, it may finally be a good time to ask ourselves what we have learned in the process. What are the advantages of 3D? What are its challenges? For what is 2D still best? Perhaps game developers can now at last choose the best graphics environment on a game-by-game basis instead of making the move to 3D just from competitive pressure.

Troubles with Cameras

3D games and cameras have a long, troubled history. While first-person games are essentially a solved problem for 3D, most other genres are still adapting to the new technology. Teaching the player how to use a camera while also teaching the game’s core experience can be a tough challenge. One distinct advantage 2D games have is that easiest camera to teach is one which doesn’t exist. In fact, 3D game have been trending away from giving the player extensive camera controls.

Super Mario 64 is credited with being the first successful 3D platformer, but it required the player to make extensive use of the camera controls to keep Mario visible and heading in the right direction. Platformers attempted more intelligent camera systems over the years, trying to dynamically determine the best perspective at any given time. Such solutions, however, are bound to fail at some point, such as when the character gets stuck behind a corner or under a ledge. To solve this sticky problem, Prince of Persia: The Sands of Time introduced two alternative static camera perspectives that the player could access at any time. God of War took this approach a step further and enforced a single fixed camera for each of the game’s scenes, approaching the level design almost like a film cinematographer. Super Mario Galaxy has a dynamic camera without any controls whatsoever although it adopts a nearly top-down view to enable the player to always see the surrounding area. Other avatar-based games, such as World of Warcraft, prevent the player from tweaking the camera while moving, ensuring that the player can never end up running directly into the camera.

Strategy games have also gone through a progression of camera systems, similarly trending towards taking camera controls away from the player, or at least hiding them from the novice. Star Wars: Force Commander, one of the first 3D RTS games, had an infamously difficult free camera, which made finding the right angle to view your troops a constant chore. Warcraft 3 may be considered the first RTS to get 3D right. The designers achieved this feat by greatly restricting the camera’s freedom – the zoom range was minuscule, the pitch angle came directly from zoom, and the only camera rotation was attached to an obscure hot-key. Lead Designer Rob Pardo describes the process behind these restrictions:

With 3D, we decided to bring the camera down quite a bit and try out some things. The problem was with the camera pulled all the way down, it became a pseudo-third-person experience. It was disorienting when you went around the map, and it was difficult to select units in battle because your camera frustum was pointed in one direction so you didn’t have a good view of the battlefield. It was a challenge because we still wanted a fun strategy game. Eventually we pulled the camera into a more traditional isometric view, and that’s when we really started making progress.

WarCraft 3

But Which 2D?

Not all 2D games are the same. Two major styles have developed: “classic” 2D, which is a straight top-down (chess/checkers) or side-on (Sonic games) view, or isometric 2D, which tries to fake 3D with an isometric projection at a pre-set angle. Before making the full jump to 3D, many genres made a move from classic 2D to isometric 2D as an intermediary step. For example, the original Civilization had a traditional top-down grid view while Civ 2 had a three-quarters isometric view. While this new perspective gave the game world a more life-like appearance, the change did come at a cost to the user’s game experience. Namely, distances are much more difficult to judge on an isometric grid as the east-west axis takes up twice as many pixels as the north-south axis. To solve this problem, for Civ 4, our 3D perspective actually hearkened back to the original game as we showed the game’s grid straight ahead and not at an angle. The easier the players perceive the grid through the graphics, the better they can “see” their possible decisions.

It is significant that Advance Wars: Days of Ruin (DS), the latest version in this long-running series, has maintained the traditional chess-board view, keeping the player focused squarely on the core gameplay. The “chunky” unit art familiar to the series is a great example of an artistic style which flows from the limitations of the game’s presentation. In contrast, a game heavily influenced by the Advance Wars series – Age of Empires: The Age of Kings (DS) – chose to move the same game mechanics into an isometric 2D world. The transition was not altogether successful. Not only was the immediacy of the grid harder to follow, but because units extended beyond the edges of their tiles, selecting units and locations became a significant problem when groups of units overlapped one another. Thus, tile-based games tend to be more successful when a top-down view is adopted.

