“That is the best looking iPhone game I’ve seen!”
Great compliment (until I explain that it’s a video of a PC game shown
on the iPhone). Still, I’ve had a lot of excellent feedback from my
recent trip to GDC (the Game
Developer’s Conference), and now that I’m starting to get back into the
swing of things I felt it time compile some of that feedback for this
blog:
General Response:
The general response has been absolutely excellent. I’ve shown the short
video segment to around 50 people from various positions in the game
industry, and almost everyone liked the graphics, the physics, the
gameplay, the alt worlds, etc. People really resonated with the physics
side – a simple 2d game, but moving around the curve always got a “wow”.
More so than the physics, the laser beam mapped to the 3d curve was even
better received. Though there were a few comments regarding more special
effects, the art style also resonated with people – something clean and
simple but aesthetically attractive… more important though, something
that really hasn’t been seen before – at least in this context. This
sample really does confirm that I’m onto something – something that’s
fun, unique, interesting, etc.
Publishing:
After talking to a couple of producers and various people connected to
the distribution side of the industry, I think I’m on the right path. I
started this project with the mind to build something interesting, which
when finished I could take to get published. I was operating under the
assumption that its less work and less risk for a company to publish
something finished (be it a game or a manuscript) than to fund some
bright eyed first time developer walking in saying “I’ve got this great
idea, now give me money!” My assumption was whole heartedly confirmed by
a number of very experienced individuals – and they all suggested that
while this path is apparently more difficult, if I can pull it off its
easier and more profitable in the long run.
I talked to a few people regarding how far I need to complete this game
before pitching. I received a couple of mixed perspectives, but
ultimately the father along the better – and when I do run the pitch,
make sure that the 15 minute or so presentation is absolutely rock
solid. More important than the level of polish though, I received some
interesting advice on how to approach the construction of the game as
well as the need for a more resolved concept:
Construction:
The advice I was given was to build the game as “ugly as possible”,
focusing on the “fun”. The idea is that it is easier to re-skin an ugly
but fun game than it is to rework a pretty game that just isn’t fun to
play. While I do agree with this sentiment, an important part of my
philosophy on this is that I want the art style to be central to the
game (even if the interaction between lighting isn’t going to work out
as I originally expected). I also think that the art adds to the
character of a game, and that even in the prototype as is the art is
critical to the positive reception thus far. I do agree with the
sentiment that a fun game is better than a pretty game, but I don’t see
why I couldn’t have both – especially when the majority of the buzz on
the art side is based on sculptural form (critical to the gameplay) and
automated processes like pureLIGHT.
Multiplayer:
Besides the comments on aesthetics vs fun, I also got some very pointed
advice regarding the inclusion of multiplayer. To be honest, this is a
debate I’ve been having with myself almost since this project began. I
don’t like multiplayer. Sure, I love 4 player Left 4 Dead with my
friends but 95% of my gaming time is on single player titles I can pick
up and play whenever… I prefer my entertainment to be escapist, without
having to deal with other people (either for fun or as an obligation – I
truly don’t understand how people can put more hours into World of
Warcraft than their actual day-job!).
I’m not looking at WOW scaled multiplayer though – I’m looking for
something similar to that of Unreal Tournament; simple multiplayer with
your friends, battling in an arena or working together against waves of
enemies. Even the marble madness component of the game would potentially
work quite well with cooperative play. On paper this sounds great – and
to be honest, the question I’ve been asked above all others is “will it
have multiplayer?”
I personally dislike netcode, but I feel that this is an area of Unreal
that I have been avoiding. Eventually we may have to have a multiplayer
project at work, and if this comes up I would really like to be better
prepared (even the short bit of research I’ve put into the subject has
already proved valuable). I feel that if I can pull off multiplayer for
this project I will be a stronger programmer – and far more prepared
both within Unreal and the games industry as a whole.
