Showing posts with label indie life. Show all posts
Showing posts with label indie life. Show all posts

4.04.2007

Pictures from a Place in Space.



Here is Tommy's house in North Carolina. It's built into the side of a hill because his family couldn't afford all the walls.



This is what life looks like if you're a sexual predator, I should imagine.



These are important scribbles, or if you are David Jaffe, An Entire Design Document . Zzziiinng!



That's Tommy, playing Street Fighto 2. He doesn't look diabetic, does he? Well he's not! Or atleast, he was misdiagnosed with Diabetes type 1, but actually has the type 2. For the past month, he's been injecting himself with insulin needlessly. NEEDLE-LESSLY. HAH! Insulin will probably be his gateway into Heroin.



It was a scarey time when he was diagnosed with type 1... for me. I was really worried for him, and even got "Sympathy Diabetes". Sympathy Diabetes is exactly like Diabetes, but without any of the symptoms of Diabetes. It is a well documented phenomenon - the phenomenon of being actually fairly healthy despite everyone around you ruining it all by being sick. (Hey look, there's Captain Torso who we punch because he can't fight back!)



This illustration on the top of Tommy's Teenage Mutant Ninja (Hero if you're from the UK) Turtles: Turtles in Time cab makes me laugh every time I see it, which makes work really difficult since I like to keep looking at it all day, or when I'm sad, which is all day.



Here's my rig. As you can see, I have been drinking rather stupid amounts of coke. Lazier games journalists like to measure game development effort in litres of coke and slices of pizza. I don't know why. Doesn't seem to me like a particularly scientific way to measure effort. Journalists also like to mark games' quality using marks out of ten, though, so at least they're consistent with their pointless metrics. Don't get me wrong: I like journalists, but only when they are using their powers to make fun of game developers, because they're all asking for it.



An alternate view of my desk. I eat ginkgo pills even though I'm not sure if there's any conclusive research to show that they actually improve your focus. The packaging re-iterates this by saying "Improves Focus ASTERISK Only Joking". Similarly, I have no proof of this, but I think they definately cause cancer.

3.04.2007

Indie Vanity and Motivation

There are a lot of thing you have to bear as an indie developer. Not least of them is the loneliness you may take on. At first it's quite the luxury to get on with whatever you want, undisturbed and ungoverned. Then you start to miss the human contact. Then you start to wonder what the point of it all is. And then find it hard to get out of bed, because the dried tears make you stick to the sheets.

Tommy and I work separate from one another, purely because we can't currently afford a place of our own. As a result, our only communication is through instant messenger and the occasional phone call. Technically, this hasn't been an issue - text is condusive to code-talk because you can be copy-pasting bits of code across to each other, linking website sources, and generally disambiguating your sentances more. IMing is second nature to us because we've grown up with the IM culture.

We have close to no social lives (probably why we're so good at Instant Messages), and a real lack of human contact outside our families (who we live with and leech off). It can get us down quite often.

Mainly, I think it's a sense of appreciation that we lack most. We don't tell anyone about our game publically because we're really not ready to show anything, so we have very little feedback on how others think the game is going. Ofcourse, this emptiness is caused completely by vanity, but vanity is a human need none the less.

My parents aren't exactly versed in videogames (especially my Mum, who yesterday recoiled at the absolutely jaw dropping new* Bioshock walkthrough), and can only give me moral support while asking when I'm going to get a "proper job". They can't tell us "This game will be great", because they simply don't know enough about games to give me an honest opinion.

Tommy's parents are much nicer about what we do, so Tommy often finds himself having to boost my confidence by showing me pictures of electric supercars which can fly and how we'll be driving them around in outer space, this time next year (Rodney).

When vanity gets the better of us we'll make videos of our progress and send them to trusted friends if only for some short term appreciation. But we're showing them real work-in-progress stuff (which, incedentally, you should never, ever show to publishers - hit them with something polished). Thus, the people who are enthusiastic about it are the ones who see past the placeholder graphics, unfinished features and questionable stability, and appreciate the promise of the game. And God bless 'em, because they put the proverbial wind in our sails.

