07/22
Announcing Ridiculous Fishing Prematurely ¶
Well it looks like I can finally announce that I’m working on a game called Ridiculous Fishing (Radical Fishing for iOS) with Zach Gage and Vlambeer. Working with Vlambeer and Zach has been awesome so far. They wanted me to do whatever I wanted with the art style and I had a ball with that kind of freedom. At first I wasn’t sure if I’d come up with something that was a good fit but after some toiling early on I struck on a cool 45degree/90degree pixel grid thingy in Illustrator and fell in love. The rest of the team dug it too and we were off!
As for the game, Ridiculous Fishing will feature a boatload [heyooo!] more achievements, areas and other cool stuff that we’ll keep under the hood until release. The core design will be the same as Radical Fishing but the controls and game will be a lot more immersive on iOS devices. We’re really pumped for the game and I can’t wait to show you more, so here:
So there you have it, stay posted for updates and so on but there’s a bit more to this post that I really want to get off my chest. Specifically the “prematurely” part of this announcement. Basically we’re announcing this news before we’re ready to because a quasi-clone of Radical Fishing has been announced for iOS. It’s called Ninja Fishing and it’s a game that appears to play exactly like Radical Fishing but includes a ninja with a sword instead of a fisherman with a gun. When we saw the footage, our hearts sank because we knew we wouldn’t get it done in time to be first-to-market. Now I don’t want to get into the larger debate of patents and all that nonsense. Game design is game design and should influence others and be built upon. I understand that everything is a remix of everything that has come before it and there is no such thing as a purely original idea if you examine it deeply enough.
But what I do want to talk about is money. This is about money, and making it as an indie shop in a huge ocean of competition. Vlambeer is a couple guys from the Netherlands, almost indentical to Mike and I, who are trying to scrape together a game development studio independently. It’s really fucking hard. It took Mikengreg about 3 years of incubation and living well below a burger flipper’s wage to come to a point where we didn’t have to work every waking hour of the day to pay rent.
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Early, we made our living making free flash games that we would sell for sponsorship. Usually the sponsorship was a lump sum type of payday and we would then take that money and pay our bills while working on the next game that would hopefully net a little bit more, leap-frogging these games while becoming better at making them. That worked to some degree but never truly got easier until we put out our first iOS game, Solipskier. Now we had people paying us “directly” for a product and we were introduced to the concept of a revenue stream. It offered us stability, a decent quality of life (compared to before) and moreover, a way to make a much cooler game the next go-round.
That was all great and we didn’t encounter much resistance along the way. In fact we were very fortunate because we showed it to our awesome indie friends, one of which got us in contact with Apple and they featured us in the New & Noteworthy section. But it didn’t come without sacrifice. We did a simultaneous release of the Flash version of Solipskier alongside the iOS version to ensure that cloners wouldn’t take a second look at beating us to the market. But to do that we had to make an entirely new game, Liferaft: Zero, during Solipskier’s iOS development and sell it before it was ready so we could get the money to pay rent. It was a really tough decision, we made the right call no doubt, but that situation was highly stressful due purely to our financial situation.
Vlambeer took a very similar path as a company, making flash games which they got sponsored to pay their bills in order to make the next game. In fact before they started their company they contacted us and we shared with them how we made a living at making these small flash games (Solipskier iOS handn’t been released yet). Those numbers convinced them that they could do it too, so they started Vlambeer. Out popped Radical Fishing, then they went to market with Super Crate Box and so on. But in the meantime Gamenauts saw Radical Fishing and decided that it was ripe for the picking. Vlambeer would then make Luftrauser to pay more bills and continue making games while Gamenauts sets out to HDify the Radical Fishing design with an all-too-familiar-middle-of-the-road-McDonalds-hamburger art style. Sure the art is different but it’s just a prettier, more labored-over version of Radical Fishing’s original art… with an obese ninja.

So my point is not that Gamenauts is doing something illegal or that original creators should be able to lock down design with patents or other nonsense, my point is about common decency and the little guy getting fucked over by a studio that is both creatively and morally bankrupt. This kind of thing is so common today that flash developers, essentially doing R&D for anyone that cares to watch, expect this kind of excrement to rain down on them if they wait too long, furthering the anxiety of making games on your own without a safety net.
It’s very easy to browse the internet, play games all day and find one that will work on a platform like iOS. But why support the people that are so disconnected to the art of making video games that they fear changing too much of the original game they are “inspired by” as to make it distinguishable from the original? Why can’t the game be about an alien construction worker in a huge drilling machine plunging into an endless concrete skyscraper to retrieve office materials/workers/computers then tossing them into the sky and picking them out of the air with nail guns? I came up with that just now on the spot and it took me about 30 seconds. They didn’t change the theme because they have no idea, really, why the game was successful in the first place. And if they do, they certainly have no clue how to reach it on their own, in earnest. If they change too much about a game they are to ripoff, it might not have everything in it that made it a success in the first place and this is all about capitalizing (monetarily) on Vlambeer’s creativity and prowess as top-shelf game designers. Nothing more.
