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January 17, 2009

GameSetLinks: Xfuel Drops A Giant Bomb

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Spooling out some leftover GameSetLinks from earlier this week, we have some interesting developments - headed out by Giant Bomb making its API available.

This is another forward-looking move from the site that I think has Web 2.0 most sussed out when it comes to game information dissemination.

Also hanging out in here - a silly old Mega64 skit on a super-quirky Sega game, Kwakfest, the likely dangerous (logo pictured!) Xfuel, and, uhhh, Metal Steve in full effect. Here's the notables:

Giant Bomb API Now Available -
'But if you're out there wondering what to do next with your developer-savvy smarts, you've got another big source to pull data from. The Giant Bomb API is now available for non-commercial use.'

YouTube - Mega64: Feel The Magic XY/XX (2006)
Iloveyouiloveyouiloveyouiloveyouiloveyouuuuuuuuuuuuuuuuuuuuuuuuuu. Also, the bit at the end is priceless.

PowerHomeBiz: 'The Jersey Boys do it again! Teenaged brothers Along With Friend Launch Xfuel, The Energy Drink for Gamers by Gamers'
Complete awesome press release: 'The ingredients of Xfuel, although somewhat guarded, appear to be healthier than those of traditional Gaming snacks like soda and chips.'

Kwakfest - The Album
Jake 'Virt' Kaufman (Contra IV DS, chiptune insanity!) releases a special musical compilation of his super-fast-composed Kwakfest entries. Glorious.

Metal Steve's Game Riffs: Metal Steve Reviews The Korg DS10
'But I can't give my thumbs up to the Korg DS10 because unless you listen to the Cure or something and think keyboards are better than guithars but if that is the case you probably sit in the corner all day and cry about how the world is sad because you're so emo and nto METAL enough to be like a man and face your problems!'

BLDGBLOG: SuperMax
'The description of Prison Tycoon 4: SuperMax, a ValuSoft game released in 2008, urges players to experiment in the architectural framing and administrative implementation of prison life.'

Interview: Avaloop On The Evolution Of Papermint

[Originally run over at our online game site WorldsInMotion.biz, Mathew Kumar has been speaking to those interesting Austrians at Avaloop about Papermint, which is one of those rare things - a PC online world that's visually striking and interesting in terms of game design. Ignore at your peril.]

Avaloop's new online MMO Papermint, which has had an intriguing history and a distinctly different graphical style, entered Open Beta last month.

Papermint is a free-to-play, browser-based 3D MMO that combines casual gaming and social networking. Players create an avatar from "paper cut-outs" and can then play mini-games, design objects, and decorate their personal space.

They can also get involved in family networks, roughly described as "a web of fictional family relationships between players" -- which can include the possibility of getting married and having children, which are in turn new players in the world.

Avaloop is a fully independent company working out of a "former local cinema" in Vienna, Austria. Papermint has been in development since May 2006 and was in closed beta since May 2008.

The game world is modular, consisting of an ocean with different islands created in collaboration with different artists and illustrators, which allows "microlocalisation of in-game communities according to geographic and thematic differences," with different islands for nationalities or common interests.

In honor of its availability of the alternative online world, Worlds In Motion is talking to lead artist Barbara Lippe and creative director Lev Ledit about the development of this intriguing 3D world.

This includes an in-depth discussion of the striking art direction, the influence of games including Puzzle Pirates, andan exploration of their attempt to create a world where "people can feel physically connected without being at the same place in real life."

What set the development of Papermint into action?

Barbara Lippe: This is a question for Lev, as Papermint is his brainchild.

What I can say is that I got to know him when he was making feature films. For me, he was that typical artsy film guy, but with a lot of humor and drive, and the ability to motivate a team to execute almost impossible things.

I was interested in console games at the time also (and have been since my childhood in fact, when I fell deeply in love with Link), as I had worked in Tokyo before. Japan's game culture showed me a thrilling way to implement my characters into something exciting that people could use and play with.

However, one day Lev came to me with te idea of a virtual world, an online society. I was always glad to turn my characters into "living" creatures and agreed to draw for the prototype.

At that point, Papermint was more of a 3D chat client, but the game features were planned. Lev seemed to be obsessed with online realities (MUDs, MOOs, MMOs -- especially Ultima Online, as far as I know) and was also interested in political and social systems between humans and across civilizations.

Actually, I think he was even dreaming about online societies each night. Papermint was the manifestation of those dreams.

Lev Ledit: To be more precise, what I had in mind 2004, when I started Papermint, were two things:

1.) Giving people the license to communicate. A world where you have a clear idea of the people you meet, like in real life, where you just have to look into a bar, and in the first second, you know if you fit there, if you like the people, if they could like you, who they are roughly, and so on. No concrete information, but a pattern, and human brains love patterns.

You find this in Papermint ithroughthe profile. It's called square sole or sole pattern -- the colors and shapes and flags and symbols floating over every Papermintcharacter. It's not concrete information, but people start reading it unconsciously once they start to get a feeling for it.

Like in real life, some information is simple to set up (our clothing), some are hard to lie about (how we talk), some are dependent on the social surroundings (you can be a cool kid in your classroom when you're seven years old, but in a public space?) -- all of this you can find in the sole pattern.

2.) The sensual experience should not imitate reality. You should feel you're in a better world, a world where people think of sustainability -- looking after their resources; everything in the world should have a meaning, should be something you can use.

The art design is one of the most striking things about the world; how did that evolve?

BL: I never really took any marketing reasons into account when deciding on my art direction. I knew I wanted to create a place where nobody would feel really excluded, and I, of course, thought of the minorities in online worlds. However, I think our audience is much more style-conscious than tech-conscious.

Papermint also should never become a ... game-advertising/logo junkyard; any commercial promotion would have to go hand-in-hand with intelligent, symbiotic game design, not via visual marketing cues.

I was never a big fan of the tech-demo-based Western 3D aesthetics that have developed in games since the 90s. It seemed that instead of boosting an artist's fantasies to unknown limits, the new technology that would enable us to visualize the unreal drove artists to think in much more unfantastic ways. Realism replaced style for a long time.

I was never interested in producing a 3D still life of the perceivable world. For that, my fantasy is way too lively. I want to rebuild the fantastic in my head in a believable way.

I believe in style, saying that the decision to implement a certain, deliberate style has impact on the meaning, the semiotics of the game. If Papermint would look realistic, it would mean something else. But we decided intentionally to use the charms and the significance of 2D in a spatially navigable world. 2D is flat, and this fact does not make it difficult to come up with a paper metaphor.

Paper has a big advantage in that it is real (you can print your Papermint character, cut it, fold it, put it onto your desk—in that way Papermint is much more real than any digital hi-def-hi-res 3D world), but also fantastic (paper is able to do things a creature made from flesh and blood is unable to do).

This is great for a lot of slapstick humor. Just imagine paper people folding themselves to somewhere, turning into boats and planes and paper balls, getting wet in the rain or catching on fire.

All shapes and colors are explicit and clear-cut in their appearance as they all have a signaling or game play function. So, for example, every island has a color code of 35 colors maximum. This not only helps to keep the island pleasing to look at, but also includes great game design possibilities.

As you can collect colors and use them to express yourself (dye your outfit, paint your flat, etc.), you have to travel and explore to find new colors if you want something special. People will see your newly colorized feather boa and will become excited about where to get that unique piece. So, every island is worth traveling to just because of this little fact -- and among many other reasons of course.

Style is a message. Style is a decision. To create something in a certain stylistic way, a graphic artist can put his or her message into a whole thing. To develop a certain style also means to liberate the game from any constraints or the pressure to always be graphically up to date (and thus always too late) with any technological development.

Graphics which were just created with the latest technical milestones in mind will look old after the next step technology takes. Papermint is more than a tech demo! Anything that has been done with a stylistic decision in mind will always look stylish in this sense of the word.

I truly believe that the 3D technology we have so far is way too insufficient ... especially for a platform like Papermint, a world that is about and for real people, including their emotions, feelings, and the human interaction between them.

Almost-realistic 3D avatars don't look lovable in my eyes. I prefer to reduce human characteristics to the essentials. It's about the human essential, not about an almost-real-but not-real-enough-and-therefore-alienating 3D idol. A few smartly placed lines can express so much more than a multi-million polygon 3D character.

From a production point of view, this 2D style allows our artists (we invite guest artists from all over the world, especially non-game-artists like fashion designers, illustrators, architects, comic artists, stylists who don't necessarily use 3D software) to use our tool chain and implement their non-game graphics into an actual game.

Our graphics are based on vectors, but in a 3D engine. This is also an absolute novelty and not only keeps data sizes extremely small, but also allows us to make changes on the fly. This enables us to satisfy any user demands extremely quickly. And isn't that service really important for a world full of real humans?

Let me reference a concept expressed by Eiji Aonuma, producer of the later Zelda titles: "A game doesn't have to look real -- it has to feel real".

This is the principle of the art of Papermint, indeed.

Did you look at other virtual worlds and video games?

LL: Yes, and I can tell you, there is one game which really influenced me intensively -- Puzzle Pirates.

We even have a very cool feature directly taken from Puzzle Pirates: the "talking circle." We did this officially, because the people from Three Rings are some of the coolest people I've ever met. One of the many advantages of Puzzle Pirates over all other MMORPGs is identity fixation.

In other worlds, like World of Warcraft, the value of your character is mainly given by the tools and possibilities of your level. This is the reason why you can buy or sell WoW characters. Try this for Puzzle Pirates! It's impossible, because the qualification of your character depends mainly on you, not the game.

This is what I've tried with Papermint, too. Let the characters talk of the player and his/her qualification and not only their money or length of play.

BL: From an art perspective: I grew up with Japanese console game graphics and anime, without really knowing that they were from Japan, and I always appreciated their way of expressing complex things with just a few lines and colors. I liked the color schemes of many games, especially Konami's and Nintendo's games.

Despite the (often unconscious) pop cultural "Japanization" of Western generations since the late 70s, I did not want to mimic an Asian style too much as I also wanted other cultures to find themselves in Papermint. Therefore, we also invite other artists, in order to give mini-communities stylistically what they want.

I'm still not quite clear on how "family networks" work -- especially with new players being born into the world.

BL: In Papermint, you can flirt, fall in love, and marry. You can even have kids.

When you are married, experienced enough, own a flat, use the bed, and are successful in the child-making "game" (it still has to be implemented, but it will be something like a psychological game that feels like ballroom dancing where people have to move in harmony with each other), then the "most" pregnant person online will become the parent of the next real-player child. Parents don't know who their child will be, and the child doesn't know who the parents will be; it's like the real world.

And like in a better world: same-sex couples can also reproduce, and men can get pregnant!

The advantage of being a baby born into a family is that you already have a flat that a bed and, and you are already somehow tied to a family that can give you social power. However, as soon as you make friends or marry, you will rise in social status and can make connections as well.

You've been testing the world for a while. What have you learned from your users' interaction with the world, and how did that influence Papermint?

BL: We decided quickly to change the GUI (which will be finished next release), and we learned it really worked as we thought: People in Papermint take their relations extremely seriously. A wedding is prepared with all the love for detail and lots of care. So are divorces.

Lev's goal to create a world where people can feel physically connected without being at the same place in real life really worked out. I often used to meet a Japanese friend from Kyoto in Papermint while it was in closed beta.

While we sat on a bench and our characters slightly approached each other by sliding on that bench, we couldn't help but blush (putting red paper cheeks on). He also politely looked away when I undressed in order to show him some new fashion I created.

That's really impressive! It feels extremely real, and real world human rules of interaction have the same impact in Papermint.

LL: Additionally, players asked from the very beginning: where can I make money? Are there professions? We didn't expect that, but immediately started implementing professions. Now you can earn mint for many things, and people like it.

Barbara, your love letter really details the journey Papermint has taken...

BL: If I hadn't given my heart to Papermint I would live, love and work in Tokyo again already. But Papermint gave me so much more: true friends, true love, excitement, well... even the prospect of a multimillion Euro deal.

The money thing didn't happen (yet), but what stayed are these strong and warm personal bonds among a team that just will never give up. The victory of creativity over marketing; the victory of independence... this is Papermint!

So what is the future going to hold for Papermint and Avaloop?

BL: As our past is already like a Hollywood thriller, and as I can't remember a single boring working day at Avaloop, I don't dare say what the future will bring. As we are indie, everything can happen from one second to the next; heaven and hell are so close!

But whatever will happen, nobody can ever take us what we have accomplished. We have created a great virtual world as a small team and without big money.

The future will depend on how able we are able to make Papermint visible in this loud, flashy, blinking wilderness of the Internet. It's ot easy without a fat marketing budget. But fat budgets never were our thing anyway.

But we know that if there are people, Papermint can live. It's only the people who can make the world, which we have prepared with so much love and care, become a living place.

Best Of Indie Games: Physics Lessons 101

[Every week, IndieGames.com: The Weblog editor Tim W. will be summing up some of the top free-to-download and commercial indie games from the last seven days, as well as any notable features on his sister 'state of indie' weblog.]

This week on 'Best Of Indie Games', we take a look at some of the top independent PC Flash/downloadable titles released over this last week.

The goodies in this edition include two IGF finalists from 2008 (with one eventual Seumas McNally Grand Prize winner), a 2D puzzle platformer with mind manipulation as its central theme, a physics-based stacking game, and an arena shooter guaranteed to induce mania at its highest settings.

Here's the top indie titles of the week:

Game Pick: 'Crayon Physics Deluxe' (Kloonigames, commercial indie - demo available)
"The award-winning physics puzzle game is now available for purchase, and comes with no DRM attached. A 25 MB demo can be acquired from the official web site as well, should you need some convincing on how addictively charming Petri Purho's debut commercial release can be. Windows only, with Linux and Mac versions to follow shortly thereafter."

Game Pick: 'People Stacking' (Takaaki Ogiwara, browser)
"A physics-based puzzle game where players would have to stack people in different poses as high as they can without having the entire structure tumble over."

Game Pick: 'The Manipulator' (Virtanen Games, freeware)
"A 2D puzzle platformer created by the developer of Seven Minutes and Virtual Silence. In it, you play a psychic who has the ability to control the minds of others and influence them to carry out your orders. There are multiple endings to discover in this game."

Game Pick: 'Squid Yes! Not So Octopus!' (Robert Fearon, freeware)
"A new arena shooter from the author of War Bus and the Tempest-inspired G-Force. Alien robots from the planet Thwip are invading the home of a mutated radioactive squid, so you must assume control over this deadly creature and drive back the invasion with your patented beams of electro death."

Game Pick: 'Noitu Love 2' (Joakim Sandberg, commercial indie - demo available)
"The price for Konjak's gorgeous 2D platformer was recently reduced from $19.95 to $10. If you haven't played the full game, then here's the perfect chance to get a taste of what you've been missing out on."

January 16, 2009

Column: 'Diamond in the Rough' : Space Marines Need Dialogue Trees Too

forever4.jpg ['Diamond In The Rough' is a regularly scheduled GameSetWatch-exclusive column by Tom Cross focusing on aspects of games that stand out, for reasons good and bad. This week, Tom examines No One Lives Forever and other titles, and what makes their dialogue systems different from your average branching dialogue tree.]

Telling good stories in today’s games is a contentious issue. Different genres tend to approach storytelling from different points, some use CGI cutscenes and little else, some use in-engine cutscenes and even in-game cinematic moments (a la Half-Life 2), or just plain text dialogue.

Regardless of the method of delivery, the choice to be made when writing the scripts for such games is that of a single storyline or multiple story threads. A game like Final Fantasy VII has one script, on storyline, which never deviates from its set path. Other games contain key plot nodes that never change, but allow for multiple paths to each node. Prince of Persia, Assassin’s Creed and the Grand Theft Auto series are all practicers of this method.

Ambitious games feature multiple nodes and multiple paths, and these games require the most effort when it comes to hidden or optional content: games like Fallout 3, Deus Ex, and Mass Effect allow players to reach the same conclusion through two separate paths or different conclusions using the similar methods.

This necessarily causes a lot of trouble for game developers. Do they really want to write enough dialogue for 10 games, only to have one playthrough (which is too much for many players) encompass a fraction of their work? This is normally a problem faced by RPG and adventure game developers: they’re expected to produce convincing, branching story paths, and the trendsetters in these areas (Bethesda and BioWare are responsible for the mainstream examples of such games) are constantly upping the ante.

It’s fascinating, then, to find games that have nothing to do with RPGs, have extremely linear storylines, and yet still utilize certain branching story or script paths. Mostly I’m thinking aboutNo One Lives Forever, a game that was a stealth/action shooter through and through, yet featured long, interactive branching conversations within its cutscenes.

prince-of-persia-20081113032927802.jpg Cut The Chatter Now

NOLF was condemned for just this quality: people didn’t like the fact that they had to wade through long, input-heavy cutscenes in between missions. It seemed to them that they’d signed up for a sneaky, exciting spy shooter, and been saddled with a game that took its bureaucratic infighting and snappily written confrontations as seriously as it did its gunplay.

At the risk of beating an already beaten horse, this is the same problem faced (to a degree) by Prince of Persia 2008. This game also made the interesting choice to include story and dialogue segments that were entirely optional, yet also rather lengthy.

At any point in the game, one could initiate a dialogue between the two main characters. While it isn’t exactly the same method as that practiced in NOLF, it practices the same kind of tactis as does Monolith’s spy shooter. They both encourage the player to start up or continue conversations.

It’s apparent that some people don’t appreciate these kinds of antics in their non-RPG, non-puzzle games. It’s seen as a departure from form, obviously, but also as not in keeping with the tone of less “cerebral” games. More important than any such discontent is this question: how does this kind of inflection change these games, and does it change them for the better?

Part of the fun of NOLF’s story was always the ability to explore every possible conversation option within a given cutscene. Sure, not all cutscenes possessed such options, but the ones that did added a level of depth and involvement that games without such features lack. It sounds tacky, but there’s something to be said for even the most minor, superficial choice within such a scene. It not only gives the player a sense of agency and involvement, it allows them to explore the story as much or as little as they want.

