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Special Episode: The State of Homebrew 2024


Scrobins

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A Homebrew Draws Near!

A blog series by @Scrobins

Special Episode: The State of Homebrew 2024

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Homebrew continues to evolve at a steady pace. A few years ago, I solicited input from the community on a survey I made and used the results as a snapshot and symposium of the state of homebrew. The results afforded some meaningful insights that helped me better understand the community and added nuance that challenged my assumptions. While enough time hasn’t passed to revisit the same questions, it feels like a good time for a new snapshot covering new questions of concern.

I posted a new survey for the community, inquiring into topics that seemed to come up again and again lately, such that I wanted to see if there was a consensus view to the pressing questions of the moment, or what insights would emerge if people were asked to articulate their thoughts. While some respondents roasted me because apparently they wanted to take the surveys but not be required to answer every question (which seemed strange to me), most provided fascinating answers. Though homebrew is a niche within a niche, and I by no means expected a large sample, I am grateful to the 31 people who participated.

I originally asked these questions in May 2023, and I didn’t take a close look at the responses until the following January, when I was ready to begin preparing this post. Picking up this project after a few months of not looking at it has helped to separate me from my original opinions on these subjects and hopefully withhold judgment on others’ thoughts toward them. I want to appreciate the range of perspectives you all have, and I am excited to digest this community’s views, presenting a sort of symposium on the issues faced by the homebrew community.

For this Second State of Homebrew, I wanted to touch on subjects that were important to the homebrew community. One topic seemed obvious: where do people draw their own lines with regard to piracy in gaming, both generally as well as where homebrew is concerned? As the developers creating for this niche run the gamut from experimenting hobbyists to industry veterans to companies with serious capital supporting them, questions of how players view piracy here can have a significant impact, especially where the game is still available, is only available in a particular format, or is only available on the secondary market at a high collector’s price.

In a completely different train of thought, I wanted to gather information that might be useful to homebrewers and the larger community. How is everyone getting their homebrew news? What add-ons appeal to them in Kickstarter campaigns that might nudge them to back at higher tiers? This also seemed like a good opportunity to crowdsource everyone’s thoughts and report back any consensus that appeared. As a result, maybe future Kickstarters can be more appealing or be inspired to offer newer, more intriguing add-ons.

What feels especially important to me is how I’ve encountered other pieces of these conversations in the months following the survey. Hot takes on Twitter (I will never call it X) continue to spew forth insights or colorings of the piracy, preservation, and purchase debate.

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And illustrative metaphors drive the point further

Meanwhile at Midwest Gaming Classic earlier this year, I spoke with a few homebrewers who openly wondered what add-ons encouraged interested in their Kickstarter campaigns and were curious to read the results of the survey.

So to jump in, let’s start with who participated in the survey. This time I didn’t ask for people’s usernames so they could be completely anonymous (though some answers were so…illustrative? colorful? that there was zero doubt as to the author’s identity). Nonetheless, there were 31 separate responses, most of whom identified as developers (23), though many also identified as players (10). Some respondents were solely players (8). Meanwhile 2 identified as publishers. And 1 identified as all three categories.

Next I was curious about where people in the community get their homebrew news. How do they stay up to date on releases that might interest them? The overwhelming choices were developers’ social media and webpages, as well as Discord and gaming forums such as VGS. Discord in particular has spawned a multitude of homebrew servers, with a new channel appearing with each new game and podcast. Despite this flood, two specific places have emerged as primary centers of discussion: VGS Brewery for technical discussion, and the Homebrew Game Club homebrew news sub for general chat.

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Who wouldn’t want to hang with these guys?

I’d like to know from participants and readers what makes a developer’s site or social media appealing? Is there a threshold minimum/maximum amount of posting that keeps you informed of worthwhile material without overwhelming your feed? For me there are some projects I must force myself to remember who is behind them because they seldom post, whereas with others I feel like I have to endure an onslaught of inane thoughts just to stay abreast of the 15% of posts that are relevant to their game. One developer’s Twitter was even littered with posts about the clothing he fashioned for his high-end sex doll, which made keeping up with news a potentially NSFW risk!

Most respondents felt there were gaps in the homebrew news they received. Some expressed the sentiment that developers don’t promote themselves well enough; and it can be especially easy to miss their posts if they have relatively small followings. Instead, many rely on information shared by people they know and seeing those games on their feeds. I know some devs feel a certain apprehension about promoting themselves. For them, we as fans need to engage and encourage them so they feel more comfortable sharing. For the devs who post too much, I would want them to spin off their development progress posts to a different Twitter or other such channel so I can ignore their unrelated thoughts.

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And if you don’t use social media at all, then you’re SOL

Respondents cited a particular gap in news about Japanese homebrew as well as NESmaker games. These areas can be particularly confusing. Unless they receive NES ports by someone like Justin Orenich/Neodolphino or are otherwise marketed in the West, Japanese homebrew tends to fly under the radar of homebrew fans. It’s made more difficult when various barriers render purchasing overseas tedious to impossible. Meanwhile, though NESmaker is a thriving community, one may not be aware of it outside its dedicated forum, Discord, and Facebook group unless you’re friends with some of its devoted evangelists like Dale Coop, Jordan Davis, Joe Sherman, and John Vanderhoef. Harder still is learning which NESmaker games receive a physical release, because while some developers go the Kickstarter route, or are published by one of the more prominent distributors, just as many games see small self-published releases that operate solely within the NESmaker communities. Even the likes of dedicated collect-‘em-all supporters like Christian Deitering find themselves scrambling when a dev brings a spontaneous 5-cart physical release of their game to a convention unexpectedly.

