Interview with the Creators of the Game Anodyne

Sean and Jon are the two piece duo behind Analgesic Productions which recently release their debut indie game Anodyne. Think 16 bit Zelda meets twilight zone, updated for the internet age, complete with cats.

This game really draws you in with it’s masterful craft and unique, moody, gameplay. You’ll appreciate the humour and nuanced design as you explore it’s abstract dreamscape. We wanted to give Sean and Jon a chance to talk about their game and the challenges independent creators face.

There have been different descriptions of Anodyne on the web but I’m still curious as to how you would describe the game to someone?

Jon: I would probably describe Anodyne as a game in which you explore and fight your way through a diverse and atmospheric dream world. Talking about it as a Zelda-like or Zelda style game helps to convey the basic mechanics of the gameplay, but our goal with Anodyne wasn’t just to replicate the experience of playing Zelda. We hope that the atmosphere conveyed through the graphics, music, text, etc, is intriguing and valuable in it’s own right.

The comparisons to early Zelda makes sense to me. What other forces inspired you? 

Jon: In terms of graphics, I took influence from games like Final Fantasy VI, Chrono Trigger, Seiken Densetsu 3, etc. I also tried to draw on expressionist painters such as van Gogh and Monet. The dialogue was mostly inspired by my own experiences and things that I had heard or read that stuck with me.

Sean: Any games that really set a good mood or create an immersive world have at least passively influenced me, even if I don’t remember the game off of the top of my head – in addition, lots of sort of experiences in lives (taking a walk, walking up a quite staircase) have all been good for building up a sort of vocabulary for writing songs for areas.

One of the things that most impressed me was the fact that this awesome game was made by just two people. Over what period of time did you craft this together and what are some things you enjoy doing between making awesome games?

Sean: I started it in March and did some basic groundwork before Jon jumped on board. Outside of that I like to compose music and… I guess that’s mostly it! I’ve been trying to get into reading more and drawing. I do computer science in school and will graduate soon.

Jon: I’ve been working on Anodyne since midway through this summer. Aside from games, I am interested in comics, books, and animation. I’m currently finishing up an art major at Carleton College.

The sound design in Andonye is really fantastic and I saw that you’ve even offered the soundtrack on Bandcamp. What are your thoughts on how sound shaped this game? 

Sean: We used sound and visuals to sort of restrict the sphere of interpretations of the game to be similar to the themes we designed the game around (this was a good way of thinking about the game my friend Etan brought up). In that way, sound can definitely set the mood. I think I should have done a lot more ambient sound effects, but I’m pretty happy with the game as is, helping to set a mood for a forest, mountains, etc.

I’ve noticed lately that the indie game scene really embraces psychological exploration more than big studio games. I really love this trend but what do you think is behind it? 

Sean: I think a lot of creative work is done to express something that we think about a lot, or a certain mood. It’s easier to do this when you are working alone or in a small team, and it’s become easier and easier to make games in the past years, so that possibly might be a reason why the whole psychological exploration idea is growing!

There is a rough consensus among indie game devs that I’ve chatted with that while platforms like XBLA (Xbox Live Arcade) and XBLIG (Xbox Live Indie Games) are nice and provide decent markets the barriers to entry are quite high for small teams. Do you think that platforms like Steam and soon OUYA can solve this issue? 

Jon: Steam certainly helps a lot through Greenlight and by allowing devs to easily patch their games. Steam also is less picky about exclusivity, which I think is really important for small teams. I don’t really know what kind of impact Ouya will have, I guess we’ll wait and see.

You guys happen to have something in common with our founders in that you both have very progressive views on piracy. Let’s say I were to pirate, play, decide that I love it, and then give you money e.g. via Flattr, what are your thoughts about this play first pay later model? 

Jon: It’s interesting. I like it in the sense that it really allows the game to get out to people who might like it, and it allows us to really partner with people and create a community around the game instead of having an antagonistic relationship with people who pirate the game.

For me personally, however, I’m not sure if this method would lead to the best experience of games. I think if all of my game purchases worked like this, I would approach games more like demos–in a way looking for reasons not to buy the game.

I’m not sure if I could totally just forget about the financial aspects and obligations and just appreciate the game and be immersed in it. That’s just how I feel though, maybe I’m old-fashioned. I am certainly in full support of the general concept, and would never try to fight piracy of my own games with negativity or DRM.