This isn’t exactly a ground-shaking conclusion. Games have been doing this with great success for many years. Bioware’s Mass Effect was a game best played for its conversations, so beautifully and entertainingly were they rendered. Obviously NOLF and PoP don’t approach this same level of interaction: these are dialogues that happen with very limited options, in the case of NOLF, and with no options at all in the case of PoP.

Still, their contributions are noticeable and should be recognized. It’s perhaps true that such games don’t normally have this kind of accompaniment that makes even these minor contributions so influential. In a genre that features cutscenes as seen in Doom 3, Splinter Cell, and Halo 3, NOLF’s lengthy, branching dialogues are a welcome change.

Of course, this is not to say that storytelling of the kind used by Infinity Ward in CoD 4’s cutscenes is in some way deficient. In fact, that game is one of the purest examples of almost entirely first person, non-directed cutscenes. Still, what it lacks is that sense of agency, but more importantly, the sense that there’s more to the game than just what it’s willing to make you watch.

nolf_10.jpg Delicious Decisions

In most games, you watch the story and narrative that developers desire you to watch. It’s intriguing to encounter completely non-mandatory, optional dialogue. It’s often of a more personal, character-driven nature, this dialogue: it adds little things into your body of knowledge concerning the fiction. It means that you can contextualize the characters and settings within the game as much as you want to.

Of course, one could argue that this kind of back-story and minor exposition can be provided by a regular cutscene: there’s no reason, you might say to make such content an unknown, something that must be discovered. However, it’s this unknowable quantity, this idea that such content does not, for the player, exist unless purposefully unearthed, that makes this kind of option special.

This tactic is one that game developers love to discuss. It’s this idea that allows them to make the claim that no two players will have the same experience, or at least that there are many different experiences to be had within one or more playthroughs. Doesn’t this sound like the kind of experience all games could use, not just RPGs and puzzle games?

This trick, the illusion of a new, increased level of confidence between you and the game, is something I cherish when playing. I know that everyone else (mostly) will listen to all of those little conversations between the Prince and Elika, just as I know that everyone else will explore all of Cate’s hilarious, venomous barbs directed at her superiors.

Still, the fact that I have to dig deeper into the game’s structure is something that gives me not only a sense of accomplishment, but also a sense of intimacy. It’s an intimacy not only with the characters, but also with the fiction as a world. It’s as if I was given an extra page to a favorite book, and told that that page would reveal non-crucial bits and pieces of the story. How could I not look?

2547826461_6f6d0ebd4b.jpgA Little Bit of Talking With Your Shooting?

I think that people are starting to embrace this kind of approach, this broadening of conversational possibilities throughout genres. Obsidian, the people behind the upcoming spy action RPG Alpha Protocol, have the right idea. Sure, it’s still an RPG, but like the best action RPGs, it uses its conversation trees to bridge the gap between shooter and other.

Likewise, if Ubisoft’ tactics in the recent Assassin’s Creed (a game whose lengthy optional conversations were obviously developed using some of the same philosophies on display in Prince of Persia) represent a new unifying direction for their products, then we can expect to see more such conversational options in the future.

I see this as a good thing. People may say that these are just dislocated bits of story, meaningless due to their less than seamless integration with the rest of the narrative, but I’d like to remind them of an important fact. These are video games we’re playing, and if we can’t find a way to break away (even in the smallest way) from the steady, linear narratives of other fictional mediums, then we’re doing something wrong.

I’m a huge supporter of wonderful stories and strong narratives, even at the expense of other elements of video games. Even so, it’s obvious that there are stories of amazing depth, dramatic ingenuity, and potential that we can uncover using these methods. Here’s to shooters with lengthy, annoying conversations, and adventure games with pointless chatter. I’ll take what I can get.

[Tom Cross also writes for Gamers' Temple and blogs about video games at shouldntbegaming.wordpress.com. You can contact him at romain47 at gmail dot com.]

Round-Up: Gamasutra Network Jobs, Week Of January 16

In this round-up, we highlight some of the notable jobs posted in sister site Gamasutra's industry-leading game jobs section, including positions from THQ, Rockstar New England, Vicarious Visions, and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted in each market area this week include:

Gamasutra.com - Game Industry Jobs

Vicarious Visions / Activision: Senior Software Engineer
"A Senior Software Engineer is a highly capable individual with experience in many of the technical aspects of game development. A Senior Software Engineer mentors other programmers, lends expertise in company-wide technical direction, and seeks to improve engineering processes across the company. A Senior Software Engineer may serve as Lead Programmer on a project-by-project basis."

Rockstar New England: Lead Environment Artist
"Rockstar New England is looking for a Lead Environment Artist to help us create awe-inspiring and immersive worlds for our exciting line up of projects! Strong modeling and texturing skills are not enough! Candidates must be able to create immersive, living, and fully-realized environments through lighting, atmosphere, object placement, models, and textures. A portfolio demonstrating exceptional 3D environments is required. All applicants will be considered. Opportunities for growth and advancement are available."

THQ: Director, Video Services
"This position will oversee all video content development across the global publishing and product development organizations. The position will manage an in-house staff of three including a graphic designer, video editor and production assistant, as well as several, regular freelance resources. This position will also partner with various internal constituents in managing several external creative and production vendors. Key internal constituents will include the brand management, marketing communications, investor relations, sales and studio creative management teams."

SeriousGamesSource - Serious Games

Lumos Labs: Flash Game Developer
"We are an innovative, well funded, revenue generating startup focused on creating consumer facing applications that combine gaming with the latest research in neuroscience and cognitive psychology. Our web-based games, exercises, and training programs have received great reviews from consumers and the press). ... We share a vision to create a new kind of gaming company – one that makes a difference in the lives of its users."

Aechelon Technology: Senior Real Time Special Effects Engineer
"Aechelon Technology is a leader in real time computer graphics for the visual simulation market, focused on the creation of the World's most realistic visual systems for fixed and rotary wing flight simulation. We celebrated our 10th anniversary in 2008, and are headquartered in the heart of San Francisco's SOMA area."

GamesOnDeck - Mobile Games

Titmouse Games: Programmers
"Titmouse Games is looking to fill several Programmer positions across different skill sets. We're looking for Talented visionaries to help build tech and scalable pipelines for a company that is sure to grow. We will also need programmers interested in iphone and android, as we plan to support these platforms as well as major consoles."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

Road To The IGF: Hemisphere's Osmos

[Leading up to the 2009 Independent Games Festival in March, we're talking with the finalists for for this year's IGF competition, starting by interviewing Hemisphere Games' Eddy Boxerman about the triple-nominated Osmos, a serene and elegant "orbital osmosis simulator".]

In Osmos, players navigate through an indigo sea of wandering motes, absorbing smaller bits while avoiding collisions with larger motes.

Its drifting orbs, calm visuals, and minimalist soundtrack provoke comparisons with ThatGameCompany's fl0w or Nintendo and Skip's Orbital/Orbient games, but Osmos offers several significant differences in mechanics.

For example, it includes matter-ejection propulsion that shrinks the player's mote, time-warping for speeding or slowing down time depending on the player's needs, and intelligent motes that can avoid or destroy players.

We spoke with designer and programmer Eddy Boxerman about Osmos -- which was nominated for multiple awards at this year's Independent Games Festival (part of Think Services, as is this website), including Technical Excellence, Excellence in Design, and the Seumas McNally Grand Prize.

Subjects discussed include exactly what makes the osmosis sim unique, and why players might need to brush up on orbital maneuvers to take on the game's later stages:

What kind of background do you have making games?

Eddy Boxerman: I liked modding as a kid -- coming up with alternate rule-sets and tweaks for Monopoly, Stratego, etc. and then play-testing them. A good friend introduced me to Dungeons & Dragons when I was 12 years old, and that was it.

I've been making games as a hobbyist ever since. More recently, I worked for a few years at Ubisoft Montreal as a physics and animation programmer.

And it doesn't hurt that the friends who have contributed to Osmos are all super talented: Dave Burke worked at Epic as an engine programmer, Kun Chang served as cinematics art director on Splinter Cell: Chaos Theory, and Andy Nealen has been teaching courses in game design.

Obviously, many will draw comparisons between Osmos and Orbient/Orbital, or even fl0w, due to similar design elements and the minimalist look and sound.

Could you describe how you developed the idea of Osmos, and what other sources that your team might have been inspired by while planning the game?

EB: As you can imagine, I've thought a lot about it, and there's so many takes on the subject - here's a few different personal points of view:

Mr. Denial - Orbient? flOw? Never heard of them! [phew, at least they didn't mention Spore's cell stage]

Mr. Storyteller - One conceptual germ dates back to a course I took (many years ago) on Spacecraft Dynamics during my Mech. Eng. undergrad (Thanks Professor Misra!). More recently, I had been toying with a game concept in which the player controls some blobby, deformable creature -- Gish-like, but different.

Then one evening in early 2008, several ideas that had been floating around in my psyche spontaneously came together, and the basic Osmos mechanics were born, all wriggly and eager to burrow themselves into a prototype, which I put together over the course of a few days.

Within a few weeks, I had a version with "spectacular" programmer art, sound, and music which I sent to a few friends. I've also been listening to a lot of ambient electronica in recent years, and really loving a few artists. Their music was a definite inspiration.

Mr. Alibi - I hadn't seen flOw until the initial Osmos prototype was completed. The same goes for the Spore trailers. And Orbient? It just came out. I'm innocent I tell you -- innocent!

Mr. Gloom - [sighs] It's true. Osmos shares an ambient aesthetic with those games. And the concept of eating/absorbing. And a 2D perspective. And Orbient even contains gravity! Why in the world do I continue with this dead end project?!

The Geek Lawyer - But in the final analysis, their fundamental gameplay mechanics are different. Navigation in Osmos is based on action/reaction, utilizing a matter-ejection propulsion mechanism that is unique.

That -- coupled with the smooth absorption of foreign motes -- presents the player with a non-linear optimization problem that is extremely deep and complex, leading to a rich and balanced game space. Osmos is about the exploration of that unique space. Plus it's sexy.

Me - I believe that what Osmos shares with games such as Orbient and flOw is genre, aesthetically and -- to some degree -- gameplay-wise. (For an even more long winded answer, I've posted about this here.)

If you liked those games, you'll probably enjoy Osmos. And if you didn't like those games, you may still enjoy Osmos! Try the demo, it's free.

As you mention, one way Osmos' gameplay really differs from Orbient is its intelligent motes, like the Scaredy -- can you describe some of the motes players encounter?

EB: The Scaredy is one of four AI personalities that exist in the development version at the moment. He's wily, but non-threatening -- good for tutorials. Wait until you meet some of his more aggressive cousins.

What new obstacles or elements do you introduce in Osmos' later levels to provide more difficulty?

EB: Currently there are three game branches: Ambient, Force and Smart. As I just mentioned, Smart levels get harder by introducing new and tougher opponents -- sometimes many on a level.

Ambient levels are what I consider "classic" Osmos. As the levels progress, the player begins at a smaller and smaller size, and the levels get bigger and bigger. By the time you're a few levels into the third zone (A3), you begin so small -- and are surrounded by such huge motes -- that it seems impossible to complete the level.

But if you look around, you'll start noticing some smaller motes -- far, far away; and with skill, planning and patience (it takes roughly 10-15 minutes to complete one of these levels), it's beatable.

This is also where the time-warping mechanic becomes really useful: the player can speed time up for those long, "deep-space" voyages, and slow it down to nail a tiny, high-speed collision. I sometimes feel that these difficult ambient levels are my favorites. They're tough, but still very relaxing.

The Force levels are where the player encounters Repulsors and Attractors. As multiple, powerful Repulsors get added to a level, things really start moving around, and the player has to move quickly and skillfully.

In the "solar system" style levels, the central Attractor gets progressively more powerful. By the third zone, I recommend for players to read a bit about orbital maneuvers, to understand how to navigate in these systems; unlike the easy versions of these levels, players can't just "brute force" their way through them.

That said, the difficulty curve is intended to give players the opportunity to build an intuition about it. There's also a branch which leads to "multi-Attractor" levels, which contain many, moving Attractors. Lots of warped trajectories in these levels -- fun for the whole family.

There's more, but, well, we have to keep a few secrets.

What reference materials did you use to develop Osmos' elements and look?

EB: Kun really helped out with this, and there are improvements yet to come. Our main references were from electron microscopy and deep space photography. And, though we wanted to distinguish ourselves and avoid flOw's look, we succumbed and gazed at a few deep sea creatures -- they're just so unbelievably incredible.

What sort of development tools did your team use?

It's a home-rolled engine built upon openGL (yay for NeHe), openAL, Freetype, and libVorbis. Big thanks to the open source communities! We also use Beanstalk and TortoiseSVN for source control, MSVC 2005 Express, Photoshop, Fraps, OggDrop, etc.

The game's dark blue hue, mellow soundtrack, and minimalist HUD all provide for a very relaxing game. Were there any other elements you consciously focused on to provide for that relaxing feel?

EB: A great deal of time was spent tweaking the controls and gameplay to give an intuitive, zen feel. I hope we succeeded. Oh, and I took a few liberties with the physics equations for the same reasons; they're loyal to the spirit of the laws, just not to the letter. I'm sure they reflect the properties of some universe out there.

Why did your team believe that sense of relaxation/zen was important?

EB: The initial intention wasn't to create a relaxing game per se. The fundamental gameplay mechanics simply suggested it, and we chose to embrace it -- rather strongly. I should say that some of the more difficult "Smart" levels, as well as the multi-Attractor levels are a little... less relaxing. But for those that want relaxation and challenge, "deep" ambient does the trick.

The game seems like it could also work well on a platform with touchscreen capabilities, such as the iPhone. Have you explored bringing Osmos to any other non-PC platform?

EB: Nothing concrete yet, but developing an iPhone (as well as a Mac) version is definitely on our wish list.

Can you see the game being played without mouse or touchscreen controls, say with just a traditional gamepad?

EB: Absolutely -- though I suspect the thumbstick controls will be a little tricky to tweak. I hope to try it sometime soon.

You've had an Alpha demo available for three weeks now. What sort of feedback have you heard from players, in terms of changes or additions they'd like to see?

Mainly requests for additional platforms (Mac and iPhone); alternate zooming controls for those without mouse wheels; and the full version!

If you could start the project over again, what would you do differently?

EB: Personally, I learned a fair bit building an engine from scratch; but when I think about the hundreds of hours invested on that front -- by myself and my collaborators -- compared to the great, inexpensive engines that are available these days, I get a little... tired.

That said, [Metanet co-founder and N co-creator] Raigan Burns gave a MIGS talk last year entitled "Unique Knobs for Indie Games," in which he made the case that "creating your own unique technologies from scratch allows freedom of expression impossible with middleware and canned solutions." Perhaps he's right, and that's one of the things that gives Osmos a certain je ne sais quoi.

Were there any elements that you experimented with that just flat out didn't work with your vision?

EB: Once upon a time, there were lives in Osmos. Not any more. Time-warping was also a limited resource. Gonzo. We have yet to find a compelling use for the "Explosive" mote. And I experimented with alternate force fields besides attraction and repulsion, such as "curl." No dice.

On the aesthetic side, at one point, I was trying to make the whole thing look like a moving piece of modern art. Ugh. It looks a lot better now.

And while they'd make amusing Easter eggs, copyright laws would never allow me to release the Bob-the-Builder and Winx versions of Osmos that I created for my nephew and niece.

What do you think of the state of independent game development, and are there any other independent games out that you currently admire?

EB: Indie is so alive and well that it's daunting. Which makes it all the more incredible to be nominated for any IGF awards! The IGF in general has been an incredible medium, wellspring, and channel for the spread of all manner of indie goodness over the years. Big thanks to its organizers and judges.

As for specific indie games and developers, I admire too many, so I'll spare you the long laundry list. Suffice it to say that the majority of the IGF finalists (as well as some who didn't get nominated) are on it.

Well, okay, two exceptions:

1. Does anyone not love 2D Boy? Seriously, you guys're the man! A real inspiration to us all: from the experimental gameplay project, to World of Goo, and beyond...

2. A team you may not have heard of yet -- Infinite Ammo.

GameSetLinks: The White Van Experience

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Ah yes, the sweet smell of GameSetLinks, this time featuring a couple of rather silly videos - including a compilation of Phoenix's (pictured) terrible PS2 titles, and that Japanese Mario live-action pastiche you might have seen in a few billion other places.

But there's more serious goodness, too, including Clive Thompson on Gears Of War 2, as well as an interview with Norihiko Hibino and a correctly silly 1UP.com feature about the imminent destruction of 1UP.com. Yay, Internet sarcasm.

Dee light ful:

Indulge your inner child with 'Crayon Physics' - Citizen Gamer- msnbc.com
Yet more mainstream coverage of Crayon Physics - awesome.

Top 5 Changes Coming to 1UP from 1UP.com
Subhead: 'Click for free money celebrity sex boobs.' Yes, Sharkey, yes!

Games Without Frontiers: Bad Story, Great Game -- How Mediocrity Gooses 'Gears of War 2'
Clive Thompson: 'Is it possible that a game with such elegantly designed action requires a half-assed story, so that the narrative doesn't trip up the flow?'

Gametrailers.com - Avoid This Logo by wiisixty
Someone's done a nice round-up of in-game video from the TERRIBLE Phoenix shovelware PS2 games you see a lot in Europe. White Van Racer ftw! Via MWegner.

Music 4 Games -- GDC preview interview with Norihiko Hibino (Metal Gear Solid composer)
Ahead of his GDC lecture, an interesting chat with the MGS and Ninja Blade composer...

YouTube - Live Action Super Mario from Japanese TV
Extreme silliness, you've seen it already, now watch it again. Via Waxy!

Techcrunch: Fox Interactive Media To Shut Down Flektor And SpringWidgets
Interesting because Flektor was/is the project of Jason Rubin and Andy Gavin, original Naughty Dog co-founders. From being bought for $20 million to being folded 18 months later - maybe we'll see them looking more at games again?

January 15, 2009

The Game Developer Archives: 'Monsters From the Id: The Making of Doom'

potatohead.png [Starting a new column reprinting classic Game Developer magazine articles, this January 1994 premiere issue article goes behind the scenes of Id Software's Doom, talking to John Carmack and revealing technical specifics of the seminal game's creation.]