Though some respondents suggested a vendor-neutral newsletter, I wonder if any publication could keep pace. On the one hand, as a means of providing news & updates just to keep fans informed, a simple, even-handed newsletter could be very useful. However if that newsletter were to also provide news on release dates, it could find itself struggling to turn out issues quickly enough, especially for smaller, self-published, spontaneous released.

From the availability of news, I want to transition to the availability of games as an introduction to the central topic of this survey: piracy. A significant piece of why piracy in homebrew occurs is because of availability: either a game is no longer available in the primary market and cannot be found easily in the secondary market, or can only be obtained at exorbitant cost; or a game is only available for purchase in a format a player doesn’t use, such as a cart-only release for a game where a potential customer only plays digitally. Most respondents expressed there were games available in one format they wished was available in another, especially noting cart releases they hoped for future rom availability. In particular respondents requested rom releases for Retrotainment Games’ releases, Star Keeper, and Super Russian Roulette, among others.

When I decided to take up this survey, I noticed a strong philosophical split over the ethics over piracy and reproduction. Though there have been some good discussions across Discord, I wanted to see if there was any consensus on where the lines were drawn, and with the safety of anonymity, gauge who among us has engaged in piracy in a hopefully judgment-free environment. To that end though I am strongly anti-piracy, in my earlier years as a homebrew collector, I purchased reproductions of games that were not available on cart, even asking some Etsy stores to make carts for me if I sent them a rom I purchased from the developer. One of those sellers then made extra copies and started selling them on their site and eBay, to my horror. Admittedly, I still have some of them, in addition to hacks and translations I bought. When the opportunity to buy a legitimate copy came, I jumped on it and gave the pirated copy to my best friend who enjoys homebrew but otherwise doesn’t buy them, so I can at least expand his exposure to homebrew. I only have a couple of games left in this category, but I don’t look back fondly on purchasing them, and I try to instead use them to prod devs to release their games on cart, though it’s not their responsibility to clear my conscience. Do you have any similar stories or confessions to share?

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For your penance, I ask you to do 5 Sneak ‘n Peeks and 2 Mad Wizards

To begin on a common ethical question: is rom sharing ethical if the rom or other form of digital file is available for sale from the developer? Respondents strongly voted no 26 to 5 in that scenario. Perhaps we should inquire into everyone’s thoughts on whether this applies to all gaming, or if there are different feelings toward homebrew. I pointedly made that distinction for other ethical questions but neglected to do so here. However I imagine the key part of this scenario is that the game is still available for purchase from the developer. If the developer is a homebrew creator, the sentiment might be more acute as someone with thinner profit margins than a company that can absorb losses more easily.

On another broad question, I asked if repros were more acceptable if they were clearly distinct from the original. While some bootlegs can be easily spotted, and more can be identified upon closer inspection, there was considerable controversy a few years ago when someone showed off her “perfect repros” of the NWC 1990 cart, and sold several on NESdev. As a result, several of these carts are now in the wild and only a “secret mistake” is what distinguishes them from their genuine counterparts, to the detriment of potential collectors and the benefit of shady or ignorant sellers. 

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The “perfect repros”

In order to prevent, or at least limit others from taking a repro and fraudulently selling it as genuine, should they be apparently distinct? Respondents were split, with 16 saying yes and 15 saying no.

The next several questions I asked on the subject were multiple choice, marking where respondents drew ethical lines on piracy. The overwhelming majority of people felt it was not ethical to produce unauthorized repros of homebrew games if legitimate copies were available by a margin of 26 to 1 (4 said it was sometimes ok). A majority of people felt it was sometimes ethical to produce unauthorized repros of homebrew games if carts were no longer available or never were, with 17 saying it was sometimes ok to 4 yeses and 10 nos. An overwhelming majority felt it was not ethical to buy unauthorized repros of homebrew games if legitimate carts were available by a margin of 28 to 1 (2 said it was sometimes ok). And a majority felt it was sometimes ethical to buy unauthorized repros of homebrew games if carts were no longer available or never were, with 16 saying it was sometimes ethical, compared to 4 yeses and 11 nos. The implicit conclusion here is that people draw their moral boundaries around availability: repros are more regarded as more acceptable where there is no availability, and perhaps there is less of a sense of taking away from a developer’s potential earnings.

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Warning: actual pirates may not be as adorable

Having now set the stage on piracy and gotten respondents primed on where their own ethical lines are drawn on the subject I asked several additional questions, inviting more open-ended responses for people to color their opinions and provide nuance that my questions couldn’t capture. Homing in on the homebrew scene, I asked if piracy was ever justified given the indie nature of homebrew. A common argument in favor of piracy generally is the “lack of harm suffered” by big companies and the marginal impact of a stolen game on their bottom line. What is the feeling when applied to homebrew devs with razor thin profit margins? The consensus was generally no, piracy was not justified, but some comments noted flexibility if the game was no longer available, or stressed the consent or ability of the developer to benefit from piracy.

