Showing posts with label FTL. Show all posts
Showing posts with label FTL. Show all posts

Friday, 21 February 2014

What Did FTL's Use of Slavery Say to You? (Video)

In December I did a short talk at the annual IGDA/BAFTA Games Writing Panel, along with cohorts Andy Walsh, James Swallow and Ed Stern. The theme was something to do with the unique demands of interactivity on story, and after reading this post I decided slavery in FTL was the ideal topic. I was interested to think and talk about the creative and moral responsibilities we have as game designers who put out products with unsavory events therein, and how interactivity blurs those lines.

There's some further discussion below, but for now here's the full vid. Apologies for unprofessional lighting / camera angles etc. You can download the slides here.


So it's worth noting first that in front of a crowd I play things up a bit, including how chaotic development really was, because when I say anything positive about anything that I've worked on my first instinct is to immediately self-deprecate.

The truth is that the extent of FTL's planning was largely a factor hidden from me, occurring as it did in the years Justin and Matt were working away at the game before I came onboard. There wasn't no plan; there just wasn't the sort of extensive pre-production narrative design that laid out exactly what we were shooting for that I obsess over on other projects.

Here's what Justin said to me after watching the vid:
"While it's true that the overarching vision of the "story we wanted to tell" was not planned or scripted, this was not something that was due to lack of time or planning - it was entirely intentional. You may recall all the times you wanted to add more focused storyline or mini-stories that take place in events but we consistently tried to hold you back. In retrospect I wish we had made things more ambiguous and abstract. The fact that players could end up with a single crew member, wondering if this person would really want to continue the mission (while not a specific scenario we predicted) was the type of experience that we knew would only be possible if we left a lot of things unsaid."
Matt writes:
"I, like Justin, also wish we were a little more ambiguous with everything by the end. I went digging for an email or something where I voiced my original vision. This snippet with a friend is the closest I could find:
August 8th - 2011 (~5 months into development)

Anton: feel kinda bad murdering them
me: they aren't necessarily supposed to be menacing
me: they aren't supposed to be evil
Anton: oho, cause they seem to engage me without any warning every time...
me: it's a political conflict that you're on the other side of
me: that doesn't make them evil
me: you could be evil
While I think we could have done more to bring this kind of ambiguity to the fore, it warms me that FTL has this kind of philosophy at its core. In the talk I say something like, "As game designers... we have a responsibility that the options we provide the players deliver a coherent message", and this is what I'm talking about.

Matt writes:
"Part of me would argue that our message is coherent: the player's situation is terrible and war is horrific which can drive someone to do morally questionable things. And through the beauty of an interactive medium, the player experiences it first hand. But part of me would say that we specifically set out not to have a message. We just present a series of systems and choices to the player, and they are encouraged to come to their own conclusions and make their own choices without judgement from the designer."
The moment that you write an event for a game like FTL, you're taking some kind of political or ideological stance. Even if your objective is Matt's and Justin's - to present an amoral world and let the player make sense of it their own way - that in itself constitutes a stance of a sort. It says that politics, war and morality are very complex topics, and that decisions in such circumstances are rarely black and white. It says that you are the only one that can decide how you will behave. At the very least it is probably not the sort of stance you would take if your philosophy was one of extreme pacifism, because pacifism just isn't a viable path in that game.

For this reason, the conclusion of my talk was that it would be irresponsible of anyone to put out a game like this without thinking at least a little about the stance they are necessarily taking by making a game at all. Subjects like slavery and war are not simply there for our amusement - when we deploy them in interactive fiction we also need to design the choices and outcomes in a way that doesn't undermine their seriousness, but instead uses it to express something worthwhile. I'm pleased to say that I think FTL does some of that; but the point of the talk was that we can probably all do a little more of it.

There, I said something nice and I self-deprecated. Everybody's happy.

