DevLog Update #45 - 04/22/2014PAX East Indie MINIBOOTH Post-MortemI exhibited
Relativity in the
Indie MEGABOOTH earlier this month at PAX East. I was part of the Indie MINIBOOTH, and it was my first time at PAX. As I've benefitted greatly from post-mortems by other studios, such as
this one from
The Men Who Wear Many Hats, I decided to write up a post about my experience and share what I learned.
BackgroundI am a one-man developer based in Chicago, currently working on my first game, Relativity, a first-person exploration-puzzle game set in an Escher-esque world. I’ve been working on the game for about 16 months now. Prior to PAX East, I had shown the game briefly during a 2 hour show-and-tell session at
IndieCade East in February, and also attended
GDC in March. I wasn’t exhibiting at GDC, but I did meet with several developers and designers who I respect a lot, and got them to playtest the game and give me feedback
Indie MINIBOOTHI learned about the Indie MEGABOOTH through twitter and submitted my game on December 2013. I had requested 3 days in the Indie MINIBOOTH as my first choice, and a 10x10 booth as my second choice. The reason why I chose 3 days was that I figured, if I’m going to go all the way to Boston to show the game, I might as well maximize my time at the convention.
On January 2014, I got an email from the organizers saying that my game had been accepted for the 3-day slot of the Indie MINIBOOTH.
So, what is the Indie MINIBOOTH? Unlike the other MEGABOOTH spaces, the smallest of which starts at 10x10, the MINIBOOTH is a shared area with kiosk stations showing multiple games. You can choose to show your game for 1, 2, or all 3 days of the convention.
Here’s the layout of the MINIBOOTH:
The blue part is the actual kiosk itself, and the black outlines show you where the monitors are. The 4 kiosks on the left each hold 3 monitors, while the 2 kioks on the right hold 4 monitors. The 4-monitor kiosks were mostly for games that were showing for only 1 or 2 days, while the others were mostly games exhibiting for the full 3 days.
Here’s the layout of the entire Indie MEGABOOTH area. The Indie MINIBOOTH is the orange area (booth 53).
The nice thing about the MINIBOOTH is that you don’t have to worry about or bring anything. The computer, monitor, keyboard, mouse, and headset are all provided for. I arrived in Boston on Wednesday and spent Thursday at the convention center helping out with set up, and making the sure the game is working. Theoretically though, you could just show up on the day you’re exhibiting, with a build of your game on a flash drive, and you’d be good to go (I wouldn't recommend this though
).
Also, you don’t have to worry about stuff like electricity, carpet, or vacuuming. From what I understand, all those things at a convention center are extra, and I think you’ll have to pay for them if doing your own booth.
Finally, if you’re doing something that involves a network, you should definitely bring your own server. One team wanted to have cable internet, and the convention center quoted them something like $1200 for 3 days. They ended up just bringing their own server and setting that up.
NumbersHere's the breakdown of costs:
Item | | Cost |
Indie MINIBOOTH 3-Day Slot | | $1,395.00 |
Flight (Roundtrip Chicago to Boston) | | $186.99 |
Meals | | $120.00 |
1000 Business Card | | $80.58 |
7 Day unlimited MTA Pass | | $18.00 |
|
TOTAL | | $1,800.57 |
I stayed with a friend in the west part of Boston, so I didn’t spend any money with regards to accommodation. It took me about an hour to get to and from the Boston Exhibition and Convention Center via public transit (MBTA).
Kiosk SetupHere’s a picture of the kiosk setup:
If you have an option between keyboard and controller for your game, definitely go with controller, especially if the player is going to be standing. With the stand, you can’t adjust the height of the keyboard, and it makes it really awkward for taller players. I had several people stop playing because their hands were getting cramped up. There are many reasons to stop playing a game. This shouldn’t have to be one of them.
Also, since the height of the keyboard is for standing position, it’s too high for players who are sitting, so this means that the setup won’t be accessible to players in wheelchairs. Again, using a controller would have solved this problem.
If you’re planning on getting a 10x10 booth or something larger, I highly recommend checking out
IndieBoothcraft.com. It has tons of tips and advice with regards to building and setting up your booth.
Game FeedbackPAX is a really great venue to get a lot of playtesting done, as well as gauge players’ feedback on your game. For me, I’m still 1-2 years away from release, so being at PAX East wasn’t so much about promotion as it was about seeing players’ reaction.
There is a lot of value in just watching people play the game, as well as looking at their facial expressions during certain parts. While I wouldn’t rely too much on analytics, some data collection can be helpful. For me, I wanted to get a sense of the average play length, and how long it took people to complete the different puzzles.
In an earlier version of the game, each puzzle was a separate level, and when players finished a puzzle, they would get teleported to the next one. This made it very easy to get the start time and end time of each level, and therefore figure out how long each puzzle took.
However, the current version of the game consists of a seamless world, with puzzles in different rooms that the player can enter and exit at will. This means it’s very difficult to track how much time players spend solving each puzzle, since they might leave and go explore for a while before coming back.
I tried to use the stopwatch on my phone to time players, but this didn’t work out really well. I’d often forget to reset the stopwatch, but also, a lot of times people would stop while playing to talk to you and ask questions. Also, sometimes, other players will take over in the middle of the game, so it’s unclear how to count the time for that.
