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June 18th, 2007

Generic Defense Game: The Experiment - Posted by Psycho Goldfish

While I typically refuse to review my own games, This little gem is going to be an exception. Generic Defense Game was built and distributed as an experiment to get some insight on the current state of the independent web-based gaming community.

Because of the nature of this game, I am actually going to review/score the actual experiment rather than the game itself.

The experiment was to create a game in a genre that has been completely over-saturated with carbon copy games, and distribute it to see how much money and popularity I could exploit from it. I wanted a game that would both mock this type of game, but would also make no pretenses at being original in any way. And so the concept of ‘generic’ defense game was born.

Within 2 days of starting, I had the basic engine for a run-and-gun shooter game, and so it came time to decide on what you would be defending, and what you would be defending from. I knew that I had to use zombies, because it’s illegal to hate a zombie game. But I didn’t want to just straight up copy other crappy games, or the experiment wouldn’t stand out enough to make a point. So I toyed with some other retarded objectives… and decided I would just make the game so generic… ALL my objectives could be dumped in.

As I started having fun with the overall ridiculousness of the game, I figured I may as well add a mouse-only mode and spliced in a turret defense system. From that point I started getting carried away designing mediocre weapons (the pellet gun is an obvious tip to this part of the design), generic texture filled backgrounds.. and minimally animated bad guys, which I could copy and paste and do some small tweeks for even more generic bad guys.

For the audio, I used a bunch of generic gunshot sounds, recorded some lame death grunts, and raided the Newgrounds Audio Portal for some royalty free music. It didn’t sound too bad in the end, but I assure you… there wasn’t much effort in the sound production.
Once I had it all together, I knew the game was starting to step beyond the original scope… but I didn’t care, I was having a good time just making something stupid. I did make sure to not add in any back-story, or actual ending… lest we end up with a polished action game rather than a generic game with minimal substance.

Now it was time for phase 2, securing some money and getting the game distributed. I was going to approach a site like Armor Games or Crazy Monkey Games for a sponsorship, but I decided to have a chat with Greg from Kongregate about the game first. I knew the other sites may not ‘get it’, and would just fork over money so they could stuff their game libraries a bit more with exclusively branded content, then spam it around the web and enjoy the kickbacks.
I needed a partner that could provide the same level of branding, but still let me control the experiment in a few ways. Kongregate got the concept and was more than willing to sponsor the game for more money than these types of games should ever warrant. They also allowed me to include Mochiads (in-game advertisements) in versions of the game that would be distributed, which was another experiment I had been dying to try.

The ads in the game were a real surprise to me. I did not expect the high level of performance the would ultimately yield. For the most part, developers can probably make a lot more money with these types of advertising than they can with a typical sponsorship. It’s amazing to me that more people aren’t taking advantage of them.
Once the sponsorship and advertising was secured, it was time to distribute the game. With some suggestions from Tom Fulp of Newgrounds.com, and some assistance from the Kongregate and Newgrounds communities, I was able to get the game posted on a lot of high-performance game sites and even got it through on Digg.

The launch of the game was a massive success… half the people hated it… half the people loved it… half found it too hard…. half found it too easy… EVERYONE played it.

By the first weekend of the launch, the game had been featured on most of the sites I submitted it to, and the in-game ad was making about as much money as all the advertisements on psychogoldfish.com combined. In 3 weeks, I was able to create a game that was popular enough to generate a generous sponsorship, and a long-term revenue stream from in-game ads.

So the experiment was a huge success… but at the same time… the findings are disturbing to me.

Some people are wondering what actually inspired this experiment. Obviously, making money is a big part of it all… but it really started the day I reviewed “Endless Zombie Rampage“. This game, while not the worst defense game, was the proverbial ‘last straw’.

I have been in this industry for nearly a decade, and I was there to see it rise from a small group of people making games just for fun, and producing really original and entertaining work. Now, a lot of commercialized sites have made it possible to earn a pretty good living in this industry without having to build your own income generating websites. These commercialized sites kicked off a whole new generation of talent, and really helped to raise the bar in quality…at least.. that was how it started.

Today, everyone from high-school kids to seasoned vetrans, are whipping off generic games (not just in the defense genre) because the big commercial sites will dish out $500 or so, for pretty much anything that works (and even some things that don’t). The casual players tend to stick to these commercialized sites, because they brand all the games they sponsor to the degree that the players feel these sites are where all the games are coming from. For many casual players… these are the only sites they check for new games.