Tuesday, 12 November 2013

Announcement: FTL: Advanced Edition

So FTL Advanced Edition is now a thing. It's nice that it is now a thing, because it means I can explain why FTL didn't really stop as a job for me after we released the thing. Advanced Edition contains all new events written by me and our guest writer, plus new music from Ben, plus all new tech and science wotzits and spaceships from Justin and Matt.



We've been working on it for ages, so the announcement has slightly taken me by surprise. I suppose the big news is... CHRIS AVELLONE FTL FTW! Following on from this interview I interpreted Chris' veiled offers with cunning and precision, forwarded them to Subset and sure enough we wound up with Chris playing the part of one of those PS4 interns who do amazing work but don't get paid. I dreamed of working for Chris for years, and I'm not entirely sure when we skipped that step and I started finding him jobs, but there you go. It's been a pleasure.

I haven't really received my marketing brief yet, but I suppose there are some reveals the boys are holding back still. I can tell you for sure they've not revealed all of the new systems yet, and that's where the meat of the new gameplay is. Certainly there's a load of new events and places to explore, new ways of hurling death at your enemies; but the expansion to me feels like it revolves around the systems - that's why it's the advanced edition. The new systems provide alternative playstyles, ones which liberate you from a reliance on traditional weaponry. It's reinvigorated the game.

So I don't know what I can tell you about the work Chris and I have done. There is a new sector in the game. For now it's known as the abandoned sector, but I can tell you that you'll meet a new species out there. They're pretty cool - both story-wise, and mechanically. The new content is focused both in the all-new sector, and throughout the original sectors, so whatever route you take you should encounter something new.

Of course, we're still working on this material, and no doubt we'll be stuffing new things in right up to the wire, as we were with the original release. I'm squeezing in what I can between two new, unannounced projects, one of which involves another collaboration with a writer whose work I respect every bit as much as Chris'. Watch this space for more details.

Saturday, 20 April 2013

PAX East & GDC 2013 Debrief

So that whole thing happened, and I am still reeling. I've been trying to think of an angle from which to write up the trip, but have failed, so instead you get the pictorial highlights reel. Lucky old you.


This is our hostel in Boston. It doesn't look it but it was quite luxurious. So much more space in US cities. Also full fried breakfast in the price. Lush.


This is our booth. It's got a rather sleeker black vibe going on compared with last year's, and four HD tellies. We were blaring out the trailer on the big screen, but after a while we started hearing the same two lines of dialogue over and over in our dreams and we had to turn the sound down.


Klei Entertainment are awesome. Play Mark of the Ninja and Don't Starve immediately. As Alia (software engineer, above centre) pointed out to me, they're somewhere in between being a small indie and a pro-developer, and that's a theme that continues throughout the conference. So many people from so many different areas of development all with their own ideas about who's doing important work - and me, somewhere bang in the middle.

PAX was fantastic for us. Quite apart from hanging out with excellent indies like Klei, The Men Who Wear Many Hats, and Blendo Games we secured some lovely coverage for The Swapper. Head to Game Informer, IGN or the New York Post for more.

Also massive props to Kelly and Megabooth for everything and being excellent.

So then we hit San Francisco. Neither Olli (Facepalm Games) nor I had full conference tickets, so this was basically the start of our holiday. I immediately went to Golden Gate Park and was attacked by this gopher thing.


The cab back to the conference hall was surreal. My first time out and about in a city I've written for in a game, and here I am sitting in the back of a cab driving through those iconic streets, listening to a game developer conversation that could have been straight out of the game. I was having fun.

The following days involved avoiding the infamously overcrowded / crap GDC parties, hanging in the indie hostel, and seesawing between horrendously overpriced beers and entirely free ones. The indie hostel was an experience in itself - and entire building taken over by everyone from Zachtronics to Vlambeer. Keeping as I do various fingers in various pies, the whole thing was a slightly different world. Olli knows every game and every person in the room. I can't tell the difference between a student and someone putting out a game everyone else in the room evangelises. At the same time, the writers are a few blocks away on the 40th floor of the Marriott hotel drinking $7.50 beers. I'm getting a bit bored of the stale pizza-by-the-slice, so it's nice to have both options available.