In an era of where it often takes 20MB to put in all the advertised features, they did it in less than four.

At a time where soundcard compatibility was a big problem, they added on Disney Sound Source as an afterthought for demonstrations. As many larger game companies are coming to terms with cross-platform development, to them it comes naturally.

They write games that would take larger companies 30 people or more, and the whole company comprises seven people. They are the programmers at Id Software, and what they are doing could change the PC game industry forever.

Wolfenstein 3D

It was actually Id’s previous game, Wolfenstein 3D, that earned its accolades. The premise of Wolfenstein 3D was straight out of a B-movie, in which players battle their way out of a Nazi castle. What made Wolfenstein 3D stand out was its brilliant use of bitmapped images, digitized sounds, and blazing speed to give the illusion of a three-dimensional world.

Id made use of a technique known as texture mapping that, combined with a raycasting engine written in assembly language, allowed the three-dimensional graphics to be playable on the lowest common denominator machine, at the time a 286.

Perhaps, the most amazing aspect of Wolfenstein 3D had to do with its distribution. It was shareware. Using a time-honored shareware technique, the first 10 levels of Wolfenstein 3D were free. It was the additional levels that were sold directly through the distributor, a shareware game company called Apogee.

This allowed people to copy the first part of the game, which was public domain, and see how well the game performed on their machines before they bought the whole game. The free teaser file spread like a virus until it was all over the world, with over 20 percent of the orders for the complete version coming in from overseas.

Here is where Id has potentially made its biggest impact on the PC game industry. By releasing a state-of-the-art game through shareware, it was able to destroy the old shareware game sales record, set by Id’s own Commander Keen series, by over five times. By totaling sales of over 100,000 units by the end of 1993, Id proved that professional-quality games could be successfully marketed via shareware.

To truly compare shareware to traditional distribution, six months after the release of Wolfenstein, Id released a revamped version of Wolfenstein called Spear of Destiny. As of late 1993, Spear of Destiny and Wolfenstein had sold 100,000 copies apiece and Wolfenstein sales were still going strong, but Spear of Destiny sales were slipping as it was being forced off of retail shelves by newer games.

However, it’s not the sales total that makes this distribution revolutionary, but the profit margin. For example, for every game of Spear of Destiny sold, Id would get about $8.00, half the total return split with the retail distributor FormGen. In the case of a Nintendo cartridge of Wolfenstein, the return would only be about $2.00.

But, by using a shareware distribution system, Id was able to recoup the total price of the game minus the actual cost or materials and having an operator to take orders. In the case of Wolfenstein, the cost of materials was less than $5.00, and the complete game cost $50. Although they did split the profit with Apogee, this gave them a profit margin any software company would envy.

The Evolution of Id

Id Software has come a long way from its humble roots in Shreveport, La. It was at a company that made monthly game disks called Softdisk where the majority of the Id development team met.

John Romero, one of Id’s founders, was forwarded some fan letters that were sent in and tacked them up on the wall in his office. He had never given them a second thought until one day, when he was reading an article in a game magazine about a shareware game called Caverns of Kroz, he noticed a familiar address.

It turned out that Scott Miller, president of Apogee, saw one of the games Romero and his colleagues had created for Softdisk and wanted it for his shareware distribution company.

Miller, knowing that all mail to Softdisk would be opened at the front desk, wrote phony fan mail to the programmers under a variety of names and always ended the letters with “please write me at.” When John Romero saw the same address on all the fan mail, he realized he didn’t have as many fans as he thought. But the one real fan he did have would have a profound impact on his life.

Miller knew talent when he saw it, and he wanted what was going to be the future core of the Id development team to work for him. Miller gave Romero and his team a $2,000 check, and they gave him a paragraph containing a game idea that would become the first of the Commander Keen trilogy.

At this point, John Romero, John Carmack, and Adrian Carmack quit their jobs at Softdisk and formed Id Software with Apogee acting as its distributor. After a brief time in Madison, Wis., the Id team moved to its current headquarters in Mesquite, Texas.

It is in this corner of suburban Dallas that Id Software has really come into its own. Joining the founding members of lead programmer John Carmack, project leader John Romero, and graphic artist Adrian Carmack, were fellow Soft-disk alums chief operations officer Jay Wilbur, creative director Tom Hall, and printed graphic artist Kevin Cloud.

They formed the primary development team for Wolfenstein and Spear of Destiny, and, on completion of those two projects, reaped the rewards.

The Id Domain

Id’s main working environment is a series of PCs networked together, some of which run DOS. However, when it comes to programming, NeXTStep is the team’s weapon of choice. John Carmack has never regretted trudging through the snow in Madison to buy a NeXT cube. The level editor that Romero made for Doom took five human-months to make, but would have taken much longer on any other operating system.

By writing in ANSI C on NeXTStep, Id Software is able to develop and test in a true programmer’s environment. Then, using a network, developers are able to send the code to a test PC running DOS and recompile what they are working on to run the game on its natural environment.

The Super Nintendo Entertainment System (SNES) version of Wolfenstein was developed mostly on the NeXT machine, using an Apple IIGS to compile and retarget the ANSI C code. For future SNES development, Id had planned to retarget the Free Software Foundation Assembler and GNU C compiler to generate 65816 code on the NeXT machine, using a ROM emulator card to upload the code compiled in NeXTStep 486 directly to the Nintendo SNES.

Figure 1 shows DoomED, a good example of what Id can do in NeXTStep. It has the functionality of a simple CAD program and allows level designers to concentrate on level design instead of programming.

From DoomED, the level designer can place monsters and objects (the different colored blocks on the screen), but, more importantly, can manipulate the walls, ceilings, and floors of the game environment. The editor allows bitmap combination from a group created by the graphic artists, so the level editor can improvise without having to draw new bitmaps.

Although it has often been theorized that Id uses a lot of assembly language in its development, the main language used is ANSI C. “Assembly language is almost dead,” declares Carmack. “Doom has only two assembler routines: one to vertically stretch a column and the other to horizontally texture-map a row. Everything else is in C.”

If all of Doom was written in assembler and the programmer could manage the overhead correctly, Carmack theorizes it would only make the game 15 percent faster. And, although the main raycasting trace in Wolfenstein was written in assembly language, Carmack says he could write Wolfenstein faster in C because of today’s better algorithm technology.

Writing in ANSI C eases the strain of porting to other operating systems and recompiling the code on DOS, and NeXTStep helps clean out bugs during the development process. Carmack feels he could get Doom up and running in a window on a Macintosh over a weekend, but Id won’t write the port itself.

Id is willing to work with advocates of various operating systems, and talk of Macintosh, OS/2, and UNIX versions of Doom were discussed as possibilities.

The Core of Id

The two people at the core of the Id development team are the biggest fans of Id games and their harshest critics. Lead programmer John Carmack is clearly the main reason behind the technical superiority of Id’s games.

Talking to him about the games he’s worked on is almost anti-climactic because he always emphasizes how much better he could make them today. When the contractor Id hired to do the network drivers for Doom didn’t come through, Carmack matter-of-factly wrote a network driver and had it up and running the next day.

In contrast to Carmack’s eternal pessimism regarding his past creations, project specialist John Romero is the biggest fan of Id’s games that you could ever hope to meet.

His enthusiasm is infectious as he plays the latest beta making his own sound effects with his mouth to compensate for the game sound effects that haven’t been added in yet. It is this mix of diehard programmer who plays games and diehard gamer who programs that ultimately makes Id’s games as good as they are.

True to form, John Carmack was already displeased with Wolfenstein by the time it was released to the public. His game engine had been completed in the first month of the six-month development cycle and, by the time the first copy of Wolfenstein was buzzing across the modems of America, he knew he could do better.

While the rest of the Id development team was hard at work completing Wolfenstein, Carmack was writing the game engine that would later be licensed to a company called Raven for the game that was to become Shadowcaster.

This game engine featured more than a one-point perspective and allowed objects to be taller than the player. It was around advances made in the Raven engine that the new game (tentatively titled “Green and Pissed”) was to be built. But in the making of what was to become Doom, Id Software severed its relationships with two of the parties that had been around since its beginning.

In the initial development of Doom, a determination was made as to what direction Id’s games should take. This decision resulted in founding member Tom Hall leaving Id Software. Carmack and Romero felt that Hall’s creativity was coming into conflict with gameplay.

As creative director, Hall was insisting on continuity in the storyline and trying to give the game a plot. As Romero would later say, “You don’t need much of a storyline if your game is good.”

“The game designer shouldn’t be making a world in which the player is just a small part,” echoed Carmack. “The player’s the boss; it’s your duty to entertain him or her.” In the midst of this debate and other creative differences, Hall left Id to become project manager at Apogee.

Moving On

After the fallout from Hall’s departure, Id crystallized its design ideology. Id’s mission is to take cutting-edge technology and turn it into highly playable games. The plot, or lack thereof, in Doom is a good example. It involves the vague idea of starting in a space station and descending into Hell.

Doom, and presumably all of Id’s future games, involves just enough of a storyline to set a mood and inject snippets of pop culture, mostly from B-movies. Perhaps it was Carmack who put it best, “We put the player in a dangerous situation and basically let the fight or flight instincts take over.”

Another staff split involved Id taking over the distribution for Doom instead of using Apogee. Although the Id staff was pleased initially with Apogee, who gave Id its start in shareware games, the staff felt that Apogee wasn’t equipped to handle the onslaught of phone orders that would accompany Doom.

In an ironic twist, after Id had contracted a company called Digital Magnetics to handle the phone orders, Apogee realized that Id was right about its phone order capabilities and ended up hiring Digital Magnetics as well.

Id continues to deal with Apogee with ongoing projects such as Wolfenstein II, which Apogee will develop itself using a slightly souped up Wolfenstein engine. Id still recommends Apogee to potential game programmers as a good place to start.

With the knowledge that Carmack had gained from working on the Raven engine, he started work on Doom. The Raven engine was much more advanced than Wolfenstein. It could render sloping floors, map texture on any side of a cube (in Wolfenstein, a cube had to be the same on all sides), allow different textures for the ceiling, and create walls at angles other than 90 degrees. Unfortunately, the technology used by the Raven engine was as advanced as it would get, so to work on Doom, Carmack had to start from scratch.

Three revisions later, Carmack had a game engine with performance that met his expectations. By breaking the map down into small sectors and reordering them so that the engine was able to make use of the 486’s internal cache, the engine was optimized for fast machines.

The final Doom engine has a medium detail mode option that doubles the pixel width horizontally and triples the speed of the game on slower machines. Another important addition to the Doom engine was allowing all objects to have physical characteristics, such as weight, momentum, and even sound.

For example, bullets were actually physical projectiles in the Doom engine as opposed to Wolfenstein, where they were just calculations. Improved AI routines allowed monsters to interact with each other, and light sourcing gave a better sense of depth.

Improved Doom Features

One feature that was built in from the beginning was a multiplayer option. Id added this feature with an eye toward the future. The Doom designers felt that multiplayer games would become increasingly important as the Internet and other forms of commercial networks become part of more homes.

Although Id expects less than 10 percent of players of Doom to make use of the ability, up to four players can join the same game over a Novell IPX network. Id designers felt it was important to start working on multiplayer games now, so they would have the experience when it was more crucial to their development.

fig1.jpg
Figure 1. DoomED—Using CAD to Build Hell

As soon as the network option was added, however, more complications cropped up. For example, the line-of-sight checks that the monsters’ AI programming went through were slowing the game because they had to scan for every player. Another problem with the AI routines was that monsters were targeting some players, but ignoring others. These problems were fixed, but there was a minor problem that had to stay in the game.

The sprites for the individual players were drawn holding a generic gun, which wasn’t a big issue when there was only one player. But, with multiple players, an opposing player couldn’t tell which of the seven different weapons another player had. To give the players this viewpoint, seven complete sets of sprites would have to be drawn for the character, and the design team felt it wasn’t that important.

The graphics for Wolfenstein were drawn completely by Adrian Carmack, but for the Doom graphics, the Id team knew it was going to need help. It enlisted the aid of professional model designer.

The models are placed on a revolving tray where they are secured to the base. There are eight pegs in the tray that represent the eight points of view that are needed by the game engine to render the creatures. Next, the models are animated frame by frame by moving the model and then rotating it to each specific vantage point the engine uses to display it.

The images are digitized by a video camera hooked up to the NeXT machine. When each frame is captured, it is imported over the network into a PC running Electronic Arts’ Dpaint, where the photographic source is translated into the resolution of the game. The images are drawn at full brightness, and the game engine varies the contrast for light sourcing.

fig2.jpg
Gregor Punchatz created a setup that would easily allow the results to be digitized.

Sound has generally been a low priority in Id’s development process, partially because there is no sound programmer on staff. Sound quality for Doom would be better than in Wolfenstein because it was recorded at 11KHz instead 7KHz. Id feels that 16-bit sound is too much for Doom or any other action game in terms of effort, disk space, and processor time.

Id designers were set to support the Roland Sound Canvas and most major sound cards, when they started receiving angry letters from supporters of the Gravis UltraSound card. They thought the UltraSound card would be too hard and too much work to support, but the Id sound contractor trimmed down the Gravis code and UltraSound support was added to the final game.

As good as the gameplay was in Wolfenstein, there was room for improvement. Id took advantage of what it learned from its experience with Wolfenstein to make Doom better.

For example, secret doors in Wolfenstein were often indistinguishable from the walls around them, so the only way to find one was to search every wall on the level. With Doom, all secret doors have some distinguishing mark to differentiate them for the player.

More weapons were added, each with it’s own unique flavor. Unfortunately the biggest weapon, the BFG 9000, had to be scaled down because it was so elaborate, it slowed the game to a crawl every time it was fired.

Another enhancement was an auto-mapping mode, so players could navigate confusing passages from a two-dimensional, top-down perspective. One deliberate playability issue that rose from adding the automap feature was that monsters would not be visible, and new mapping doesn’t take place while in automapping mode.

This limitation came about during playtesting because once the playtesters were in the automap mode, they tended to stay there and not play from the actual three-dimensional game screen. “The game is not a challenge to be efficiently beaten,” said John Carmack. “It’s something you’re supposed to experience.”

Cracking the Doom Crib

One aspect of Wolfenstein the Id designers didn’t plan for was the cottage industry of hackers who rose to the challenge of hacking Id’s code. Maybe it was Wolfenstein’s modem based roots that drove people to hack map editors, bitmap editors, and sometimes entire modified games using the PD 10 level teaser file.

Apogee contended that all these mutations of the game hurt sales because people had in essence much more than 10 free levels at their disposal for free.

Id designers take a different view; they don’t mind and feel that people have the right to make whatever use of the game that makes them happy. They are planning the same thing with Doom and will even release some of the technical specifications.

But this time, the game will run a checksum to verify that it hasn’t been altered. If it has been altered, it will display a message that says the version being played is not the original and where to get the original.

Alpha and beta leaks have plagued Id from the beginning, and Doom was no exception. In the early development stages of Wolfenstein, there was an idea to have a contest where whoever found a secret room hidden somewhere on one of the levels would win $10,000. But the first person to call up was a pirate who called during the beta testing cycle, and the whole prize idea had to be scrapped.

In the early development of Doom, an alpha version of the game made it into such wide distribution that people were asking the technical support staff why the sound didn’t work on their machine. The reason, of course, was that sound hadn’t been added yet.

The most disconcerting story has to do with an alpha version of the Wolfenstein SNES cartridge that was given to handful of game magazine editors and somehow made into the hand of a pirate in Hawaii who was making black market cartridges. To try to keep this kind of thing from happening, Id has now set its beta policy so that games are password protected and tightly controls the how many beta copies are distributed.

Foreign markets are important to Id, and designers made a greater effort to make games more accessible. They made all the characters graphically based not font based, so Id can give the graphics files to foreign distributors to be translated, and the game doesn’t need to be recompiled.

Foreign orders accounted for about 20 percent of Wolfenstein sales, and Id expects foreign orders to make up a third of Doom sales due to a better foreign distribution deal. The one snag that has lead to various rumors is that Wolfenstein has run into trouble in Germany. Id stated that Wolfenstein is banned there, not because of the Nazi content, but because of violence, and Id expects the same restriction to be placed on Doom.

Despite an average of five calls a month Id receives from venture capitalists offering to make the company public and big, Id Software is dedicated to remaining private and small. Id designers feel they have the perfect size for a development team that works on one or two projects.

The Id growth plan involves working with other small developers and licensors. That plan follows what happened with Wolfenstein in which Id developed a new piece of technology and a showcase game that uses it, then licensed the technology to other software companies who used Id tools and code to make games. In the case of Wolfenstein, Id licensed the technology to JAM Productions who made Blake Stone and to Apogee for Wolfenstein II.

Id plans on developing more arrangements like the one it has with Cygnus Studios. Cygnus developed some games for Apogee that Id liked, so Id made an offer to Cygnus to move to Texas and work with the Id team. Cygnus is now working on a cyberpunk role-playing game using the Doom engine and all Id’s tools. When the Cygnus game is finished, Id will act as the shareware distributor.

After the release of the shareware version of Doom, Id will go to work on the commercial version of Doom the same way it made the Spear of Destiny version of Wolfenstein.

Doom’s commercial version will have the advantage of its experience in the shareware market and any unusual problems that occurred with the shareware version will have been fixed. This is another aspect of shareware distribution that is desirable.

As irregularities crop up, usually due to the variety of hardware in the PC marketplace, they can be fixed immediately and incorporated into a new revision that can be given to the next person downloading Doom off of Id’s bulletin board system.

The Future of Doom

The next project was to be Doom for the SNES, but in making Wolfenstein for Nintendo, all that changed. Wolfenstein for the SNES was technically very easy, it was Nintendo that made it hard.

Nintendo had Id remove the Nazi imagery and change the German Shepherds into giant rats, which wasn’t a problem. Over the next couple of months, Nintendo picked over little details and frustrated the Id team to the point that it dropped all future SNES development.

