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	<title>Building Browsergames &#187; forumwarz</title>
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	<description>Ever wanted to build a browsergame?</description>
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		<title>Post-mortem: Forumwarz &#8211; We&#8217;re not dead yet!</title>
		<link>http://buildingbrowsergames.com/2009/02/16/post-mortem-forumwarz-were-not-dead-yet/</link>
		<comments>http://buildingbrowsergames.com/2009/02/16/post-mortem-forumwarz-were-not-dead-yet/#comments</comments>
		<pubDate>Mon, 16 Feb 2009 14:00:12 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[postmortem]]></category>
		<category><![CDATA[forumwarz]]></category>

		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=762</guid>
		<description><![CDATA[In addition to doing an interview with us, Evil Trout from Forumwarz also wrote a post-mortem. Here were his thoughts:
For most retail computer and video games, once your game gets shipped into stores, the job is done. Sure, there may be bug fixes or future downloadable content, but those require a skeleton staff and minuscule [...]]]></description>
			<content:encoded><![CDATA[<p>In addition to doing an <a href='http://buildingbrowsergames.com/2009/02/12/interview-evil-trout-from-forumwarz/'>interview with us</a>, Evil Trout from <a href='http://forumwarz.com'>Forumwarz</a> also wrote a post-mortem. Here were his thoughts:</p>
<p>For most retail computer and video games, once your game gets shipped into stores, the job is done. Sure, there may be bug fixes or future downloadable content, but those require a skeleton staff and minuscule budgets compared to the development of the initial game.</p>
<p>On a browser game, the process is a bit different. Since there is no physical product shipping out in flashy boxes, you can deliver new content with virtually no deployment costs. However, in this sense, it means the job is <em>never</em> quite done. It becomes a constant effort to continuously improve the product. It also becomes trickier to try to sell it.</p>
<p>So this article will be a little different than a &#8220;post mortem&#8221; on a typical console or retail game, as I am still actively working on the project. Forumwarz is my full-time job. At any given time we have a lengthy list of enhancements we want to add to the game. In a given week, I typically deploy 10 to 30 updates. Most of them are small bug fixes or enhancements to streamline the process, but sometimes they are larger features that make up entirely new components of the game.</p>
<p align='center'><a href='http://forumwarz.com'><img src='http://buildingbrowsergames.com/blog/media/img/forumwarz/forumwarz-logo.png' alt='Forumwarz Logo' /></a></p>
<h2>What&#8217;s Forumwarz?</h2>
<p>Forumwarz is a parody role-playing game. You play it in your web browser. The hook is, instead of playing as a knight battling orcs in dungeons (or whatever), you role-play an Internet user &#8220;pwning&#8221; fake internet sites. Yes, that&#8217;s right: Forumwarz is an Internet game where you simulate an archetype of an Internet user. You can play as a Troll, Emo Kid, Hacker, Camwhore or Permanoob. Within the game&#8217;s universe, there are hundreds of fake internet sites that you navigate to, leveling up, gaining new abilities and employing new equipment. You also meet and interact with all sorts of interesting and sometimes bizarre characters along the way. We like to call it &#8220;the Internet â€” in game form.&#8221;</p>
<p>Our team is quite small. I&#8217;m Robin &#8220;Evil Trout&#8221; Ward, the only full-time employee and I&#8217;m responsible for the programming. I came up with the initial idea for the game. Our head writer is Mike &#8220;Jalapeno Bootyhole&#8221; Drach and our third partner is Jason &#8220;BINGEBOT 2015&#8243; Kogan. I&#8217;d say at this point all three of us are game designers and heavily involved in every aspect of the game&#8217;s development.</p>
<p align='center'><img style='height:411px;width:263px;' src='http://buildingbrowsergames.com/blog/media/img/forumwarz/cool.jpeg' title="Anybody can be cool...but awesome takes practice" /></p>
<h2>The Perks</h2>
<p>It is awesome to have created something from nothing (okay, nothing but a high-speed internet connection and healthy dose of caffeine). A few years ago, Forumwarz was just an idea, and now it&#8217;s a game that players enjoy every day. I remember the first few pieces of fanmail I got and how awesome it was to hear people gush about it.</p>
<p>My professional background in programming before Forumwarz was J2EE and PHP, although I&#8217;d dabbled in many other languages in my spare time. For Forumwarz, I decided to try out Ruby on Rails because I&#8217;d heard positive things about it. I quickly fell in love. </p>
<p>Ruby made all other programming languages look ugly to me. Rails made complicated web tasks simple. I found it easy to jump in and start learning, but hard to master. I am still learning to this day and it&#8217;s a huge privilege to be able to work with it.</p>
