SOPA is dead. Long Live SOPA.

SOPA is dead. Long Live SOPA.

Posted on: February 6th, 2012 by samjensen No Comments

 

So, you’re all aware of the recent shelving (a term appropriate in all its possible sub-cultural connotations) of the proposed SOPA legislation in the US, so I’ll avoid getting too far into detail about it.

 

As a game designer, I have a dog in this fight, and what I’m interested in is the apparent naïveté involved on all sides of the discussion. First, and foremost, the utter lack of understanding involved on the government officials’ behalf. Clearly this new internet thing is a little beyond their comprehension, a fact actually admitted at the time of shelving when one of the reasons given was that the senators needed further education.That the proposed legislation was utterly unsound and unfit for its purpose is a well-established point. That it took so much opposition, not just from script kiddies ’doing it for the lulz’, but from juggernauts like Google before it was realised that maybe, just maybe this was not the right course of action is concerning. That the US democratic process was so far advanced on this is plain scary.

 

However, what’s done is done. SOPA is dead. For now. However, it is important that in the self-congratulatory afterglow of victory we examine the issue, from all sides. It is vital that we don’t merely let ourselves be seduced by the heady highs of successful protest; and really look at what we’re wishing for before we actually get it.

 

Put simply, the issue at hand is that piracy is undesirable. As a game developer, Epiphany has to accept that a percentage of any profits we make from our games WILL be lost to piracy. This is not a complaint, merely a fact.

 

However, the other side of this is that the approach taken thus far by sections of the publishing industry of all media has been grossly out of line.

 

Basically, media corporations have been attempting to use the immense profits they’ve made over the past several decades of pop-culture to sway governments into legislating protection for their profit margin. Instead of accepting certain realities in the post-internet marketplace, they have stamped their feet, and spat their dummies, furious and clueless as to the fact that they no longer control the method of distribution.

 

Today, many still continue to try to lobby and litigate their way out of the problem, instead of understanding and adapting.

 

The undeniable fact is that the marketplace has changed. Not for better, not for worse, merely changed. There are many ways to bring a product to market, and many ways to make money. And this is the key – the approach that is needed to be understood by those who are pro-SOPA is that the emphasis those that want to sell a product should be upon enticing the consumer to pay money, not enforcing them.

 

Enticement, not Enforcement. This is the direction that must be taken by the distributors.

 

On the other side all of us, as consumers, must hold up our own end. Before we get all lovey-dovey about the collective achievement of stalling SOPA-style legislation, we have to firstly remember that this sort of response is merely stalled, not defeated, and we have to remember that these products *do* cost money, and that we *should* be paying for them, if we want them. Clearly the prices we are expected to pay currently are not in touch with what we are happy to pay (and accordingly, clearly the business models currently employed are broken). Despite this, the fact remains that in order for artists and others to keep on producing; they need to earn money for their work.

 

In my experience, the vast majority of people are more than happy to pay for products on the internet. The fact that many, many people DO in fact pay is clear evidence of this. Further, there are a great many publishers and related businesses who *are* taking a mature approach to this, in a lot of cases led by the game dev industry. There are many, many examples of this, that I won’t bother going into, but the fact of the matter is that there *are* market-based solutions.

 

At the end of the day, this issue is not going to go away. Piracy is undoubtedly a problem, one that requires a mature, pro-active response, not just from the publishing industry and from governments, but also from the people who are ultimately the ones who will bear the final cost of whatever outcomes result – we, the consumers.

 

- Sam

New Year, New website

Posted on: January 20th, 2012 by admin

 

2012 is looking like a fantastic year for games. We have our game Frozen Hearth, a new game called Wizard Battle for iOS which will introduce our characters from Ámorrá this is being developed with our friends from 8th Legion. We also have a new partnership, which we will announce shortly.

 

Finally we have partnered with our friends from Game Base. This year we will be attending GDC as always, we look forward to introducing Ámorrá further and meeting up with old friends.

 

Our Games

Frozen Hearth

Our first game for our setting, pits the fierce Danaan against the bloodthirsty Shangur in an epic RTS.

 

Wizard Battle

Our new iOS game set in the Ámorrá universe. Play Aki as he battles the forces of the Faë and monsters of the world in this action iOS game. Available march.

 

Aki and Plizkin: Codex of Ancients

Our second title takes us to the console with an action RPG. Play these two characters in an adventure of discovery.

 

Ámorrá: Teigh Suil

Our most ambitious project, Ámorrá: Teigh Suil is an MMORPG, set in the eldritch archipelago known to its fairy-tale inhabitants as 'Teigh Suil', meaning 'Land of Hope'.Players assume the role of the Danaan from our first title - Frozen Hearth - as they scrap and scramble for survival in this strange new land - their new home, after having been forced to escape their own.

 

 

Epiphany Games is a Top 100 Asia tech startup

Posted on: October 30th, 2011 by admin

 

Hong Kong, China - Red Herring announced its Top 100 Asia award in recognition of the leading private companies from Asia, celebrating these startups’ innovations and technologies across their respective industries.