The console system that Id is now looking at is the Atari Jaguar. The Id designers were very excited about it initially and were going to develop for it after they completed the SNES version of Doom. Id is betting that Atari will ship over 500,000 Jaguar consoles. After their experience with Nintendo, the Id designers decided to primarily work for the Atari Jaguar.

After that, it’s off to work on the next showcase game. The subject matter hasn’t been determined yet, but the technology has.

The next game engine will have true three-dimensional perspective, where detailed objects can be viewed from any distance or angle. If the Id team can keep its high standards of performance and playability, maybe it will feel compelled to take it easy for a while, but don’t bet on it.

[This article was written by Alexander Antoniades, at the time associate editor of Game Developer and assistant editor of OS/2 Magazine, and was first published in Game Developer magazine, premier issue, January 1994.]

Best of GamerBytes: Puzzle And Board Games Making A Resurgence

potatohead.png[Every week, GameSetWatch sister weblog GamerBytes' editor Ryan Langley passes along the top console digital download news tidbits from the past 7 days, including brand new game announcements and scoops through the world of Xbox Live Arcade, PlayStation Network and WiiWare.]

It may only be the beginning of the year, but it's been pretty busy for all concerned - though I will say that this week's Xbox Live Arcade release was certainly an odd choice. This week - no game, but you get Castle Crashers DLC. Not even worth adding it to the top stories of the week.

One big addition to the website is that GamerBytes is now on Twitter. Sometimes we'll get some new information about a game but don't have enough to really write a story. This gives you, the reader, instant access to the latest information.

Outside of news on GamerBytes itself, I'll be posting, via Twitter, direct links to the latest XNA titles on Marketplace for you to look at, and on occasion will post notable interviews and reviews that show up on other websites.

So go on, add http://twitter.com/gamerbytes to your Twitter feeds so you don't miss anything. Anyhow, here's the week's top announcements:

Xbox Live Arcade

CES '09 - Hasbro Family Game Night Scrabbles Your Words
New previews and video of the upcoming Hasbro Family Game Night on Xbox Live Arcade have appeared at IGN - scope them out here.

A Look At CellFactor, Blazing Birds and Death Tank
Team Xbox take a look at the upcoming multiplayer FPS CallFactor, the indie-made robot badminton title Blazing Birds, and one of the best multiplayer games ever - Death Tank.

More Info On Gel From Gastronaut Studios
Just what is the developer of Small Arms up to at the moment?

CES '09 - Kodu To Be Made Available Through Community Games
Create your own games within a game - Kodu is the next step along from RPG Maker and Click & Create.

Gamasutra Postmortem: Mommy's Best Games' Weapon of Choice
Gamasutra lets ex-Insomniac programmer Nathan Fouts spill the beans on how the process was for one of the top XNA Community Games.

PlayStation Network

NA PSN Store Update: CREAT Studios Week With Mahjong Tales And Cuboid
A Mahjong-based puzzler and mind-bending block mover fills up this week's PlayStation Network titles.

CES '09 - New Trailer And Screens For Flock!
Upcoming Capcom-published, Proper Games-developed UFO simulator Flock! showcased as part of Capcom's digital download showing at CES - and it's looking great.

CES '09 - Fat Princess Impresses
It's been quiet for Fat Princess over the past few months, but they blew the doors open at CES - with videos detailing all the classes in this CTF platforming game.

WiiWare

NA WiiWare Update: Planet Pachinko And Jungle Speed
Two new titles for WiiWare this week - and both are nothing like you'd expect from just reading the titles. Check them out here.

GameLoft To Bring UNO To Everything Under The Sun
WiiWare, PlayStation Network, PSP Network, and DSiWare are getting their own versions of the top selling card game.

WiiWare Gets More Sudoku And Online Texas Hold'em
Rating boards show off more upcoming WiiWare titles.

Bit.Trip Beat - Making Pong Hip And With It
If Jeff Minter and Tetsuya Mizuguchi got together and remade Pong, this is probably what it would look like.

Column: The Amateur - 'Why You Should Pay for Free'

[Andrew Doull is an IT manager from New Zealand, now based in Sydney, who spends his free time developing Unangband, a rogue-like game, and blogging at Ascii Dreams. He writes an irregular column for GameSetWatch, and the latest installment deals with the ethics and business behind supporting smaller game developers through alternative means.]

The Amateur has championed the cause of free – those people willing to spend their spare time chasing a dream and making it reality. In this column, I switch sides and argue why you should pay for your games – even to people who just don’t want the money.

Imagine a large number of people have a pressing need for a piece of software (or game, potentially): and within that pool of people there are enough talented developers capable of producing that software in a relatively short space of time (say a week) who are willing to make it available as open source or free upon completion.

But development of the software has a fixed cost associated with it that it is not rational for any one person to pay for: say a patent which has a $100,000 licensing fee. The large group of people agree to distribute the cost between them evenly, and the software is written and released as version one.

If you replace the ‘willing to work for free’ and ‘fixed cost’ with ‘programmer salaries’ in the above example, you would be describing a situation not dissimilar to how commercial software and/or game development works – but with a couple of significant differences. The most obvious one is that the costs of commercial software development are not known in advance, and the payment from the customers is acquired retrospectively rather than up front.

In this sense, commercial software is more altruistic than free software: the developer is willing to give money away for free, paying staff and other incurred expenses, without even the promise of costs being reimbursed. But before you choke on your free as in beer, let’s go back to the example.

Version 2.0

With version one of the software released, the needs of the community who’ve agreed to pay for the costs have been met, and the talented developers go back to their day jobs. ‘But what about version two?’ a smaller group of the original community replies. 'It’s obvious that we need widget X in the program as well.' Unfortunately no talented developers are sufficiently interested in widget X to devote time to version two.

Or perhaps only a few of the original talented programmers are interested in it – and the time to deliver widget X stretches into the years, rather than weeks. And widget X doesn’t satisfy those people who wanted widget Y but weren’t outspoken enough in the community to recruit any developers to their cause.

How do you incentivise the developers willing to work for free so that their efforts are best spent representing the community? It turns out auctioning the developers' time is the most appropriate mechanism for this. And short of creating an artificial currency, money is what you’ll be bidding with.

This artificial example is intended to start you thinking about the role of money for programmers who are willing to work for free – in other words, whether you should pay for amateurs. In reality, the ability to incentivise development of features by auction is only a recent phenomena, unique to the open source community – the historic equivalent has been profit.

The Prophecy Of Profit

Profit is, essentially, overpayment for a good or service. A rational group of individuals should never pay more than the costs incurred in developing something, because otherwise they could start a non for profit company themselves and develop it instead.

But this seldom occurs in real life, because the costs are never known, and the same good has different value for different individuals. We are willing to overpay companies for their services, because of these unknowns, and the companies are rewarded by deriving a profit for doing so, provided they are able to cover their costs.

But how does profit help someone who is willing to work for free? Well, it turns out, profit does something other than reward companies for risks in developing a required good – it also causes them to continue to innovate after the good has been developed.

Historically, profit is reinvested into a company to reduce the cost of producing subsequent copies of that good; in the world of software where the marginal cost of reproduction is effectively zero, profit is used to extend the utility of the good so that it will satisfy new consumers, or to release newer versions of the good which will be repurchased by existing customers.

That is, profit is what enables version 1 of a piece of software turn into the version 2 that best matches the requirements of those people willing to pay for it further.

Id Software released Doom as shareware, and has made, or will make, all subsequent games they’ve developed open source after sufficient time has passed that they are not making a significant profit on them. But the only reason they’re able to do so, is that version 1 (Doom) made them enough money that they were able to invest in the risk of developing a commercial release.

Another example: Dwarf Fortress is an incredible, baroque, deep world game, only made possible because enough people are willing to donate money to enable Tarn Adams to program full time (and then some).

In addition, World of Goo was pirated approximately 90% of the time because it was unencumbered by DRM. The reason it wasn’t 100% is that enough people cared about the game and the developers to want them to profit from their endeavors, even though those same consumers could have got the game for free.

In this era, it is straightforward to acquire a pirated copy of any game released. Furthermore, there are enough free games available that you could spend the rest of your life playing new, addictive, delightful games without ever having to invest another cent. But if everyone did so, we would not get the sequels, the innovations and the failures that we do.

How Much And For Who?

The complication, of course, is that you do want to support the tireless, inspired, passionate amateurs, and you don’t want to support the monolithic, faceless, DRM loving corporations (Otherwise, why would you be reading this column?) How do you go about it?

If your favorite developer is smart, he’ll have set up a tip jar, or released the game as share ware, so that you can pay a recommended amount to incentivise him (or her) to continue working. If you value the game less than the recommendation, you have a problem, but I’m sure most developers in this position will accept partial payments.

A little research may be required to get the developer’s details directly (especially if they’ve released via Steam or another digital distribution platform). If you want to pay more than the recommended amount – no problem. Buy additional copies and gift them to people, even if they are never likely to play the game.

If there is no clear mechanism for payment, you have more work to do. It may be just that the developer has not thought to make this option available – in which case pestering them repeatedly may allow you to pay them. Or it may be the software is released under a license that does not allow the developer to profit from the software. The GPL allows for this but other licenses may not. In this event, you’ll have to give money to the developer directly as a gift.

The most likely issue will be that there are multiple developers working on the program, and there is no clear mechanism for apportioning the profit. This is how friendly amateurs turn into faceless corporations – corporations at their most simple are a mechanism for rewarding individuals from a shared pot of money.

And as soon as you have the possibility of sharing money, someone will be looking to profit at someone else’s expense. No matter how altruistic the participants, there will inevitably be a third party capable of persuading one of them otherwise, if enough money is involved.

What Do You Get?

In order to avoid this potential conflict of interest, it may be better to set up a non-for-profit with specific funding goals. An ergonomic keyboard, a new development box, a test farm, dedicated hosting for the source code repository, paying the lead developer to work a day on the code per week, where the goals are stated in advance and the money channelled towards these goals. This is something you can do without directly involving the developers – although they’re in a better position to coordinate and publicize this.

It is these incremental goals that allow a developer to realize the benefits of profit without having to work full time on the code base. But this, ultimately, is many amateurs’ dream – to be able to dedicate themselves solely to game development, instead of working in their spare time. I look forward to the day I can argue to extend the definition of amateur to ‘full time developer paid from voluntary contributions from a wider community.’

GameSetLinks: We're Falling From Heaven

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Midweek madness here at GameSetWatch - or at least mild giddiness - with the eclecticness headed by Matthew Wasteland's lyrical chat about Final Fantasy Tactics, one of those game series that I've had to admire from afar, thanks to my relative lack of time to wade through its gorgeous depths.

Also in here - a look at the (pictured) Fall From Heaven Civ IV mod, UGO wanders around the IGF Innovation Award nominees, a look at a terrible (and intentionally so) game, and German adventures with creative use of paint package filters.

Mu ha ha:

Murder and Betrayal in the Dark Ages of Ivalice (Magical Wasteland)
The mysterious GDMag columnist talks Final Fantasy Tactics in some delightful prose'A game like Tactics doesn’t present one big choice— it presents thousands of little ones.'

DESIGNER NOTES » Civilization - Fall From Heaven interview series
Civ IV lead designer Soren Johnson chats to the Fall From Heaven Civ IV modders, who are excellent.

Independent Games Festival - Innovation Award Finalists 2009 | UGO.com
Still suffering from 1UP backlash, some folks at UGO (like Chris Plante) do know what they're talking about, and this IGF Innovation round-up is a great look at what's a pretty darn interesting category already, heh.

ARGNet: This is Not a Game: The Novel
New fiction about an ARG? How meta! 'This Is Not a Game... is a novel about Dagmar, an alternate reality game designer trapped in Jakarta during a revolution.'

Design Rampage: Why I Love the Worst Game Ever
On an Adult Swim web game that goofs, Aqua Teen style, and its interesting design decisions: 'It's crazy how many things this game does well in order to make it feel like the Worst Game Ever.'

Game Design Reviews: The Moment of Silence: Lebensrelevanz
Though the article itself is fairly conventional, this piece has the best. Photocaption. Ever. "In The Moment of Silence you control Peter Wright: a designer, who lost his wife and his kid because of his uncontrollable passion for the Photoshop liquify tool.'

January 14, 2009

Interview: Insomniac's Schneider On Building Deep Community With MyResistance

[Again, want to make sure this doesn't get overlooked on big sister site Gamasutra, so we'll also spool it here. This is the final instalment of three excellent Christian Nutt interviews with Insomniac about Resistance 2 and their studio, this time discussing their community site for the game.]

Many major titles have official web destinations, but Insomniac Games has for some time invested in building a community around its Resistance franchise via MyResistance.net.

Beyond the traditional marketing splash page-slash-content hub, MyResistance.net aims at broader social networking features. In addition to forums, fans build profiles, aggregate their play stats on leaderboards and receive communication from Resistance 2 developers.

Insomniac's Ryan Schneider talks to us about the team's process in building a rich community initiative, and the careful balance the developers -- many of whom speak directly to the community on the site -- maintain between development and public relations.

Schneider also illustrates the broad benefits of such an ambitious, persistent effort -- keeping players engaged in the long term and gaining a closer understanding of the enthusiast audience through access to player data.

The extensive effort placed behind building MyResistance.net also provides an infrastructure for communities around the studio's future games, and Schneider also discusses the group's plans to expand the community into mainstream social networking:

Where did you get the inspiration for MyResistance.net, and what did you want to do with that site when you first began it?

Ryan Schneider: We wanted to build a relationship with our community, period. We wanted to connect with our fans on a basic level, so we started just with forums in general on Insomniacgames.com. Then, over time, we realized how passionate the community was.

Actually, Corey Garnett was instrumental. He's our system network engineer-slash-community architect on the backend, and he suggested we break off Insomniac as a company entity from Resistance as a game entity. I agreed with that. I thought that was a good move, and MyResistance was born.

We ultimately built the site from scratch, and we were able to do things that a lot of sites weren't able to, in terms of near-real time status updates on dozens of different stat categories. That's sort of how MyResistance came into being.

Did you build it with an internal team, or did you contract out?

RS: The original MyResistance from Resistance: Fall of Man was an internal effort. Then, for MyResistance 2.0, we realized that we had an opportunity to build the website and integrate it with production and do something that nobody had done before, and make it more of an integrated experience on a deeper level.

We approached Sony with our plan; they supported it. We contracted with a design agency as well as a technical developer, and we were responsible primarily for designing the site. Brian, James, Corey, and myself worked very hard on designing site features, and then the agencies helped flesh it out a lot more as well.

When you were building the site and brainstorming functionality in how it would tie into the game, did you have any roadmap? Did you look at what other people were doing in community space, or did you do it as a natural outgrowth to the design of Resistance 2 as it was rolling along?

RS: We obviously look at other competitive studio and game sites. There are some great ones -- obviously, Bungie.net comes to mind. We liked a lot of the things that Infinity Ward was doing for Call of Duty.

The one area where we saw we could innovate was the obvious one -- combining social networking applications with a huge stats offering. That's where we really focused our energy.

What kind of social networking functionality does the site offer? Is it all self-contained in MyResistance, or does it hook in to any existing social networking that players might be involved with?

RS: To answer the latter part first, you can publish your Facebook and MySpace profile page, or offer a link to it in your profile. So we do link that way. But from a general perspective, we do allow for blogging and comment walls.

We offer 14 different modules at launch that can be totally customized, and we offer themes that help with this customization. So you can have a social theme that allows you to connect more with the community -- whether it's showing off your tagged friends or what have you -- versus your stats theme, which may have more of a visual representation of how you play the game, with graphs showing how you play the game, versus more of a general theme that's kind of a hybrid of both.

But there's a lot of customization. We also offer something called the Ticker. Our philosophy that guides the site in general is that we think that people like to see their name in lights. You probably have a passion beyond games in a community that you want to be a part of. In that community, it would be nice to be recognized for your contributions to it, and that's what the Ticker is about at MyResistance.net.

You can customize the type of info you want to get, whether it's game content...you can customize the info base on game content, user-generated content updates, community updates, and basic game info, like if there's a patch coming, or a server update, and an editorial side info, meaning when we have a podcast or a newsletter update. So you can control what you see.

Besides looking at competition and also your own ideas, you also incorporated user feedback. So did a lot of these features come about as a natural growth from what the community was requesting?

RS: I think we really looked at what we had with MyResistance, which is an amazing forums community. We're talking two million-plus forum posts in less than two years, with a large number of members. We just use ourselves as guinea pigs, basically, being social media consumers.

We said, "What would we want to see out of a game community site? What's missing?" There was a lot of brainstorming internally, and as we started to tell people what was coming, we would listen to feedback, and it was really positive.

As far as I recall, we didn't really take suggestions like, "Hey, you should try this," and then decide to implement whatever that was. The short version of that answer is that most of the design came from us exclusively.

And then you got some sort of feedback on what was coming, and people were mostly positive about it?

RS: Oh, absolutely. When people found out that we were essentially creating a social networking site that wrapped their stats experience into it, people were really receptive, because everyone today is really addicted to those types of sites. We wanted this to be as addictive an experience, but focused on the Resistance universe.

Do you have any idea, compared to what your sell-through is on the game, what the level or percentage of participation in the MyResistance site is? Do you have any clue about that through research?

RS: We do. With the first Resistance, if we look at actual members compared to game sales, it's probably around five percent or less. That's about what we would expect, actually.

We realize that this web community is for the vocal one percent. It's for the hardcore evangelists. It's for the people who want to tout their involvement with the Resistance universe and tell their friends about it. It's definitely a hardcore audience and it's geared towards them -- but at the same time, it's geared towards the novice who is just trying to learn about the universe and be accessible.

It mirrors the way we make our games, as you saw today. We give you a hardcore experience, but it's got to be accessible to the mainstream.

It's an overall challenge in the industry that everyone's facing. There's a lot of talk about casual games and hardcore games and a split in the market, but I think there's also a real challenge in terms of making games that are accessible to a relatively broader audience than I think is generally talked about. The same challenge probably exists with creating a community site.

RS: That's really why we wanted to involve social networking features. It doesn't matter how hardcore a gamer you are -- at the end of the day, you want to be able to tout your accomplishments to your friends, compare your stats with others, blog about your experience, poke fun at other people on their comment walls, tag new friends, and make the experience your own. That's what MyResistance gives you.