<p align='center'><img style='height:464px;width:309px;' src='http://buildingbrowsergames.com/blog/media/img/forumwarz/woman.jpeg' alt='old woman in a shawl' /></p>
<h2>The Doubt</h2>
<p>Before I worked on Forumwarz, I was a web developer who implemented other people&#8217;s ideas. This sometimes meant doing things that I thought were wrong for the products I was working on. Don&#8217;t get me wrong: I understand that I was building software for other people in exchange for their money, and I was happy to build things however they wanted it. But there was always this feeling in the back of my head that, &#8220;Wow, if that was <em>my</em> money I would do things differently.&#8221;</p>
<p>It&#8217;s one thing to constantly tell yourself that you wouldn&#8217;t make the same mistakes that other people make. It&#8217;s something completely different to step up and start putting your money where your mouth is. In fact, it&#8217;s downright terrifying.</p>
<p>I remember when I first started telling people about the game. Some were friends and family. Some were members of the local Ruby/Rails community. I must have explained the concept several dozens of times. I am not exaggerating when I say that, save one or two exceptions, I always received a blank stare. It wasn&#8217;t hard to read their reactions: They either didn&#8217;t understand the idea or, worse, thought it was stupid. The honest ones even told me so (and I appreciated it)!</p>
<p>If I could go back in time and give myself only one piece of advice it would be: <em>Doubt is normal.</em> If you are investing your time and money in a new venture or project, you <em>will</em> doubt yourself. </p>
<p>I worked for over a year on Forumwarz before we opened it up to the public. I kept up a furious pace of development, working 10-12 hours a day, usually taking one day a week for rest. I was investing an enormous amount of time in something that I couldn&#8217;t even explain to people properly! Before we launched our beta, I&#8217;d tell myself on sleepness nights that at least it was a blast to learn, and it gave me the opportunity to fall in love with Ruby on Rails, so it wouldn&#8217;t matter if only five people ever liked it. Still, I knew there was <em>someone</em> out there who would get the joke.</p>
<p align='center'><img src='http://buildingbrowsergames.com/blog/media/img/forumwarz/abort.jpeg' alt='Abort! Abort!' /></p>
<h2>Launch</h2>
<p>We launched the game in an invite-only beta on Halloween 2007, through the popular Something Awful forums. Hundreds of people played that day, and we watched them post their responses. Our entire team was blown away at how much positive feedback we received right out of the gate. </p>
<p>To this day, it remains one of the most positive experiences of my life. I learned a valuable lesson: Just because other people don&#8217;t get excited about your idea doesn&#8217;t mean it&#8217;s a bad one. I&#8217;m not sure if I was just terrible at delivering the pitch. Or maybe Forumwarz is a game that&#8217;s simply better experienced than explained. It&#8217;s likely a bit of both.</p>
<p>We took off the &#8220;beta&#8221; tag and opened our doors to the public in early 2008. We quickly grew to 30,000 accounts. In October, we launched our second episode of the storyline which had a small fee ($10) to play. Shortly thereafter we hit 100,000 accounts and have been growing aggressively since. Word-of-mouth recommendation and positive feedback from influential sites like Wired.com and Gawker gave us the initial boost in membership, and we&#8217;ve followed up by advertising wherever we think we have a chance of being noticed. Now, after about a year of being open to the public, we&#8217;ve seen more than 130,000 people sign up for the game. I can finally say with confidence that more than a few people <em>do</em> get the joke.</p>
<p align='center'><img src='http://buildingbrowsergames.com/blog/media/img/forumwarz/family.jpeg' alt='a photo of a family' /></p>
<h2>Growing Pains</h2>
<p>Scaling from 1,000 users to 100,000 users in one year presents a great deal of difficulties. When I say &#8220;scale,&#8221; I am not simply referring to the site&#8217;s performance (although we underwent several major hardware and software upgrades to sustain the load). I am also referring to the infrastructure you need to deal with a community that large.</p>
<p>If your forums get 1,000 posts in a day â€” especially on a site that&#8217;s essentially &#8220;about&#8221; flaming forums â€” will you have the resources to moderate them?</p>
<p>What about bug reports? Would you expect that many users will submit a bug reports just because they can&#8217;t solve a puzzle in the game?</p>
<p>A small percentage of your users will try and hack your site. Most people are smart enough to avoid SQL injection, but is your site safe against XSS or XSRF attacks? And there are other, less immediate issues related to having a suddenly large community. Some users will simply email you with personal comments and you&#8217;ll seem ungrateful if you don&#8217;t reply. In a given day, I receive hundreds of emails related to the site (errors, correspondence from users, bug reports, etc). If I responded to each one I wouldn&#8217;t have any time to work on the game at all!</p>