We hit the Humble Bundle party that night, which is a most civilised affair in an old mint building. It of course ends with champagne and scotch being snaffled before the free bar closes, but it's a good crowd, and I manage to pin down John Walker and secure Ir/rational investigator a playtest and some coverage.


The next thing that happens are the IGF awards, in which FTL is nominated, which seem to take us all by surprise. I find my way to our table and meet Justin's parents and assorted family - there are only four of us who credited on the game, but from what I understand it's very much a group endeavour. I can't imagine bringing my parents to an awards show, but Justin's dad was in the industry, and they are awesome and well into the swing of things. We win three awards, I get up on stage once, look very nervous and forget to thank my girlfriend, then we eat tacos and go to the Steam party.


The parties later that night are yet more surreal. We go to the Wild Rumpus, and pretty much everyone I've met in the last week is there, and has been watching the awards. The Subset guys aren't really much part of the indie scene - they're out of AAA, they want to keep their team small, and they want to make the games they love. The limelight is perhaps not their territory. Still, for one night we are minor celebrities. It's quite strange.


The following day I lend a hand on the booth, which really just involves shaking peoples' hands and awkwardly taking credit for Justin and Matt's work. Everyone's played the game, so they just want to come over and say thanks. I love the picture above, because Justin (2nd from right) and Matt (3rd from right) are talking to a chap who worked on the old X-Wing vs Tie Fighter games, which are one of the guys' core inspirations. For once on this trip they get to be the ones meeting their industry heroes.

It was a thrill to spend time with Subset, with Facepalm, and with all the other devs I met out there. I really am lucky to work on the fantastic games I have done, and there's nothing like seeing a bunch of other people making fantastic stuff to make you want to go home and do some more of your own.

As ever, I'll keep you posted on that front.

Wednesday, 13 March 2013

I Will Be at PAX East & GDC


You spend your whole career hoping your AAA bosses will send you to the big US shows, then a small indie game comes along and sends you to three at once. Thank you, Facepalm Games.

Yes, next week I'll be accompanying my latest indie project, The Swapper, and Olli (its Lead Designer) to PAX East, where we'll be demoing the game on the Indie Megabooth floor. The Megabooth is gargantuan as viewed through the lens of my esteem, and pretty-well filled-out by anyone's reckoning: it's the beating heart of the indie dev presence at PAX, and the people are top. Do get yourself there.


Following that we'll be flying across the country to hit GDC in San Francisco. I have helped make a game based in that town, but I have not been there, so I can't wait to find out what all these invisible walls are actually made of.


Once there I'll be accompanying the chaps from Subset Games to the IGF Awards in which FTL is nominated; and generally milling about the place going "Gosh, isn't Develop quaint." (Develop is the UK equivalent of GDC, American chums).

I'll be in the US for ten days, and throughout that time I'll also be demoing Ir/rational Investigator on iPad. Whether you're press, dev or consumer, if you fancy a play drop me a line or come find me!


I'll be at PAX East 22 - 24 March 2013, at the Facepalm Games booth.
I'll be at GDC 25 - 30 March 2013.

Hope to see you there.

Monday, 7 January 2013

Happy New Year, Happy New IGF Shortlisting for FTL!

It's been far too long since I posted anything, so let's get the new year off to a proper start with a quick work update.

The last time I checked the calendar it was still September. Since then we've launched FTL, rewritten The Swapper a couple of times, recoded the whole of Ir/rational Investigator, and formalised doubts about laissez-fair capitalism and traditional democracy (no link for the latter, I don't think you want to read the products of my Political Philosophy MA). Now I'm just about ready for 2013, and only a week late!

