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Uebergame 1.1.2.0 released

This update adds a mostly nonexistent Battle Royale game mode and 4 completely new large scale levels exclusively made for that game mode.

The backstory is that, since almost every multiplayer game has Battle Royale style game modes now, I thought I need that as well, or better said, people suggested that to me. I even met people who wanted to team up with me creating such game modes, two of those seemed serious with it, so we set up tasks to do and a schedule, where I would be designing the levels and the other person would do the coding.

To make the long story short, the other people all ran away, without having done anything and I of course did my part and finished the levels. Since the creation of those large scale maps took so long I wanted to release it anyway so they can at least be played without having to wait even longer for the game mode to finish, that is why the game mode is mostly nonexistent so far, except a few improvised features I quickly made to make it all work.

Other changes in this version are of course some new art assets mostly for the new levels, some fixes for the art assets, some gameplay balancing changes and a single player game mode template, for developers. The story behind the single player game mode is, that before I planend to do the Battle Royale game mode we planned to create a single player game mode, which meant someone was helping me with it and he actually did some coding, but then also ran away and was not seen again, that is why that gamemode is not in use yet and only a template as inspiration for developers.

And finally a short description of the new levels:

1. Riverside Park

A medicore sized park area, roughly 0.5 x 0.5 km in size. In the middle it is crossed by a big alley road next to a river and on the sides you can follow several footpaths through the park area. It also includes some lakes and little forests.

2. Volcav Island

Also 0.5 x 0.5 km in size, but this time it is an island with a volcano like mountain in the middle you can climb and below there is a rather large cave system you can use to walk underground from one side of the island to the next. It features dense, but small vegetation without big trees, so it only offers decent cover, if you duck behind it. It also features the recycled lighthouse from the watertown level adding a little more playable area to the rather small level.

3. Lonerock Island

This is a big island 1x1km in size. It is very high with very steep walkways, but in between there are occasional flat areas with pretty dense forests. You can climb most of the mountain peaks, which gives you a great overview and great possibilities to snipe, but you are also pretty visible and it often takes some time to climb onto there.

4. Rocky Highlands

This is probably the biggest map this update, though also 1x1 km in size, but since it is not an island, but a square area, it features a more playable terrain. The level is set in the mountains, but also feels mediterranean from the looks. In the middle there are a few little mountains and inbetween in the valleys there is a road network with little villages of up to a few buildings each, which are fully accessible.

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My experience with social media for video game marketing

I still remember all those people telling me things like "Dude you need to use social media for marketing etc it is so great and will do so much" and similar things, so I looked into it and used some methods of course and this will be a little breakdown of the results.

So these are the things I tried:

Youtube:

For trailers of things I'm working on and sometimes work in progress videos. Some videos even got a few thousands of views, others a few hundred, it sounds much, but the real effects from that were hardly noticeable. This becomes more clear, when you consider an average conversion rate of 2%, where 1000 views will just mean 20 people will click on your links and from those only a small percentage will download. This still sounds moderately good having a few hundred or thousands of views, but considering that almost all of those views were generated by me or others linking to it or embedding it, it makes the usefulness of the platform itself very questionable, since why you need a social media video platform, if all the views it generates you were generated by yourself? You could just host it yourself then. Of course there were some organicly generated views, but it was only 10% or less of the total views. So I'm not doing youtube anymore.

There were quite many youtubers doing videos about Uebergame, which is good, but the bad part is, that they had no significant subscriber base, on average maybe 20-100, one even had a few thousand, but as described above, even that is almost nothing, if you consider an average conversion rate. This is just on a sidenote, since me being on that platform had nothing to do with others making content about me, so I have no influence over that.

Moddb:

That seemed to be the platform everyone is at and it is big, so I thought thats the way to go. You post updates of your game there, articles, screenshots and videos as well and then supposedly it will generate some attention, but in reality it does not. The platform overall is pretty dead, it looks very active, but very few people are actually actively using it. Posting new media like a screenshot or video, will give you around 50 views and an article may give you hundreds or thousands if it gets promoted to the front page, which rarely happens and if so, it is very short. Considering the average 2% conversion rate again, this is still almost nothing. I'm still having it, but I'm considering quitting it, since it is one more place I have to upload and write stuff for, with hardly noticeable result.

Facebook:

A "friend" suggested this to me and posted something for me, but the result was absolutely nothing, since he was not very popular as well, so that platform is useless as well unless the person already has a lot of followers and gaining followers you can also do on your own. So totally useless for me.