One option is to screen record the game. The problem is that video files can become pretty large very quickly. Even a half hour video recorded with FRAPS can often be several gigabytes in size.
The guys from Octodad told me that their game would take regular screenshots while people are playing. This is really helpful, especially if you’re trying to get a sense of where players are getting stuck, and it also doesn’t take up as much space on the hard drive.
I would also recommend not adding anything new to your build right before going to PAX. I added an additional puzzle to the game, originally thinking it was a way to fix an issue with another puzzle later on, and pretty much everyone at PAX got stuck there.
FoodFood at the convention center is, not surprisingly, overpriced and crappy. So don’t eat there.
LunchBefore PAX started, there was word that someone would go around and take orders for lunch, then go out and buy everyone’s meals. This never actually happened, or at least whoever it was never came by my booth.
In any case, even if it did happen, I personally wouldn’t rely on this. A lot of the volunteers are already overworked as it, and once the convention gets going, it’s pretty much non-stop craziness for 8 hours straight. I also wouldn’t recommend going out for lunch, unless you have someone on your team who can man the booth. On the first day, a few of the other devs in the Indie MINIBOOTH took a cab to Chipotle for lunch, but had a nearly impossible time trying to get back into the convention center due to all the traffic. They had expected lunch to take an hour, and I think it ended up taking two hours.
The way I did it, I would stop by the South Station cafeteria in the morning, and while getting breakfast, I’d just pick up an extra sandwich for lunch. There’s a Dunkin Donuts closer to the convention center, but I wouldn’t recommend going there. As you can expect, being the closest low-price food establishment to the convention center, the line is very very long.
DinnerAlso, often times, what happens when the day ends, is that people will form some kind of foot train and go to a restaurant to get dinner. Unless you have made reservations beforehand (which most likely you won’t have), I can guarantee you won’t get in anywhere. A day of PAX just ended, there are tens of thousands of hungry people in the area. It’s dinner time. You’re not going to find an empty table for 10+ people anywhere in the vicinity. Either go with a group of 3-4 people, or go to the cafeteria at South Station. Last thing you want to be doing is wandering around Boston with no definite plan and trying to come to a consensus with a large group of people, none of whom are familiar with the area.
PressPAX sends out a list of about 600 press contacts who are expected to attend the event. If you want to meet with the press, I highly recommend scheduling a meeting in advance. .
How you go about contacting journalists is up to you. I was told that you shouldn’t mass-email people, so I sent out about 15 personalized emails, mostly to journalists who had covered or reviewed similar games. I only heard back from and scheduled meetings with journalists from two sites:
Polygon and
The Indie Game Magazine.
This was fine with me, as I’m still quite a bit ways away from release, and press exposure isn’t the most important thing for me at the moment. Mostly it was a way for me to get started talking to journalists, and also receive feedback from people who had written about and reviewed similar games.
Some teams sent out a generic press release, to lots of contacts, and just had line saying something like, “if you’re interested in meeting up, get in touch”. Despite what I was told, I think that actually had a better return. One team that did this told me they had 15 meetings scheduled, but they also had 2 days off from showing the game, so were able to meet with the journalists, and they are also much closer to release.
Again, it depends on what stage of development your game is, and what you want to get out of speaking with the press. Generally though, from my own experience, I would say PAX is not the best event for meeting with the press, at least for Indies. I found it much easier at GDC and IndieCade East.
Also, Press Hour is from 9-10 AM on Friday, one hour on the first day of PAX before it starts. However, during this time, most of the journalists go to check out the big booths, because once PAX begins, the lines get ridiculously long.
Finally, sometimes press will give out little badges of approval to put on your station. I got one from
BigSushi.fm, and it totally made my day.
NetworkingThe best part about being in the Indie MEGABOOTH is that you get to meet a ton of cool people and developers.
You’ll meet people not only during set-up and take down, but the Indie MEGABOOTH also organizes several events to socialize and network. These are super cool, and I highly recommend attending them.
On Thursday evening, the night before PAX East opened, there was a party for all the developers in the Indie MEGABOOTH to meet one another. On Saturday evening, there was a mixer between people in the MEGABOOTH and reps from Sony, Microsoft, and Valve.
Both of these events had food and an open bar. The atmosphere is usually pretty informal, but just remember that at the end of the day, it’s still a professional event, so probably best not to get wasted. Also, when speaking with the platform reps, please be considerate of others and don’t hog the conversation. The ratio of developers to platform reps is something like 100 to 6. We’re all trying to get feedback and make connections with the platforms, so let the other developers have a chance to introduce themselves and ask questions.
MiscSome things you’ll want to bring:
- Hand sanitizer
- Cough drops
- Gum
- Bottles of water (I recommend at least 4 a day)
- Snacks
- Power strips
Also, be sure to thank the volunteers! Both the Indie MEGABOOTH volunteers and the PAX Enforcers. These people work their butts off doing all the boring work to make the event happen. I had some volunteers stand in for me when I went to the bathroom, or fill up my water bottles, and it was super awesome. I really appreciated it