Friday, 19 October 2012

Ir/rational Investigator Heads to IGF 2013

This is, of course, no guarantee that it will actually arrive there. All the same, 3am this morning marked the deadline for this year's Independent Games Festival, and the Ir/rational team were unsurprisingly working up to the wire. It's been worth all the ball-ache of learning about ad-hoc dev profiles, text blitters and orientation bugs because finally we have a decently representative vertical slice. Finally we know where we're going with the game, and we can show people. I shall do so...

...now!

Rick's Office - serves as the HQ, and highly adaptable - the room reflects progress in the story.

The game map. The first episode will feature 3-4 such map screens, each with unique locations and characters.

The tone of the game is tongue in cheek.
So we've currently got about 20 minutes of gameplay. Over the next couple of months I'll be designing the remaining puzzles (the rough plot is already in place) with a view to releasing the first episode Some time in Q1 2013.

You can read more about Ir/rational Investigator at Steam Greenlight. Although Imre of Bossa Studios had a play the other day and said it was a "great idea, but shakey implementation" - so don't get too excited, because he knows his stuff!

Tuesday, 9 October 2012

Interview: Blendo Games on Quadrilateral Cowboy

Brendon Chung of Blendo Games has been responsible for some of the smartest, most varied and distinct indie games of the last few years, including Gravity Bone, Flotilla, Atom Zombie Smasher and Thirty Flights of Loving. I caught up with Brendon at PAX last month where he was exhibiting his new game, Quadrilateral Cowboy.

So, to start us off, tell us a little about your new game.

Sure. It's a cyber-punk 20th century 1980s low-tech hacking game.

Excellent. I've played it, I love it, it's I think my favourite game here. So your games, more than most, are incredibly varied. You've done a turn-based space sim, a zombie strategy game, more surreal things... and now you're doing a first-person stealth hack'em up. Is that a conscious decision on your part to try to nail as many genres as you can, or is it just the way it happens?

I'm not trying to nail as many genres as I can, it's more me trying to get out of my comfort zone. I'm a big fan of when people get out of their comfort zone and do something they're not used to doing. I love seeing when dramatic actors do comedies, I love seeing when comedians do dramatic roles. So for me, that's why. Flotilla was my first turn-based strategy game. I thought - I might as well give it a shot, see what happens.

So there's a theme across a number of your games and it's certainly got a surreal feel to it. How much of that is because you want to have control of your world, how much of that is to give you leeway in the gameplay, is it your style, is it just the way it comes out - tell us what goes on behind that.

So these are just things that I'm interested in like when I read books or watch movies... Woody Allen or the Coen brothers, they influence me a lot in that they have these worlds that are real, but at the same time be wildly fantastic about them.

OK. We talked yesterday about the writing. You said you wanted to keep the text in the new game minimal if even non-existent outside of the computer terminal system that you use; but I got the impression that you like to write, even if you like to keep it out of the games. Tell us a bit about your relationship with the writing.

Yeah, so I love reading, I was a film major in college and writing was one of the things I most enjoyed doing. But then when I play video games I am the type of player that skips past all the text bubbles and cutscenes because if I want to read a good story I will pick up a good book. So I feel like games are best served when  you're interacting with them, not reading pages of text. Although I will say, Planescape: Torment - best game ever made.

I love in that game because they didn't have that detailed animation it was prose, right? You know, "So and so looks at you with a steely gaze and says...". Seems very strange nowadays. So playing Cowboy, you've obviously got a world that functions according to a set of rules, and I love that because it makes the world feel more thorough. It feels real because everything functions independently, you put some stuff int he level and then it goes off and does its stuff, just like in the real world. How do you go about conceptualising that world and what do you think the game rules bring to the game? 

Thirty Flights of Loving and Gravity Bone are very narrative based, very experimental in terms of story. This one's the opposite of that. It's about really high player agency, letting the player run around a simulated cyber-punk world. I was kind of inspired by... Recently I've been a simulation kid. Games I've really liked have been Day Z, Dwarf Fortress, and those are games where it's just pure simulation and they let people be creative within them. That's something I want to support.

I went to the Erik Wolpaw and Tim Schafer talk earlier today about gameplay vs story and someone asked Tim, "How do you feel about games that express their meaning through mechanics rather than pre-authored script?" and he was kind of quite dismissive about it.