In anticipation of that first point I also asked if piracy of homebrew was justified if no digital version was legitimately available as well as if the game were no longer legitimately available at all. If the game wasn’t available digitally, respondents still generally didn’t feel piracy was justified. Again though, some people noted gray areas, highlighting the importance of the developer’s permission, but also its impact on further justifying rom sharing. Interestingly, when asked about piracy when the game was no longer available at all, there was much more of a split. In this scenario, the gray area came into sharper relief as respondents explored their feelings beyond “it depends.” One wanted to know why a game was no longer available. Another stated piracy was ok if the developer was also “gone,” either having passed away or retired from the scene. Here someone made the argument that the developer was not benefitting, and therefore piracy was morally equivalent to a used game: “you can’t steal something that’s not for sale,” while another pointed out their opposition to piracy but said they still engaged in it because it was minor and thus felt ok doing it anyway. This strikes me as one of those sentiments that is simultaneously wrong and not wrong. Yes, the stakes are low, but when we justify bad behavior simply because it isn’t that bad, we’re already sliding down the slippery slope. It’s reflective of a level of entitlement we see in gaming where some gamers feel “I want it, therefore I should have it” and the argument is less a logical point than an excuse.

Some of the fun in thinking about these questions and how to word them is in the follow up questions and rabbit holes they take me down that I am eager to explore with you. Once I knew I wanted to ask about piracy where a game was no longer available, I wondered about the role of value on the secondary market or the impact of collectors. To what extent does value play a role in the ethics of piracy? If Star Keeper was able to be copied and shared, would its high value make it more likely to be pirated? As it turned out, most respondents said a game’s price or value had no effect. Instead, several pointed to the degree of separation the secondary market had relative to the developer that made piracy less objectionable to them.

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I’ve now asked questions trying to draw lines to understand the boundaries of piracy and the sense of morality among respondents. But perhaps I should stop dancing around the issue and get to the heart of it. Who here has ever pirated a homebrew? There was an even split, with 17 people admitting to pirating, and 14 saying they hadn’t. A solid number in both camps. In the hope of protecting developers, I asked what ideas anyone had to defend against piracy, if anyone felt so inclined. The three most common answers were fascinatingly wildly different: one suggestion was to use crazy mappers or nonstandard components that would frustrate efforts at emulation or reproduction; another said to simply make rom sales available for more games; while a third stated no defense was needed as piracy was too small an issue to make a concerted effort against. All of these are potentially effective approaches depending on how developers feel about the issue. If they feel piracy is an inevitable cost of doing business, by all means let it go. But if you want to address it, which path do you want to take: do you want to prevent piracy itself by using unique parts or draw people away from piracy by marketing your game as broadly as possible?

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A related subject to the issue of piracy is preservation. Piracy and preservation have become intertwined over the years as the latter has been used as an explanation to engage in the former. Before going any further I will say that I believe preservation is an important goal for gaming and especially for homebrew, which ensures the hard work of talented developers endures, and the history of gaming can be seen and learned from. That said, I also believe many in gaming treat “preservation” as a magic word to excuse unethical behavior that is not in fact done in the name of preservation. If you aren’t consistently engaged in preserving games, you are not a preservationist and have no business using it to justify piracy. You’re just someone random person cosplaying in the hard work of others to tell yourself it’s ok pirate, because your entitlement apparently needs that little bit of justification.

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Truth hurts

But what do others think about this issue? Respondents had a varied view of preservationists, but a plurality shared a sense that it could/does bleed into piracy. Several people felt that piracy is necessary for preservation, with one person going so far as to say that preservationists are pirates, but it is not their burden to defend someone else’s work. A similar number of people said piracy and preservation are unrelated, though another focused instead on preservation not being equivalent to distribution, and that the distribution of preserved games is where there can be a problem. A few people offered solutions, suggestions developers & publishers work directly with preservationists, even providing access when they are no longer selling their game as a means of limiting pirating. To that end I asked if developers would work with a reputable preservation organization to preserve their game. Most developers (22) said they would.

How might a preservation organization serve the homebrew community? We established that most developers are interested in working with preservationists, but how can we ensure a preserved space that doesn’t undermine developers’ ability to reap the benefit of their work? An overwhelming majority thought that preservation organizations should or might be allowed to provide access to homebrew games after a given period of time, with 14 saying yes, 14 saying maybe, and 3 saying no. The most common answers for how long that period should be were: whenever the developer gives permissions, abandons their rights, or 10 years after the game’s release.

Pivoting away from piracy to focus instead on players’ preferences, I asked about whether gamers were getting the games they wanted in their preferred format. A solid majority (19 to 12) wished more homebrew that was only available digitally also received a cart release. On the flip side, a slightly stronger majority (20 to 11) wished more physically released homebrew also had a digital release. So despite the piracy issues, developers please consider the missed opportunities when you don’t release your games on rom AND cart! Speaking of publishing, in the past few years, homebrew has been able to grow in large part thanks to the rise of more publishers. Were there any that respondents especially associated with quality? A host of names were given (including one that was given as an example of poor quality (you’re on notice Piko Interactive)) but three companies were repeated among the group: Broke Studio, Limited Run Games, and Mega Cat Studios. In addition to being important sources of quality cartridges, respondents noted how often publishers were excellent resources for learning about new releases.