What’s next for Analgesic productions?

Jon: Well, we’d like to work together on a game again at some point. My involvement with games in the near future will depend a lot on how Anodyne does, as that will affect how much freedom and flexibility I will have after graduating this spring. So, we’ll have to wait and see, I guess!

Sean: Same as Jon. We’ll see how Anodyne does!

Anodyne is available for Mac, Linux, Windows, and Android and if you would like to support the work of Sean and Jon play their game, be sure to vote for Anodyne on Steam Greenlight and send them a flattr here:

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TPB AFK and why I started Flattr

Last Friday the documentary about The Pirate Bay premiered at the Berlin Film Festival and on the internet respectively. It’s an incredible success with over 1 million views on Youtube and lot’s of seeds on TPB in only four days. I’m in it, and I get a brief chance to describe what Flattr is.

The director Simon Klose has not only created a movie, he understands how the internet works and by example shows a way forward. Not just by the fact that he lets you download the movie for free, he even tells you to do it. He knows that the more people that sees the movie, the better. For him, the movie, the industry and for the internet. Then he politely asks you to support him financially for the movie if you liked it.

I started Flattr to give everyone a completely equal chance to make money on the content they make. Without coercion, censorship, or locking up the of information. Flattr encourages sharing of information and money. This is how the internet works.

We consume a lot, not because we like everything, rather because we’re curious. We need to know if something is worth paying for, that’s not the same as just clicking a link. We consume lots of content, only to decide it was crap. Some of it we really like, that’s the stuff we want to support!

Many years ago a record label lawyer asked me: “how can we make money on the internet when everything is free?”. A question that in itself is wrong. For me the main thing is how can creators be supported for their work. Why is it a given that record companies or other media houses should survive? If people support creators financially the rest will also be solved.

Be a modern person, enjoy TPB AFK and pay for it afterwards, if you liked it. That’s the model we believe in and it is one we’re bringing to the world.

You can of course flattr Simon and his film here »

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Gender, Technology, Diversity and Creativity

The mission of Flattr is to make it easy to give to creators of all types by providing a quick, ubiquitous, and simple to use platform.  We want to see the greatest diversity possible in the numbers of people and projects being supported through our service.

The creative tech industry has been growing at very impressive rate but there is still work to be done to ensure that this dynamic scene is open, accessible, and welcoming.  We would like to take a moment to highlight just a few of the many awesome folks who have been working very hard in this regard.

Anita SarkeesianFeminist Frequency
When pop culture media critic Anita Sarkeesian started a Kickstarter project to examine gender dynamics in pop culture and female tropes in video games she received a tidal wave of abuse in the form of racist, sexist, and generally threatening comments.  This completely uncalled for behavior once again brought to light the often unspoken oppressive environment of modern day gaming culture. Currently, roughly only 11% of gaming developers are women while women make up a massive percentage of gaming consumers.

Although Anita has even received death and rape threats she didn’t back away from her important project (which was fully funded by backers 25x over) and has turned her site Feminist Frequency into platform for smart conversation and critical dialog.  You can watch Anita’s latest talk at TEDx Women, as well as, support her awesome work via Flattr here.

Gender Equality at Conferences
For many years media and tech conferences made no effort whatsoever to have a balanced gender dynamic.  To this day many conferences have many more male speakers and male dominated panels and thus much higher male attendance.  Luckily, conferences like The Conference from Media Evolution in our hometown of Malmö are doing their part in making a more accessible forum.

This year representation has even gotten better at conferences like Austin’s SXSWi which had once been described as a “brogrammers playground”.  We’re very excited to watch this trend grow tremendously in 2013.

Other great projects for gender equality, respect, and diversity in tech that you can support via Flattr right now:
adainitiative.org
We have a vision: A world in which women are equal and welcome participants in open source software, open data, and open culture.

queer.de
A german based queer news, arts, and culture magazine and community site.

femagination.com
Feminist blog on motherhood, career, society, and relationships.

streetremix.blogspot.se
A blog about IT, feminism, and remixing culture by the very smart and witty @sargoth

 

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Guest post: Open letter to pirated artists

This guest post is written by the Belgian Pirate Party member, Lionel Dricot. He was 14 votes away of becoming the first Pirate elected in Belgium. He blogs on www.ploum.net and is a Flattr advocate since 2010.