Since the game has a very high focus on multiplayer and competitive multiplayer particularly, do you find that this is reflected in the community behavior, or is it actually a really supportive community in general?

RS: Do you mean..."People can be dicks online, are they dicks in your community?"

Thank you. You just summed it up.

RS: Our community is really friendly. Of course we have flare-ups, but our mods are amazing. We flew down our moderators from wherever they are in North America to thank them for their work. They're passionate and they've done a great job. Some of them have been with us for almost five years now, so there's a lot of consistency there. It's not a perfect community, but it's a largely self-policing one.

So Resistance 2 actually launched on Election Day, and in the same week there was a big discussion with a spoiler alert for those who haven't finished the game yet.

RS: We wanted to keep momentum going. It was important for us to do this right off the bat. "Go get the game. Go get it signed. Go home and play it."

It felt more exciting to us, as opposed to letting some of that excitement dissipate over the next several weeks. It's the holiday season and there's a lot of other games to play. This allows us to capitalize on momentum.

Often, when people discuss community from a developer's perspective, it's talking about sitting between development and PR -- sort of having your fingers in both pies, if that even works as an analogy. What do you think about the idea of balancing both concerns?

RS: I don't think it's a bad thing. Every organization has a right and an obligation to convey its personality to the public, and this is our way of doing that.

We should be accessible, and we should be honest, and at the same time, we should be excited about the games we make, the process behind it, and relating to our fans and making sure their feedback is heard.

You talked about building MyResistance and MyResistance 2.0, and you put a pretty big investment into the tech aspect of it. Is that tech reusable? I don't know exactly what kind of community you have for Ratchet, for example, but potentially if for the next Ratchet game you wanted to build a really robust community site, is that something you could actually do?

RS: Oh, absolutely. There's a lot of great data you can get out of building a community. You can figure out which weapons players are using predominantly, how far people are progressing through a game, how much of the intel they're collecting...this is valuable data, from a design perspective. Should you be making a bigger game? Should you be making a smaller game? What are peoples' play styles?

so you're not talking about forum posts and people talking about it -- are you talking about data-mining from their playthroughs?

RS: The info you see on MyResistance is stat-driven, so it's actual game data. So we should be able to mine that data and analyze it, so we can make better games. But of course, there's a pragmatic side to building a great community site that helps us make better games. In order for us to make better games, we need feedback from our fans. So it's a very symbiotic loop.

So although you can only mine data from people who actually sign up to MyResistance, it's still obviously extremely useful.

RS: It's extremely useful, as long as we keep in mind that we're looking at data from the vocal minority, in essence. It doesn't necessarily reflect the mainstream perception or how they play through the game, but the data is still valuable nonetheless.

And even if the most passionate players aren't collecting all the data and completing the game at its fullest or aren't playing through the game on Superhuman, that's good information for us to know as we move forward.

CN: You guys own the tech, too? The website tech -- that's Insomniac's property, right?

RS: Well, that's a good question. There are aspects of the technology that we own... there are two systems, known as Igloo and Eskimo, that we built internally. There are other features for the site that, while we may have designed them, they were created by Sony tech consultants -- the web developers.

As Sony owns the intellectual property, they may own certain parts of the tech, too. So it's sort of a give-and-take on who owns what.

I would imagine it's also mutually beneficial to work with Sony on that.

RS: Well, the site is much bigger and better as a result of having a much bigger investment. In the original MyResistance, we had a functional site that became very popular, but it was only because it was essentially built by a small handful of Insomniacs when we weren't making the game itself.

Now, we have a much larger team working full-time on not only building a great site, but integrating it into the game.

It's harder for development to engage directly with the fans -- and you kind of don't want them to, because they could potentially be sensitive to stuff if they're stressed out. You want to filter the feedback from fans into a usable format for the development process. Is that something that you concentrate on?

RS: Our guys have direct access to the fans. We have guys in gameplay who are admins. We have tools programmers who are admins. We basically just have a golden rule, as far as... people know that anything we say or do could be misinterpreted, could wind up in the media, and could put us in a potentially negative light. And we go through in very broad terms what to be mindful of.

But otherwise, we turn everybody loose. Everybody has a right to participate in our community, and everybody is a big boy or a big girl. We have to, at a certain point, trust the people that we work with, and know that they have a good understanding of privacy.

Is it challenging for people who, as developers, are extremely savvy with online communities, to filter themselves, both in terms of what they put out and what they receive? After all, people who work really hard and long on something like a game begin to take it personally.

RS: Right. Well, I think that goes with anything. That debate happens frequently here. You can easily fall into a trap of taking the community feedback too seriously. You have to temper what everybody says with an amount of reason and perspective.

Nobody here would make a unilateral design decision based on forum posts, but at the same time, we will look at the forum posts, discuss what we think is valid, and see how it pertains to what the media is saying, as well as our own experience, combined with what QA is saying, because they play the game all day. Once we take all those factors and more and mash them together, we can filter through and see what makes the most sense to implement in the future.

Your design team internally seems heavily consensus-based anyway.

RS: Absolutely. It all starts with Ted. That's Ted's approach: collaboration, creativity, quality over quantity, and independence. Those are the qualities that drive the company, those are the qualities that Ted stands for, and they're lived every day.

You told me you were brought in from internal PR, and now you've been at Insomniac for a good five years -- has your focus been community the entire time?

RS: I was brought in to help work with Sony marketing and PR, domestically and internationally. When I arrived, I realized that we didn't have much of a website to speak of. I felt strongly that we should build one and that we should trust our employees to be ambassadors for Insomniac.

And while it took some convincing, we've headed in that direction ever since. And it just keeps continuing to grow and get bigger, and it makes a lot of sense for us, because we are independent, and it helps us expand our audience and build a brand.

Have you thought about reaching out, with the community, through a Facebook app or something like that?

RS: Oh, definitely. We're going to support MyResistance.net for a long time. Our main ambition was to make MyResistance an actual franchise destination for Resistance, instead of a marketing destination for one game that is consumed for a matter of time, and then the website viewers go away and onto the next game.

So you will see more applications in the future. You will see phased rollouts of additional applications. Our first phased patch is going to be in early or mid-December. More modules will be coming, and more functionality with the ticker. So we'll be supporting MyResistance for a long time.

And you're considering integrating it more thoroughly with existing social networks?

RS: That's definitely a long-term goal of ours. That's the future. First, you want to create a passionate community: a community that will be self-sustaining, self-policing, and will help you expand, because it's a safe, healthy environment.

Then, you want to grow the community while still retaining the core elements into a larger, more mainstream audience. As you do that, you want to look at what's going on in the world and obviously use the most popular sites as funnel points in order to further expand your audience. But I think it has to come in phases, and it definitely takes time to get there.

With the used game market being what it is, there's been a lot of talk about encouraging retention, for example, via downloadable content. What role do you think community could play in that?

RS: I think it's a byproduct. Our philosophy at Insomniac...at least, my philosophy, and I think a lot of other people agree, is that video games have become much more than the content that is on a disc. All we're trying to do is extend the gameplay experience into other realms, whether it's an alternate reality game like Project Abraham, or if it's MyResistance.net.

All of those components should create a more encompassing game experience. The more engaging an experience you offer a consumer, the more likely they are to stay in your universe over a period of time, tell their friends, and wait for the next game that you make and eagerly anticipate it.

So it's more like a ripple effect. There's one person who may be the center, who is the super-enthusiast, and you feel like their voice will sort of expand across the people they come in contact with.

RS: Absolutely. We want to empower our most passionate users with as much cool stuff as possible, so they continue coming back for more cool stuff.

[Other recent Gamasutra interviews about Resistance 2 have covered the creation of its co-op mode and a wider chat with Insomniac CEO Ted Price.]

Previewing GDC 2009: Inside The Visual Arts Track

[In the second of a series picking out the most notable Game Developers Conference 2009 lectures, we examine the Visual Arts Track, which includes talks from the Gears Of War 2, God Of War and Braid creators on cinematics, animation, and art in their games - some pretty neat stuff to be featured in SF this March.]

Game Developers Conference 2009 (organized by Gamasutra parent company Think Services) is set to take place in San Francisco's Moscone Center from March 23 to 27, 2009.

With nearly 280 sessions now confirmed for GDC 2009, we'll be taking a track by track look at the conference's line-up over the next few weeks.

Second on the list is GDC's Visual Arts Track, which "delves into the nitty-gritty of the artistic side of games, and [also] offers longer format classes to allow speakers the time to walk attendees step-by-step through the latest tools and techniques."

Notable highlights thus far announced for this track, which takes place on the main Wednesday to Friday of GDC (March 25-27), are as follows:

- In 'Behind the Scenes: The Gears of War 2 Cinematics Pipeline', Tanya Jessen and Greg Mitchell of Epic Games discuss how the company created a completely new development pipeline for the sequel - explaining how "pre-planning and locking down the timing early on in motion capture helped streamline the process in the end."

- David Hellman's lecture is called 'The Art of Braid', and the artist responsible for the acclaimed title's watercolor landscapes "will share the intentions and thought process behind his contributions to the game. Also included will be a demonstration of the level-building tools used to create the organic-looking environments."

- Volition's Chris Fortier is presenting 'The Universal Character System in Saints Row 2', explaining how character customization and the random NPC generator work in the multi-platform open world titles. Topics include "[the] universal body mesh, character morphing, normal map blending, layered clothing, shader-based customization features, how we assemble NPCs and how all this character variation affects animation."

- Newly announced is 'Self-Limiting Rigging Methodology Used on God Of War', from a trio of Sony Santa Monica and SCE technical artists, explaining the rigging processes and pipeline in making the latest in the franchise. They will be focusing on "self-imposed limitations on their processes and pipeline to achieve fast deployment, fast animator feedback, and fast runtime content."

- 'The Brutal Art of Brütal Legend, from Double Fine's Lee Petty, examines how the Tim Schafer-headed developer "met the challenge of creating a unique, stylized look while also delivering a “AAA looking” game on the current generation of consoles."

In addition, the full Visual Arts Track line-up to date includes many more notable lectures and roundtables, including modular procedural rigging, real-time tessellation and displacement mapping, 'lighting with purpose', making your project look better "without bloom and motion blur", and more.

Idle Thumbs: A Gamer's Songbook - The Ballad of John Riccitiello

[Have been enjoying my Gamasutra colleague Chris Remo's Idle Thumbs leisure-time podcast of late, and especially the game-related songs he's been doing for it, so I thought it might be nice for him to showcase a couple of the highlights here. So here we go!]

For today's installment of this new series highlighting songs from the Idle Thumbs podcast, I'm choosing my most ambitious Thumbs-related recording to date, "The Ballad of John Riccitiello," from Idle Thumbs 10: The Ballad of John Riccitiello.

This piece was inspired by the disheartening news that, after what has been, for me, Electronic Arts' best year in recent memory with respect to gamer-oriented releases and developer recognition by way of the excellent EA Partners program, the company saw declining sales and stock prices over the holiday.

Along the way, I imagined EA CEO John Riccitiello lamenting the sequence of events, with Activision Blizzard CEO Bobby Kotick attempting to lure him back to the old publishing ways.

I received a good deal of lyric writing assistance on this one from Jake Rodkin, one of my podcast co-hosts.

The song and podcast can both be downloaded directly from the official site. The lyrics are as follows:

The Ballad Of John Riccitiello (MP3)

"(Riccitiello)
Over the last six fiscal quarters
I tried to do my best as EA's CEO

I told my team we've got to go
for more original IP
This many yearly sequels
are not for me

And the press, the online forums
did rejoice at our new games
We attracted fewer flames

We've had...
Crysis, Dead Space, Mirror's Edge
Rock Band
, that's a fun one
Spore, and Valve's whole catalogue
don't mention Hellgate: London

We signed up id, and Epic Games
Even Grasshopper's involved!
With all these great game studios
someday our past sins will be absolved

But wait, what's this I see?
Is that the latest NPD?
What's happened to our stock?
It's falling like a rock!

(Kotick)
Ha ha ha!

(Riccitiello)
Hello? Who's there?
...Bobby Kotick?

(Kotick)
Yes, it is I, the CEO of Blizzard Activision
I pump out yearly series with superhuman precision
Don't you see the error of your ways?
You thought new IP was what the gamers want to play

No, no, that's wrong!
They just want more
of the same four brands to be explored
That is the way, you see,
to profitability

(Riccitiello)
That doesn't seem right
I thought with our standing we could be a light
for creativity and innovation
while staying practical with Madden sequelization
bringing yearly cash

It seemed so good!
Developers, investors, the media, and gamers:
a business model we all can get behind

But after all this money spent, and time
Look at us now

(Kotick)
Ha ha ha!
Oh, come now

John, you know quite well
how profit can be turned

(Riccitiello)
I do?

(Kotick)
Look into your past
at methods you have spurned

(Riccitiello)
You don't mean--

(Kotick)
You've been to close
You've got attached
To the game you are to kind

(Riccitiello)
I don't mind!

(Kotick)
To really get your money's worth
to take the longer view
There's one thing that always works
and that's to add a "2"

(Riccitiello)
A "2"?

(Kotick)
2, 3, 4...

(Riccitiello)
Hey, wait a minute! You're right!
I've had it all wrong!
These new games aren't one-offs
They're...they're...

(Kotick)
Say it!

(Riccitiello)
Franchises!

(Kotick)
Go on...

(Riccitiello)
Yeah, franchises!
I can see it now!

There's Dead Space 2, and Rock Band 3
and Crysis PSP
Hellgate: London Card Quest
How 'bout Dead Space 3?

(Kotick)
Dead Space 3?

(Riccitiello)
I've outsourced 2 to Singapore!

(Kotick)
That's the spirit!

(Riccitiello)
I'm gettin' it!
Mirror's Edge we'll do a little bit differently
We'll marry strong business with strong IP

(Kotick)
What does that even mean, John?

(Riccitiello)
I don't know, but it sounds fantastic!

(Kotick)
Glad to have you back, my friend!

(Riccitiello)
Yeah!
Hey, what's this? "Brutal Legend"?

(Kotick)
But--but I cancelled--

(Riccitiello)
This looks great!

(Kotick)
No! You can't do that!

(Riccitiello)
See ya, Bobby!

(The Wizard)
And so, John Riccitiello charted a fiscal course for Electronic Arts, free of the influence of Activision.
But not even Pachter knows what the future holds.
So sayeth The Wizard."

And here's the growing tally of amusing alternate URLs for Idle Thumbs, some of which have been kindly donated by listeners based on jokes from the show:

GOTY.cx (Our Game of the Year awards, now complete)
videogamesvideogamesvideogames.com
VigiVigiVigi.com
strategychocolate.biz
Explode-Mode.com
eightbitcock.com
8bitalarmcock.com
IdleBallad.com (based on this very song!)
goodseg.com
wonderboner.info
benchguys.net
riprollickingride.com
toeblix.com
And, the champ:
listofdomainnamespointingtoidlethumbsdotnet.info

IndieGames' 20 Best Freeware Platformers Of 2008

[From now until mid-January, our sister site IndieGames.com: The Weblog will be counting down the best indie titles of 2008, and we'll be reprinting the best here on GameSetWatch for your viewing and playing pleasure.]

The eighth of the 2008 Best Of Features over on the IndieGames.com blog, we're proud to present twenty of the best freeware platformers released in 2008.

From the critically-acclaimed Braid to the fan-favorite Cave Story, the indie game development scene is never short on quality platformers to play. Knytt Stories took the title for the best platformer last year, and with Nifflas' Night Game to be released over the coming 12 months, we're not short of upcoming gems, either.

Nonetheless, here's the top freeware platformers of the last year:

Best Freeware Platformers 2008

  1. Iji
  2. The Fancy Pants Adventure: World 2
  3. Shift 3
  4. Spelunky
  5. Treasure Hunter Man
  6. Jumper 3
  7. Rockman 7-FC
  8. Teppomanto
  9. Meat Boy
10. Mighty Jill Off
11. Squish
12. Verge
13. Sh*t Game
14. Seven Minutes
15. The Power
16. Love
17. I Wanna Be The Guy
18. inno vation
19. Boondog
20. Mission Extreme

[Got feedback? Reasons to disagree? Post a response and we'll do a special 'best of reader comments' round-up at the end of our chart countdowns.]

January 13, 2009

Opinion: 'Chewing Pixels: Children of the Revolution'

['Chewing Pixels' is a regular GameSetWatch-exclusive column written by British games journalist and producer, Simon Parkin. This time, a video game-related adventure in late-night London.]

It's eleven ‘o clock on a Saturday night and London’s drunk.

She gets like this from time to time, usually at the weekend. Sometimes the booze manifests itself in shouts and swagger, in furious fistfights sicked up by bar doors onto the pavement outside. Tonight though, the city’s wrapped in a gentle sort of inebriation, an exaggerated swaying on the tube ride home, eyes clenched shut with concentration: down stomach, down.

Five minutes walk from Piccadilly Circus’ bright lights and slogans sits the Trocadero, the capital’s largest remaining amusement arcade. A hen party, all crooked tiaras and bleared mascara totters past the giant double doors: these tall escalators and polished floors are no place for cocktails on high heels. Inside, rows of arcade machines buzz and bleep, attract mode sequences beckoning the curious with the promise of pixel adventure.

Kids stand idly by with studied nonchalance, glancing at player performances here and there with self-conscious dispassion. Five minutes with Guitar Freaks and maybe you’ll be a rock God to them; five minutes with King of Fighters, you’ll probably be a laughing stock: either way, you won’t know.

Upstairs, to the right of the central escalator that runs like a spinal column up from the building entrance to its summit, stands a Dance Dance Revolution cabinet. It holds pride of place, dominating the scene with its bulk and neon and noise. It must still be the operator’s highest earning machine to warrant such a valuable location.

All around a crowd of teenagers and young twenty-somethings loiter. They are not here to play. They are here to perform and to be performed to. Here, in this spot, at this moment, London is sober. And, yes: she’s about to dance at you.

