Careers Revisited

Productivity inspiration from a retail board game.

Health / Finances / Accomplishment

In order to measure my progress on my obligations for 2011, and to (literally) make a game out of it, I decided to adapt the old Parker Brothers game, Careers, first published in 1955 (and now available from Winning Moves).

The feature of Careers that makes it appropriate for my purposes is that the object of the game is to “succeed” by earning a combination of Fame, Money, and Happiness, but the exact “Success Formula” is determined by each individual player.  The formula is determined by assigning a total of 60 points to the three categories.

In my 2011 version of the game, I have selected to play a balanced strategy, with 20 points to be earned in each of these updated categories:  Happiness/Health (), Money/Finances (), and Fame/Accomplishment ().  These correspond to my individual, family, and business goals, respectively.  Of course, I will make progress towards success in the real world, rather than moving around a game board.  No dice involved.

At the start of the game, I assigned 20 points to each of my goals and then broke that down further into points for measurable milestones along the way.  Since each goal has a specific deadline, I assigned 5 points for meeting each deadline, and the remaining 15 points (in each category) were divided into at least five different parts.  Additionally, to indicate that simply reaching the goals was not the ultimate desire, I determined three “superwin” targets to pursue as I (hopefully) I blow right past my committed goals.  I want the overall SuperWin by December 31, 2011.

So far, as of the middle of January, my scores (in deadline order) are:
Fame/Accomplishment:  0
Happiness/Health:  5
Money/Finances:  0

Hey, it’s a start. For those familiar with the game, my Occupation Record has “Game Developer” checked (for decades), though I missed the College path the first time around the board.

2011: The Year of "Shall"

This year means more than resolutions.

Before the new year, I made a hard assessment of my goals, past and present, and how well I performed toward achieving them throughout 2010.  My overall performance grade: B.

Although I am very happy with the progress on most fronts, there were some long-term tasks that remained unresolved and continue to linger, and they are a hindrance to attaining my goals.  Perhaps my biggest fault is that when there was so much happening it was difficult to keep focus, although my default action (working) served me well.  In other words, I can almost always justify game development as a top priority.  Still, I am looking for improvement in the upcoming year.

I observe that there are three levels of commitment toward pursuing goals (beyond simply trying; “There is no try.” — Yoda):

  1. Most people make New Years resolutions; they resolve to do something.  This is tantamount to simply deciding what to do, but without necessarily making a solid commitment to actually carry through, perhaps as much about wanting as doing.  The results, as we all know, tend to be measured by how long it takes before the resolution is broken.
  2. People who are more committed say that they will do something.  From a legal standpoint, the word “will” in a contract creates an obligation, but it can be interpreted to mean essentially that the subject will make all reasonable efforts to perform.  This is a stronger commitment, a promise to take action, but with room for excuses.
  3. I have decided that this year I shall do something (three things, in fact).  The use of the word “shall”, in a contractual sense, makes the obligation mandatory; I must complete the goal.  I have fully committed to perform, and not doing so will be outright failure, no excuses allowed.

As noted above, there are three obligations that I shall fulfill this year, each with specific measurements and deadlines.  I selected one individual goal, one family goal, and one business goal (and as it happens, they all have ties to my company).  The business goal has the nearest completion date, followed by the individual goal, and the other (personal) goal is expected to take most of the year.  Of course, the family goal is also going to take the most time and effort to accomplish, but it will be worth it.

My approach in 2011 has been and will continue to be one of “ruthless efficiency“, wherein any task that does not demonstrably lead to progress toward (at least) one of my goals will be deprioritized.  In truth, I am not terribly comfortable with this, even for just a year, but it has to be done.  (I have met people that live their lives this way, and I often find them unpleasant.)  I accept that I will have loads of deferred tasks come 2012, and maybe even some relationships to repair, but at that point I will be in a much better position to deal with such things.

Of course, one possible victim of this temporary purging of tasks and responsibilities could be this very Gamecraft blog.  For the moment, I find writing about game development and related issues to be beneficial to my focus and positive attitude, but if my next post is the last for a year, so be it.

We must use time creatively — and forever realize that the time is always hope to do great things.” — Martin Luther King, Jr.

Mac App Store (times two)

Apple launches the Mac App Store with titles including two of our products.

Last Thursday, Apple released Mac OS X 10.6.6, a free update to Snow Leopard, and the primary change is the addition of the (much anticipated) Mac App Store.  The Mac App Store is an online store for direct purchase and installation of software, modeled after the App Store for iOS; it replaces Apple Downloads, which officially closed on the same day.