In what way?

Something like: "When I interact with a piece of art I feel like I'm communicating with another person, and if all I have is a bunch of mechanics and no pre-authored story then there's no communication." It sounds like you're saying the opposite and I think I'd probably be on your side. Um... that's not really a question...

*Laughs* Yeah, what games I feel excel in is interactivity, and being able to crunch a billion numbers behind the scenes. So an authored story is a form a lot of media can do, but player generated stuff - that's what's so unique to video games. 

Well done, it's almost like I fed you that. One more question . Stealth. I love it, I think you must enjoy it.

Thief is my favourite game of all time. Next to X-Com.

Why?

I like that it makes you roleplay a certain type of character. I think a lot of games now you're some muscle-bound guy and have 20 guns strapped to your back and that's fun, I enjoy that. but I like having variety in my gameplay, so when I played Thief I suddenly played this guy who had one hit point and a guard just looked at me the wrong way and I would drop dead. I'm hiding in a corner and I'm breathing shallowly and hoping he doesn't see me. There's something wonderful about that experience.

Good answer. Brendon, thank you.

You can keep up with Blendo here, and Quadrilateral Cowboy right here.

Monday, 1 October 2012

Guest Post: Speech v Silence - Why Less is More

Hi there. I’m Will Swarbrick. I used to write stuff for Gamer's Guide to Life, SystemLink, and a few bits and pieces that are forever lost in the wastelands of the internet. Before my new life as a History student in the Midlands commences, and in a bid to make a break in this topsy-turvy industry, Mr. Jubert has kindly given me the opportunity to discuss something of a growing concern; as scripts for games balloon and burgeon, dwarfing their cinema counterparts, story and narrative is becoming a greater focus for game developers - but story isn't all about speech. Sometimes, the best narratives are those crafted with complete silence.

The brilliant Critical Path series has contained within its star-studded vaults enough groundbreaking philosophy and astounding psychology (as well as a healthy dose of pomposity) to make any gamer duck and cover for all the ideas flying over their heads. However, one video stood out for me. While previous talking heads spoke of the importance of extracting real emotion from players, Joseph Staten, Director of Cinematics for the Halo series (not to be confused with Joseph Stalin, Director of Mass Murder for the USSR) came out with:

"I don't want to play a game that makes people cry[...] I wanna make a game that makes me go 'Yeah! Did you see what I did to that guy! That was so good'. Maybe it's challenging to make you cry...but games that make you jump up out of your chair and beat your chest - when was the last time a movie or book made you do that?”

The man has a point. Roger Ebert's dismissal of games as an art form by asking the question 'Has a game ever made anyone cry?' seems to have struck a nerve with the gaming community, and now the great gold rush is for a game that grabs your emotion gland and forces those salty tears to stain your controller. While there are a plethora of brilliant games that can manifest a lump in your throat, just spamming a cinema screen with pictures of dying puppies and Instagram'd sunsets is enough to get the waterworks going and probably evoke a numinous experience or two. Staten’s point is that games are a unique medium, with the ability to summon up a greater range of emotions than your average silver screen flick. To make you, in this example, sad because of the actions of others seems facile in comparison to conjuring others feelings games are inimitable in creating - such as unadulterated joy or fist-bumping success from your own actions and decisions, from saving the known universe.

But it goes further than that - unlike the fixed and eternal stories in the cinema, players of video games don't need to be guided and channelled through a set narrative. The finger-slicing scene in Heavy Rain sure was a brilliantly sickening and horrific piece, but felt more like a slightly interactive movie than a game. Often, the best narratives and strongest feelings stem purely from the player's free will, without the guidance of a linear fable. Mass Effect 2 was a game I struggled to get involved with for the same reason friends adored it; the world was thick with story. It was far too heavy with speech - jogging around the cityscapes of outer space, it felt like I was wading through a sea of deafening dialogue. Every few steps I was ambushed by a sidequest here and a dialogue tree there, barely able to move for the various narratives that blocked my path like a paperback Snorlax. There was no space for my imagination to sprint free and start to pilot my playthrough, for me to attempt to suspend cynical disbelief and imagine myself as part of this world - I was simply being ushered through futuristic corridors without any real input of my own, spare for the choice between a snarky response or a kind reply.