Dear artists,
A year ago, in order to support the blackout against SOPA, I wrote a blog post explaining why I was pirating your work. A few hours later, the sudden closure of Megaupload gave an unexpected popularity to my text. In the weeks that followed, nearly 100,000 people read it on this blog, not to mention the numerous translations.

Lionel Dricot

The only income of my blog is Flattr. Without surprise, that post became the most profitable with a total of €34,70, including its French translation. If I had a €1 paywall, this post alone would worth €100,000. Even considering that only 10% of readers would pay, it would still be around €10,000. Not bad, isn’t it?

Paywall vs virality
But if I charged visitors, nobody would have read that text in the first place. It would never have become viral and I would not have earned a single euro on Flattr. This seems obvious, isn’t it? It is nevertheless exactly what the entertainment industry makes you believe when they say that pirates steal. Pirates steal your art as much as readers stole mine when reading my blog post.

The fundamental error is to consider art as a commodity. Even selling MP3 or eBooks follows the principle of hardware. Buyers keep their ”MP3s” as a collection of records. DRM even attempts to artificially mimic physical constraints in the virtual world.

But what is your goal as an artist? Selling records, books and paintings? Or to be read, listened to and admired? Hopefully, money put aside, you would choose the second. Discs and books are only physical mediums that allow you to broadcast your art.

Finding your model
Being a fiction writer, I would definitely like to make a living out of my writing. This is currently not the case. Either I did not found the right business model or I don’t have enough talent. Is it the fault of people who read for free the small stories I publish on my blog? Definitely not – they spread my writings and even flattr me. Yet again, this is exactly what the industry makes you believe: that your fans are your enemies, those that prevent you from living from your talent.

You want to broadcast your art, and if possible, earn money. We want to enjoy your art, and if possible, contribute financially to your talent.

However, when we buy your art “legally”, we know that over 95% of our money goes to intermediaries that are not always useful anymore. They are even sometimes counterproductive because they fight to ensure that your art does not spread too much. We are ready to invest in the launch of your projects, eg on Kickstarter. We are ready to directly donate money. But we do not want to pay to “own” a file. It does not make any sense. Nor do we do imagine paying a fixed price each time we “consume” a piece of art. Your hardcore fans would be ruined. Not to mention those who listen to background music while working. It would be a barrier to your success.

How I support creators
My personal solution is to give, every month, a fixed amount through Flattr. On Grooveshark, an artist is flattred if I listened to one of his song at least once during the month.

Thanks to FlattrStar, an interesting webpage is also automatically flattered if I read it through Pocket or Readability. I’d like to see that kind of automatism being generalized for any content like ebooks and movies.

If we generalize such a system, your interest as an artist would become to be heard, read, admired. Even if it is years later, allowing you to focus on the long term. An old piece of art might be rediscovered, shared and bring you some flattrs even years after! On the opposite, mixing a work with its physical support encourages quick consumption, aggressive marketing and ephemeral success before falling into oblivion.

In order to preserve its own obsolete interests, the entertainment industry, which benefits from the vast majority of your earnings, threatened your fans as criminals. In some cases, they perverted our laws and our educational system. They standardized our culture and creativity making it harder to discover anything outside of the mainstream flow. But, even if they pretends that we are enemies, we share a common interest: that you could devote yourself to your art without having to flip burgers. While their own is to earn money, regardless of your accomplishment.

Dear artists, would you embark on a pirate ship bound for the new world where fans and artists cooperate? Everything has to be discovered yet. Flattr is still anecdotal and, moreover, might be more an experiment than a solution. Many problems have to be solved. This is why we need you and your creativity.

Hoping to be able to Flattr you in a near future,

A pirate fan.

This text was originally published on ploum.net. A French translation is available.

 

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Easy to support podcasters with gpodder.net

We love when services integrate with Flattr. This weekend it happened again when the Austrian podcasting service gpodder.net enable podcasters and listeners to connect with us.

gpodder.net is a free podcasting webservice that connects podcast-clients. It lets users manage podcast subscriptions via the web and sync it to their clients on their computer and phones. They have an open API that client developers can use to integrate their clients with.

All podcasts on gpodder.net that include payment URLs now have Flattr buttons.

Auto-flattr
Similarly to Grooveshark gpodder.net implemented a neat automatic way to support your favorite podcasters. Just turn auto-flattr on and you’ll automatically Flattr podcast you listen to!