At launch, Pretty Good Solitaire Mac Edition 2.14 and Pretty Good MahJongg Mac Edition 2.01 were both in the Mac App Store product lineup.  Pretty Good Solitaire is currently #5 on the ‘Top Grossing’ list for card games, and Pretty Good MahJongg is #100 (with a bullet!) on the same list for puzzle games.  Our other three Mac products (Most Popular Solitaire, Goodsol Solitaire 101, and FreeCell Plus) should be available there in the near future.

The launch of the Mac App Store is the culmination of months of work and waiting on our part (though mostly the latter).  We began the process of getting into the store on November 1 last year, and after numerous automatic failures, then a full month wait, one rejection, and ultimately two dozen application changes, PGS was given the green light (on Boxing Day).  Having properly documented all of the required modifications during the process, we were able to produce the store version of PGMJ in less than a day and submit it successfully with no rejections or rebuilds.  (It spent 3 days in the queue, and only 2 hours in review before final acceptance.)

If there is interest (i.e., comments left to this effect), I can document the various obscure and undocumented problems we faced during the initial submission process in another post.

Welcome to 2011!

Happy New Year!

Even though the New Year is ultimately an arbitrary construct, it is nevertheless customary to take the opportunity to reflect on the past year and plan for the next one.  More practically, of course, there are certain business related items (especially concerning taxes) that need to be handled in a certain calendar year, so getting those tasks completed before the end of the year is important.

In our case, we officially take two weeks off around the holidays, especially since very little work tends to get done anyway, other businesses are often running with skeleton crews (or closed entirely), and most of us would rather focus on family during this time, anyway.  However, we still have things to get completed by year end, so leading up to the break, we have a major project meeting (before two weeks without any) and determine which items have to be finished before the break, or during it in the worst case.  Last year (i.e., a couple weeks ago) we were able to determine that certain “capital improvements” were better deferred until 2011, so this year will begin with some disruptions targeted toward better efficiency in the near future.

For my personal task management, I added to the list all of my recurring items (some of which include general categories, such as ‘development’ or ‘marketing’) and methodically eliminated each item by assuring that everything necessary was finished before taking my break.  Alas, one particular (and important) item on my task list actually became two separate items with 2010 deadlines, so my break only encompassed hours, rather than days, of last year.

As the new year begins, on this first business day, I repeated the same process of starting my task list with all of my recurring items (plus deferred tasks), except this time I review each one to make certain that the foundational aspects are handled and to consider any procedural changes for the upcoming year (including delegating or completely eliminating a task).  I am still officially on a break for another week, so I am (personally) using that time to prepare my work environment physically, organizationally, and mentally, for substantially increased development efficiency when I return.

Of course, these are just the tasks that are performed to pursue our ultimate goals.  We also have planned and established a set of goals for 2011, which these tasks are designed to serve, but that will be the subject of my next post.

End Of Year Wind-Down

Digital Gamecraft wraps up business for 2010.

As the holidays arrive at the end of the year, and the beginning of the next, Digital Gamecraft and SophSoft, Incorporated traditionally take off the two weeks that encompass this period of time.  Since Christmas and New Years Day both fall on Saturdays, we were confronted with a decision to either work right up until Christmas Eve, taking off the entire first week of 2011, or to adjourn (and return) a week earlier.  Armed with an incorrect assumption (about federal holidays in the US), the PTB decided on the former, so we depart tomorrow [Friday, December 24] and return to work (officially) on January 10, 2011.  It actually worked out well because we were not yet ready to wrap up business last week.  (In truth, our beta testers will still be seeing activity from me, personally, throughout the official shut down, and our Director of Operations has to come in to run payroll.)

Anyway, despite the absence of most federal employees in observation of Christmas (a day early), we will still be in the office tomorrow; however, there is no reason to lament.  The morning will be dedicated to light work and final preparations for the end of the year, and then the afternoon will be devoted to our holiday party, in which we and our families will gather ’round and play board and card games (away from computers), enjoying various snacks and drinks, along with ample holiday spirit.  (This is a tradition unabashedly borrowed from one at Spectrum HoloByte, enhanced somewhat in our own ways, and minus a visit from Santa Claus, at least this year.)  Of course, the easy workload on Friday means more work for me on Thursday, so…

“Happy Christmas to all, and to all a good night.”