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An icon of quality

While we’re on the subject of releases, the homebrew scene has been blessed with many great new releases, several of which have received their support through crowdfunding campaigns to help them across the finish line. Part of what developers and publishers put together to add a little pizzazz to their releases includes add-ons or variations to the games for a few dollars more. It’s a homebrew tradition that goes back to the earliest releases, such as the beer that came with the limited edition of Larry and the Long Look for a Luscious Lover or the extra levels in the limited edition of Armed for Battle.

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Homebrew that goes down smooth

With all the platforms and extra goodies, I thought this might be a good opportunity to poll fans which parts of these campaigns people like the most. Out of a given selection of platforms for the purchase of homebrew games, three clear favorites emerged: Kickstarter/Indiegogo, Itch.io, and Discord/developer’s website. With regard to homebrew add-ons of goodies, there was a three-way tie for stickers & pins, the game’s soundtrack, and an alternate label or cart color. Close behind however were strong showings for extra gameplay and figurines or plushies. However these were the results when I created a list of options. What if respondents were able to make their own suggestions for add-ons? Several great ideas came through. Unique among them were a dev journal and other “making of” materials, extras relating to the theme of the game such as a vinyl by Space Raft or real tea accompanying Mr. Lee’s Alishan Tea House, and special boxes to contain extras like those provided with Tanglewood and Sam’s Journey so the items don’t become scattered junk.

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Beautiful, organized, limited

Meanwhile an important way for gamers to learn about and get excited for a new game is to see its development in progress or watch someone play it live. Gamer livestreams are hardly new, but development livestreams have been an increasing phenomenon. Though mostly used as a tool to keep the developer accountable, do these streams have the added effect of generating excitement for the game? There was no consensus whether participants found developer streams informative or entertaining, with 11 saying yes, 7 saying no, and 13 saying maybe. Furthermore, respondents were split on whether livestreams helped their decision to buy or play a game, with 15 saying yes, 13 saying no, and 3 saying maybe. However a majority did feel that developers joining others’ livestreams to chat with the streamer and other viewers added value, with 18 responding affirmatively, 15 disagreeing, and 8 saying maybe.

Finally, I asked what other relevant questions or debates people felt were worth discussing. I received a lot of interesting topics, which I may touch on the next time I do a State of Homebrew survey. The following are the most fascinating and common among them. In a world more conscious of the environment, should we be more aware of the impact of manufacturing games along with the paper and foam used in CIB releases, as well as the electrical consumption of older gaming consoles versus modern ones. In an ever-diverse world, how does homebrew ensure a greater variety of voices are heard in a hobby that is very white, male-dominated? How do we make the homebrew scene more discoverable to the wider gaming world? Should the term “homebrew” be retired in favor of “indie retro” or “aftermarket,” or at least reserved for small-scale hobbyists in the midst of an increasingly professionalizing scene? With the popularity of NESmaker and GB Studio, are there too many cookie cutter releases that undermine the allure of the gems developed with these same tools?

Several of these topics would be great ideas for future survey questions, though some others I think are perhaps more problematic in what lies beneath them, and I would like to conclude this post with my thoughts on some of those subjects. I understand how the entrance of more highly skilled developers into the homebrew scene has led to their chafing at a term that reflected what was originally a community of hobbyists tinkering in their spare time. The appeal of a broader term for the community, or something to define this “weight class” as one respondent described it makes some logical sense in light of the immense progress this space has witnesses in just a few short years, especially if it helps set expectations. Personally, I like the term “homebrew” as it reflects the origins of this tightknit community and what makes it interesting. Ultimately developers here should call themselves what they want, whether that’s homebrew, indie dev, or whatever, as long as they focus on themselves and their work and not denigrating the work of other developers, defining themselves by comparison. Thus I don’t agree with a “weight class” distinction that serves to imply a difference in quality by any metric.

Regarding NESmaker & GB Studio, these tools have lowered the barriers to entry of homebrewing, enabling some great talents to learn in a less daunting way and create some wonderful new games. However these tools have also attracted a swath of opportunists who grind out generic swill at the same price as shelf-worthy gems, creating a saturated market of mediocrity that dims the charm of homebrew altogether. Some of these are just people eager to put their first game on a cart and share it with others. Yet the sheer volume has caused many in the community, myself included, that once collected every release to be more discriminating, and at times cynical in our purchases and crowdfunding pledges.

Obviously this is no fault of the developers of these tools, NESmaker & GB Studio are important markers of educational opportunity that have inspired many of its followers to do likewise and share wisdom that has further lowered barriers and encouraged the sort of experimentation that homebrew is known for. The problem lies in those not trying to do anything new, if there’s evidence of effort in the first place. Manuals printed on an inkjet printer, stapled crookedly together is not indie, it’s lazy. A beat-‘em-up with the same enemy sprites, the same levels with simple color changes, and next to no animations is redefining the minimum for a game.

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At the end of the day, something that brings this much more community and enthusiasm is an absolute net plus for homebrew, even if it means being more discerning with our purchases

Using AI for your graphics is basically just having a computer make your pixel art and tracing the results. Meanwhile, using AI for box art is insultingly overlooking the talented artists eager to collaborate while you save a buck in the name of embracing technology, a technology that is non-consensually pulling from human artists’ work anyway.

