Why The Humble THQ Bundle Sucks for Indies

This year has been a rollercoaster for indie game developers everywhere. In many ways it’s been great – an unprecedented number of independent games making their way to major outlets like Steam and the Big Three Consoles. Kickstarter projects have succeeded at enormous rates, allowing ambitious, innovative new games to make their way to market. The Wii U promises to revolutionize how Nintendo treats independent developers. There are ample examples of where things are going right.

There have been a lot of missteps too – we’re seeing a lot of those same Kickstarted projects failing to deliver on time (or in some cases, canceling outright.) Steam opened its Greenlight program, which has been at best a mixed blessing.

And now today, the Humble THQ Bundle launches to great displeasure among the indie community. As I write this mere hours into the sale, they’re already well into the tens of thousands of units sold, so there’s no question about the popularity of this bundle. People like AAA games. They like getting them cheap. This isn’t really a big deal. There are so many things wrong with this being a “Humble” bundle though, it’s hard to know where to start.

Let’s start with a bit of “history” – the Humble Bundle was invented by and made popular by independent games and independent game developers. Humble Bundle (or rather, Wolfire Games) wouldn’t have nearly the notoriety it does now without the good will of several well-known indies. Through this network they were able to reach out to other, lesser well known indies and elevate them to recognition in the public eye. It strengthened the community, and was built both by and within the rising crest of the indie game wave. It gave confidence to fledgling developers who realized their hobby could be more than just a hobby. It could be a legitimate art form, a business, a way of life.

Needless to say, THQ (at least THQ today) doesn’t fit this mould in the slightest. Most of the people who sweated blood and tears into the games offered in this bundle no longer have jobs at THQ. That’s right, they were laid off some time ago. So the THQ slider on the Humble Bundle is essentially you deciding how much the publisher gets for simply hanging in there at the expense of all their former employees. Bravo.

Well, at least these games will be DRM free, right? Nope. Humble has decided that’s not in the cards this time. You will get Steam Keys – nothing else. The whole point of the Humble Bundle was the goodwill and trust established with the community. Support indies; in return we’ll treat you like human beings that can be trusted to do the morally correct thing without needing digital shackles to keep you in line. THQ likely never would have agreed to this. They probably see piracy as their number one enemy, without realizing why the piracy exists in the first place.

Which leads to another thing that is very convenient for THQ: no Mac or Linux ports. Not more than a week ago I had espoused the benefits of enforcing Mac and Linux ports as the Humble Bundle does, in fact arguing that the Humble Bundle does the right thing. I’m not sure who had the bargaining power in this deal, but I’m guessing it wasn’t Humble. Omitting Mac and Linux ports removes a significant chunk of sales, as previous Humble Bundles have shown these two combined make up around a third of total sales.

Let’s ignore all that, somehow. Let’s ignore what made the Humble Bundle great in the past. Maybe you love THQ. Maybe you want to see another Saint’s Row or something because you haven’t got enough GTA-likes with purple dildos in them. I can sympathize with that, legitimately. Here’s the problem.

A company like THQ needs multi-millions to run for even a short while. Imagine THQ makes $3mil from this. Well, $360,000 of that is going straight into CEO Brian Farrell’s pocket this year. So 10% of that money is gone, even if all of it went to THQ. It doesn’t. Some portion of it goes to charity (great) and to Jeffrey Rosen et al (not so great at all given recent events.)

So what does a company like THQ do with a small handful of money, no prospects on the horizon, a losing business strategy? Is this actually a last-ditch effort to revive the company so they can get back to great classic games like Zombie Shooter With Marginally Better Graphics 4? My money is on THQ liquidating and shoveling out the cash to what few stakeholders are left. It’s a last ditch effort to squeeze blood from a rock. I can’t imagine how this pittance of cash even gives a glimmer of hope of sustaining THQ otherwise.

So why is this bad for indies, why all the fuss, who cares if THQ is offering their products at unsustainable breakneck prices?

It destroys the Humble Bundle reputation. The reputation that was built by indies with hopes of a brave new future ripe with interesting and unique games. It was the bundle that every indie strived for, looked forward to and dreaded launching beside. Now a good chunk of that is eroded if not erased entirely. The indie community, more and more, is showing that it hates AAA titles until enough dollar signs show up. Humility can be bought.

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Flash, HTML5, WebGL and Unity

I’m a bit late to the party here, but the internet has been buzzing a lot lately with the ‘news’ that Adobe has killed Flash. Well, not quite.