The rows of teenagers ripple out from the spectacle at their centre, each one carefully posed with care-less hunches, eyes fixed on the two alpha teens perching elbows on the machine’s rest bars. As the japmash of beats begins to stab the air through the machine’s oversized speakers their legs flurry, bodies twisting in staccato with the game’s directional arrows. Perfect, Perfect, Very Good, Perfect. It might not be dancing in the strict sense – more foot-controlled Simon Says – but it dazzles.

The song ends with the crack of a processed snare and both men step down from the platform, sweating and exhaling but also basking in cathode kudos. Both walk away with a kind of slow motion bluster, seeking to hide any trace of the extreme exertion they've undergone, pretending this is the most natural thing in the world so what the hell are you staring at anyway?

Up steps a short, fat man, mid-to-late thirties, undoubtedly American although he doesn’t say a word. He wears tight jeans crowned by a bright orange bum bag slung over his hip, a holster for the tools of tourism.

His walk is affected, like he’s trying to converse in the physical vocabulary of the group around him, but his awkwardness betrays his otherness. There is an audible inhalation from the crowd as he adds his coin to the line of game reservations resting at the bottom of the screen. All spectators' eyes meet straight for the first time: is this guy for real?

Five minutes later it is his turn. He steps to the platform with a heavy foot and the buzz raises in pitch, crowd all whisper and jostle. In Dance Dance Revolution there are a number of ways you can play. The most straightforward is single player, single mat where you have to step in time to the music over just the four directional arrows of a compass. Up, down, left and right.

There is space on the platform for two players to do this simultaneously, side by side playing against each other each on their own four-arrowed section. But for those who are exceptionally talented, rehearsed or ignorant of the challenge it represents, it is possible to play single player ‘double’, whereby you must step complicated patterns over both the 1 and 2 player sides of the platform.

The flurry of directional commands snakes across the machine and the whole exercise becomes far more physical as players have to move their body across a wider area in an effort to hit the pads in both time and space.

The buzz carries a single question: is this man exceptionally talented or exceptionally stupid as he selects to play across both set of pads on the hardest song? More than half the watchers presume he’s blindly picking options he has no understanding of. No-one considers the truth, that this fumbling, pausing and scratching of head is pure pantomime: baiting for a switch that happen seconds later.

For the next eight or so minutes the crowd watch agog, immovable, exchanging smiles, nods and head-shaking disbelief with each other. The dancer never misses a beat. Perfect, perfect, perfect. Then, at the climax of his startling performance he jumps from the machine with a slim but victorious smile and tears off down the escalator, twenty pairs of eyes and glory trailing off behind him.

The crowd dissipates into the cold night outside, smiling to itself, drunk on wonder.

Game Developer Magazine Call for Submissions: Dirty Coding Tricks

[Just a quick note from Brandon Sheffield and co-editors on Game Developer magazine - if you're one of the programmers who reads this site, please try to contribute something to this 'unique'-sounding article concept!]

Sister publication Game Developer magazine is now accepting submissions for a new feature tentatively titled "Dirty Coding Tricks" – a "coders gone wild" retrospective, if you will.

The magazine focuses heavily on best practices and so-called "right ways" to code your game. This feature comes in from the other side.

The feature, planned for the highly-viewed March GDC issue of the magazine, highlights what happens when a coder, under pressure of deadline, through snarky office politics, or simply because it’s the easiest way, will ignore best practices, and just “get it done.”

Anecdotal examples include shutting artists out of major parts of the engine, embedding jokes in code, or simply last-minute heroics that squashed an un-fixable bug in the eleventh hour.

Submissions should be between 300 and 500 words (code quite welcome), and sent no later than Friday January 23. The game must be commercial, or at least initially intended for sale (canceled games are acceptable). Anecdotes need not be absolutely current, but should be absolutely interesting.

Preferred submission format is a word document, or simply in the body of an email, also either providing your name and title (or your title when the event in question took place), as well as the game’s title if possible.

Authors may choose to remain anonymous, but in such cases, the game’s title would be necessary to ground the submission in reality -- that is to say, you may submit your name, or the game title, or both, but not neither.

Interested parties can send submissions or questions directly to Game Developer magazine editor-in-chief Brandon Sheffield via bsheffield at think-services.com, or via the reader feedback form.

Exploring Online Worlds: World Building With Travian

[Over at sister 'online worlds' site Worlds In Motion, Mathew Kumar continues to expand the Worlds In Motion Atlas by giving overviews and impressions of a whole bunch of online titles that don't really get discussed in the game media. This time, he takes a look at another impressive web browser-based title, Travian - this one's all about empire-building.]

Here's an overview of Travian, one of the most popular browser-based civilization building games.

2008_12_15_trav.jpgName:Travian

Company: Travian Games

Established: 2004

How it Works: Travian is browser based and runs in HTML and Javascript. Navigation and gameplay are accomplished via mouse and keyboard input.

2008_12_15_trav2.jpgOverview: In Travian, users create a village on a randomly assigned plot of land, where they must use local resources to develop their village in the aim of eventually creating a world wonder before the end of a set amount of time. Players can attack and trade with other player-owned villages.

Payment Method: Travian is free to play, and earns revenue via "Travian Plus", which allows users more functionality, and the purchase of "Gold" which allows players in-game advantages.

Key Features:

- Massively multiplayer real-time strategy title
- "Always on"—players' cities are constantly working, even when they're not logged in
- Players can not only fight with each other, but perform diplomacy, forming alliances and trade agreements
- Includes a regular "end game" where after a set amount of time the game ends and a new one begins

Travian: In-Depth Tour

2008_12_22_travjpg.jpg

I think that one of the major mistakes that I make when writing this Online World Atlas is underestimating how much of a time sink the majority of these worlds are. Not merely that in some cases I find myself so drawn in that I spend more time fiddling with them than writing my next piece of the Atlas, but that sometimes they simply require such a huge amount of time to really "get going" that I find it hard to write my next piece!

Travian is a perfect example of that—I'd hoped that within a few weeks I'd have seen a variety of the game, but I've barely managed to leave the tutorial!

Let's get this straight—Travian is complex for a browser-based game. Developed by a German-based company (similar to a lot of the browser-based empire building games, actually) if you're familiar with the German love of board games—sometimes very complex ones—this game will instantly make a lot of sense.

When the game begins, the player is given a choice of playing the Romans, Gauls or Teutons—tribes which will be wel known to fans of the Asterix series—and as a result of my aforementioned love of Asterix I chose to play the Gauls, naming my first village Osismii; after the tribe which inhabited—roughly—the area where Asterix and Obelix lived.

I set about with all of the early tasks that these games tend to begin with—developing my croplands, clay pits, iron mines and wood cutting operations—while developing new buildings inside my village, such as granaries and marketplaces.

2008_12_22_trav2.jpg

Initially, Travian seems like it's a little faster than other games of the type, but in retrospect it's slower; as in other games you are tied to developing one resource/building at a time, and while each development can take only a few minutes, the amount of resources required to build the next can take hours, if not days, to build.

Which means, quite honestly, that it could take weeks (!) before you even get involved in any play with other users. However, once you have reached that point, the game actually makes playing with other players far more important than it is in other games of the type.

You see, as it's based around eventually reaching the point where you can build a "wonder of the world", with a defined end game, you have to work with other players to succeed. The game has a well built alliance system that allows players to trade with each other, reinforce each other villages, and so on. Much like, say, Eve Online, alliances can get so large that they outgrow what the game can support, with multiple alliances agreeing to work together.

Of course, you don't have to work together, and there are multiple options available for attacking and pillaging other players, and you can lose villages (other than your capital) so there's a lot of risk involved.

But is there reward? Though I don't feel like I've necessarily seen all I can of Travian, I'll conclude my thoughts in the next Online World Atlas installment.

Audition: Conclusion

2009_01_05_travian1.jpg

If there's a lesson to be learned from Travian, I think it's to be wary of complexity. Though the game features simplistic, cute, welcoming drawings of Romans and Gauls in the vein of Asterix, it is, honestly, the most hardcore civilization building game that I've yet played on the web.

I think that in some respects I could consider that a good thing, but for the fact that its tutorial—which takes forever to progress through thanks to the demands of the turn-based, one development at a time design—teaches you almost nothing doesn't help. You learn how to develop your land and village, but very little about what makes up the majority of the game (largely, interacting with other players.)

2009_01_05_travian.jpg

Once you've left the relative safety of the tutorial, Travian is a bitter, unwelcoming place. Expect your city to be pillaged constantly, with (in the early stages) few ways to retaliate. The game is an intense struggle for survival, not the "dip in, dip out" kind of game you could often expect from web-based titles of its ilk, and after a while it is simply exhausting.

Travian's dated interface adds to the general sense of desperation, with a clumsy and poorly explained navigation that rarely gives you the information you need when you need it (and paying extra for Travian Plus's interface improvements generally doesn't add enough.)

Perhaps it's unfortunate that I played its most direct competitor, Ikariam before I played Travian, but in comparison the game is deeply disappointing, suffering all of Ikariam's flaws and more. It does ultimately offer more to the player willing to put in the effort (especially when it comes to interactions with other players) but I can see few reasons for the average gamer, or online world connoisseur, to bother.

Useful Links:
Official FAQ
Official Forums
Unofficial Wiki

GameSetLinks: Those Ruffian Hearts On Fire

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Totally triumphant in its return to the week is GameSetLinks, even if its sentence structure is all jacked up, and we're starting out with a gloriously random set of links, including a great example of why 1UP's new Retro Blog is carefully constructed to care about gaming's past. Bravo, chaps.

Also in here - more Ruffian/Crackdown 2 quizzical looks, a discussing of Russian gaming, thoughts about the horridness of crowdsourcing in animation and how it may or may not work here (no comments on which extreme Top Secret is proving), Offworld's super-dreamy IGF guide, pinball snowboarding crossover weirdness, and more.

Houdini can do it:

Ruffian Games — Your Friendly Neighbourhood Development Company - Profile page
New official site for this company - really quite a lot of people who worked on Crackdown, hmm? We'll see if that rumor is true in due course, most likely.

Gaming In The Russian Cosmos, Part 1 | Rock, Paper, Shotgun
Excellent piece on the Russian PC scene - it just appeared in PC Gamer U.S., a good few months after the UK appearance, curiously.

1UP's Retro Gaming Blog : Heart on Fire: Key Moments in the 16-Bit Era - #01
The Parish/Barnholt combo on 1UP's Retro Blog is starting to look really good and thoughtful on gaming history - excellent.

The LA Times on the Future of Animation Production | Cartoon Brew: Leading the Animation Conversation
Ex-Sony exec Yair Landau tries a crowdsourced animation business model. Complaints ensue - and game types should think about it carefully.

The Offworld Guide to the 2009 Independent Games Festival - Offworld
IGF judge and Offworld dude Brandon Boyer does a great job of rounding up some notable finalists.

ASCII by Jason Scott / PinPin, Or The Fun Injection
Wow, a joint pinball and snowboarding documentary series? Mind blown.

January 12, 2009

Game Time With Mr. Raroo: 'Cross-Platform Lovers: How To Cope When Your Girl Isn’t A Gamer'

Game Time With Mister Raroo logo[Mister Raroo contemplates what life is like when you're in love with a non-gamer. Speaking from experience, he provides inside tips on how to have a happy and healthy relationship without sacrificing playing video games. This may be the first GameSetWatch article to visually depict carnal relations, too!]

Eat, Breathe, Game

You’ve met the girl of your dreams. You seem to have so much in common. Everything is going swimmingly. And then it happens: You find out the object of your affection doesn’t have any interest in video games. Is this relationship doomed? Stay calm. It’ll be fine!

Two people can be very much in love without sharing the exact same set of interests. The problem for many serious gamers, however, is that they don’t just play video games, but their lives are often consumed by them. Even when they’re not playing games, they’re talking about them, reading about them, writing about them, or thinking about them.

At least, that’s how it is for me, and I’m sure it’s that way for plenty others, too. Video games are more than just a casual hobby for me. I can’t remember a day in which video games didn’t factor in one way or another. While some people don’t go a day without checking in on the stock market or tackling a crossword puzzle, I don’t pass a day without somehow doing something game-related.

Of course, that’s not to say video games are my top priority in life. I take pride in being the best friend and husband I can for Missus Raroo. Also, ever since I became a father almost two years ago, parenting has been more important than gaming. Thus, I’m very family-oriented, and I often tell Missus Raroo that my two main goals in life are to be both the best father and best husband I can be.

But all the same, I’m still enthralled by video games and they are a part of my being. I loved video games when I first met Missus Raroo, I loved video games when I fell head over heels for her, I loved video games when we got married, and I loved video games when our son Kaz came into the world. That’s just the way it is, but thankfully it’s okay because my affection for games has not outweighed my affection for the things in life that are more important.

Trouble in Paradise?

You might be thinking to yourself, “What the heck is Mister Raroo going on about here? His wife is a gamer!” Not so! In fact, before meeting me, my wife’s only experience with video games was casually playing the Nintendo Entertainment System as a young girl. She and her family would visit her Grandma every Sunday, and her cousin Blair usually brought along his NES. Every now and then Missus Raroo would partake in a game of Super Mario Bros. or Contra, but for the most part it was her brother and Blair that spent the bulk of their Sundays gaming.

It wasn’t until she met me years later that Missus Raroo was reintroduced to video games, and to her credit she took an active interest in the hobby I was so passionate about. She purchased games for herself and tried playing many of the titles I suggested. We even had some memorable bonding experiences with games, enjoying the likes of Phantasy Star Online and The Adventures of Cookie and Cream together. Since then, though, the amount of time she put into games dropped significantly, and these days she rarely plays video games. In effect, my wife is not a gamer, at least not in the same way I am.

Does my ravenous hunger for video games negatively affect our relationship? Thankfully, the answer is no. Through the years I’ve learned to respect that Missus Raroo isn’t a gamer and I never try to force my love for games upon her. She’ll still play the occasional game from time to time, as was the case earlier this year when she tore through Professor Layton and the Curious Village in a couple afternoons. But for the most part, I’m the only actual gamer in our relationship.

Missus Raroo is SupportiveStill, Missus Raroo is very supportive of my hobby. For instance, she buys me games as gifts for Christmas and my birthday, asks questions about whatever games I happen to be wrapped up with at any given moment, assists with the editing my articles and their illustrations, and even occasionally takes the time to pen an article or two herself. In short, Missus Raroo is the best pal a gamer could wish for.

This wouldn’t be the case, however, if I wasn’t thoughtful in how I incorporated video games into my life. While no two relationships are the same, hopefully some of the ways I’ve learned to balance video games with the other loves of my life will help other gamers who are in the same boat as me. Just because one’s significant other doesn’t share a passion for video games, it’s still very possible for the relationship to be strong and healthy.

And, before I go any further, let me quickly point out that while I’m writing this from the perspective of a man whose wife doesn’t play video games, the core ideas of this article can be applied to just about any relationship. For instance, I hope this article is just as meaningful for a lady who is having trouble convincing her boyfriend to accept her love for video games. The entirety of gamers is a diverse community coming from every imaginable background, but as with any hobby, there are plenty of people who simply aren’t interested in it, and sometimes we fall in love with such individuals.

Realize That She Isn’t You!

Obviously, your significant other isn’t you. That’s not difficult to understand. However, if you’re anything like me, you’ll still make the mistake of assuming that if you admire something, it must possess the potential for universal appeal. Of course, this is not always the case. We all have different tastes and preferences, and what I consider to be worthy of my attention may not appeal to other people.

Nevertheless, that hasn’t stopped me from trying to push certain games upon Missus Raroo, urging her to try them because I consider them to be so fantastic. In retrospect, I’m almost always wrong. Luckily for me, Missus Raroo will sometimes humor me and watch as I demonstrate to her why I think a game like Okami or Burnout Paradise is brilliant, and she’ll usually even offer her own opinions. But rarely will the games I consider to be impeccable necessarily spark an interest in her to play them.

I’ve also made the mistake of buying games for Missus Raroo, assuming that she’ll be floored by their quality. While sometimes she actually enjoys the games I buy her, as with the case with Dragon Quest VIII and Picross DS, most of the time it is money poorly spent. At no time did Missus Raroo ask for Mini Moni Shakkato Tambourine, for example, and yet that was a gift she opened one Christmas morning. I’ve wisened up in recent years and rarely buy games for Missus Raroo, but there are times I still have to remind myself that she’d rather receive a gift that suits her tastes, not mine.

Respect Her Interests

Knitting Time With Mister Raroo?That leads me to my next point: what makes your interests any better than hers? Missus Raroo’s latest favorite hobbies have been knitting and crocheting, but at no point has she ever tried to force me to try to knit a sweater or crochet a blanket. Why, then, do I feel the need to constantly tell her about the latest gaming news or show her a particularly interesting part of a game I’m playing?

Missus Raroo shows a great deal of respect for my interests, and it’s only fair that I reciprocate. However, I must admit that I’m sometimes guilty of not only paying little attention to whatever has captured her fancy, but making the incorrect assumption that my hobbies are somehow more important or superior to hers.

I’ve tried to make it a point, then, to take more notice of the things that Missus Raroo enjoys doing. In doing so, I’ve come to appreciate her hobbies more and can understand why she finds them to be so fascinating. I’m not necessarily ready to pick up knitting needles and get to work on a winter cap by any stretch of the imagination, but taking note of Missus Raroo’s hobbies is a fun way to be allowed into that part of her life, if only a little bit. I assume that’s why she tolerates my incessant need to pull her into my gaming world, too.

Don’t Put Video Games Ahead of Obligations

I think most gamers have made the mistake of playing video games when they should’ve been doing something more important. It’s not uncommon for students to earn poor grades or employees to be fired from their jobs because they didn’t know when to cut themselves off from their game playing. Heck, even I’ve called in “sick” on the release date of a few games I’ve been particularly excited about. Even though some obligations in life hardly hold a candle to the appeal of video games, it’s not healthy to put games ahead of important duties. And, in the case of interpersonal relationships, video games can certainly be detrimental.