What does this all mean for the state of homebrew? The scene has developed so much, pushed decades-old consoles further than ever before, and ignited the imaginations of our inner children. But with these heights, new questions and concerns are also raised. Some are not unique to homebrew at all, permeating the gaming world, but the unique aspects of homebrew mean these issues have different impacts as well. Were you one of the respondents to this survey? What were your thoughts on the results? Keep an eye out for more conversations and your favorite game when…a homebrew draws near!

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This was a very interesting read and discussion - thanks so much for conducting the survey and sharing the information!

There are so many interesting topics here, and I appreciate that you delve into topics that are complicated and, at times, controversial.

Of particular importance to me personally is the role that preservationists can play in storing and documenting content.  I consider myself a passionate preservationist and would like to better educate the community on the positive role that preservation can play in documenting our culture.  But often, people associate preservationist with pirate.  There are some key differences in my personal opinion.  For example, the main purpose behind my preservation work is not to share games with people and give them stuff for free that either they can't purchase or can't afford.  Nor is my role as preservationist just a convenient justification for piracy.  I also like to point out that "preservation" includes much more than just dumping a rom.  It also includes documentation and organization about game metadata, development, history, and so much more.  For example, one of the ways I document and preserve games, is dumping games and submitting the *metadata* information (not the game itself) to broad databases like No-Intro or redump.  These large databases contain lots of useful information, including checksums / hashes, that people can use to verify that they dumped their own game correctly and fully.  We spend a lot of time documenting titles, serial numbers (for tracking releases), barcodes, languages, and lots of other information that is helpful in a database beyond just the game itself.

I'm currently on the board for a small game-related preservation organization called Hit Save! (https://hitsave.org/).  We have a number of projects and initiatives that range from conducting interviews with indie game developers, to developing scanning and dumping guides and best practices, to collaborating with specific individuals and groups to research and document game history.  

To circle back to homebrew - I'd love to find a way to legitimately work with homebrew developers to preserve their games (and other information) for posterity.  Many of these games will be lost to time due to lack of broad public availability, marketing, and other reasons (especially small releases of just a few games).  I understand that not all developers care about broad availability OR posterity, but to those who do, perhaps there is some way we could work together to do preservation work in ways that *respect* your wishes and align with your goals, as opposed to just blanket piracy.

I recognize that it's a complex issue, but I remain hopeful there is way that preservationists like myself can work with developers to preserve content in ways that respect their wishes, for those who *choose* to work with us.  I do believe that respecting developers and creators is important, and not everyone is entitled to everything just because they want it.

Finally, I'll share my sentiment for encouraging developers to release their content in more ways - such as digital releases instead of cart-only, or vice versa.  It is always up to you to release however you see fit, but I believe that providing more options would allow more people to support your work and also appreciate your games and the hard work you've put into them.  I know there are concerns about piracy and making it easy for people to steal - I'll never say that's an invalid concern - but I think the benefits may outweigh the disadvantages.  Ultimately, I respect your decision and it's always your call.

Thanks Scrobins for the great information and analysis!

 

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@spacepup One of my friends, they are a homebrew developer. I recently found out they developed and released two games (previously, I was only aware of one release), and are working on a third, which I ultimately hope to publish. This friend seems to be ambivalent towards their games though, and I know they would be against preservation of their games even if piracy issues were removed from the table.

I'm therefore wondering at what point would the need to preserve override the wishes and desires of the developing party? Would this ever be justified, or not?

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I think that’s a difficult question. The wishes of the developer should probably come first, and the survey consensus seems to reflect that as well. I think it’s important to understand why they aren’t interested in their games being preserved as well, because that might be something that can be engaged, or it might be something that once known we would respect. It makes me think of my great-grandmother having a ton of beloved recipes and insisting she take them all to her grave.

But back to your friend, on the one hand you’ve said they’re ambivalent about their games, but also said they were against their preservation, which sounds like a much stronger feeling than ambivalence. So to me, more information would be needed to understand their point of view. Ultimately it’s their work and as the creator I think their wishes need to be respected while they are still around to speak for themselves.

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4 hours ago, Scrobins said:

I think that’s a difficult question. The wishes of the developer should probably come first, and the survey consensus seems to reflect that as well. I think it’s important to understand why they aren’t interested in their games being preserved as well, because that might be something that can be engaged, or it might be something that once known we would respect. It makes me think of my great-grandmother having a ton of beloved recipes and insisting she take them all to her grave.

But back to your friend, on the one hand you’ve said they’re ambivalent about their games, but also said they were against their preservation, which sounds like a much stronger feeling than ambivalence. So to me, more information would be needed to understand their point of view. Ultimately it’s their work and as the creator I think their wishes need to be respected while they are still around to speak for themselves.

I'm not exactly sure of the reason (the game that I have is easily one of my favorites, and I wished they would do a NES / Famicom port), though it might come down to something like personality (i.e. a perfectionist not feeling satisfied with the end result) or intent (i.e. I made this game when I just got out of high school, with a group of friends who have fallen apart and now hate each other, with the intention of just giving copies of the game to friends). So games of a closer personal relationship might ultimately end up not getting preserved, understandably enough.