Oddly enough, it was Limbo, a game tightly glued to x-axis, that offered me the most freedom. There are no sweeping monologues or tomes of text - not a whimper or a whisper. Not a single word is uttered during the whole experience, and it's all the more engaging for it. Why is there a gargantuan spider chasing a hungry-eyed boy? Why do a group of kids attempt to spear our hero? What the hell happened to the hotel? By providing a springboard for an active imagination to roam, the game allows the player's mind to fill in the narrative gaps and blanks.

Could any linear narrative capture the magic of Skyrim when stumbling across a giant swiping at a dragon as mudcrabs nibble away at his toes, before your Thu'um stains the sky charcoal as bolts of lightning stab all those below? Could a planned and penned quest evoke more emotion than John Marston being abruptly ambushed in the middle of the desert, a volley of revolver shots scorching the landscape with piercing roars, only for all to fall deathly quiet as your attackers bleed onto the dust? Or, hey, jump in a Police Cruiser in GTA IV and become a vigilante to see my point. These personal moments are so unique and unexpected that they hit much harder than normal narratives. Sometimes, all that's needed to tell a great story is whole lot of atmosphere and a pinch of imagination.

Saturday, 22 September 2012

From Inside the PAX10 - Part 2/2


This is the second half of my post-PAX report. You can find the first half here.

Saturday - PAX Day 2
Saturday is the big day. That's the word going around the stands. The word is not wrong. Everyone is here. Surreal experience of the day goes to a certain gaming website that conducts a video interview. The interview is with their dolled up female presenter, who has the questions fed to her by the sweaty chap behind her. Perhaps she knows loads about games, perhaps the PAX10 is just not her area of expertise - but I worry the real reason she's being fed the lines is that the website thinks gamers are really here for the T&A. They won't be satisfied by thorough journalism! No, they want boobs!

Aside from this, I have a chance to check out some of the other games in detail, and am consistently thrilled to be sharing our part of the room with some of the most cutting-edge indies on the planet. A few stand out for me.

Octodad is a charming adventure game where you manipulate objects in 3D space not unlike (though rather better than) the interaction system in Penumbra. The physics gameplay is different and engaging, but it's the character and the potential of the adventure that excites me.

The Bridge I only play for ten minutes at the start of the day, but being set up nextdoor to us I'm watching it out the corner of my eye all day. If anything it gets slightly more 'Wow, that game is beautiful' comments than we do. We hang out with the game's developer, Ty Taylor, for most of the rest of the show and try to learn his secrets.

I'm also looking forward to playing Monaco, but that dream is quickly replaced by another - to play Brendon Chung's surreal, first-person stealth hack-em-up, Quadrilateral Cowboy. I've long been a fan of Blendo's games (Flotilla in particular) and Cowboy is by far my Most Must Have of the Show. It looks like Gravity Bone or 30 Flights of Loving, and plays like a surreal cross between Hitman and Uplink. Look at your map, find the infiltration points, complete your mission and get out. The twist is that every element in the game aside from movement is controlled via a command prompt on your in-game laptop, and success requires crafty coding and perfect timing. The game, for me, seems to be about establishing a limited but consistent set of rules, and then letting the player work everything else out. It's gorgeous, it's engaging, it's smart and it's fresh. Highlight? Pushing my beetle-like robot through a small hatch, testing the robot controls until I find the one for 'Jump', then watching through the glass window as the thing hops comically across the room and lands on the documents I need.

I had a chance to talk to Brendon later in the show, and I'll have the interview up in the coming weeks.

By the time the expo floor closes I'm doing my best to rally the indies to a single pub. This turns out to be far more than I can chew, and we end up going with Cypher Prime (Splice), Ty (The Bridge), Mango Down (Catch-22) and some others to a beer house round the corner, and then to the sitting-room-only pub where my bouncer story goes down. We bump into the Gearbox team, I get a bit drunk and rant-y about war games and bringing in writers who know nothing about games, and then we all get a bit more drunk and go to a club that closes at 1:30am because Seattle has backwards drinking laws (Olli, my boss, has already had to go home because he's 20).


Sunday - PAX Day 3
By midday on the last day I'm chest-deep in PAX-Pox - the generic flu thing that 80,000 gamers from all over the country import to Seattle each year - but I'm still finding new bits of the show, like the entire floor of PCs, or the competitive gaming. I head to the Penny Arcade Q&A and feel like what I'd guess a non-gamer must feel like walking into PAX - all the talk is around PA in-jokes and tabletop gaming, and it becomes clear to me just how vast Penny Arcade now is.