The year's off to a good start, with FTL literally just being announced as an IGF 2013 finalist. If I'm honest the odds were rather stacked in my favour - with FTL, The Swapper and my own Ir/rational Investigator all entered, one of them was sure to come through. Congrats to Justin, Matt and the rest of the team!

Development on The Swapper is continuing apace. Following a complete story redesign based on PAX feedback we've now introduced new characters with full voice recording planned for the coming month. The script has just gone through its first major redraft, and the guys are working to get us up to Beta in time for a release some time this quarter.

Ir/rational Investigator meanwhile is benefiting from the involvement of our new programmer, who has been recoding my crappy engine and providing me a full suite of content management tools which should make development of the full game rather more manageable. The Christmas panic has slowed narrative and puzzle design, but that's what January is for.

In other news, I've been providing some insight for a new Rogue-a-like book, made the news section of Philosophy Now in an entirely unexpected way, been turned down for a job on Thief 4 and been courted for a job on the last franchise I ever thought would come knocking on my door.

More news as it develops.

Friday, 14 September 2012

New Release - FTL: Faster Than Light

As of today (and until 21st September) you can buy FTL direct from the developer for the low, low price of about £6.50. I strongly urge you to do so.

With the cash they raised from kickstarter, the chaps at Subset have dramatically increased the scope of the game. I've helped them to develop a galaxy full of alien rogues, fast talking Slugmen and drunken pirates. They've added a host of new player ships, weapons and gadgets, and have been honing the product to perfection over the past 6 months.

I think it really is quite a game, and I hope you do to.

You can also pick up the game on Steam.

Wednesday, 6 June 2012

Project Announcement: FTL

This is a great announcement to be able to make. For the past 6 weeks I've been working on FTL - the bridge combat roguealike that's charming everyone. Let me tell you a bit about how I got involved, and what I'm doing.

I first read about FTL some six months ago in PC Gamer, tore out the page to remind me to look it up, and then forgot all about it. Then I played the limited time onlive demo and was blown away (apparently it was the most played game on the service during that period). FTL captures all the good stuff: the ordering crew on suicide missions to fix vital components, the MORE POWER TO ENGINES and the transporter catastrophes. It also tells a randomly generated tale drawn from a vast library of pre-scripted events with different options and outcomes. In short, I wanted me some of that, so I got in touch.

Around the same time Justin and Matthew were making headlines for netting a cool $200,000 from a $10,000 kickstarter campaign, and were in the process of expanding the game's scope and hiring a writer.

The new hangar screen, and the Federation Cruiser.
Working on FTL has been fantastic, mostly because I'm already so sold on the game and the guys' ability to pull it off. I've been developing the alien species (like the rockmen you see in the header image) and we must have doubled the number of events since the demo (which - I feel bad about this - are being pain-stakingly hand-coded into the game by Justin). The aim is to make each sector in the game feel special, with hidden paths and unique events for replayability. We want players to keep on exploring the galaxy long after they defeat the big boss because it's just such an interesting place to visit.

All this being said, the reins are very much with the chaps: they seem to know what they want, and I'm trusting that their top-level view is sound, because I don't have much of one.

Here I've managed to beam two of the deadliest aliens - a Rockman and a Mantis - onto the enemy ship. Then it catches fire and I have to race to bring them back home before it blows.
As much as anything else it's been fantastic to get right back into a decent indie project. I've had a couple of cancelled AAAs over the past few years which is always a bummer, and while I've been involved in a number of other indie things - on Cargo! A Quest For Gravity and my own ir/rational - it's been nothing big enough to compare to working on Penumbra: Overture some six years ago. With FTL we have limited resources, a tough schedule, and thousands upon thousands of words to write. It's great to know they'll be going toward a good end.

The beta for kickstarter donators (why aren't they called donars, incidentally?) is right around the corner, and you can keep up with development at the project blog. FTL should be out in a matter of months.