First off let’s put this into perspective. They’ve killed Flash Mobile, more specifically the plug-in that comes with mobile phones in their browser. Does this mean Flash on mobile and tablet platforms is completely dead and gone? No, in fact the majority of Flash experiences on mobile and desktop will likely move to AIR.

Can AIR3 save Flash?

Android phones can still use AIR, as will the RIM Playbook (ha ha.) iOS apps built with Flash are built in a different way, essentially having a version of AIR compiled into them – and iOS never permitted in-browser Flash – so it’s completely irrelevant to that platform anyway.

Matter of fact I would say this announcement is a good thing. First of all, Android and Playbook will still get Flash Player 11, which is way advanced for a browser plug-in for your phone. Still I think the Flash pipeline is starting to breach into some really cool territory, with fully fledged 3D hardware acceleration and the ability to finally produce fully native apps (see Captive AIR Runtimes and other AIR3 features.)

At least for the immediate future, AIR3 is a great step forward for game devs in Flash because it gives them a way to get their awesome experiences out to the world with minimal fuss.

Still, stigma is a big thing on the web. HTML5 is the future, primarily because the number is higher than HTML4. It has exciting things available like Canvas and WebGL which mean Flash will soon be redundant. Well. Someday.

HTML - The Future.. sort of

See, we’re not quite there yet. For games, HTML5 relies heavily on WebGL to deliver good performance. The Canvas element (while cool) isn’t really up to speed in the performance arena. You can also resort to moving images around the screen with JavaScript and CSS, which is kind of a nasty hack in my opinion. But WebGL can do some really cool stuff!

WebGL Demo

Awesome WebGL Water FX

Hopefully you can see that properly, it’s a really cool rippling water demo in WebGL (see preview image at right.) If you can’t – well – WebGL isn’t available to everyone for a few reasons. One would be that not all platforms and browsers support it. On one particularly important platform, it’s proprietary and only available to advertisers. Actually one other browser manufacturer that makes up fully 40% of the browsing world has no plans whatsoever to support it.

There’s a number of other issues – incomplete HTML5 implementations aside, we’re plagued with other problems like people who don’t or can’t upgrade their browserperformance and inconsistent behaviour (see above.) But we’re getting there. Still, it’s hard to understand why we’re accepting these drawbacks now when we have a plug-in (Flash) that all but eliminates these problems.

OK. So the word “Flash” isn’t sexy anymore in the tech world, especially not in the web world. More and more we’re seeing developers jump ship before the spectre of Steve Jobs crushes Flash for good. Personally I feel the jump to another platform is premature – especially HTML5 – but it seems to be raising awareness of another not-so-new contender in the web games arena, Unity.

Unity 3D - Powerful, Easy, Awesome.

Briefly stated Unity has some advantages over WebGL for game development that may allow it to really shine right now. For one, it performs consistently and quickly across all platforms. You’re not restricted to the browser – you can publish native apps for just about any platform, including all the popular consoles. It is a game engine and editor first – not simply a graphics library – so it can really help companies and developers play with ideas and publish something quickly. It does 2D handily as well as 3D, so it’s worth anyone’s time really.

There’s a couple caveats to this post I’ve written. Probably the biggest one is that yes, HTML5 really is the future. For web browsing. That’s important – just as important as it was to move on from frame-based websites and table layouts to HTML4. It’s a good thing we’re moving on. It really is. There are also tools emerging which will make game creation for HTML5 less painful – Stencyl (not yet but soon,) Construct, GameSalad and others are all great programs to keep your eye on if you’re someone curious about game development and the fantastic new world of compliant browsers. Flash is also really good if you’re exporting native apps – nobody has to know that you bundled AIR in there and you can certainly make excellent experiences with it. Plus Flash already has some support for HTML5 and you can expect them to build upon that in the future. The bottom line is that Flash has a great pipeline for animation into code and you can still make incredible experiences with it. If you’re concerned about what is industry sexy though, it may pay to learn a new trick or two!

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Apple Relaxes App Store Development Requirements

Great news for those who are really tied into Flash CS5 – according to an official Apple press release it looks like Apple will actually be approving these apps now, along with Apps developed by any third-party development tools, provided there is no additional code download beyond the initial app download.

“In particular, we are relaxing all restrictions on the development tools used to create iOS apps, as long as the resulting apps do not download any code. This should give developers the flexibility they want, while preserving the security we need.”

Sounds pretty great! According to the same press release, they will also be releasing the official App Store Review Guidelines. This is great news for any developers for the platform as it has always been a frustrating process to gain approval. Hopefully this is indicative of Apple’s plans for the future and we can see more encouragement for a healthy, diverse and open development community.

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