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December 9, 2008 4:00 AM PST

Amid recession, developer finds hope in App Store

by Daniel Terdiman

Editor's note: This is part of a series of stories about the recession's effect on the tech industry.

Not long ago, during an evening of hanging out with friends, five of us sat in my living room, staring at and holding tight to our iPhones or iPod Touches.

This wasn't the anti-social behavior you might think, though. Actually, we were having a great time, banging our fingers furiously on the touch screens of the five devices, trying to kill each other (and not be killed ourselves) in the utterly addictive multiplayer shooting game Maze Wars Revisited.

'Maze Wars Revisited,' by Dennis Hescox, is a new iPhone game. Hescox is hoping that the game--and other apps he hopes to create--will allow him to make a living without needing a full-time job.

(Credit: Dennis Hescox)

The game, which tasks multiple players on a single Wi-Fi network with hunting each other down in a dense maze, was newly available that week on Apple's App Store for the iPhone and iPod Touch. It is the brainchild of Dennis Hescox, one of the friends in the room, and this was the first time more than three people had used it at once. And much to Hescox's satisfaction, those of us who had never played before, after some initial skepticism, were now feverishly navigating the game's winding alleys, hunting our prey, shouting out suggestions for the next version, and screaming out obscenities when someone ambushed us for the kill.

For Hescox, this scene could well turn out to be the genesis of something big. Or, it could be a cautionary tale in undelivered potential and promise.

With the economic skies getting darker by the day, and the prospects for jobs in the games industry worsening with each new set of layoffs, Hescox finds himself in a place that is at once immensely exciting and fraught with danger. It's also very familiar.

Like many in technology, he's suffered through the professional consequences of a recession before. Unlike many, he's been through it twice.

Hescox isn't twentysomething or thirtysomething like many game designers. At 54, game design is, and has long been, in his DNA. After graduating from UCLA in 1981, his first jobs were some of the earliest the then-young industry had to offer.

After a stint at Mattel, he took a programming gig at Sega USA, where he worked on coin-op games like Shooting Gallery 2 and Duck Hunt 2.

"Unfortunately, the...machines I worked on never saw the light of day," Hescox remembers, "This was the Reagan recession (of the early 1980s and) Sega withdrew from the U.S."

Dennis Hescox created 'Maze Wars Revisited.' A veteran of companies like Sega USA and Apple, and institutions like the Jet Propulsion Laboratory, Hescox is facing a tough time selling his iPhone game. This is the third major recession he's had to navigate as a professional.

(Credit: Daniel Terdiman/CNET News)

Laid off, he returned home to Los Angeles, and began teaching Macintosh programming. Many of his students worked at Jet Propulsion Laboratory and after inquiring about teaching some classes there, he instead was invited to be JPL's Mac consultant.

That was the joke, Hescox said. "I moved (from Sega) to JPL, the ultimate video game."

In 1988, leveraging his Mac experience, Hescox got a job at Apple, in developer technical support. And after five years there, his stock was worth enough to leave for more personal pursuits. He bought a new Subaru with cash, and spent years mainly traveling, investigating America's back roads, its hot springs, and many of the things most never have time to see.

As happens without steady employment, however, his resources dwindled, and right around the end of the dot-com boom, Hescox began hunting for work.

He landed at an Internet company in San Francisco, but with awful timing: that downturn was kicking in and he was once again laid off.

Unable to find anything else and needing money to live, he settled at a ranch near Sacramento, Calif., working as an in-residence engineer/carpenter/handyman, hunkering down for several years, while still looking for a way back into technology.

He applied for job after job, but the responses were uniform: His skills were outdated. He was overqualified. He didn't know enough about Web technology, and so on.

Enter the iPhone
Then along came the iPhone. For Hescox, the veteran game designer and Apple alumnus, this seemed like a solution sent from above: he saw a way, finally, to use the skills he'd built over the years to make money, ideally without needing to get an actual job.

In 'Maze Wars Revisited,' a group of players on a single Wi-Fi network prowl a maze, trying to find and shoot each other. The game is addictive, but faces challenges on Apple's App Store.

(Credit: Dennis Hescox)

"It was really exciting to see this much power in a phone," he said. "Looking at the development tools was just a dream. So I spent the first six months of this year educating myself on the current technologies."

He pondered a number of different ideas, and settled finally on Maze Wars Revisited, an homage to a famous public domain game, Maze War.

But once again, the economic tides were turning. Even as he got going on programming Maze Wars Revisited, thinking that at last, he might have found his way to financial stability, the financial world around him was collapsing.