I personally feel it is a tricky subject, as this sort of issue has already occurred with books, and likely with movies and music too. For example, here one can read about a recent publication that was against the author's will:

Gabriel García Márquez's 'Lost' Novel and the Ethics of Disregarding an Author's Wishes (substack.com)

Then there is the issue of piracy and preservation, as well as what we preserve. Should all software be preserved, for example? Is all homebrew worthy of preservation, or only the "important" or "key" pieces? I personally suspect that I would rather over-preserve than cherry pick, as from my periphery understanding in other fields, I have seen instances where the contemporary "key pieces" ultimately become overshadowed in later years by alternatives, which were ultimately deemed to be more significant - thus without preserving "everything", a lot of "significant" pieces could be lost in the future. 

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@Scrobins I read your blog entry last night before going to bed, hence only wanting to touch on the one issue before getting to sleep. So if I misgeneralize something or am off the mark completely, please feel free to point this out. Good job as always, great blog entry filled with a lot to unpack. I appreciate that you address these more difficult questions, and I hope that they will lead to more discourse on the topics mentioned.

Two of the things I would like to discuss today is what we call these items, as well as quality issues. I'd like to address the naming issue first. 

Having followed the homebrew scene from the early years, around 1998-99, it should come as no surprise that I really like the term homebrew. It feels comforting and sort of makes the games feel special or part of some sort of French Riviera 1920s-esque scene, only for gaming. I feel that the term is starting to get too big for its breeches though, in terms of scope, as more software of various ambitions and intents continues to appear on the scene. I think we may need to dive back into history and redefine some previously categorized games as well, to ultimately be able to classify the modern games appropriately, whether it is homebrew, indie, aftermarket, etc.

For example, I occasionally see some of the unauthorized Chinese games from the early 00s to the modern time being classified as homebrew. I find this to be ludicrous, as to me they would just be unlicensed games, and to some they may even be considered (erroneously enough) as pirates. That being said, the Famicom / Famiclones never really went away in many parts of the world, unlike the NES's clear demise in the west, so while seeing gray-area releases of things such as Holy Diver on the NES still shock me to this day, in comparison to seeing a new game being made for a Famiclone. Context is very important, and should be taken into consideraton.

Anyways, a few years back I started reevaluating a lot of the "unlicensed" NES/FC games, and I realized that they were nothing more than homebrew / indie games from an earlier period. I think what brought me to this conclusion was when I played Hwang Shinwei's Magic Block and Magic Block II. It is clear that these games were developed by just one or two people, in their bedroom or at a library computer somewhere. Kitty's Catch felt similarly, so does Dudes with Attitude. Can homebrew games be contemporary with the machine? While this doesn't exactly go with my personal thoughts of homebrew (i.e intenet, i.e. hobbyists) I think it can. The Family Basic stuff should all be considered homebrew, and that was definitely contemporary with the machine AND hobbyist-made.

So should we be considering all unlicensed games to be homebrew? Of course not, that feels quite icky to me as some of the companies (such as Sachen) were apparently quite large, maybe in a way that Sam Adams is large. A lot of the Sachen games were developed by just a few people, but they were a company of decent size, which produced hundreds of software across numerous platforms. They should be reclassified as an indie developer, and they may have even considered themselves that back in the day. 

While working on a project, I was recently thumbing through some old American Video Entertainment instruction manuals, and I saw something that I thought was quite interesting - they considered themselves to be an indie software studio (and alluded to other companies such as Color Dreams / Wisdom Tree as also being indie devs), despite the year being 1991. I've attached an image where one can see this.

From my perspective, I feel the following scheme would be the best for classifying games:

Homebrew:
-Extremely small dev teams, or in some cases one or two people wearing all hats. Production quality doesn't feel like an authentic release, likely done by hobbyists rather than as a day job. 

Indie:
-Small teams, working for a company that is not working under the license of Nintendo. A larger intent on monetizing the game, as opposed to the focus being on hobbyist reasons. Produced in higher qualities, hence the physical project doesn't feel like a craft project.

Aftermarket:
-Unauthorized hardware or rereleases of games / game collections of previously released material. The NES release of Holy Diver, for example.

Regarding issues involving IP theft and what not, I think we could continue to add adjectives for further classification, but I don't think this should be the be-all, end-all. Tengen's Tetris, Khan's Frogger and Leisure Larry, and Sachen's Q Boy, Hummer Team's Super Mario World, and Vast Fame's Zook series all have IP issues, yet I personally feel this doesn't change the fundamental classifications setup above.

IAA.png

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Quality:

I feel we need to tread carefully on the topic of homebrew and quality. 

In the early years, there was a lot of games (more like game demos) appearing for "release" as ROMs, free of charge of course. Solar Wars was amazing for it's time, though if it were released today I doubt it would get nearly as much recognition. Similarly, I remember when games such as Hot Logic and Sack of Flour were in development - these looked truly amazing compared to other homebrew from the same timeframe, though once again, they don't hold up so well today when thrown in with contemporary brew.

I'd personally classify the authors behind these games as pioneers. Then I'd group people such as Sivak, Beau, Khan, etc into a group called "early modern homebrew" or something like that, as by the time those guys came onto the scene, we started to see a difference in the homebrew scene and quality of games.

I remember in a post or thread on NA where someone (I think it was Beau) had mentioned about having released some crappy homebrew games on physical carts, early on. For me such an admission is telling, as I feel it is natural for one to want to release his or her early works, despite the fact that later works are likely to be infinitely better. 