I sometimes wonder how many relationships have been ruined because gamers couldn’t put down their controllers long enough to pay attention to their significant others. In fact, this phenomenon has become so bad that many women go so far as to refer to themselves as “widows,” with their husbands choosing games over them. As enthusiastic as I am about playing video games, I’ve learned that not only are games less important than some of the other obligations in my life, they are usually not as fulfilling, either.

Stinky Kitty LitterNow, of course I’d rather play video games than clean the kitty litter box or fold laundry, but playing games pales when held up to spending time with my family. Being an involved party in any type of relationship, be it as a spouse, father, or friend, is certainly an obligation, but thankfully it’s the good type of obligation that is rewarding and worthwhile. I love being married and having a son, and in any scenario I’d rather spend time with Missus Raroo and Kaz than play even my most beloved video games.

Unfortunately, there are still rare instances where I zone out while playing a game and neglect my familial obligations. Thankfully, Missus Raroo is not above telling me when I’m being guilty of such behavior, and I always feel appropriately guilty afterward. However, there exist certain people who are just not as tuned into the fact that they are choosing to play games over spending time with their loved ones, and this can certainly cause problems in their relationships. It can be difficult to learn to budget one’s time to fulfill family obligations and still manage to squeeze in video game playing, but as I can personally attest to, the results are certainly worth the effort.

Don’t Be Like “Fathouse”

Most hobbyists love to talk shop, and gamers are no exception to this rule. In fact, it can sometimes seem like video games are just about the only subject ever to exit the mouths of gamers. Even when gamers aren’t talking about games, you can often catch them posting about games online at various forums and message boards. We gamers sure have a lot to say about our hobby.

However, as much as we love to go on and on about video games, I’m positive it must be grating to the ears of any our non-gaming significant others. Missus Raroo doesn’t babble to me about whatever new recipes she’s been trying out in the kitchen, and yet I too often will unleash a stream of unsolicited gibberish about video games in her direction. Thankfully, I’ve learned to take note when Missus Raroo begins to tune me out (which usually happens very quickly) and cut myself off. It’s at that point that I remind myself about “Fathouse.”

Fathouse“Fathouse” was the unfortunate nickname bestowed upon a very overweight young man named Gary who went to my high school. Gary, being picked on from an early age because of his immense size, found refuge in the world of books, and he spent his days alone and reading. Being cut off from other kids throughout his life meant he had poor social skills, and he usually drove away any potential friends by being overbearing and talking far too much about the plots of whatever books he’d been reading.

I felt sorry for Gary, however, and would say hello to him and engage in small talk. Little did I know that Gary would take this to mean he and I were the best of friends, and before long he’d wait by my locker, anxious to go into excruciating detail about his books. Gary never engaged in an actual two-way conversation, but instead kept talking and talking, not letting me get in a single word. I guess he didn’t want to give me a chance to escape, and in fact I was late to class a couple times because he never let up his orations.

I didn’t have the heart or courage to let Gary know I didn’t care about what he was so excited to tell me, so I took the cowardly route and just began avoiding him. I changed the paths I walked to get to my classes and began carrying all my books in my backpack so I didn’t have to stop by my locker. Eventually Gary gave up and I was free from his reign of book discussion terror, even if it made me feel like a heel. Still, perhaps if Gary would have realized I didn’t enjoy hearing him prattle on about his books and instead found some common ground for us to talk about we could’ve been friends!

The lesson here is simple: Don’t be like “Fathouse!” Nobody likes hearing about topics that don’t interest them. Even though I may sometimes afflict poor Missus Raroo with too much conversation about games, I’ve taught myself to find other outlets for my thoughts and ideas. The article you’re reading now, for instance, is one such way for me to talk about video games without driving Missus Raroo crazy!

Introduce Her to Games on Her Terms

Sometimes you may be lucky enough to have fallen for a girl that seems to have a genuine interest in video games. However, don’t jump to the conclusion that she may end up being as into games as you are. Sure, she might be interested in taking a trip to Game Town, but don’t expect her to immediately decide to live there!

With Missus Raroo, I initially made the wrong assumption. When we were first dating, Missus Raroo was curious about my love for video games and exploring them on her own was a way for her to get to know me a little better. She wholly accepted the fact that I was a gamer, and even took an interest in games enough to play through the likes of Shenmue and Chrono Trigger, but at no point did she put up false pretenses and pretend she was as into games as I was.

However, like I stated before, I made mistakes like buying her video games as gifts in place of items she probably would’ve liked more. I’ve also acted like “Fathouse” on far too many occasions and talked too much about games instead of topics we’re both interested in. These types of behaviors would test the patience of any individual, and though I’ve gotten better in recent years, I’m lucky my blunders didn’t drive her away!

A Variety of Games!Nevertheless, I do feel it’s very possible for anyone to be introduced to the joys of video games, only it has to be done on their terms. I can’t think of a time in which a wider array of games has existed, and there truly is something for everybody. Naturally, that doesn’t mean everyone is going to want to play video games, but for those curious enough to explore the medium, surely there exists a game or genre that would appeal to their tastes.

If you find yourself lucky enough that your special someone becomes interested in games, you can help by acting as a gentle guide. Don’t force anything upon them, but instead let them investigate the world of video games at their own pace and to their own liking. Nobody likes a know-it-all! And, if it should turn out they decide games aren’t right for them, don’t be discouraged or angry. The fact that they took the time to learn more about your hobby is actually pretty special, and as long as you’re respectful of their opinions and viewpoints, chances are they will be more respectful of yours, too.

It’s Okay to be a Gamer!

While my opinion on the matter is unquestionably biased, I believe video games to be a wonderful hobby. As with most other forms of popular entertainment, games provide users with a highly varied and interesting range of experiences to choose from. But, like any hobby, video games are not for everyone. As gamers, we need to realize that it’s more than possible that the people we fall in love with won’t appreciate games in the same ways we do.

Hey! Pay Attention!And, in some ways, I’m glad Missus Raroo isn’t a gamer as it helps me keep things in perspective. It can be all too easy to become consumed with one’s hobbies, to the point that they overtake one’s thoughts and it can be hard to concentrate on anything else. That is not good! Nobody should get so enraptured by their hobby that they can’t concentrate on making love to their spouse, for example! Don’t be that guy!

In other words, it’s good to take a break from one’s hobbies and experience other aspects of life. For some gamers, that’s no problem, but for others, it can be tough to step back and look at the bigger picture. Gaming might be a daily part of my life, but it does not represent the entirety of me. There are other things I love even more, even if every now and then I need a gentle nudge to remind me of this fact.

Be happy to be a gamer, and don’t be upset if it just so happens that your significant other isn’t. I love the life I have with Missus Raroo and I wouldn’t change anything. Because I don’t put games ahead of more important obligations, she’s supportive of my gaming hobby and sometimes will dabble in games herself from time to time. Being in a loving relationship is better than anything else, even if your girl doesn’t know Mega Man from Sonic the Hedgehog.

[Mister Raroo is a happy husband, proud father, full-time public library employee, and active gamer. He currently lives in El Cajon, CA with his family and many pets. You may reach Mister Raroo at mister.raroo@gmail.com.]

Best of FingerGaming: From Silent Hill to Circuit Strike.One

[Every week, we sum up sister iPhone site FingerGaming's top news and reviews for Apple's nascent -- and increasingly exciting -- portable games platform, as written by editor Matt Burris and guest editor Danny Cowan.]

This week's notable items in the iPhone gaming space, as covered by FingerGaming, include the release of Konami's Silent Hill: The Escape, an early look at Circuit Strike.One, and an App Store denial for the drug-themed Prohibition 2.

Here are the top stories:

Konami Releases Three of Four Planned iPhone Titles
"Unfortunately, Silent Hill: The Escape is the only game from the company currently available to iPhone users in the United States — Dance Dance Revolution S Lite and a remake of Frogger are currently exclusive to the Japanese iTunes Store."

Pop Gets Patched, New 99 Cent Version Available
"It’s an interesting pricing strategy, to be sure. Pop offers a lot of gameplay for $4.99, but the new 99 cent version should be even more appealing for casual users who find the demo version too limited in scope."

Prohibition 2 Blocked from App Store Distribution
"Hardy Macia of Catamount Software brings word that his latest iPhone application, Prohibition 2: The Dope Wars, has been rejected by Apple and will not be featured in the iTunes App Store."

Circuit Strike.One - First Preview Screens
"Developer Shay Casey describes the project as a team-up of Geometry Wars and Asteroids, only with faster gameplay, a bigger playfield, and a Rez-like aesthetic."

Mobile 1UP Clones Game & Watch on iPhone
"Mobile 1UP’s latest effort, a port of Helmet, joins a Game & Watch lineup that has been expanding since November, and now features five titles in all."

Review: Alphabetic
"Alphabetic takes a basic, kindergarten-level concept — the order of letters within the Roman alphabet — and turns it into a puzzle game that will have you scrambling for shattered pieces of your own dignity."

2009's Dark Horse Console Launch: The Story Behind Zeebo

[Game Developer magazine EIC Brandon Sheffield has been doing sterling work for us once again, and, thanks to his slight obsession with Brazil's Tectoy, has gotten an early interview about their new, intriguing emerging-market console, the Zeebo, yay.]

No consoles are launching in 2009, right? Not so. Brazilian manufacturer Tectoy, most notable outside of South America for its long partnership with Sega and official distribution of its consoles in Brazil, will be releasing an entirely original product called Zeebo.

Centered around downloadable games distributed only over a 3G wireless network, the console is designed for emerging markets, and has high-profile partners and games including Electronic Arts's FIFA, Id Software's Quake, and Namco Bandai's Tekken.

It will save its small, standard definition titles, many of which will initially be BREW mobile game ports, to the system's internal flash memory. This is intended to sidestep the issues of piracy, home internet availability, and retail distribution of game titles.

The company is 57 percent owned by Tectoy and 43 percent owned by mobile tech company and BREW creator Qualcomm. As well as the above-mentioned larger companies who will release games for the console, Zeebo is hoping to attract independent developers as well.

English info on the console is exceptionally rare so far, with no launch yet slated for North America. But there is opportunity here; the firm feels there's potential for a repeat of the indie-led App Store boom Apple is currently seeing with iPhone.

We recently had a chance to talk to Zeebo Inc. CEO John Rizzo, who heads up the operations in North America, as follows:

What's the market for the console?

JR: For the moment, our focus is Brazil first, and then Mexico. Then, selected parts of the rest of Latin America. Then a year from now, likely China and/or India. Those are a little bit harder to figure out, because the content in China and India is likely to be very different from content in Brazil. So we need some time to figure out what the content needs to be.

We work with developers in the local countries; I could imagine a Bollywood dance game with a dance pad. That would be fantastic in India, much more sale-able than Prey. Or in China, a game that teaches English as a second language would be really cool and powerful for that market.

It takes a little longer -- and then, of course, in China there's a ban on consoles, per se, that the seven ministries of the government need to lift -- and that's going to take probably six months to a year for that to happen.

Because our business model is one where we want to get a local partner in the country and put their name brand on it as well, that means it takes a little longer to get that all squared away. So, yes, we're going to those countries as well.

It's pretty much designed for an SD set up, right? Not high definition?

JR: In fact, it's really more designed for the cheapest, most resilient TVs you can find. [laughter]

With China especially, MMOs are king. Is it possible to play with other people across the network with Zeebo?

JR: Yeah, it is technically possible, and in fact, Ultimate Chess actually is going to be offered in two versions. It will be offered in a single-player version and a two-player version.

The two-player version is over the wireless connection. The reason that is going to be relatively easy to do, is that when you are playing chess, the only thing being transmitted is the move coordinates.

So, very low data density, you can compute how many times people are going to play chess; they're going to push it three hours a day -- or how many moves they are going to make in three hours. And you can figure out how many megabytes a day you need to buy to make that happen. Then, you simply make the price of the multiplayer game large enough to cover the cost of the data.

But the problem with an MMO game is you don't really know how much traffic there is going to be. And we have to pay for the traffic. So I think we will move into that domain, which is certainly very important, as you mentioned, in China and elsewhere, but it's probably going to be a different pricing model.

Right now, we use prepaid. It might be entirely a subscription model, and the subscription model might be constrained to a certain number of hours per day of play and anything above that, there's a super pack you can buy that jacks that up.

It seems like free to play, pay for items might be a useful model.

JR: Yes. We've got to figure all that and navigate through it. The other thing that's interesting, too, for us, is that I think that there is some percentage of people... I'm not sure if it's the majority or some large percentage, that play in the middle of the night.

And if you play in the middle of the night, with a cellular-based network, the data pipe is empty anyway during the middle of the night.

So, we might be able to work some kind of deal whereby the bandwidth we buy at 2AM is a lot cheaper than the bandwidth we buy at 10PM, in which case we could offer an MMOG that has a different pricing structure, depending on what time of the day you play.

So, you're still working on the business model.

John Rizzo: The remaining thing we're trying to figure out is the business model. Because the way it works technically, right now, is that if you fill the gigabytes in flash, and you go into the UI and say "delete", it will remove the game from flash, but it will leave a tag that says you already bought it.

Let's say six months later you decided that you wanted to download it again. The only question that we are wrestling with at the moment, which we won't solve right away, is whether or not it's free when you download it again or whether we simply charge you for the air time when you download it again because we pay for the cost of the air time -- and so that's the only question we're trying to work out.

In any event, the customer won't have to pay full price, there's no doubt about that. Whether or not they pay a buck or two to download it again is still something we're trying to figure out. and from my perspective, personally, as the CEO of Zeebo, I don't think people should pay for it again, even for the air time. Because if you fill up your Flash memory, that means you've bought 40 or 50 games.

We license the right to manufacture and sell the console in Brazil to Tectoy. So, if they do want to charge somebody to do the re-download, that's within their purview.

How is your model working so far for the publishers? Will developers be able to release stuff directly on Zeebo without going through a publisher, or rather, having Zeebo as the publisher?

JR: So, the interesting nuance of this is that all these things here [displayed on the screen], these are assets that are stored server-side. And we upload them into the console in the middle of the night, and they're cached. And these basically are like banner ads.

So if a publisher comes up with a new title, they can basically place their ad, if you will, on the stage. And the way the stage works is that every click of the paddle, the cylinder [of ads] rotates and, there's four [ads] in this case... as you move through this, so it's like this continuous thing.

So, it's a way for the publisher to directly market to the customer. Over time, as we get enough of an installed base, we might actually consider charging publishers for that access, but you could put videos here, you could put a GIF, you could put bitmaps and stuff...

I figured there would also be a clearer text-based list.

JR: Yeah, at some point, yes. Until there's a huge number of titles, we try to make it more graphically rich. But in this case there's cover art, and then you can sort by [headings such as] favorites, new, genre, and stuff. And then, this is a scroll up and down.

When you click on one you get the game description. In this case, this is just [dummy text] in, but the cover, in this case, the parental rating in Brazil, which is required by Brazilian law, and then the number of points required.

If you don't have enough points when you try to buy it, it will say, "Do you want to refill your console?" and you can do that by buying more points with a credit card, that we call a "scratch card". And then you use the joypad to key stuff in to the virtual keyboard.

In the future, we could plug the keyboard into the back, a USB keyboard, and then the publishers themselves, if they want to have a custom store, we could create a custom store that's made for them.

Can you multitask while the system downloads a game?

JR: No, the current limitation, [the system's] fully loaded, it fully occupies [the system, during] most of the downloads. But if you happen to pull the power during the middle of a download, it automatically recovers, so there's no issue with that.

And then, it's like [Amazon digital reader] Kindle. The wireless plan is built in, you don't actually subscribe to a plan, you don't know that a plan exists, the number of points effectively covers the cost of the download as well, and you end up paying for that. Everything is secure.

But to answer your question on the publishers' side... Either we've got a signed agreement in 80 percent of the cases, or a handshake agreement when we just won't do the contract now, [with] six of the top 10 publishers, and if a publisher wants to have us be the publisher, we can do that as well.

If a developer wanted to go directly to you, they could?

JR: Exactly.

I assume, starting out, it is mostly going to be mobile ports.

JR: Good question, good point. That's what we thought. [laughs] In fact, when we started the company we said, "Hey, there's lots of mobile games out there and they are easy to port, and let's do that."

What we discovered is that most of the sources we went to said, "Yeah, we can do that, but what we would rather do is take console content and port it down in Zeebo, because the gameplay experience and the graphics are richer."

So I would say in 60 to 70 percent of the cases it's more console content. If for example, you take the FIFA game from EA, that's an interesting port because a part of it was taken from mobile content. And then the voiceovers, we took from the PC.

In the case of Tekken, would that be a PlayStation port, or is that mobile?

JR: It's not a mobile port, I know that. But I don't know if it's PlayStation or some other platform.

I'm wondering how easy it is to strip down to this architecture, depending on what the time is.

JR: I'll give you a couple examples. In the case of the chess game, Ultimate Chess, it is strictly from a [Glu mobile] BREW port. That took four months. Quake, which was strictly a port from the PC, took about six months.

Some of these other games -- like Prey Evil, I think, is taking seven months, maybe. So I think the best case is three months, the worst case is like nine months. That's reasonably fast.

It's slightly longer than I thought it would be. But I don't actually know what the chipset and the SDK are like.

JR: It's just like BREW. Part of the reason for it, the length of the time here, so far, has been that we really didn't release an SDK to developers until June 1st. And the SDK that we released June 1st really didn't become completely stable and bulletproof until September 1st. So I think the titles starting today are going to be faster, I believe.

Are you encouraging original development over ports, or are you going more for name recognition?

JR: I think at the moment we have enough of the publishers and other brand name titles in the queue that, as we enter into 2009, we are going to start shifting into more originally authored, independent titles.

There is a possibility this becomes like the iPod Touch and the iPhone, where you get people that have never really developed before do so because they can reach a huge market and because the marketing cost is virtually nil. So we hope that's the case.

GameSetLinks: Stickman Goes On Shooting Watch

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Links, links, and a few more links - and headed by a very nice NPR piece on Crayon Physics, which really is getting a lot of great publicity now that the IGF Grand Prize Winner is finally coming out on PC (and iPhone, come to that!)

Also clear and present within this round-up: Steven Poole on real-life games, the UK Guardian on indie game goodness, 1UP's retro blog on Shooting Watch button mashing madness, and lots more.