 

Red Herring’s Top 100 list has become a mark of distinction for identifying promising new companies and entrepreneurs. Red Herring editors were among the first to recognize that companies such as Facebook, Twitter, Google, Yahoo, Skype, Salesforce.com, YouTube, and eBay would change the way we live and work.

... Read More

Lessons in game design and game writing

Posted on: August 8th, 2011 by admin

 

Being somewhat of a newcomer to this racket, it has been a steep learning curve. I didn’t attend any game design schools, I didn’t even do a single game-related unit when I was at uni. My honours thesis, which was on (roughly) online games and literary theory, was met with dumbfounded looks by the teaching faculty at my school – I really had no guidance, no-one knew what to do with me or my thesis. I jumped into this knowing one thing – I like games.

 

As such, if I had one thing to tell any budding game designers of you that happen to read this, it would be this: make sure you like games. Make sure you know games – a LOT of games, a lot of different games. In my research, I ran into too many theorists and ‘game designers’ who quite simply didn’t appear to have the slightest clue what they were talking about. They weren’t/aren’t Gamers. To me, that is the most important part of game designing: being a Gamer.

 

Certainly, game design can be tough – there is a lot to manage and think of and your ideas have many different constraints upon them that you won’t even remotely think of. But at least as far as writing goes, you don’t have to be creating the next great novel – people play games to play games, not to read heartbreaking works of staggering genius.

 

At GDC I sat in on a ‘writing for games’ roundtable. It was exactly the waste of time and oxygen I thought it was going to be. One guy, who has worked on a number of published titles, claimed in relation to getting the tech team interested in the game story said: “If the story you’re writing isn’t blowing the minds of the tech guys, then you should probably get a new job.”

 

What a toolbag.

Let me tell you what the tech guys I’ve met get excited about:

 

TECH.

They get excited about tech. They get excited about solving puzzles and proving how clever we already know they are. It’s not that they don’t like your story, just to them it doesn’t have the meat that a nice tricky algorithm does, or the elegance of a great piece of code.

 

At the end of the day, like most writing you’ll ever do, the only judge you can rely on is yourself. If you’re writing comedy and you’re making yourself laugh, it’s a decent shot you’ll make at least some other people laugh also. If you’re writing and you’re generally interested in what you’re writing, it’s a decent bet others will also.

 

If you like what you’re doing, it’ll usually come through in what you produce.

Epiphany Games constructs ‘Hydra’ Data Manager

Posted on: May 23rd, 2011 by admin

 

This fantastic piece of software takes the complexity out of building complex game play in LUA and abstracts it into a new .NET interface, reducing the time it takes for game-play creation and game-play tweaking by up to 80%.

 

Data Manager was designed to allow game designers the flexibility to change and create complex logic without needing to learn all the complexities of the programming languages they are constructed in.

 

Epiphany intends to use this framework for all our games and may even provide it as part of a suite of modification tools for ‘Frozen Hearth’, allowing modification enthusiasts to change vast sections of game-play logic.

 

Our Hydra data manager currently outputs in LUA script, but will be extending to Unreal script in the near future. This will enable users to begin game development from a common set of objects, all of this enhanced with our inbuilt code correction, automated bug-tracing abilities and inheritance tracking. Hydra data manager combines all these elements into a multi-headed beast of game designing power.

 

Baby Steps

Posted on: August 8th, 2010 by admin

 

Considering its been about 5 years since this company first made its gasping crawl from the protoplasmic miasma of simply being ‘some dudes sitting around a loungeroom table slinging around some ideas’, and into being an actual (if small) moneymaking venture; we here at Epiphany finally made the staggering intellectual leap that, you know what: maybe it’d be a good idea to have a website with some actual stuff on it, and maybe get some of us to record a few of our experiences for the 2 or 3 people out there who may be interested in the trials and tribulations of a growing game development company.

 

Being the resident writer in this company, it was left to me to start this off, and I’ll likely be doing most of the blogs, but for anyone interested in the tech-ish side of things our programmers will also be dropping the odd word in here and there. Course, like most programmers, those words probably wont make any sort of normal syntactical sense, but they'll be giving it a shot anyway, bless them.

 

Epiphany, as I said above, started roughly 5 years ago, with some friends sitting around a loungeroom table, talking about things they’d like to see in games. Slowly this became more and more serious and turned from some friends sitting around a loungeroom table discussing game ideas, into discussing HOW to implement these ideas. Cut to here, a few years later, and we’re developing our demo for our first title and assembling the tech we’ve been building over the past 2-3 years into something we can play. Woo!

 

Our original concept was an MMO. Specifically it was an MMO based in Greek mythology – that base has since changed, due to a lot of factors, but our desire to create an MMO has not changed. Looking back, it was probably a bit insane to go straight to developing an MMO as a first-up title, akin to skipping learner driver school to jump right into an 18-wheeler; which isn’t to say we have scrapped the idea – far from it. Indeed we have expanded on our MMO idea, evolved it and created at this stage no less than three separate game projects, all set within the same world as the MMO, all designed to immerse players not just in our games, but in our World.

 

Frozen Hearth is the first of our titles - it is an RTS, and introduces players to the PC-race of our MMO. You can check out more about it here.