“Our goals with the Flattr integration were two-fold. We wanted to give
podcast listeners an easy way to Flattr content and give developers of podcast clients an incentive to integrate gpodder.net and get Flattr support “for free”, says gpodder.net’s Stefan Kögl.

Podcasts are hitting the roof in popularity. Brilliant we think. We have a podcast category in our catalog you can browse to find podcasts to listen to.

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2012 in review, it’s been a good year

2012 has been a year of heavy developments at Flattr. Among some things we introduced connections to make it easier to become flattrable, announced a revenue sharing program for partner sites and integrated with the music streaming service Grooveshark.

On behalf of everybody at Flattr I wish you a Happy New Year!

JANUARY
Developer challenge
To have an active developer community is crucial for us. With our well documented API  you can build cool new services on top of ours or improve your old one by adding the magic of micropayment.


The new catalog was born and we remade our categories

See what content is getting most flattrs in an array of categories and see what’s trending right now. A great way to find great stuff on the internet.

FEBRUARY
A-round of investment public
When you believe strongly in an idea it’s always a wonderful feeling when people agrees with you. Especially when they’re are doing it to the extend that they’re taking your side and is ready to join you on your journey to make the idea happen.

A Flattr widget for your site
We doesn’t say we’re a social service just because it’s cool. We truly are and we believe that it’s people, creators and supporters, that make the internet go round.

Embedded media in our catalog
A photo says more than a thousands words. A song can change the world. A tweet is richer than a link. It was a no-brainer to embed the media directly in our catalog.

The first version of our browser extensions
We’re constantly working to make it easier to flattr the content you like. Using our browser extensions is one of the most convenient ways to do it.

MARCH
Soundcloud and Gogoyoko
Music is always flowing at our office. Musicians is a group of creators that has struggled to make money on the internet. Our integration with Soundcloud and Gogogyoko is only the start to make it happen.

Facebook timeline integration
With a nice little box on your Facebook page you can now show your friends what you are flattring.

APRIL
We became social
Follow any Flattr user to see what they flattr in real time in the Social tab.

MAY
Improved way to use Flattr for one time donations
Sometimes you encounter creators you want to donate precise amount of money to. We improved Flattr to work for that use case as well.

Apple rejected Flattr in app store
Not the best moment in history, one that proved again that monopolies are bad. The podcasting app Instacast had proven that listeners wanted to support the creators with real money in an in app behavior. Apple didn’t like that they used Flattr and rejected a new update. We have a different view on what a Flattr is and when the payment is being made.
Techcrunch’s report on what happened: “Apple Rejects Apps Integrating Micro-Payments Service Flattr, Company Claims “It’s Not the End”

JUNE
Get money to Flattr when you shop at Amazon
Aflattr and Socialvest is two service to us to get refunds when you shop at big sites. Use them to get money to you Flattr account.


Meetup in Berlin
Had a great evening with some of our beloved German users.

JULY
Introducing connections

We are constantly thinking about how we can make more content flattrable. Under the course of the year we realized that we need to make any content flattrable, even of you use services like Twitter and Instagram.

AUGUST
Announced revenue sharing and our partner Platform
To encourage other services and sites to use Flattr we introduced a revenue sharing program. When people flattr content creators on a partner service 50% of what we make goes to the service, the creator still gets 90%.

Subscriptions made easier
Letting you automatically flattr a creator every month is the easiest way to give support over time. It’s a subscription and we made it even simpler.

SEPTEMBER
The ambassadors emerged from the shadows
There’s a group of flattr users that are helping us to develop the service on a daily basis. We decided to hook them up in a group to show are gratitude. And to invite you to join.

OCTOBER
New feature: send messages to your supporters
It’s a great feeling to see the result of ones contributions.


Opened an App Gallery
Third party developers are crucial to the development of Flattr. We introduced an App Gallery for you to find them and to show them our love.

NOVEMBER
Our friends at Nyheter24 integrated Flattr
The Swedish news site Nyheter24 started to use Flattr and decided to give the money they make to charity. Nice.


Integration with Grooveshark
A big thing for us. The music streaming service Grooveshark implemented Flattr buttons on artists profiles. A great way to support artists directly, right where you listen to them.
Evolver.fm & TechCrunch reported on it.

DECEMBER
We moved into a new office, and centrated on the release of new the Flattr!