From my perspective, I like seeing these "crappy" or "substandard" releases, and prefer that to the opposite - gatekeeping on the basis of playability / quality. I have purchased some games that do feel like cash grabs at worst, or misguided releases at best; however, if said authors stick around, generally by their third or fourth release there is something quite good to be had, each game getting better than the previous one. At that point I quite enjoy going back and playing through the earlier releases, watching the progress as it occurs.

One of the issues that we are stumbling upon though, is that with so many people diving into the homebrew / indie market, most people just don't have the funds or dedication to obtain and play everything that is coming to market. Throw into the mix a few people jumping into the game viewing it as a cash grab, and then people will understandably be skeptical of the early, substandard releases from folks that actually have the intent of sticking around and becoming great devs.

Physical Production Quality:

I can only comment on the Famicom side of things here, as I don't have enough NES homebrew. That being said, aside from the "craftsy" homebrew (Brian's Sudoku, Star Keeper, etc), which I feel is unfair to discuss quality, of the major producers today, Broke Studio takes the cake. Their products look and feel most similar to what a retail game would have felt like back in the day.

For me, Columbus Circle also receives a prize for physical production quality, though console purists always chew them out for using incorrect voltage PCBs. This wouldn't be an issue if you were running the games on the Famicom clones that Columbus Circle was manufacturing, but somehow this fact seems to escape everyone.

Regarding other manufacturers, including Mega Cat, I see a lot of issues with the products. Some of the issues I never really thought much about, but they became greater to me this past January or February, when I started closely examining all of my homebrew, as I prepare to upscale ITG-Soft and take it into a new era of game production.

I personally like poorly cut manuals with crooked staples, but that is for the truly homebrew games being assembled by hand by hobbyists. For those who are trying to operate as companies rather than as hobbyists, Broke Studio should be the golden standard, the Cadillac if you will. With that being said, I similarly feel that in the end, we similarly need to consider how niche this market is, and as such, sometimes we should just be thankful to see a release even if the production quality of the physical good isn't as great as it could be.

 

Bonuses in Physical Releases:
Personally, I hate the stickers thing. They look cheap, and I've received stickers from some companies where the stickers start to curl upwards. Let's be honest about something: unless you have children, it is unlikely that those stickers are ever going to be used. Even if you do have children, the stickers likely won't get used, as a lot of people these days are more conscientious about keeping their games mint, for future investment / reselling value.

I guess what I am saying is that no adult that I know of goes ape shit over stickers. So why then is this sort of the de facto of bonuses to be tossed into homebrew / indie game releases? I'm not at liberty to discuss other pack-in ideas publicly, but we could be doing so much better than this, especially in the year 2024.

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I'm someone who mostly plays games for older consoles on flashcarts, and I feel like that market segment gets overlooked sometimes. It's completely free and easy to make a ROM of your game available for sale forever and I think everyone should do it, especially if they care about piracy (as this decreases it).

I started to feel kind of weird about public archives of stuff after I realized that people were archiving and making available old builds of my games that credited myself under a name that I no longer want associated with me. I have older builds available on GitHub as a historical thing, but it feels different when it's someone else doing it and I have no control or say over it. Maybe that's just the nature of releasing stuff you make.

As someone who just makes games for fun I feel like sometimes my work can get unfairly compared to bigger budget team efforts, where people expect to just get the same thing as that but for free? It kind of feels like there's less awareness nowadays for games somewhere between tiny game jam games and big commercial releases. So I like embracing words that emphasize the hobby aspect of development here, and "homebrew" can be good for that? Though I guess it doesn't help as much if it's also being applied to fancier stuff.

I wish I had more access to news for games for consoles like the Sega Genesis; most of what I'm exposed to is NES-focused, which I'm not super interested in anymore, and I feel like most of the stuff I see outside of that I just find through people boosting things on social media. I've wondered if maybe I'm supposed to try and join development communities for consoles I don't intend to program for just so I can see what other people are up to.

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Another point that I get tired of is how literally everybody is starting a KS for everything, especially when it's games that are already developed. The idea of using KS for taking preorders is something I'll never find to be appropriate.

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2 hours ago, fcgamer said:

Another point that I get tired of is how literally everybody is starting a KS for everything, especially when it's games that are already developed. The idea of using KS for taking preorders is something I'll never find to be appropriate.

I get where you are coming from because it annoys me too. It’s like ordering from Limited Run except you have no guarantee you will even get a finished product or any product at all really. I have ordered a bunch off Kickstarter and while it does take forever to come, it does eventually come. I can see it from a game developer perspective though; they don’t have the money to put out for boxes, instructions, carts, and whatever other goodies they want to include. Honestly though, whatever helps get homebrew games out there is a good thing I think. 

If you are working with Broke Studio or Mega Cat or another established publisher though, I think they should be in a position to not use Kickstarter and take the risk on at least the first batch of games. 
 

Shoutout to @dale_coop and SJ for the coolest goodie in a game ever - the translucent version of the cart comes with a little skateboard in it for Skate Cat lol

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Honestly sometimes I wish the games I backed on KickStarter were already done dev and just wanted manufacturing costs. I've been waiting over 3 years now for Irena Genesis Metal Fury: https://www.kickstarter.com/projects/whiteninjastudio/irena-genesis-metal-fury; they apparently started dev in 2018, 3 years prior to doing the Kickstarter campaign.