Advance Wars: Days Of Ruin  Age of Empires DS

Graphics are not Gameplay

3D graphics are not the same things as 3D gameplay. For example, two sci-fi RTS games – Homeworld and Sins of a Solar Empire – use very similar 3D engines to recreate the vast scale and special effects of deep space combat. However, they do not share core gameplay as Homeworld is a “true” 3D game, meaning that ships could be moved freely along the z-axis, while Sins actually has 2D gameplay as the game is played on a single, flat plane, meaning that ships cannot fly above or below each other. In fact, the game could have been implemented with a 2D engine; using 3D was a secondary choice to enable smooth zooming and to evoke the “feel” of outer space. The team’s decision to adopt 2D gameplay saved Sins from the interface complications of Homeworld, which required two or three separate clicks to give units a destination in all three dimensions.

Many other example of hybrids exist, where games use 3D graphics to render essentially flat 2D gameplay. Super Smash Bros. Brawl, for example, is fought on a single, vertical plane that uses the 3D engine for the all-important animations and fluid background environments. Cliff Bleszinski has described the gameplay of Gear of War as a horizontal version of the classic 2D platform Bionic Commando. Instead of using the grappling hook to ascend from platform to platform, Gears players “jump” from cover point to cover point along a horizontal plane.

Essentially, most games can be divided into three play mechanic categories which are related to but semi-independent from the graphics:

* Tile-Based Games (Tetris, Puzzle Quest, Civilization, Oasis, NetHack)
* Single-Plane Games (Starcraft, Madden, Geometry Wars, Super Mario Bros.)
* Real-World Games (Portal, Super Mario Galaxy, Burnout, Boom Blox)

Good rules-of-thumb exist for each of these categories. Real-world games essentially require 3D graphics. Of course, the term “real” is not meant to be taken literally. The gun from Portal is not real, but the user enjoys playing with it because of the expectation that its unique behavior exists in harmony with the physics and gravity of our own world. The easiest way to guarantee that the player bring along assumptions from the real world is to immerse them in a 3D environment that looks, behaves, and feels real. These environments are the equivalent of what-you-see-is-what-you-get for games.

On the other hand, tile-based games usually work best as top-down 2D games, with little separating the player from the core game mechanics. For single-plane games, the choice comes down to largely one of aesthetics and technology. Can the game’s platform support 3D graphics smoothly? Does 3D provide an advantage, from either shared animations or dynamic effects or general flexibility, that makes the technology worthwhile?

Habbo Hotel

All in all, 2D is an underrated style that is often unfairly ignored as an old technology. Developers should not underestimate the advantages of avoiding the technical overhead of maintaining a bulky 3D engine and asset pipeline. Furthermore, well-made 2D graphics never really go obsolete. Sulka Haro, lead designer of Habbo Hotel, likes to point out that their retro 2D style looks just as good today as when the game launched eight years ago. If they had used 3D, Habbo would probably be on its second or third engine by now. Once a 2D engine is up and running, the artists can focus on simply improving the game’s look piece by piece. If 2D helps clarify and communicate the underlying game mechanic, then all the better.

They Say Ideas Are a Dime a Dozen

Typically, when a young developer/student comes up and says s/he has a great idea for a game, the conventional wisdom is to respond by saying it’s all about execution, not the idea itself. Great game ideas are supposedly a dime a dozen, and it’s all about building a great team or learning how to iterate on feedback or having the commitment to finish a project. However, I think this response always sells short the value of pure ideas. Here is a good example of what I mean:


The Unfinished Swan – Tech Demo 9/2008 from Ian Dallas on Vimeo.

Now, the team may or may not make build a good game around this concept, but I think it is nonetheless clear that the idea of exploration-via-paintball is a great one. Wish I had thought of it!

Here’s the link to their game page. Apparently, the project is being prototyped in XNA, so it’s nice to see that initiative bearing more fruit. Are they planning on releasing it as an Xbox Live Community Game? I hope so! At any rate, good luck to the team…

The Case for Used Games

Every couple months, an industry veteran comes forward and decries used games sales as a huge issue that is ruining the industry. I certainly agree with many of the arguments – the less money developers get from sales of their games, the harder it is for them to take risks further down the road, let alone stay in business. Nonetheless, a few words should be said in defense of used games.