Ka pow:

Computer Game A Mash-Up Of Crayons, Physics : NPR
All Things Considered covers Crayon Physics - very neat indeed.

SteveStreeting.com » Blog Archive » Game mechanics I hate
Some good picks: 'There are a large number of gaming staples which fill out our entertainment ecosystem that we’ve come to accept, and even expect. As it happens though, I think some of them should have died out a number of years ago.'

Steven Poole: Nailing it
'The best game I played this month had zero polygons and no particle effects; it was unscripted, cost nothing, and didn’t even require any electricity.'

Stickman, Buccaneer and the whole future of indie game development | Technology | guardian.co.uk
This is an interesting thought: 'It's probably the Valve model, of engaging with - and nurturing - a dedicated home coding community that's going to shape the industry over the next few years.'

1UP's Retro Gaming Blog : The Unofficial Shooting Watch User's Guide
I really regret not picking up one of these button-press-insanity machines at Tokyo Game Show.

Video Games Business & Marketing: Looking for the Good
I think Russell Carroll is on the money here: 'It's not that there aren't good games for the Wii. There are. Lots of them. It's that people hate the Wii to the point that they can't see the good. All they can see the is bad.'

January 11, 2009

Interview: An Audience With Q-Games' PixelJunk Makers

[In the latest in a GameSetWatch-exclusive interview series from Jeriaska, some of the creators of the PixelJunk series at Q-Games discuss the making of the eclectic PlayStation Network downloadable game series.]

Kyoto-based developer Q-Games has recently announced that it will be bringing Playstation 3 tower defense title PixelJunk Monsters to the Playstation Portable console in 2009. Meanwhile, PixelJunk Eden has received three nominations for this year's Independent Games Festival Awards: Excellence in Visual Art, Excellence in Audio and Technical Excellence.

From the process of pitching ideas for new game concepts, to the stage of designing additional content after launch, openness to discussion and a desire to break new ground has motivated the company's staff.

In this interview, we hear from two of the studio's directors on how the evolution of the PixelJunk games has been informed by the collaboration of innovative graphic designers, music composers, and other significant contributors.

Kentaro Yoshida is the studio director of Q-Games. Previously he worked as an artist for Sega on Panzer Dragoon Orta. Shouichi "Tomi" Tominaga is the director of PixelJunk Eden. Working closely with Baiyon, the visual artist and composer on the project, he oversaw the game's overall design. In discussing their roles at Q-Games, the two creators offer an inside perspective on the unique course that has been set by the PixelJunk series of games.

Interview by Jeriaska. Translation by Ryojiro Sato. This text is available in Japanese in articles on PixelJunk Eden and PixelJunk Monsters on Game Design Current.


Shouichi "Tomi" Tominaga, Director of PixelJunk Eden

GameSetWatch: In terms of the appeal of PixelJunk Eden, what many people seem to have responded to is the novelty of the gameplay and the distinctive character of the design. What is it that you personally have found to be the most satisfying elements, working on the production side of the game?

Shouichi Tomi Tominaga: Upon setting out on the Eden project, we had conceived of the game as a continuation of the PixelJunk series, of course, but at the same time it was also an opportunity to explore the unique situation of working with Baiyon as an artist.

At the very onset it presented us with the question: "Just what can we accomplish within the framework of this collaboration?" As a director my thoughts often turned to this question of how precisely to reveal the art through the game. Looking back at what emerged from this situation, I'm most happy with how the game world is a direct expression of Baiyon's art.

GSW: The gameplay element of swinging around on a thread of silk to collect pollen lends a unique quality to the game. While there are other titles that involve a swinging mechanic, it is not the same as what you find in Eden.

Tomi: You know, we started off without there being any kind of a playable character at all. The idea was to have a kind of rhythm-action game with plants swaying to the music. It was interesting to look at, but it was really lacking any kind of gameplay challenge. We then thought about what might happen if we brought in platforming elements, if within this world of vegetation there was an action game taking place.

That was how the game's central character came about. We didn't have the silk either at the beginning, but we were running a lot of programming experiments, one of them being this ability to fly around on a string of silk. It turned out to be a lot of fun, so we put it in the game.

GSW: What do you think of how the central characters of the game, the Grimps, turned out?

Tomi: I love them. I don't know what their tentacle is exactly, but it's adorable.

GSW: Have the opinions of those who have played the game influenced its development over time?

Tomi: Something we got quite often was people telling us the game was really hard. That kind of took us by surprise. I think they were coming in observing that this was a really artistic videogame, that Baiyon's graphics and sound designs were strong artistic concepts, and they weren't really expecting there to be such depth to the action elements.

The first gardens are fairly simple to get through, but once you progress about halfway through the game, there really are some challenges. Some people said it was too tough, especially getting trophies. We really had no prior examples to look at in the case of trophies. Because they were so new, we had to figure it out entirely for ourselves. While it's true that we ended up setting some high standards, you could also say that it brings about a greater feeling of accomplishment when you finally match them.

GSW: How does Q-Games interact with the companies responsible for game consoles?

Tomi: Our company's games are supported by Nintendo and Sony. At times they will suggest a broad theme to work with, but all the specific details are decided upon within Q-Games. At that point, everyone comes up with a variety of ideas, and we progress from there. For PixelJunk Eden, Baiyon was involved not only in directing the graphics and sound design but was offering ideas on all aspects of the gameplay mechanics as well.

GSW: How directly did the programmers play a role in the development of PixelJunk Eden?

Tomi: The programmers really occupy a key position in designing the title. Without them you cannot hope to make any progress, so their ideas and sense of how the game operates is indispensable. Specifically on Eden, you have gravity, entropy and the force of momentum operating in a way that is elegant and feels natural to the player. This was a singular accomplishment on the part of the programming.

GSW: Who came up with the name "spectra"?

Tomi: That was Dylan [Cuthbert]. He has a knack for this sort of thing. "PixelJunk" was his idea too.

GSW: The multiplayer mode of PixelJunk Eden is a big part of the game, if you want to get the full experience. Was this something you started working on early in the conceptual stages, or did it take shape later on after the levels had been designed?

Tomi: We started out with our first priority being to make the game fun for just a single player. Once we felt we had that firmly in place, we began thinking about the particulars of the multiplayer mode. While it's grounded on all the same objectives, how to adapt the camera to fitting more characters on the screen took some work. I think it opens up new ways of experiencing the game, both in pursuing goals of teamwork and competition.

GSW: What are some of the advantages of developing for the Playstation Network?

Tomi: The obvious advantage is that game players around the world can access the PSN. For a small-sized company like ours, it reduces all the risks of packaging our titles and making sure they are in stock. It has proven to be a great means for us to distribute our games.


Kentaro Yoshida, Studio Director of Q-Games

GSW: Thank you for taking the time to talk with us about your work on the PixelJunk series. First off, could you tell us a little about your time on the production of Panzer Dragoon Orta for the XBox?

Kentaro Yoshida: I began my career in game design on the Panzer Dragoon series. It was shortly after leaving Sony and going back to work for Sega that I joined the team developing Orta. Because I had just come back, my duties were on low-level 3D graphics design, delving into processes that were rather new at the time, such as modeling, creating textures and animations.

Orta was developed by Smilebit, and the director was someone who had worked as a designer on Panzer Dragoon Azel. Otherwise, much of the Panzer Dragoon team of the Sega Saturn days had departed. Partly my duty was to ensure thematic continuity from the earlier titles. Eventually we ended up having a mixture of familiar and brand new content.

GSW: How did it come about that you began working at Q-Games?

Yoshida: Around the time that I left Sega for Sony Computer Entertainment, Dylan was working on a demonstration of the hardware capabilities of the Playstation 2. I was put in charge of the graphics for the duck demo, which was how we met. Later on I heard that Dylan had created a game studio in Kyoto called Q-Games. Occasionally I would visit the homepage, and we exchanged emails from time to time.

More and more videogames have been developing into ambitious, larger scale projects. As a producer it was important for me that my role reflect these ambitions. This was how my thoughts came around to contacting Dylan. As it turned out, he was looking for someone with previous experience in the industry. It all worked out and that is how I came to work for Q-Games.

GSW: What can you tell us about the approach of the art designers at the studio who have contributed to the look of the PixelJunk series?

Yoshida: The concept for Racers was by Paul. PixelJunk Racers is 2D but it incorporates 3D graphics using Maya. As for the look of PixelJunk Monsters, there were these concept illustrations created by Andy, the artist.

The style of the drawings had something of the feel of 8-bit sprites, but it also suited the high resolution visual quality of the Playstation 3. He created a very detailed forest graphic during the conceptual stage of Monsters and it had such a mysterious quality to it. We were all taken by the design. The game slowly emerged from Andy's initial idea and went in new directions.

It is true that we could be restricting ourselves to trends in computer graphics, but following artistic styles like this one that are different and that speak to us I think is a more interesting approach.

GSW: What has been your experience working with an international team of videogame designers at the Q-Games office?

Yoshida: The PixelJunk team has a lot of artists from outside of Japan, including the programmer on Eden. Everyone on the team has their own approach to game design, while sharing a love of Japan and videogames. This makes it easy for us to work together. The drawing styles of Andy and Paul are quite different from Japanese artists, yet the titles still have a quality of games designed here in Japan. Everyone studies Japanese, so we find that communication has never been a problem.

GSW: Takashi Iura and Sachiyo Oshima, the musical duo Otograph, are responsible for the score to PixelJunk Monsters. You spoke with them for an interview on the official Playstation Blog to announce the release of the soundtrack Dive Into PixelJunk Monsters for the Playstation Network. Was this a successful method of encouraging feedback from those who had played the game and listened to the soundtrack?

Yoshida: I wrote the questions for the interview and we did receive a lot of feedback from people in English-language territories who had played the game. I didn't have the chance to read these responses carefully, but Dylan looked them over in depth, sometimes replying personally. I think it is very useful to the activity of game creation to have that kind of space, where there can be communication between the developers and players.

GSW: As a company that has demonstrated continued innovative game design, has receiving user feedback always been a high priority?

Yoshida: During Racers, we didn't get much feedback, especially in Japan. It meant that we did not have the chance to adapt to how game players were responding to the game. However, for Monsters we received quite a large amount of feedback, allowing us to get a clearer picture of just what kind of experience players were having.

We knew exactly what people wanted to see more of, and that's why we immediately dove into work on PixelJunk Monsters Encore. There were positive opinions, but there were requests as well. We always consider the feedback when working on new projects, so we are very receptive to hearing all manner of opinions from people who play the games.

GSW: The latest PixelJunk Eden patch responds to the requests for easier modes being available in the game. What have been the responses to difficulty balance in PixelJunk Monsters?

Yoshida: The game's balance appears to have really helped involve players in the game. Setting the learning curve was implemented by several planners, and feedback on their work has been very positive. For PixelJunk Monsters Encore, we had a different level designer from the original. That may be why the game is a bit more challenging than the original, while still enjoyable. Overall, the difficulty balance was one of the most successful achievements of the game design.

GSW: What can you tell us at this point about the future of the PixelJunk series?

Yoshida: A new team has started in on the next PixelJunk project. We have not yet begun publicizing the game, but it is on schedule to be released in early 2009. Another title in the series is Dungeons, which we announced at back at the Game Developers Conference. This is a PixelJunk installment, but we are planning to spend more time on the development, so the release will follow after the fourth PixelJunk game in the series.

2D graphics have been a hallmark of the series so far, but we are looking to incorporate 3D graphics and take the series in new directions.

[Images courtesy of Q-Games. Photos by Jeriaska.]

GameSetNetwork: Best Of The Week

First week back after the holidays, and big sister site Gamasutra seems to have blasted out of the gate with a bunch of neat new features - headed out here with a big history of Pong and early gaming from Loguidice and Barton.

Also hanging out in here - an excellent postmortem of Xbox Live Community Games' Weapon Of Choice, a state of iPhone game development feature, an interview with the Treasure CEO, full write-ups from the Game Developer Front Line Awards, and bonus GCG.com features.

Goes a little something like this:

The History Of Pong: Avoid Missing Game to Start Industry
"In the first of a new Gamasutra series, Loguidice and Barton present a detailed history of Pong, the video game that jumpstarted the entire business, and some of the innovations it inspired."

Postmortem: Mommy's Best Games' Weapon of Choice
"Ex-Insomniac programmer Nathan Fouts created one of the standout Xbox Live Community Games in 2D side-scrolling shooter Weapon Of Choice, and explains how in this Gamasutra postmortem."

Game Developer's Front Line Awards 2008
"The editors of Gamasutra sister publication Game Developer magazine present the full 2008 Front Line Awards, with industry notables ranking and discussing this year's best game tools."

Visualizing Floats
"Despite their ubiquity, few programmers really take the time to study the underlying mechanics of floating point numbers, their limitations, and problems they can bring to games -- programmer West dives in."

iLang Syne: A Guide To iPhone Game Development In 2009
"Veteran developer Alessi looks at the state of the iPhone/iPod Touch game market in 2009, mapping out the pitfalls, engine choices and opportunities of making games for Apple's hit device."

Games The Way They Want: Catching Up With Treasure
"Japanese developer Treasure has created games from Gunstar Heroes through Ikagura and Bangai-O -- Gamasutra quizzes CEO Masato Maegawa on the company's storied history and future."

Bonus GameCareerGuide.com highlights: Inside the IGF 2009: Sneak Peek at Virus Effect, Rapid-fire Student Postmortem: Full Sail's Endless Wave, GameCareerGuide.com's Game Design Challenge: Gravity Game, Student Postmortem: Bloomfield College’s Rage of the Elements.

Round-Up: Gamasutra Network Jobs, Week Of January 9

In this round-up, Gamasutra highlights some of the notable jobs posted in its industry-leading game jobs section, including positions from Activision, True Games Interactive, EA Redwood Shores, and InWorld Studios.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted in each market area this week include:

Gamasutra.com - Game Industry Jobs

Activision: Art Services Screenshot Associate
"The Art Services Screenshot Associate provides support services to all engaged departments: PR, Marketing, Production and development studios to produce high-quality screenshots, model renders and other art assets. Typical end use will include screenshots for editorial, packaging, advertising, manuals and more, as needed."

True Games Interactive: Director Live Game Operations
"The Director of Live Game Operations is a new role which will successfully establish and lead Live Game Teams for each title, ensure quality player experience, develop game communities and optimize game revenue. Each Live Game Team will provide in depth game analysis, tactical marketing and promotion, and support services. The Director of Live Game Operations will be responsible for translating player feedback into service enhancements, meeting player needs and producing business results. "

EA Redwood Shores: Sr. Ad Operations Manager, In Game Advertising
"The Marketing and Sales teams are critical to the success of any game. The Marketing team works closely with game developers to ensure the game has a clear design and a clear ‘X’ factor, (i.e., the defining element of the game that makes it unique and the ultimate reason behind why our customers should pay for and play our game). The Marketing team identifies the key audience for our games and tailors the marketing strategy to communicate clearly to the intended target."

WorldsInMotion - Online Game Jobs

InWorld Studios: Lead Developer
"InWorld Studios is a small startup formed by a pair of die-hard gamers and industry veterens. Our mission is to create the next generation of Virtual World/MMO PC games for kids, tweens and teens. Our work environment is casual, creative and always fun - a combination which allows us to thrive creatively and financially."

Spin Master Ltd.: Software Engineer
"Spin Master Studios, Inc. is a wholly owned subsidiary of Spin Master Ltd., the 5th largest toy company and one of the most successful children’s entertainment companies in North America. The Studio is focused on creating and publishing world-class interactive products such as online virtual worlds, games, and immersive web destinations."

SeriousGamesSource - Serious Games

Blue Duck Education: Game Designer for Mangahigh.com
"MangaHigh.com is the hot new start-up changing the way kids around the world learn and build core academic skills. Founded by Toby Rowland, Co-Founder / Co-CEO King.com, one of the largest casual games businesses in the world, MangaHigh will launch in early 2009. Further details disclosed at face-to-face meetings."

To browse hundreds of similar jobs, and for more information on searching, responding to, or posting game industry-relevant jobs to the top source for jobs in the business, please visit Gamasutra's job board now.

GameSetLinks: The Beautiful Music Of Words

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

Continuing the linkfest at the weekend, there's all kinds of fun randomness in here, starting out with Warren Spector's paean to the common, non-electronic word game, which is a delight to behold, given its enthusiasm for the joy of verbiage.

Also in here - co-operative gaming as a super-important trend, unfortunate cheat sheet-related faxes, music games (like the pictured Korg DS-10) and learning things, Flash game awesomeness galore, and more.

Protect ya neck:

Playing Word Games « Warren Spector’s blog
A delightfully enthusiastic post from the Junction Point founder on 'word games I’ve been obsessed with and addicted to over the years'.

SteveStreeting.com » Blog Archive » My Top Gaming Trend of 2008: ‘Designed for Co-op’
Some good trend-related thoughts from Streeting, the top line being: 'I was a happy bunny in 2008, because it was the year when designing games specifically for co-op play finally entered mainstream thinking.'

UK:RESISTANCE: INTERNAL SEGA COMMUNICATIONS - SOUL CALIBUR PANTS-COLOUR CHEAT CONFUSION MADE GOOD
In this case, UKR is right to shout, since this is a horribly industry-emblematic fax, if you're a glass half empty type.

Game of the Year Bullshit - z a c k h i w i l l e r
Some fun categories and snark (also insight) in here from game developer Hiwiller, eg 'Most Overrated Overrated Game'.

Wild Tyme: [118] Culture and Creativity: 'Karaoke Gaming' and Korg DS-10
Fun, provocative piece about music games and learning things, which concludes: 'Can a video game include necessary 'creative software' while still enticing the gamer with pick-up-and-play accessibility? I'm not so sure.'

Best of Casual Gameplay 2008 - Jay is Games
Gigantic (actually narrowed down, crazily!) list of the top games JiG reviewed this year, and opportunities to vote for the best.



If you enjoy reading GameSetWatch.com, you might also want to check out these UBM TechWeb Game Network sites:

Gamasutra (the 'art and business of games'.)

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)


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