<p>This is something we are still very much working on. We have elected a couple of moderators who are doing a great job maintaining our forums. We recently launched a knowledge base to help people find answers to their questions, but it&#8217;s far from perfect. I know that we&#8217;ll never be able to help every user through the game, but we want to make sure that people have as close to a painless experience as possible.</p>
<p align='center'><img src='http://buildingbrowsergames.com/blog/media/img/forumwarz/whiteboy.jpeg' alt='Robin Ward is...Poor Little White Boy 2' /></p>
<h2>Having a thick Skin</h2>
<p>Gamers are awesome because they&#8217;re often intelligent, focused and passionate. However, that also comes with the side-effect of them often being quite opinionated.</p>
<p>Gamers will criticize just about every decision you make. A certain percentage of it can be ignored as trolling, but sometimes I&#8217;ve made decisions that I thought were in the best interests of the game and it wound up upsetting many people. </p>
<p>Forumwarz has evolved to encompass many different gameplay styles that all interact in one game ecosystem. As I mentioned before, our team is small. We do our best to think things through, and we often solicit our users for feedback on upcoming features. However, in my experience, no small group can effectively predict how tens of thousands will use a new gameplay feature. We do our best when we launch new content, but the real testing is done when all those eyeballs fall upon the page.</p>
<p>If there is a major problem with something, it shows up <em>immediately</em>. Fortunately, since the game is web-based we can deploy updates quite quickly. In fact, I have gotten somewhat used to only launching a feature when I&#8217;m sure I&#8217;ll have a couple of days set aside to throw up patches to address any initial issues.</p>
<p>As I said, most of our users are passionate because they truly love the game and want it to be the best game on the web. Their feedback is invaluable. Others, however, can be quite mean. If your project ends up attracting any kind of sizable community, be prepared for nastiness. People will say hurtful things, and they will make it personal. Sometimes I find it hilarious (like when they Photoshop my head onto images) but other times it does sting. So make sure you have a thick skin!</p>
<p align='center'><img src='http://buildingbrowsergames.com/blog/media/img/forumwarz/moon.jpeg' alt='The moon, with a signal on it' /></p>
<h2>The Road Ahead</h2>
<p>I recently read a comment on the Hacker News (<a href='http://news.ycombinator.com/item?id=424111'>http://news.ycombinator.com/item?id=424111</a>) that resonated with me:</p>
<blockquote><p>I asked Jessica Livingston to speak at the business of software conference, and I suggested that<br />
she talk about all the ways Y-Combinator startups fail. &#8220;That would be boring,&#8221; she told me, &#8220;it&#8217;s always they same thing: they just stop working on it.&#8221;</p></blockquote>
<p>As someone who has started hundreds of software projects in my lifetime (most of which only lasted a few hours of development), I fully understand this. Keeping a web business online involves working hard through many periods of doubt. Most people don&#8217;t stop because they are starving to death and can&#8217;t feed their family; they stop because they have grown tired of it or have been discouraged by some kind of recent event (perhaps income drops, a new feature was a disaster, etc).</p>
<p>I&#8217;m quite proud of Forumwarz and the community it has spawned. It is worth the occasional sleepness night or headache to keep it going. Ultimately, it&#8217;s been quite rewarding to work on and I will continue doing it as long as I possibly can. If I hadn&#8217;t persisted through the doubt when this started two years ago, I&#8217;d still be developing other people&#8217;s ideas and wondering if anyone would get the joke.</p>
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		<title>Interview: Evil Trout from Forumwarz</title>
		<link>http://buildingbrowsergames.com/2009/02/12/interview-evil-trout-from-forumwarz/</link>
		<comments>http://buildingbrowsergames.com/2009/02/12/interview-evil-trout-from-forumwarz/#comments</comments>
		<pubDate>Thu, 12 Feb 2009 14:00:44 +0000</pubDate>
		<dc:creator>Luke</dc:creator>
				<category><![CDATA[interview]]></category>
		<category><![CDATA[forumwarz]]></category>

		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=725</guid>
		<description><![CDATA[Back when I asked who Building Browsergames should approach, you all commented and e-mailed with your thoughts on games you&#8217;d like to hear from. Some, like Travian, have already told us that they will not be talking to us. However, some games have responded favorably, and I am hoping to post their responses in the [...]]]></description>