Gamestop IS part of the games industry

An odd thing about the typical used sales debate is the assumption that the industry is not getting a cut of the profit from pre-owned games. Of course, Gamestop is an actual part of the games industry. One has a hard time imagining how the overall games market would be healthier without a strong retail chain dedicated purely to gaming. How many pure music retailers are still around? I’m sure I’m not the only one who misses Tower Records. If used games are a core piece of the puzzle for Gamestop, so be it.

Market segmentation helps our industry broaden its base

Our industry is notoriously poor at market segmentation. Being able to sell essentially the same product at multiple price points for different groups of consumers is an important tool for maximizing revenue. Think of the “Home” and “Professional” version of Windows or lower airline prices on weekends (for non-business travelers). Or consider the movie industry, which segments the market into full-price tickets, matinee tickets, pay-per-view, DVD rentals, and broadcast rights, each with a progressively lower price point per session. Used game sales are the primary method by which the retail games market is segmented. For quite a few gamers, especially younger ones, used games are their only option for buying games instead of renting them. Keeping these price-sensitive consumers – who will often be tomorrow’s full-price customers – in the retail system and away from piracy is a good thing all around.

The more players the better

By opening up retail sales to a larger segment of the market, used game sales mean that more people are playing our games than would be in a world without them. Beyond the obvious advantages of bigger community sizes and word-of-mouth sales, a larger player base can benefit game developers who are ready to earn secondary income from their games. In-game ads are one source of this additional revenue, but the best scenario is downloadable content. A used copy of Rock Band may go through several owners, but each one of them may give Harmonix money for their own personal rights to “Baba O’Riley” or “I Fought the Law”. Further, a move is currently underway by companies such as Epic and EA to give special bonuses only to consumers who buy the game new. For example, every new copy of NBA Live 09 will include a code redeemable for the NBA Live 365 service, which provides daily stat updates for players over the course of the season. Purchasers of used copies need to fork over $20 for the same feature. This situation actually means that the more times the game is resold, the better it is for EA’s bottom line.

The used games market increases the perceived value of new games

Many factors come into play when a consumer decides if a specific game purchase is worth the money, and one of those factors is the perceived value from selling it back as a used game. In other words, people will pay more for a new game because they know they can get some of that money back when they trade it in at the local Gamestop. Importantly, this perceived value exists whether the consumer actually sells the game or keeps it. Wizards of the Coast has long admitted that the existence of the secondary market for Magic cards has long helped buoy the primary market because buyers perceive that the cards have monetary value.

Of course, the greatest threat to the used games market comes from digital distribution. Games purchased over Steam, Impulse, PSN, or Xbox Live are tied to personal accounts, which means they cannot be resold. However, game publishers need to take an important step for digital distribution to finally matter. Games purchased digitally need to cost less than their boxed, retail counterparts. A digital version of Civ 4 currently cost $29.99 on Steam, yet the boxed version costs only $24.25 at Amazon. Thus, with various volume or loss leader discounts, the retail version can often be cheaper than the digital one! Because the ability to resell my boxed copy of Civ 4 increases its value to me as a consumer, digital distribution has limited appeal unless publishers are willing to give me an appropriate discount to make up for that difference in value. Obviously, part of the problem is that publishers don’t want to offend their retail partners. Sony tried crossing the Rubicon by pricing the PSN version of WarHawk at $40, which was $20 cheaper than its retail counterpart (which did, at least, include a headset) but eventually retreated to a single price point.

Given their inherent lesser value, digital downloads should be priced to compete with used retail games, not new retail games. If publishers want to solve the used games problem, the answer is not to bluster about it in public and hope things change. The answer is to bite the bullet and lower the cost of digital game downloads.

(Of course, the real answer may be to ditch sales altogether for a free-to-play, service-oriented approach, but that’s a different story altogether…)

Awesomeness

from Patrick Moberg via mightygodking

Baba Yetu

The Stanford Class of ’98 Ten-Year Reunion was last weekend, and I got a chance to catch up with Christopher Tin, composer of the Civ4 theme song, “Baba Yetu.” We couldn’t help but talk some about the piece’s remarkable run. Since its release three years ago, the song has taken on a life of its own – you can even buy sheet music now!