Cheerio.

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I got mail

Last month we enabled creators to stay in touch with supporters by sending them updates. A great way to show thankfulness, brief about what the Flattr money has been used for and to give inside info about what’s next.

AlburjI just got a nice mail from James Albury, a citizen journalist in London. He uses Flattr on his Bambuser channel and is always in need of a better battery and other hardware to do better broadcasts.

Here’s a part of his email:

“Just a quick note to thank all the people who have generously donated to my Bambuser so far. Your contributions really have made a difference, I have improved battery packs, lighting and there are more cutting edge developments in the pipeline. It’s because of your support that this is possible.”

It’s awesome to get this kind insights. Made my day. Go support James and make sure you keep your supporters informed about what your are doing. If you use Bambuser don’t forget to connect your channel to Flattr.

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German sharing platform Spreadly adds Flattr

Spreadly is a german sharing platform for bloggers etc, that enables content to be automatically shared on multiple social networks thru one click.

SpreadlyAs of today readers on sites that use Spreadly can connect with Flattr to support the creators behind the content they share.

“Our cooperation with Flattr is absolutely logical. If someone likes content and takes the time to comment on it and share it, they are also inclined to reward their favourite content with a donation and thus demonstrate their appreciation,” says Marco Ripanti CEO and founder of ekaabo GmbH, the company behind Spreadly.com.

The Spreadly button can be installed on any web page. A click on the button shares the contents with their own networks contacts in social networks such as Facebook, Xing and LinkedIn, through Twitter messaging, via Tumblr blog and now by flattring it through Flattr.

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Swedish news site to add Flattr

We all have cravings for news, stories about what’s happening in the world around us is crucial to our understanding of both ourself and other people. We also know that the news industry is struggling to make money online. This is of course something we want to help fixing.

Therefore we’re happy to announce that the Swedish digital only news site Nyheter24 has implemented Flattr to all their articles.

To promote Flattr to readers they’ve added a nice graphic element above the Flattr button. Really smart, as a a way to communicate what Flattr is.

Nyheter24 has decided to give the money they make to charity. Each journalist decide which organization should get the money for flatters to their texts.

Nice one!

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Flattring artists with Grooveshark

We love music. But we know that it’s tricky to directly support artists on the internet. As a service trying to empower creators we don’t like standing to the side just watching. So we haven’t!

For a long time we have tried to crack how we can help artists to get money for the great music they make. So today we are both pleased and proud to say that the first step in this journey is live. A native integration with Grooveshark.com, the largest on-demand music and discovery service in the world. With 15 million tracks and over 30 million users. This latest update to their platform goes live to everyone today along with a new shiny new interface design.

Meaning, starting today you can support artists on Grooveshark with flattr and be sure that 90% (!) of your money goes directly to the artist!

The best part is that this is just the start. As we didn’t want to create a solution that only works on one single music service we have taking it a step further, this is how.

Bridging the gap between listening and flattring
We think that bridging the gap between consuming and flattring is the way to go. So it’s great that Grooveshark incorporated a simple but yet so beautiful feature they call “Listen and flattr”. When you have listen to a song the Artist will be flattred, automatically.

Universally identified artists
We want to connect artists from all different music services creating a system that flattrs the same artist and song independently of where people listen to it. The solution was to use a universal identifier for the artist. When you flattr an artist on Grooveshark what you really flattr is the Musicbrainz ID of that artist. Musicbrainz is a Wikipedia for music, a crowd sourced, open system. This allows any music service, site, or software the ability to follow the same or similar flattring approach. We think this is the real way it should be done as it connects services and opens doors rather than the opposite.

The unclaimed system in all it’s glory
We know there have been several attempts to collect money for creators that have not yet agreed to receive it. This approach has been proven to be a poor model. So we use our unclaimed system for flattring artists. Until the artist have signed up to flattr and we verified and connected them to their Musicbrainz ID, all flattrs are pending. This makes it possible for fans to show they want to support artists without allocating the funds before the artist is ready to receive them. A pending flattr becomes real the very instant the creator signs up. In the integration with Grooveshark it has made it possible to flattr over 250,000 artists at launch.

Music loves the internet and the potentials we have seen for musicians so far is just the tip of the iceberg, we hope we can help the world get the rest of it up in the air!

Time to get a flattr account, head over to Grooveshark and connect flattr in the grooveshark settings.

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