			<content:encoded><![CDATA[<p>Back when I asked <a href='http://buildingbrowsergames.com/2008/12/18/who-should-building-browsergames-approach/'>who Building Browsergames should approach</a>, you all commented and e-mailed with your thoughts on games you&#8217;d like to hear from. Some, like Travian, <a href='http://buildingbrowsergames.com/2009/01/22/travian-closed-the-door-were-opening-it/'>have already told us that they will not be talking to us</a>. However, some games <strong>have</strong> responded favorably, and I am hoping to post their responses in the coming weeks.</p>
<p>One of those games was <a href='http://forumwarz.com'>Forumwarz</a> &#8211; I managed to get in touch with Evil Trout, the developer, and ask him a few questions. His answers are below, and I&#8217;m hoping that we&#8217;ll see a post-mortem soon.</p>
<h2>Tell us a little bit about Forumwarz.</h2>
<p>Forumwarz is a parody role playing game about the Internet. Instead of playing a wizard slaying goblins in dungeons, you can play as a camwhore &#8220;pwning&#8221; forums on a fake version of the Internet. You communicate with bizarre non-player characters via an instant messaging interface, buy things from online stores and basically laugh the whole way through.</p>
<p>Honestly I&#8217;ve always felt the game is better played than explained, so if you head on over to <a href='http://www.forumwarz.com'>http://www.forumwarz.com</a> and click &#8220;New Game&#8221; you can start to get a feel for the game before you even have to register for an account.</p>
<h2>You launched a second episode of Forumwarz a while ago that was &#8220;pay to play&#8221;, and caught some flack from players. Was it what you expected?</h2>
<p>It was always part of the plan to charge for future episodes. In fact we talked about it back in early interviews: <a href='http://waxy.org/2008/02/forumwarz/'>http://waxy.org/2008/02/forumwarz/</a></p>
<p>In early 2008, we didn&#8217;t hear much about it, but as Episode 2 got closer to release we started getting a lot of feedback. As you pointed out a bunch of people had negative things to say and yes, we did expect that. People would always rather play something for free than have to pay for it!</p>
<p>I think a lot of people didn&#8217;t understand that it costs money to run and develop a game. We weren&#8217;t asking for money out of greed, it was to cover our costs and to continue to improve the game.</p>
<h2>What are your thoughts on charging for your game?</h2>
<p>I&#8217;m happy to say now that it has worked out quite well for us. A few people predicted it would be the death of Forumwarz, but things are more active now than ever! We recently passed the 120k user mark.</p>
<h2>Is there anything you&#8217;d do differently for the next episode?</h2>
<p>We had a very aggressive timeline for Episode 2 that nearly killed me <img src='http://www.buildingbrowsergames.com/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  I think for Episode 3 will we give ourselves a longer timeline and use that to make it even better.</p>
<p>One of my goals is to make the battles and equipment more varied. Pwning forums is fun, but I think it could be a lot more strategic.</p>
<h2>What first got you into browsergame/PBBG development?</h2>
<p>I&#8217;ve always been obsessed with gaming, and I&#8217;d been working in web development for years. It was a logical jump, I think, to try and create a browser game. To be honest I&#8217;d barely played any before, I just wanted to try out my idea of forums as a game!</p>
<h2>What made you choose Ruby on Rails as a platform for Forumwarz?</h2>
<p>I&#8217;d been working in J2EE for years and had grown quite sick of it. I&#8217;d heard a lot of buzz for Ruby on Rails around the web, and I downloaded Rails to just dick around with it. I didn&#8217;t think I would take to it as seriously as I did. I just loved how quickly I was able to get stuff done. It didn&#8217;t take me long to get hooked.</p>
<h2>What was your most significant challenge building Forumwarz?</h2>
<p>The hardest part is having all these awesome ideas and not enough time to get them done! Also, gamers tend to be very passionate about games and that makes them quite critical at times. You have to have a thick skin, because every day a dozen strangers are going to tell you how you could be doing your job better <img src='http://www.buildingbrowsergames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h2>What was the least significant challenge?</h2>
<p>Probably the discipline to work on it every day. I know some people have problems committing to projects, but if you really love what you&#8217;re working on it should be easy to devote lots of time to it (or maybe I&#8217;m just a masochist.)</p>
<h2>What plans do you have for forumwarz, going into the future?</h2>
<p>We have a bunch of cool aspects we want to build on top of it to make it more interesting, as well as our commitment to getting Episode 3 done and to conclude the current storyline.</p>
<h2>Do you have anything to say to budding browsergame developers?</h2>
<p>Just work on something you really enjoy. I think the rest comes easy.</p>
<p></p>
<p>You can check out Forumwarz at <a href='http://forumwarz.com'>http://forumwarz.com</a>.</p>
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