"As I started the project, it wasn't clear that we were going to be in a recession," Hescox said. "I'm a programmer, not an economist."

Since it came out, Hescox has struggled to find traction with Maze Wars Revisited. He launched the game at a price of $2.99, thinking that it was better than some of the games available for 99 cents or $1.99.

His goal was to find critical mass at universities or large companies, where large numbers of people might buy the game and play together. Evidence of the fun groups could have playing Maze Wars Revisited was right there in my living room.

Those were good ideas, we told him that night, but we urged him to drop the price to 99 cents, and fast. There were countless iPhone games that cost that much, or were free, and given the fact that the game only works when there's a group of players on one Wi-Fi network, $2.99 seemed too costly to attract individual buyers in advance of buzz about the game.

One measure of an application's sales is the number of reviews it has on the App Store. The more reviews, the more sales. For Maze Wars Revisited, there are just three, one of which I wrote that night at my house, full of enthusiasm. But another, clearly written by someone who tried to play by him or herself, gets right to the core of Hescox's challenge: "This game is not fun at all," Dandy3333 wrote.

Last Friday, however, Hescox dropped the price to 99 cents, and he says he will most likely put out a free version that will allow people to play for 5 or 10 minutes, hopefully to get them hooked, and get people playing it together.

I asked how important the game is to his path back to solvency.

"It's very important," Hescox said, adding, "but it has not generated the kind of income I had hoped right away."

A one in 10,000 chance?
Certainly, he hasn't put all his eggs in this one basket, and he's already beginning work on his next iPhone app project.

But the truth is that it's very hard to get noticed in the app ecosystem, what with more than 10,000 currently available, and the odds of success for apps that don't get featured by Apple are long.

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So Hescox is aware that even if Maze Wars Revisited doesn't sell well, he can still point to it as a portfolio piece.

Having been around the tech world for more than a few years, he recognizes that while the early days of the iPhone app era may reward individuals and small teams, that might not remain the case.

"Whenever there's a new computer platform, there's lots of little" development, he said. "Then you start seeing the big innovation. (That) requires bigger teams and investments, and the recession could have a big effect on that."

And that's why for Hescox, the pressure is on to make a go of it right now. Because if the backup plan is to end up getting hired by someone putting together a team of highly-skilled developers, the economy may well not cooperate.

In truth, Hescox, having been through this twice before, is probably better suited to weathering an economic storm than most. At the same time, though, at 54, it's getting harder and harder for him to start over.

So for now, he's hoping for many more scenes like the one in my living room. But if not?

"I'm continuing to move forward with the next project and the next project after that," Hescox said. "Plan B is a continuation of Plan A."

Next in the series: A successful Web 2.0 entrepreneur counts his lucky stars

Daniel Terdiman is a staff writer at CNET News covering games, Net culture, and everything in between. E-mail Daniel.
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Add a Comment (Log in or register) (12 Comments)
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by AJ Pants December 9, 2008 4:56 AM PST
Poor guy. Maybe if his game wasn't **** he'd be making some loot like the scores of others developers out there.
Reply to this comment
by Grifter02 December 9, 2008 7:10 AM PST
Anyone know why he's wearing a dog collar in that photo?
Reply to this comment
by tommyflorida December 9, 2008 7:44 AM PST
"Reagan recession of the early 1980's"? Now I understand why this Hawiian shirt wearing Bozo can't sell his sh*t game.
Reply to this comment
by sportav December 9, 2008 8:16 AM PST
Nit:
"For Hescox, the veteran game designer and Apple alumni..."
should be "alumnus."
Reply to this comment
by Jon Skillings December 9, 2008 9:58 AM PST
We've fixed that typo. Thanks for the catch!
by jsargent December 9, 2008 8:19 AM PST
I would have thought with his experience that he would have better known how to pin down the market. It's only common sense to do some market research first before starting a project. Even the script monkeys know better.
Reply to this comment
by Xtoo December 9, 2008 8:22 AM PST
At tommyflorida: why be such a ******ng a***ole? Just hope u don't lose your income and let people be whatever they wanna be.
Reply to this comment
by jtara December 9, 2008 8:51 AM PST
I think it's a set of LCD display glasses.

The stories of 17 year olds makes hundreds of thousands in a short period are pretty tempting. Tempting enough to have lured THIS out-of-work 54 year old programmer as well, having stepped out onto the precipice by switching from my beloved I-can-hear-you-always Verizon to get an iPhone, and stepping out of my Windows/Linux world to order a MacBook so that I can write iPhone apps.