[from A Visit from St. Nicholas, by Clement Clark Moore (of course)]

15 Years of SophSoft.com

We have had a web presence for a decade and a half.

On November 14, 1995, our original registration of the sophsoft.com domain was approved.  Back in those days, our online activity was conducted via BBS, CompuServe, America OnLine, and Delphi (albeit briefly).  At the time, we spent about $150 in various fees to secure the domain name, having originally failed to obtain sophisticated.com by about a month.  We had to go through our dial-up provider (before the term “Internet Service Provider” [ISP] was coined) to register with InterNIC, which (as Network Solutions) was in the process of change, including the institution of fees for registering domains.  The domain was a shortening/concatenation of our company name, Sophisticated Software Systems.

Within a year, our company had incorporated as SophSoft, Incorporated, using the domain as the basis for its official name.  Our provider was bought out by another company, ACD.net (which is now our ISP, and one of the largest providers in the state), so we had to figure out how to navigate the domain system ourselves.  At the time, one had to email a specially formatted text message to a particular address in order to make any changes, which (of course) took time to take effect.  We also got broadband via one of the very first commercial cable modems in the country, and were soon running our own servers (which is probably a bad habit that continues to this day).  Our early websites were fairly minimal, built originally via HTML in a text editor.

Today, domain names are easy to purchase and manage, changes are close to immediate (with propagation issues being just a side note), web pages are much simpler to create, broadband is much faster and nearly ubiquitous, and expectations for internet communication are far higher.  All of that makes it fairly ironic that our first site has hardly been touched in five years…

HNT: Value Existing Customers

How Not To Value your Existing Customers

In business, existing customers are very valuable.  These are people or companies that have found your product and like what you have to offer enough to (importantly) actually purchase.  They are the best source of additional purchases (and only source of software upgrades) and may provide referrals and positive word of mouth.  It is easier to sell to an existing customer than to locate and establish new customers.  However, if you want to take it to the extreme, and simply treat your customers as “cash cows” rather than with the proper respect, here is how you can do it.

First, it helps to be a large, unfeeling conglomerate, such as Corel, with a record of collecting brand name products and adding little (if any) real value; it is much harder to disrespect customers as a small company headed by people whose livelihoods depend on them.

Of course, there need to be cash cows, I mean customers, to exploit, so the quickest way to acquire them is to just buy a well-recognized company that already has loads, such as WinZip.  Pay no attention to the fact that their single (excellent) product that created and defined a market has since become a commodity that has numerous competitors, many of them free, and whose primary functions are built in to all major operating systems.  It is even better if the product was widespread due to there being few incentives to purchase the original product (save abiding by the license) and a promise of free upgrades for those of us who did the right thing.

Now you have a product which is unnecessary for the vast majority of computer users, plus a list of customers who paid for the product back when it was necessary, many (if not most) more than a decade earlier, and who would reasonably expect free upgrades (should any be desired).  What can you do now?  I know: Spam.

Validate all of your contact addresses by sending a whole slew of messages selling products completely unrelated to the original product (except by being owned by the same stockholders).  When that fails to do anything but annoy your customers…  wait…  no not your customers, but the customers of the previous company…  it is then time to do a new build of the product, complete with a new version number and no discernible new features.

With the “new” version, send out emails to all previous customers of the product to indicate, above all else, that the days of free upgrades are over and that they are expected not only to upgrade, but to pay the new masters (for what they already have, and probably no longer need).  When that does not work, either, repeat the messages on a regular basis, all with slightly different messages (and increasing version numbers), but never forget the “give us your money” message:

Your WinZip Software – Upgrade Available

Upgrade your single-user WinZip Standard license to WinZip 14 now…

Your WinZip software is out of date. You are currently running an older version of WinZip, and now is the time to upgrade.

Your WinZip software is out of date. You are currently running WinZip 6.3 Standard, and now is the time to upgrade.”  [No, actually I am running WinZip 9.0 SR-1, the last free update; version 6.3 may be the last version I purchased, back in 1997.]

Exclusively for WinZip customers: Upgrade your single-user WinZip 6.3 Standard license to WinZip 14.5 now, and save 50% or more off the new license list price.

Your WinZip software is out of date. You are currently running WinZip 6.3 Standard, and now is the time to upgrade.”  [OK, let’s be clear: “running” is not really the case; I cannot remember the last time I actually used WinZip for anything.]