It’s complete bullshit and nobody with this knowledge should stand for it. You can be “right” with whatever counterpoint you want to make on the subject. “It’s futile to fight it, cloning and all its forms will always happen so just fold it into your plans.” “It’s a slippery slope trying to protect ideas and designs, where does it end?” Sure that’s fine. You’re right. But this isn’t the supreme court. Complacency and etc. contributes to the fact that this means it’s a HELL of a lot harder to make it as an indie game designer on this path of freeware->iOS that could work so well for so many talented, aspiring game developers. It can keep victims of this nonsense in the hobbyist category, or just below the comfort level of being able to live a decent life. The people that ought to be rewarded monetarily for their spirit and creativity cannot simply work hard and produce beautiful things. Cloning will never end, but that doesn’t mean we should be silent about it and accept cloners “crediting” us for “inspiration.” It’s extremely insulting.
Great Post. Honestly, it Makes me think twice about how much I share even though I’d love to share the process of my game’s development with the world as I’m making it.
Burton
I love the honesty because that is exactly what needs to be said. These guys are thieves no matter how innocent they pretend their ambitions to be. I agree with Burton too in that It absolutely affects how much I want to share about my own game knowing that such people exist.
I’m not too worried for you guys though, the ridiculous fishing style is the best thing I’ve seen in a long time. The people will want it. Nice work!
Tyrone
Stands and Applauds
Colin Northway
:)
Zach
I know it sucks, but try to treat this as a chance to make as much noise about RF as possible. Get magazine coverage because of it, stir the pot, cause an uproar. But don’t be dicks, be the rational, friendly indies that are being targeted by douchebags. BE awesome and steal NF’s thunder right back for yourselves… Because in the end Gamenauts even had to clone their bloody company name.
dislekcia
that pretty much says it.
Jordan Fehr
radical fishing is amazing and I will buy Ridiculous Fishing day one.
Lewie Procter
IT is a shame when things like this happen. Unfortunately, small time devs need to prepare for occurrences such as these when releasing in an environment as saturated with clones and crap as the iOs marketplace. With so much potential cash to be made, companies with a slimier mindset will always be looking to take advantage of the goodwill of others, especially those with limited means of fighting back. I completely agree that we should not stand for this kind of behavior at all.
Bean
Crush the castle anyone? Sorry you guys wont be first to market on this one, but can’t be surprised that mobile is CANNIBALIZING the flash games market. Also on the topic: http://bit.ly/o0VPTZ
Anyway, I look forward to playing your game when it comes out, good luck on the launch.
jethro
IMO keep your cards close[r] to your chest.
I entertain myself by spotting the parallels between “indie”, aspiring “rock star” software development and “indie”, aspiring “rock star” musicians. this one shapes up similar to “go visit w/ ur favorite band on their tour bus. play them ur new kick-ass demo. hear ur songs on their ‘new record’ in 6 mos.”
I don’t “support” gamenauts and I certainly appreciate how evil they are. (Never even heard of them before today.) But i’d chalk all these lessons up to “LIfe’s not fair”. The only way to get lazy, greedy scumbags to do the work on their own and play fair, is to leave them no alternative.
there is a balance between pre-release hype (which lord knows the mainstream industry has abused beyond belief, down to teaser vids of the devs taking a s***!) and secrecy to protect your ideas. in the absence of any *legal* protection, i’d personally lean toward the secrecy.
gl.
random visitor who will never buy an ios product
I’ve only just come across you guys from a Ninja Fishing review on the APp Store, whilst actually writing my own review on the game actually. It kinda stopped me in my tracks. But my question is, how can you be sure that gamenauts stole the idea? Is it possible that they just had the same idea at the same time? Coincidences like that can happen.
Tru
It’s not possible. We are sure that Radical Fishing directly “inspired” Ninja Fishing.
aeiowu
Are you sure they just didn’t come up with exactly the same game idea after radical fishing came out? with the same upgrade shop mechanics, the same setting, basically a 99% similar game in all ways that matter? I mean, it’s possible, right?
sleazy cloners will always get away with their work. i’m not talking legally, I mean most people just won’t care. and I think it just comes down to how hard it is for people to see the difference between, say, a 20% clone of another game, and a 99.99% clone of another game. to the vast public, there’s apparently just no difference. hell, the guys that cloned desktop dungeons wholesale had people that defended them.
anyway, love vlambeer, love solipskier (permanent place on my ipod), sorry that the industry is such total crap for innovators.
Kepa
yea i’m 100% positive. trust me, i have my sources. thanks for the kind words.
aeiowu
Sorry, was being sarcastic on the “are you sure???” part, guess it doesn’t come across too well in big bubbly caps font
Kepa
haha alright, my bad. makes more sense now, it’s just that it came into question earlier. :)
aeiowu
well I didn’t know about either game, but now I do, and will buy yours. so there’s a positive; publicity.
jamie
I won’t buy your game. You cry too much.
Anonymous
wow. i heard about this a while ago but i honestly didn’t know it meant this much to you. it’s truly a shame that there will be people who think you’re copying ninja fishing once it’s released. and like burton & tyrone & all the others said, this has definitely affected how much i’m will to share about personal projects… but on the other hand, if you don’t share and someone *does* have an idea similar to yours, and gets it to market first, you’ll be the thief. and that’s even worse because it wouldn’t even be a case of stealing. but if you share all your ideas without capitalizing on them they’ll be stolen! catch-22.
also i really hate commenting in all caps. who thought this was a good idea.
7hesama