According to their last update (in March) they're about 80% of the way done and are aiming for "by the end of 2024". Estimated delivery for the game during the campaign was March 2022. So the estimated release date is around 3 years later than anticipated.

That's WAY more annoying than "People aren't using the platform as I interpret it's intended" which is literally a complete non-issue that can be wholesale ignored.

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3 minutes ago, Gloves said:

That's WAY more annoying than "People aren't using the platform as I interpret it's intended" which is literally a complete non-issue that can be wholesale ignored.

I thought Canadians were supposed to be friendly, bud? 😂

Edited by a3quit4s
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3 minutes ago, a3quit4s said:

I thought Canadians were supposed to be friendly, bud? 😂

I just mean that literally, if you don't like people using the platform as a glorified order fulfillment service, you can ignore the people doing so. I'm not saying your complaints should be ignored (though they should cuz it's dumb and you're dumb for your opinion ya dummy!). 

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4 hours ago, Gloves said:

Honestly sometimes I wish the games I backed on KickStarter were already done dev and just wanted manufacturing costs. I've been waiting over 3 years now for Irena Genesis Metal Fury: https://www.kickstarter.com/projects/whiteninjastudio/irena-genesis-metal-fury; they apparently started dev in 2018, 3 years prior to doing the Kickstarter campaign.

According to their last update (in March) they're about 80% of the way done and are aiming for "by the end of 2024". Estimated delivery for the game during the campaign was March 2022. So the estimated release date is around 3 years later than anticipated.

That's WAY more annoying than "People aren't using the platform as I interpret it's intended" which is literally a complete non-issue that can be wholesale ignored.

You know what's more annoying than that? Waiting for your KS product to arrive, when the game itself has been available for sale elsewhere. Never again will I back a limited special edition version.

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59 minutes ago, fcgamer said:

You know what's more annoying than that? Waiting for your KS product to arrive, when the game itself has been available for sale elsewhere. Never again will I back a limited special edition version.

Yeah that's almost insulting. Special editions are stupid overall tbh. I have enough bobble bullshit lying around. Put the extra bobbles on sale by themselves and see if anyone buys em (hint: they won't).

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3 hours ago, Gloves said:

Yeah that's almost insulting. Special editions are stupid overall tbh. I have enough bobble bullshit lying around. Put the extra bobbles on sale by themselves and see if anyone buys em (hint: they won't).

Feel the same exact way about this.

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20 hours ago, fcgamer said:

Another point that I get tired of is how literally everybody is starting a KS for everything, especially when it's games that are already developed. The idea of using KS for taking preorders is something I'll never find to be appropriate.

I think you are taking the name of the site to literally. It’s a valid sales platform that comes with its own customer base that you can’t easily access just launching on your own website

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On 6/28/2024 at 5:06 PM, fcgamer said:

@spacepup One of my friends, they are a homebrew developer. I recently found out they developed and released two games (previously, I was only aware of one release), and are working on a third, which I ultimately hope to publish. This friend seems to be ambivalent towards their games though, and I know they would be against preservation of their games even if piracy issues were removed from the table.

I'm therefore wondering at what point would the need to preserve override the wishes and desires of the developing party? Would this ever be justified, or not?

Fortunately, I haven't knowingly been in that position, and speaking for Hit Save, the types of relationships I'm referencing would be ones where we'd discuss *with* the developer about how best to preserve content to keep it safe and according to their wishes.  If they didn't want it preserved at all, then we wouldn't do anything further.

Outside of our organization, and speaking more generally regarding individual preservationists, there are MANY opinions out there about what people are justified in doing or what is 'right.'  I've been a part of many discussions in several different groups, and I've seen numerous perspectives on preservation and what it means or should entail.  Personally, I don't think preservation necessarily means immediately sharing a game all over the internet - *especially* if the game is still current or being sold in any fashion.  Others disagree completely and think that if it isn't publicly available it isn't 'preserved' at all.

If a product is actually sold to buyers, then I do believe that consumers should have a right to back up the data for themselves in case something happens to the physical cartridge.  That doesn't mean preserving and then pirating / sharing the data, but preserving it to last is a reasonable approach.  I also think it would be fair to publicly document the game's existence and information about the release - whether that is a list, database, blog, etc.

I do believe there should be a slightly more deferential approach taken by preservationists in regard to small developers, homebrewers, and even medium sized indie developers.  Principally speaking, the legal/moral concepts are similar whether we are talking about Super Mario Bros or Battle Kid - however, somehow it also feels a bit different, and the actions of either pirates or even preservationists have a greater possibility of affecting the developers in some way.  I think that, where possible, people should at least try to respect smaller teams and developers especially, where they can and if the request is reasonable.

The conversation raises a few questions though - if Nintendo publicly requests that they do not wish for the original Legend of Zelda game to be preserved in any fashion - should the community respect that wish?  Does it make a difference if instead of Nintendo, the request comes from an NES homebrewer?  Do their reasons for not wanting it preserved have an impact on your thoughts?

If a developer in our community releases a homebrew game for free, with no limitations to sharing whatsoever, but then a year later requests that all digital copies of the game be destroyed, or that it should not be preserved long-term - is that a reasonable request or not?  What if they sold it for some amount of money - does that make a difference?

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