I don’t think we’ve ever told the tale about how the song came into being. It actually all started at the Five-Year Reunion, which was, of course, five years ago! At the Class Party, I bumped into Chris – we were roommates at Oxford my junior year – and he talked about his work so far as a composer, and I talked about the early days of Civ4. We thought a little about how great it would be if we ever got to work together on the same project but left it at that, essentially.

At the same time, I was looking at intro music for our Civ4 prototype to help give it the right “feel.” I chose a track from a CD Chris had given me long ago – a Talisman album called After Silence. Talisman is a Stanford a capella group that specializes in African and African-American music, and the track, “The Rainmaker,” was perfect for them. A sweeping Hans Zimmer vocal epic from the movie The Power of One, the piece has a spectactural climax that I edited to emerge as soon as the sun crested over the Earth on the into screen. The piece just fit perfectly, establishing the game’s tone. Everyone on the team knew immediately that we needed a piece just like it.

My first instinct was to just get the actual piece itself, so I e-mail Chris, who was the producer on After Silence. He said that the group would love to let us use the piece, but that geeting approval from Zimmer would be very difficult as he doesn’t generally license his music to video games involving war. The next step was obvious – why not have Chris write a piece of music for Talisman inspired by “The Rainmaker” to be Civ4‘s new theme song? The rest is history, I suppose. Chris decided on his own to use The Lord’s Prayer in Swahili and to add an orchestral accompaniment. My only contribution was encouraging Chris to put in a bridge, which I though would help frame the song’s peak. Needless to say, Chris did a masterful job.

On the game’s release, “Baba Yetu” was a stand-out moment for the product, receiving positive mentions in many reviews. The song’s popularity grew when Video Games Live began using it as a standard part of their repertoire. Here’s an early example from the Hollywood Bowl:

Since then, videos have been consistently popping up on YouTube of choirs performing the song all around the world. Here’s an excellent version from the Valencia High School Choir (and Orchestra!):

The Veritas High School Choir does a solid version:

This version from the Worth County R-3 Choir is quite pretty:

Hillcrest Christian High does a good job too (and looks like they’re having fun!):

Wake Forest Rolesville High School Master Chorale adds a couple dancers:

Spokane Valley University High School does a big version with some good soloists:

This intimate version from a Berkeley A Capella group named For Christ’s Sake is a nice, alternate take:

Ditto for the Horace Greeley High School Madrigal Choir:

My favorite version, though, is by Värmlandskören from Sweden. I love how they really lean into the piece – not the standard tempo, but it works:

Of course, let’s not also forget the piano version. Or the interpretive dance. Or the half-time show!

“The best music game ever made”

Well, this op-ed is certainly flattering. I personally enjoyed reading the article quite a bit as working on the music side of the game was probably my favorite part of the project. Along with helping our great composers (Christopher Tin, Jeff Briggs, Mark Cromer, and Michael Curran) put together the new music, I got the privilege to select the historical pieces that comprised the background music from the Renaissance to the Modern era, giving me a great excuse to examine and expand my music library. I learned that many of the pieces that first spring to mind – say Beethoven’s Ninth – don’t work very well as soundtrack because they draw too much attention to themselves. Orchestral dances and middle movements, with more constant tempos and fewer climaxes, tended to work much better. (I couldn’t resist, however, adding Bach’s Violin Concerto because the climax is just that good…)

As for the John Adams, I always felt that he made a good choice for matching the inherent compromises and inconsistencies of the 20th Century as – though he is fully versed in the developments of Modernism, especially with regards to Minimalism – he remains a Romantic at heart. For Adams, Minimalist techniques are simply another tool as opposed to an end in and of themselves, giving his music a broad, expansive feel unique to the period. I did have to edit many of his pieces significantly as his dynamic range is enormous. Another piece I wanted to include for its impossibly beautiful and haunting tone – “Christian Zeal and Activity” – has a moving spoken word section which I had no choice but to leave out. Filling the entire Modern era with just one composer was, I admit, a fairly idiosyncratic decision, but I like games which evoke the feeling of having a unique designer on the other end.

Having said all that, I definitely want to thank Jeff Briggs and 2K Games for going out on a limb for me with this somewhat pricy decision. It was one of many things I asked for with Civ4 (such as releasing the AI SDK) without actually expecting to get them!