At least my skills are reasonably up-to-date. (What was this guy thinking, sitting out the entire economic cycle since the LAST recession?!) Though I know NOTHING of Macs, XCode, Objective C, or the various Apple APIs. (Windows and Linux programmer here...) At least I am throughly familiar with MVC, fresh off a (foreshortened) Ruby/Rails contract. And I've got lots of "device" and embedded experience in my past, so I know how to work with limited resources.

My only consolation is that while there are surely a bunch of kids out there who know everything about Macs, XCode, Objective C, and the various Apple APIs, they don't have a lifetime of real-world experience to draw from.

How many more of us are there? It's scary to think about. How few months/weeks before there are 20,000 iPhone apps?

One thing nobody has to worry about is buying an iPhone and not being to get the application they want. With so many talented, out-of-work programmers, and the lure of the App Store's nearly-instant cash (contrast with the promotion/payment cycle for a typical PC-installed app.), iPhone users are being showered with cheap, and (usually) reasonably decent apps.

10,000 apps sounds like a lot, but I am encouraged by the gaps in coverage. For example, there is a lack of vertical-market applications, particularly for service industries. The iPhone, I think, is all about boiling things down to bare simplicity. For example, Take Me To My Car, vs. dropping a pin on a Google map - the latter is too much trouble if you can do it in one click. (I hope the author of TMTMC is incorporated, as they have, in my estimation, a serious liability issue - any drunk can find their car with this app! :) ) So, if you are, for example, a florist, a general-purpose PIM isn't going to cut it to help with your daily routine. It needs to be specific and dog-simple. So, I think, there is plenty of room for app growth, but is there enough money in those little corners of the market? Pipe dream? Can anybody say "race to the bottom"?

We shall surely find out, as there are many more of us out here, and probably wave after wave of layoffs yet to come. iPhone users, rejoice! Can't find the apps you want today? You surely will tomorrow. It's the perfect economy for a bit of entertainment, or a shot at finally getting organized - for a mere 99 cents.

My own consolation is in the story my grandparents told endlessly at the dinner table when I was growing up. During the Great Depression, they were (or so they say) down to their last five bucks. They went down to the local five-and-dime (Wiki it...) and bought unpainted porcelain figurines. My grandmother painted them with oil paints, and started a successful business that took them through the end of WWII (when the Japanese started making cheap copies of their designs). Collecting knick-knacks (such as their highly successful but very un-PC Mammy and Chef salt and pepper shakers...) was cheap entertainment during the Depression. I hope I can successfully apply their lesson now.

I feel it in my bones that these are times that not only will reward taking a chance, but practically DEMAND it. It's counterintuitive, but I've seen it in a more limited way in the past recessions that I've lived through. I've never done badly in a recession, so I am hopeful that I will do well in this doozy-of-them-all.
Reply to this comment
by KellyLieberman December 9, 2008 12:31 PM PST
Perhaps a developer (or Apple) might offer a SixPackApp special, where you get 6 apps for a special price. Great promotion for the holiday season. Speaking of innovention during uncertain economic times, look at the opportunities in the domain name business. Fastest growing commodity on the planet...
Reply to this comment
by AJ Pants December 9, 2008 3:51 PM PST
It's actually a shock collar. He gets a sharp zap every time someone downloads an app from Freeverse.
Reply to this comment
by calculatorwatch December 9, 2008 9:17 PM PST
I'm just trying to help but I think there's a fatal flaw in the logic behind the game. People don't download apps in groups so they can only play them in groups. I think making a new version of a used-to-be-popular game is a great idea but to get me to consider it, it would have to have a good AI opponent I could play against whenever. And yeah, I think 99c is a good idea.
Reply to this comment
by jtara December 11, 2008 9:31 AM PST
I agree, go to 99 cents. And, if at all possible, enable it to play opponents over the net, (at least Wifi and 3G). If the game requires such a low latency that it can't be played over the net, then there's probably not much he can do, other than to think-out the "plan B" app a bit more.

I think the best approach to save this game would be to find a "sponsor" who would pay him a fee and then give it away in the app store. A good sponsor might be, for example, a company that provides WiFi hotspots.
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About Geek Gestalt

Daniel Terdiman, uniquely positioned to take you into the middle of another side of technology, chronicles his explorations of the "fun beat," from cultural phenomena such as Burning Man to cutting-edge aircraft to game conventions.

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