So, now you have properly alienated existing customers.  Your product has gone through a number of version numbers (10.0, 11.0, 11.1, 11.2, 12.0, 12.1, 14.0, 14.5) yet the web site lists no significant feature that is not already present in the 9.0 version (from 2004), which still runs just fine, by the way.  I hope it was worth it (moreso than, say, actually creating value).

This sort of thoughtless approach also works nicely in other areas of business, not just software.  For instance, you could be a large chain video rental store, like Blockbuster, and introduce a rent-by-mail service to take on your most significant competitor (Netflix).  Offer a similar service, at a comparable price, with an added benefit than your competition cannot match: the ability to exchange a mailed rental for a store rental when you are finished.  You will get lots of customers who can get titles unavailable in the retail stores by mail, can keep them as long as they want, exchange them at the retail store for a newer release, keep those as long as they want (while a new title is sent by mail), and have a constant supply of rental movies to watch.  Brilliant! [seriously]

Where does one go from there, though.  With a nearly unassailable product offering, and happy customers, you cannot just sit there and leave well enough alone.  No, first you need to raise prices, and then email every current customer to let them know that they are “grandfathered in” to the original price, but be sure to emphasize that they are now locked in, so if they let it lapse, the new price applies.  Next, change the program, so now for the same price, the mailed rentals are not sent until the in-store rentals are returned.  Then, inform customers (like you failed to do last time) that now the number of retail exchanges is limited.  Never, ever, consider reducing the cost to match the reduced services.  (My prediction is that the next move will be to add due dates to these rentals, just to be sure that we switch to the competition.)

Anyway, there are two good examples of how to mistreat your valuable customers.

On the other hand, one could always recognize customer value in simpler ways, like abiding by agreements and promises, and not being so obvious about caring only about their money.  We love our customers; they allow us to stay in business and continue to do what we truly enjoy.

Compartmentalization

Separating business matters from personal issues

Recently, I received the first newsletter of the year from (friend and former colleague) Steve Pavlina.  For those of you who do not already know about Steve Pavlina, he founded Dexterity Games (now defunct) and published Dweep, an award-winning puzzle game.  He was also the President of the Association of Shareware Professionals and was inducted into the ASP Hall of Fame in 2005.  After this success, he left the game industry to pursue a career in motivational speaking and personal development, writing the book, Personal Development for Smart People.

Anyway, the meat of the newsletter, nestled in between the various sales pitches and recommendations from which he earns his living, was a section entitled, “Living by Your Own Rules“.  This intrigued me, as it seemed to correspond nicely with my personal plans for 2010, so I read on.  However, I quickly discovered that his ideas did not mesh with my own in this case.  It had little to do with the actual content of his writings, but his radical ideas of sharing his personal life (specifically, his sexual preferences and desires) in the place in which he does his business.

Specifically, Steve made a blog post with his 2010 goals in which he reveals his personal goal of pursuing “Alternative Relationship Styles” and goes into detail (for which you will need to read his post).  I have no problem whatsoever with his choice to pursue this lifestyle, but I do question the wisdom of presenting this in a forum in which he currently (by his own numbers) sells six figures a month; it seems risky to the point of potential self-destruction.  More to the point, I wonder what benefit to his business (not to mention personal reputation) he seeks to gain from this pursuit.  (I do see a great benefit in finding compatible sexual partners, though.)

Steve is good at taking things to the extreme, completing college in only three semesters, ramping up his healthy eating through vegetarianism to a vegan diet and finally raw foods, and now personal openness to a radical degree.  He calls this last part “courage”, which it certainly takes, but I am not sure that courage is always the best choice.  Aristotle’s Doctrine of the Mean suggests that the opposite of cowardice is rashness, and this might apply here.  The more common idiom is, “All things in moderation, and moderation in all things.

Personally, I think that it is still wise to compartmentalize to some degree, especially keeping business issues separate from (potentially) controversial personal issues, such as politics, religion, and sexuality.  Discussing the particulars of these in a business context has the potential of alienating people with little chance of significant gain.  I do not have a problem seasoning my business posts with personal items, and I definitely have business friends with whom I share more, but any proclivities I may (or may not :)) have should remain discrete.

Ultimately, I guess that I am intrigued at Steve’s attempt to alter societal norms, and I wish him the best of luck, but I am also glad that it is he, rather than I, who is taking the risk of falling flat on his face.  (Ridicule I could handle; starvation, not so much.)

What do you think?