Otto and I also go to the Eric Wolpaw and Tim Schafer writing talk. They are excellent and funny, but something stands out. When asked how he'd deliver an engaging experience through mechanics alone, without the use of pre-authored narrative, Tim was nonplussed - if there's no author's hand at work, he says, how can we connect and communicate anything? I don't think I was the only person in the crowd who disagreed, and I'm sure on consideration he might redress that view, but the point was made - small studios are still where it's at if you want to do new things.

Once the show clears up I hook up with Brendon, Zach et al and head out for dinner. It's an absolute thrill to spend time with some of the devs I've most respected over the years, and it's over all too quickly. Once they shoot off I join Olli and Otto at the Indie Megabooth after-party at an Irish pub downtown. I meet a crazy man who works on a submarine, talk efficient cut scene narrative with Olli and Ty, and generally wind down. The boys have to shoot off to the airport around 1am, and I'm due to fly home tomorrow afternoon.

Monday / Tuesday - The Biggest mall in America
My flight out of Seattle, of course, is delayed by a couple of hours, meaning I miss my connection and spend 24 hours in Minneapolis. Everyone at the airline keeps apologising, but while I would have liked to get home it does mean I get at least one day of sight-seeing in the US - and on the airline's money too. I arrive at the rather nice hotel, order two pints of beer in plastic cups because it's 11pm and the bar's closing, hook up with a couple I meet outside who happen to have come from a tabletop convention, and we drive to TGI Fridays, which we're told is the only local bar still open.

The next day I go to the only tourist attraction within walking distance (and it takes quite some convincing for the hotel staff to let me turn down their free shuttle) - the biggest mall in America. The advertising is not inaccurate  There is an entire indoor theme park in the middle of the thing. I eat the local speciality (beef burger stuffed with American cheese), having failed to convince them to serve it anything other than well-done. I sample about 20 chilli sauces. I get on Facebook and complete dares set by my flatmates. Then I head to the airport, spend my $12 airline meal vouchers on the largest McDonalds meal money can buy (only $7, but HUGE) and settle in for the long flight home.

PAX was eye-opening for me. Sitting at home most days turning out script I'm somewhat cut off from video game culture. I don't know who plays my games, or why they like them, if they do. I aimed to spend PAX networking with the big boys, but instead I was drawn, at every moment, towards the indies. I've no great passion for cosplay or the latest wargame or having a mohawk shaved into my head so I can skip the Far Cry 3 queue. This, quite obviously in retrospect, puts me in a rather small minority at PAX.

What was great about the show was that I never felt that way. Hanging out with the indies, learning what people think of our game, and being re-enthused to develop ground-breaking product was what PAX was about for me - and it delivered in spades.

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.

Thursday, 13 September 2012

From Inside the PAX10 - Part 1/2

A bouncer outside a sitting-room-only Seattle cocktail bar tells me politely that he's going to tell me what he thinks of my country. He shows me the letters 'SW17 9BB' tattooed on the inside of his index and middle fingers. He raises both fingers at me and says, "That's what I think of your country."

It turns out the bouncer has had some bad experiences at a certain London Art college and likes the idea of permanently swearing at its postcode. This has nothing to do with PAX, except to say that the exhibition was as much about learning about the culture that keeps all of us in business as it was showing off The Swapper.

PAX is long, so I will do my best to be brief.


Tuesday - Arrival
On arriving at airport I learn 2 things: check-in now closes 60 minutes before departure, and English people need a visa waiver to go to America. The flight leaves in 65 minutes, and I don't have a waiver. I ask the attendant if I'm going to make it. He says it's 50:50. I do the form on my iPhone, get bundled through customs, then wait 45 minutes to board the plane.

16 hours later I arrive at our team's lodgings. We have a three bed room in a hostel in Chinatown. We are doing this thing indie. I go to bed.


Wednesday - PAXDev Day 1
My first face-to-face meeting with Olli (Team Lead, Art, Code) and Otto (Level Design) is when they wake me up at 1am, just off their flight. I mutter something and go back to sleep.