Reddit:

Later I saw many people promoting their stuff on reddit and it looked to work well for them, so I tried it as well. The problem was just, that self promotion is not allowed or not welcome on most subreddits, which I only found out later after some moderator deleted my stuff. To me it seemed pretty hypocritical, since I looked what people were doing and almost every post was people self promoting their stuff, so I thought it was fine for me to do as well, sadly I did not know about their hypocritical double standards. The hypocrisy becomes even bigger, when you consider, that I advertise a 100% free product, while most others advertise commercial stuff. I saw others very succesfully cheating the system, using fake accounts and vote manipulation and all that stuff, but I did not want to go that route and prefered to keep my moral integrity instead. Overall there is a lot of censorship and manipulation going on, so as an outsider and acting legit, it is almost impossible to gain anything there, so I quit that as well.

Various open source community websites:

This seemed to be the primary place to me where I should advertise and gain attention, but damn I was the most wrong on that. On some pages I posted myself, on some others posted about me, thats how I found out about those websites. The result overall was, that all those websites have almost no visitors, so I could not notice anything from those platforms at all. Not only did I gain seemingly nothing for my efforts, I was also banned from the "biggest" open-source-"game developers"-community, which is also pretty hypocritical by them, since I'm one of their biggest contributors, if not the biggest contributor, but hypocrites do not seem to care about logic, reason or reality. Overall it is not that bad that they boycott me, since they have no visitors, they just have maybe 20 active people and since they hate me, I have nothing to lose from not being on there or not being promoted there. I'm still on some pages, just in case someone searches for open source game projects and discovers me, since if they do so, they are more likely  to be a valuable contributor, but for gaining users it is pretty much useless it seems.

Linux communities:

Similar to the open source communities, this seemed to be the way to go for me, since Linux and open source are quite related and open source often go hand in hand. Those have the same problems as the open source communities and that is, they have almost no users, which becomes a bit obvious, if you consider Linux having a market share in the gaming sector below 1%. There were some articles about me on a big Linux site, but I did not notice much visitors from there.

Wikipedia:

I added my game to a list of open source video games, thats all I can do, since I think you are not allowed to write articles about yourself or your products there. It is not good for promotion, but it seems to be better than all other methods above, since I really get some clicks from there now and then, which is far better than all the other platforms, which quickly go down to zero clicks after a short period of time an update is posted there and this even though Wikipedia is not really a social media and not really a platform for promotion.

Various forums:

Some people are spamming all kinds of forums with their stuff, but I looked through them and they either have low number of readers or if they have they often do not allow self promotion or do not welcome people who are not taking part in the community and just want to use it for promotion. Another thing that happens to me a lot is that I get censored or banned, so forums are not a good option as well except the Torque developer forum, but that one is not good for gaining new customers as well, since it is just for developers.

 

Overall conclusion:

Social media is useless for marketing, if you are not having a big following already or people with a big following promoting you. You will just waste your time and energy on that, just for that platform to screw with you and eventually censoring and deleting you. You can have accounts there as an outlet, but you should never let it be your main promotion platform, since if they delete your account, everything is gone, but if you use it, to draw customers to your platform, you keep them. Even for using it to draw customers to you it is still quite bad, since if you can draw the customers directly, it will be much better for you. Very big companies for example do not care that much about being on other platforms, they just create their own, since why should they allow the competition to screw with them and have control over their user base. The problem is, if you are small you are very dependend on being on bigger platforms to gain any attention at all, so you are kind of forced to do a very bad deal. Later I found out how successful people do marketing on social media and that is by bribing big influencers on social media to do promotion for them, which in most cases involves money, which I cannot afford, since I offer a free product. Steam gave me more customers than any other platform combined times 10, but even there things have changed drastically, since exponentially more games get released every year, leaving you with hardly any exposure, especially since algorithms have changed as well so that they are only promoting the big games.

So I'm very close to considering that social media may be totally useless, at least for me, since it seems to be made for the manipulation of people and the market and this is only possible if you have the money to do so, or people who already have influence to promote you and both cases most likely do not apply to me.