On the flipside, netcode is tedious, frustrating, and could potentially
require more hours than the rest of the project combined. This is no
small consideration, as if making this game took 2 or 3 times longer, it
already stands a greater risk of not making it to completion (and that
doesn’t even count the hit to moral working on something as frustrating
as netcode). To complicate things further, if I want multiplayer support
I really need to add it now – retrofitting this small prototype is
already proving difficult, and I can see where retrofitting the final
game would be nigh impossible. I know that things are a little more
forgiving than this “now or never” picture, but I really do feel like I
need to make a decision.
This is the debate I’ve been having on my own since the project began…
the advice I received at GDC further complicates things. The one
producer adamantly warned me that if I’m not passionate on multiplayer,
“DO NOT ADD MULTIPLAYER”. He warns that if I did add multiplayer like
this, I would risk burning out and dropping the project, risk doing a
poor job on the execution, and risk making a game that actually works –
as if I don’t like multiplayer, how can I possible build a multiplayer
mode that is fun?
Joining the debate, I spoke to a few other people that warned me if I
didn’t do multiplayer, would I be happy with myself for abandoning the
challenge? I would I constantly be looking back at this project
wondering what could have been? Very simple statement, but I’d be lying
if I didn’t say that this mirrors my own thoughts on the subject.
Frankly, this advice really hasn’t helped any – and I’m sure that
regardless of the path I choose this debate will haunt me throughout
this project. I’ve done quite a bit of soul-searching since I’ve heard
this though, and while I’m still a little unsure I think I’m going to
choose the stubborn and difficult path (as where would I be if I didn’t
always do things the hard way?). I’m going to keep pushing on the
multiplayer support that I have in, and provided I can keep the momentum
moving I’m going to continue developing with a mind to netcode. I can
always abandon multiplayer support in the future if it truly becomes a
black hole, but in the short term I don’t really think I have a choice
on this one.
Concept:
This last piece of advice really got me thinking. The advice is
basically that I should try to find a “high concept” for what is
otherwise an extremely abstract game. The producer I spoke to warned
that while games like Osmosis and such are awesome, they are the
outliers – and that to pull off such an abstract game I would need
flawless execution and not just a small bit of luck. Comparatively, by
giving the game a defined concept it has more of a story to tell – and
would potentially improve the signal to noise ratio when in the wild
competing against countless other games of the same scale. This concept
doesn’t have to change the gameplay, but a little bit of humor or
context could potentially make my game project a lot more memorable and
approachable.
I do agree with this sentiment, but at the same time I beg to differ. I
_like_ abstract games. I _like_ games like Geometry Wars or Osmosis or
Orbital (even though Geometry wars is successful due to being a well
executed launch title). I also have difficulty with things like humor –
we joked about various concepts including “sphincter wars” (based on the
shape of the map) – sure, this got a smirk (the drinks helped), but I
don’t think I would be happy with the type of game that this (or any
humor based theme) would produce – though I would admit that such a
concept would make it more notable in certain marketplaces.
I do give him that a concept will help ground and guide production of
the game, and that currently I really don’t have any sort of concept –
starting with the name (or lack thereof). After sleeping on this, I have
an idea that is starting to resolve – and therefore I officially
christen this project Curved Space. I like how this name highlights the
unique aspect of the gameplay, and I like the science and physics
connotations that go with it. I don’t know how many more conceptual
elements I will eventually add (I’m happy with glowing abstract shapes
shooting at each other – I see little value in making them spaceships
with miniature animated humans inside) but I do think that this starts
to give the project a theme and direction.
It’s a little hard to get back in gear after a trip like GDC, but I’m
energized and ready to dive back into this project. I definitely feel
that the trip confirmed that I’m onto something interesting, and gave me
a lot of useful advice to think of whether I choose to follow it or not.
I also made some great contacts at the show, some of which may
certainly leave a mark on Curved Space here – but I’ll wait to further
those relationships before adding to this blog.
Cheers!
Categories: Design, Development