8:30am we get up, get breakfast, do some work, then head to PAXDev. We see much what you'd expect, on a smaller scale than we expect, and I'm almost thrown out for not wearing my badge. We do some food and drinks and head to bed.


Thursday - PAXDev Day 2
We wake up and discuss what sessions we fancy today. We pick a few out, and then spend the entirety of the rest of the day working. We make a few fixes to the text for the PAX build, then the guys set about getting it stable for the show tomorrow. On the other side of the table, I'm frantically working on integrating art into the Greenlight build of Ir/rational Investigator for its announcement the same day.

By 7pm I've got the page live, and the boys are still ironing out bugs. After this they have to go to Target to buy a PC case (it's too much hassle to bring the PC from Finland - and the guys are too hardcore - so they've brought the components and are building onsite), and get to the convention centre to check out the setup for tomorrow.

I head to Indie Drinks at the Ray Gun Lounge - what looks like it will be a nice little bar attached to a game store once it's finished. The night's hosted by the excellent Bootsnake Games, who will go on to look after me / get me into parties / light my cigarettes for the rest of the show.

Here I also meet Zach Bath of SpaceChem fame. He is louder than you might expect, and a very decent chap indeed. His new real-time card game, Ironclad, looks like a great core concept and has a charming civil war style. More importantly, he later gets me in to a huge Popcap party in a Mercedes garage.


Friday - PAX Day 1
PAX begins. We sit in the hostel breakfast room, Olli still finishing bits and bobs, my eye on the clock. It's a 25 minute walk to the convention centre, and the show opens in half an hour. We resolve to get a cab, then walk the best part of halfway just looking for one. We arrive (it's HUGE), dash through the crowds, and are messed around on the door for five minutes trying to get our passes. It turns out Enforcers (volunteers here are called Enforcers) are all-powerful, and of varying competencies.

The PAX10 have a rectangular booth of ten widescreen TVs, right at the front of the indie staging area, and at the heart of the expo floor. It's awesome. 9am ticks by, marking the start of the press hour, when the journos can play the games in peace and quiet. No one shows up.

10am marks the incoming tsunami. At first the gamers trickle in. It looks manageable. You wonder if that's it. Then, before you even realise, there are 30,000 people in the room and a queue's forming. I drag myself off to the HAWP panel - one of the few I absolutely have to see - and queue half an hour to sit in a half full theatre. It's worth it.

The rest of the day is a blur of demoing the game, working on our spiel, getting to know the guys, giving interviews and attending talks. I expect to have my eyes opened somewhat, and I'm not disappointed. Some of the things that surprised me:

- People queue up 3 hours to play things like Halo 4. I get why people like Halo 4 - but I really don't understand why they'd be so excited to play the new one. Aside from Fireaxis' Xcom (which I never did play) all the exciting stuff for me was in the Indie Megabooth.

- In America, jaywalking is a real thing, there are a lot of stupid rules, and no one rolls their own cigarettes.

- Competitive gaming is quite big in America, it turns out.  There one massive room at PAX that's just full of thousands of people watching a handful of people play League of Legends, while a couple of commentators go at it. I am finally out of sync with what's cool with the kids.

- I am not as good at Smash Bros as I used to be.

- I have never seen so many so fat people in all my life.

The day goes well. We give a bunch of interviews, the game is never without punters in line, and almost everyone says it looks beautiful, which makes my job rather easier. We're also getting some useful criticism. At 6pm there is one free drink and two massive turkeys for exhibitors, followed by extortionate hotel prices. I'm lucky enough to bump into a couple of Sega US marketing types - let's be honest, probably the same guys who were shooting down any risky ideas on my ill-fated Sega project - but they were very friendly and gave me free drinks tokens, so any ill-will was wholly repaired.

Olli gives a PAX10-themed talk at 7pm, and then we hit the pub with the Bootsnake guys. We go to the Elephant & Castle, which amuses me because not only is it an English-themed pub named after the part of London I teach in, but because that part of London is something even the university tries to distance itself from (despite obvious geographical limitations). I also get told off, for the first time, for smoking my e-cig inside, which surely spells the beginning of the end. After the pub we hit a magazine party upstairs, it is horrible, but somehow we score VIP passes, skip the half hour queue at the bar, down our bottles of beer, and leave. Tomorrow is the busiest day of the show.

Watch this space for part 2, coming soon.