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Indie developers suffering from cognitive dissonance

Some time ago I watched a presentation about indie games and how much money they earn and the result was that 82% of all indie games make less than minimum wage, 7% make enough to at least survive and only 11% make profit. To make it simpler, you got a 90% change of failure, if you go into indie game development. Imagine applying for a job and the boss tells you "Well if you work here, there will be an 82% chance you will be paid worse than in any other job or not paid at all, 7% chance you get the worst payment and 11% chance you get more than the minimum".
So one must be pretty insane to start working developing indie games, yet many people still do. Well and from my experience of meeting other indie game developers, I can say, many of them are probably pretty insane. I do not really count myself as an indie developer, but those are just the people I meet, since as an open source game developer you have no company, since other open source game developers are too nonexistent for that. I may be a bit insane in that regard as well, but at least I knew that it would be pretty much impossible to make profit developing indie games and knew that indie open source games will be even harder to make profit from, like factor 10 harder, so I did not even bother with that, it is just my hobby and what I like to do. However most others are not aware of the problems and think they can become successful, being an indie developer now is like the modern version of wanting to be a rockstar in the past. The chances of you succeeding are so slim, that they are almost nonexistent, yet most people still believe they can do it.

That is just the first cognitive dissonance those people suffer from. (Just as an info, cognitive dissonance is, when you hold a worldview that conflicts with reality, which then causes mental pain as you are confronted with reality). So reality shows them, that they are about 90% likely to fail and they can see 90% of people like them failing, yet they still think they can succeed for 100%. So when the (well predicted fate) finally hits them, instead of accepting reality, they flee themselves in even more illusions and through that suffer from even more cognitive dissonance.

One example was a developer I talked to who already probably suffered from cognitive dissonance pretty hard, as he seemed to be very angry, calling distributors unfair and all other indie developers being scammers and fakers. My argument towards him was just, that the conditions for indie developers are now better than ever, since there are multiple larger distribution platforms allowing indie developers on there, mostly for free. They give free distribution services, free promotion, free hosting etc so pretty good deal, if you ask me, I mean compare that to the past, where you had almost no chances to get anywhere as an indie developer as the stores had a very high entry barrier, so only option for you would have been to do everything yourself and starting at zero. Whatever that is not the point here, my point is, that the guy was just blaming everyone else for his failure, but somehow not blaming those, who could have been responsible for it for real, like big companies having monopolies for example.

When he found out, that I'm a game developer myself, he started attacking me as well, calling me faker and scammer etc even though having zero evidence for any of his claims and probably not even done any research on me, he just assumed everything based on nothing. Then when it came to argue why other indie developers fail, he would just say "Well they were just not good enough, since everyone who is just good enough and works hard enough will be successful". So when talking about others, he entertains a worldview where everything is 100% fair and legit, but when talking about himself, then everyone is unfair and a scammer. I don't know what I should think about that other than this is just pure insanity. The first worldview was already wrong, but the other contradictory worldview the same person held was also wrong, so he was holding two wrong and with each other conficting worldviews in his head, that must have given him serious mental pain. I mean it hurt me already just looking at it.

I did encounter such insanity loaded indie developers multiple times now and am just writing it down as therapy for myself. Sure he was not entirely wrong, the problem of those kind of people is just, that they encounter a problem, but refuse to acknowledge it existing and blame it on something else and do nothing about it. Fakers and scammers exist and are a real problem in the industry, but I think even a faker is intelectually superior to such a person suffering from cognitive dissonance, since the faker encounters the same problem, realizes it, realizes that he has to do something about it, then realizes, that he cannot and then decides to fake it to make it. The cognitive dissonance idiot already fails at the first step of this thought process. The faker just takes an immoral action somewhere down the path the insane person does not even walk down.

The faker also realizes that you have to do fakery to become popular and successful, it is almost 100% necessary. For example to sell more products you have to do marketing and marketing is just a form of lying or faking, lying and faking is 100% essential to marketing. When I told those facts to an indie developer, he would just go into cognitive dissonance mode again, switching to his reality where everything is 100% fair and legit and claiming that you can win the game by playing 100% fair, but he only did so when argueing with me, to show how wrong I was, just to later go back to his worldview where everyone is a faker and unfair towards him. This is true insanity.

I mean, even if you are wrong, you have to pick a side or a worldview that does not contradict itself to be able to act upon it. You could pick either side here, like everything is 100% fair and therefore you play fair, or think that everyone is a cheater and also start to cheat, you would at least make some kind of progress in some kind of direction for sure, but if you hold contradicting worldview inside you, you are just going nowhere or in circles or your brain blows up, since it cannot handle so much illogicalness. I for my part prefer to be honest and not become corrupt just to be successful. This is not just about game development and probably applys to any areas in life, but it was just where I encountered it a lot and used my personal experience as an example.

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