The Shape of the Future

As opposed to many theorists who like discussing video games, Scott Steinberg actually spent his time in the trenches, working on game dev and publishing, before moving more firmly into writing about the future. That might help explain why I have been enjoying his “The Shape of the Future” and its insights on planning for uncertainty.

I found one of Steinberg’s quotes especially applicable to what the Emperor of the Fading Suns Enhanced team and its mod community have been doing to make this 30-year-old-game relevant to modern gamers:

“The same principles apply whether you’re building software, organizations, corporate cultures, or transportation – or toys, video games, or consumer packaged goods, for that matter. The question isn’t whether your strategies, solutions and systems will face changes – it’s whether your system will be forced to change in turn, or whether it will proactively embrace change and be the agent of its own evolution.”

When we first designed Emperor of the Fading Suns, the idea that it could evolve was laughable. It would launch on a CD and be sold in a box in modern brick-and-mortar stores like Software Etc. and Electronic Boutique. We might release a patch of two via cutting-edge magazines like PC Game and Computer Gaming World, but after that, it would live or die on its own. We frankly thought we were being especially proactive and responsive by releasing patches for the next several years, all the way to 1.4. We funded this continued support not through our publisher Segasoft, which never even provided us a royalty report, but through sales of the Fading Suns roleplaying game.

In fact, our philosophy about the tabletop industry aligned much more closely with Steinberg’s view than did our digital game philosophy. Regular supplements to Fading Suns continued to breathe life into the universe and let us address our players’ constantly shifting interests.

Now, with Emperor of the Fading Suns Enhanced, the team has released more patches and updates than I ever expected for this game. Yes, a lot of games that sell DLC release more, and on a more regular schedule, but ours are free for anyone who bought the base game, and take shape in response to requests from the community.

Few of these involve bugs anymore, but are usually what our players classify as QoL – Quality of Life – improvements. Steinberg calls this “Systems that Help People Become,” in that the improvements give players the chance to decide how they want to play the game, rather than be locked into fixed systems.

Our modders take this to an even greater level. They use our systems in ways we never envisioned to create entirely new experiences. Not all our game systems are modder-friendly, but the modders input and support has made them much more so. This is because the moddable parts of EFSe are what Steinberg calls “Composed of Clear Parts, Not Imposed by Centralized Authority.”

The modder who created the Hyperion mod for EFS more than 20 years ago, which Wikipedia calls out in its article on our game, probably exemplifies this best. He has stayed active with the game and played a critical role in creation of the Enhanced version. Now his enhanced version of this classic mod is coming out, and it highlights what he helped EFSe (or at least parts of it) change into – Distributed, Modular, Purposeful, Adaptable. 

Steinberg lists those four attributes as key for systems trying to stay relevant in the face of constant change. While we did not consider these key in 1997 when we first released the game, they have certainly taken on that role today.

Oh, yes, and the shape of the future is definitely Fading Suns-shaped 🙂

Twitchy Steam Key Vendors

I meant to write about this when we launched Emperor of the Fading Suns Enhanced last year, but releasing Machiavelli the Prince Enhanced last week reminded me of it – all the people who claim defunct Twitch accounts to use them for their own skeezy purposes.

Right after launch, we received AI-generated emails from people claiming to have Twitch accounts and wanting to stream the game. At first glance, these look pretty good – several thousand followers. Dig a little deeper and you quickly see that they have not streamed in three or four years.

I know there are game devs who give keys to anyone who asks, believing that the few legit requests outweigh all the illegitimate key resellers. However, I find it especially objectionable that people are setting up these retired Twitch streamers to take the blame. I doubt any of these scam emails actually have access to the Twitch accounts, and are instead pointing to them to give them a cloak of legitimacy. Still, indie devs who give the keys are likely to blame the streamers when it gets resold, not their own naivety.

A lot of Twitch streamers do have a reputation of asking for free copies and never streaming the game. I am very happy that I have found a lot of legitimate streamers, both in the Stream Atlanta community and beyond, but I understand why so many indie devs are leery. I wish Twitch had a way for streamers to keep their accounts but have a big “On Hiatus” sticker for any who have not streamed in six months of more. However, there is definitely no incentive for Amazon to implement this easy fix.

Selling Games on Steam

This article, about how many games do not turn a profit on Steam, has been making the rounds. The problem it highlights is legitimate, though it does not take into account how many of these are student projects, in early access, etc.

Even with these issues, and having sold games in physical stores, on mobile, on consoles, and in the modern online stores (Steam, GOG, Zoom Platform), I much prefer the last category (though seeing your game in a box at Target is a thrill). Yes, HOLISTIC DESIGN, INC. games face A LOT of competition on them every day, but these channels also give us sales year after year, as well as the chance to improve our games and find their audience.

We rereleased Emperor of the Fading Suns on GOG.com about five years ago, and it sold all right. When we released the Enhanced version in 2022, sales on GOG jumped. When we released the (even more) Enhanced version on Steam this year, sales on both platforms jumped again. There is no way we could have done this through any of the other sales channels, especially considering our near $0 marketing budget.



Steam is certainly not perfect, and issues like AI slop are definitely going to test it. Still, the sheer number of devs on it, the many who are making money, and the number of players who now have access to indie games they otherwise would never have seen, speak to its value.

I am not as concerned as the author about the low revenue of many Steam games, since the sheer quantity means thousands of games are still making money. Steam also offers a nice long-tail effect. My main concerns with Steam are its problems attracting a new generation of gamers, who are more active on mobile, Roblox and Fortnite. I am glad those platforms exist, but the discoverability problems for indies are even greater on them.

My favorite aspect of Steam, and the one I wish they would emphasize more, is the focus on community. The secret for success on Steam is good game + good community + continuing support x time. Tripwire Interactive’s Killing Floor was one of the early indie successes on Steam and proved this well, and its games continue to prove it to this day.

At DreamHack Atlanta this weekend, we will have more than 70 indiegame developers looking to break through the noise. You can see some of them in the DreamHack Indie Playground Steam sale. A fair number of them have the chance to succeed on Steam, and you get the chance to try them first 🙂

EDIT: I have been reading Walter Isaacson’s biography of Leonardo DaVinci, and he discusses how the master worked on the Mona Lisa for well over a decade, and was still working on it when he died. I love that some devs are continuing to work on their older games – tweaking them, fixing bugs, and adding new content. This was something we could not do when we sold games in boxes, and I hope more devs take advantage of this Steam/GOG ability until we have a Mona Lisa-quality game.