This is great for these sites, as they build strong user bases, and stronger revenue streams. This is good for the developers because they can earn sponsorships without having to put fourth a great deal of effort. This is bad for the industry because the quality content is being buried by the quantity content.

Anyone old enough to remember the Atari 2600 will probably have, at least, a basic recollection of what happened to the game industry back in the 80’s. What started as an industry with a few brilliant games, swept into a viable market where commercialized publishers with no hands on ties to the industry wanted to get their piece of the pie. They contracted massive quantities of generic games and clones of popular titles to the point consumers no longer knew the good games from the bad. The big companies were able to put out small games at bargain bin pricing, which is where a lot of the gamers at the time went to find new games. After a while, people stopped enjoying the games, and didn’t bother looking around to find the good titles, rather… they just quit buying in general.

I see the similarities between the piles of generic games that almost killed the gaming industry in the 80’s, and the generic titles that are being produced today. Eventually the casual players are going to lose interest, and only the established companies (the nintendos of the indy community, if you will) will have a shot at staying alive.

This experiment has completely validated that it pays more to make a bunch of generic games, then it does to push the envelope. It’s no wonder nobody in the media takes this section of the game industry seriously, the industry doesn’t take itself seriously, save for a handful of sites like Newgrounds and Kongregate.
Check out the game, and let me know what you think about the current state of indy web-games.

[ Try Generic Defense Game ]

Score: 10/10

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9 Responses

  1. Dinotron Says:

    Lol, that was your best game yet.

  2. Aaron Says:

    I feel ya,

    I’ve been complaining about that for years. Although I don’t share your opinion about generic game styles I do share your opinion on the blunt of it being trash.

    Do people not think about gameplay and reply value?

    One thing I found as a webmaster a while back was the fact that games is where the money’s at. I t depressed me when I would see more and more games being released on the NG portal every day that where being sponsored by other sites that straight up blew. While decent original animations where getting less and less press because there not the latest super mario sprite game remake. Personally I tried sponsoring a lot of animations thinking that it would help authors out who where not interested in making games, continue making creative original flash animations.

    The result of that however was that authors figured out if they could make a hundred or two hundred bucks making animations then they would earn more making games.

    Effectually I ended up loosing those authors to the sites armorgames and crazymonkeygames because they where willing to outbid me at every turn for any game no matter what.

    Now don’t get me wrong, I’m guilty of sponsoring generic crap as well. However I do it far less then the big boys do and I only do it to keep my site going.

    If anyone has any desire to get creative or to make something that has never been made before and needs a sponsor, let me know…

  3. Greg Says:

    Great write-up, Josh. But now you’ve made me really self-conscious. No longer can I review potential sponsorships without imagining you standing over my shoulder, possibly shaking your head in disapproval.

  4. Dinotron Says:

    Fuck Kong… they’re nothing about another wannabe newgrounds. and their remark in that article compairing Newgrounds to Youtube is ridiculous. NG sponsors just as much as any other site, They just don’t sponsor anything, like Kong or AG.. and truth is Kong and AG are always second choice when it comes to artists uploading their games and movies, leaving the last two sniffing up NGs ass for scraps.

  5. Mogly Says:

    Interesting.

  6. ratm Says:

    I disagree. Halo is as generic as it can be, yet it’s still one of the most popular games in the world. Same with other FPS games. They are all generic but some stand up from the others. It all depends, really.

  7. Dan Says:

    Wow- you hit the nail on the head with this one. I had a feeling that all the time I was spending designing something different might have been better spent making shitty mouse mazes or defense shooters… and I think that wasn’t far from the truth.
    What needs to happen? I think the bottom line is that while sponsors like ArmorGames may be contributing to the problem by undervaluing great games, sites like Newgrounds still reward originality and quality with front-page placement, which translates to greatly increased traffic for the sponsors. There’s your quality-control right there. It may be the responsibility of designers that HAVE gone the extra mile to demand more from the sponsors, and shop the games around a little more. If a game’s good enough to get front page on NG, it better be compensated accordingly by the sponsors.

  8. distractionware » So now what? Says:

    [...] Generic Defence Game: The Experiment [...]

  9. Web-Game Magazine - the best free action/adventure web games and casual games, reviewed daily » Blog Archive » Welcome to the Jungle Says:

    [...] Mochiads accepted me into their private beta and I decided to do a little experiment. The Generic Defense Game project was my first stab at challenging the status quo, and it was a huge success (which you can real all about here). [...]

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