Duke Nukem For Never

Surprise (NOT)!

As you have probably heard or read, 3D Realms, the developer of (the aptly named) Duke Nukem Forever, has gone out of business. The company website now features a big “Goodbye” message on the front page. The story was reported even in the mainstream media, including this BBC News article.

The release date for DNF has always been “When it’s done.” This scheduling choice seems to put a product on a slow train to vaporware, and I posted about it being way past expiration three years ago: A Long Time Coming. I could rehash the history, but game industry news site Shacknews has posted an updated article (originally from 2007), The Brief Long History of DNF: Post-3D Realms Edition, detailing a dozen years of unfulfilled promises and hype.

So, now Duke Nukem Forever is finally toast, all of the developers have been laid off, the company is gone, and the product is going to remain unpublished. The saga ends here, right?

Not so fast.

Next comes word that Take Two Interactive, who in 2000 (perhaps unwisely) purchased the publishing rights to this title (from another publisher) for $12 million, and reportedly (probably unwisely) renewed this agreement with 3D Realms in 2007, is now suing for breach of contract. Of course, they (definitely unwisely) never provided any development funding for the title, so there is not much left there to get…

… except the source code. Take Two immediately filed for an injunction to get a copy of the source code “to ensure the code is preserved and remains unharmed” while it prosecutes its lawsuit, as shown in this article about the release of the court documents.

Now it is revealed in this Gamasutra article that “3D Realms has not closed and is not closing” after all. They merely fired (sorry, “let go”) the entire Duke Nukem Forever development team due to lack of funding. Still, they (i.e., unnamed 3D Realms representatives) “believe Take-Two’s lawsuit is without merit and merely a bully tactic“. Really? Interesting.

Here is what we know:

  1. Company management did not do what it would take to ship this game.
  2. The development team did not do what it would take to ship this game.
  3. The publisher did not provide what it would take to ship this game.
  4. Incompetence reigns in this matter, and there is plenty of blame to go around.
  5. It will probably be another year before this matter is finally settled.

This whole story is a case study in poor choices and a wholesale failure of anybody involved to recognize and acknowledge the [situation] this has become. Trains wrecks are fascinating, though.

Always Bet On Duke.” – I don’t think so.

Relaxation FAIL

Or… Gregg and the Terrible, Horrible, No Good, Very Bad Day.

As usual, we have been quite busy with development around here, and everything seems to have stepped up the pace since the start of March. I thought that I was going to get a break last weekend, but ended having to correct a mistake (of my own making, to be fair), so I ended of working especially long hours on Sunday. In exchange, however, I decided to take yesterday [Tuesday, March 17] off to enjoy the particularly nice weather around here.

We have a secondary office and retreat at an “undisclosed location”, surrounded by woods and nature, away from the normal demands of a daily office. (We do, of course, have the modern computer amenities such as DSL and a wireless network, so I can go there to get work done away from interruptions.) This place also serves as a storage location for the company archives. Or, rather, it did

On a beautiful early Spring day, with bright sunshine and temperatures in the 70s, we arrived for some basic relaxation (and to drop off an offsite backup). Upon opening the front door, though, we were greeted with an unpleasant moisture in the air, followed quickly by the discovery of a plumbing failure that had completely flooded one bathroom, the hallway, and two adjacent rooms. One of those rooms held the archives.

Further inspection showed that many of the items on or near the floor, including a large portion of our collection of game development and programming books from the last 30 years, had been ruined. As we quickly moved to save the dry items and salvage as much of the wet stuff as possible, we discovered that the floor in the room had partially collapsed, causing a stack of books to fall into a wall, seriously damaging it as well. However, we just kept working until the rooms were mostly empty, and then I succumbed to the shock.

The overall damage is still being assessed, and the standing water is still not yet cleaned up. (Carpeting acts as a sponge and effective water conduit.) I can definitely say, for a fact, that some irreplaceable items were totally ruined, but also that some of the items ruined probably would have already been eBay fodder for a few bucks had I found the time. Thankfully, many boxes avoided the water entirely, but usually at the expense of whatever they were sitting on. Much of the paperwork still needs to be evaluated and either salvaged or discarded. All of the registration letters for PACMANIA were submerged. The PlayStation 2 development system survived by being perched on some furniture, but the Apple II (and color monitor) in original packaging were not so fortunate; I truly hope it was only the boxes that were destroyed.

The blog posting originally planned for today has been moved to Friday. For now, I sit in mourning.