I mention all this because if there's one thing never lacking in a bigger studio, it's someone with an opinion. Even if it's a really negative opinion, at least you're surrounded with people who are interested enough to comment. When you don't have that, there's a real struggle to keep yourself motivated, despite even the most creatively stimulating concepts. You have to find a way to knuckle down and plough through these dark patches. Maybe just take a little break? Go visit a friend. Play some other games. Try rather too hard to make people on internet forums like you.

One excercise I've been doing to help my motivation is keeping a secret diary (complete with secret thoughts) where I write out what I'm going to do today, or the next day, and also what I've achieved since the last post. It's accessible to a tiny number of incredibly trusted individuals. In writing it, I'm forced to focus on what my goals are, and how to achieve them - a sort of mini design session which sets me up for the day. By letting others see it, I feel my vanity bar is filled (even though it's now so boring that I doubt any of them bother reading it).

Maybe you have your own ways to pep yourself up? I'd love to hear them. God knows I need them.

*I say "new" - this version of the game was from a behind closed doors demo at X06 last year, so it's what... 4-5 months old? Check out how easy to use the Telekenisis is, and how much of a step up the particle effects have taken since the previous demo.

11.03.2006

Stories about their Games.

I am in America right now! I am working with Tommy! We are in his basement! I am excited! Mainly because I didn't get interrogated and strip searched on the way in! Like I did last time! (!)!

While driving to a stripmall to grab FinalFantasy XII (for Tommy) and Dark Messiah of Might and Magic (which I almost worked on), Tommy made me think of an interesting point, and I figured I'd write it here to congratulate myself.

We were talking about how separate story and game play often are in contemporary games. The Narrative vs. Interactivity debate is not one I'm going to dig up and clobber again, because I will fall the fuck asleep mid-sentance.

I was explaining to Tommy in my most patronizing tone, how Kevin Levine at Irrational tries to work game play and narrative into a symbiotic relationship. When he gets his way, the story tends to be about the things in the world that you interact with. He once gave an example of how, in Theif, he wanted one mission to be about the Rope Arrows that you use - make them a big plot point, rather than just a "tool". In Bioshock, the story is about how the genetic alterations you make to yourself (part of game-play) change and corrupt your identity, and your morality, and how that process has extended to the under water city of Rapture - furnature re-appropriated, and existing walls cracked and crumbled. Levine is, in a way, merely amplifying the inherent message in the gameplay, rather than creating unnecessarily detailed backstories which have no real relevance to the player's moment to moment actions.

I compared that to Kojima, where the story is about memes, genetics, terrorism, conspiracy, but the game is about moving around stealthily. Story in the Metal Gear series is treated a little like a string of rewards - you're playing to unlock an almost unrelated movie. There's real dissonance between the story you're being told, and the game you're actually playing. How much does finding and defusing bombs really have to do with the machinations a clandestine group of "Patriots", who are trying to filter the meme-o-sphere to their own liking?

So here came a hypothetical question: what if all games' stories were forced to be about their gameplay? Here's what I think might happen, (apart from seeing the games industry instantly implode, of course):

We're no longer allowed to have stories about things unrelated to gameplay, so for better or worse, we have to leave behind government agencies, gritty backstories involving murdered wives, children and parents as these aren't really "about" the abstract game play.

If stories start to be about the game play, and a continuing stream of cookie cutter Beat'em 'ups, Tunnel FPS, RPG, RTS and racing games come out, we become inundated with stories about "the way of the warrior", "the totalitarian control of one man's freedoms", "self improvement through toil", or "the art of war"... philosphical interpretations which aggrandize pretty standard games to the height of Go, or Chess's ivory towers.

When every game's story becomes introspective with regard to its game play, and the game play is the same, you get the same story, over and over. Black, Fear, Prey, HalfLife, Halo - these all draw from the same well in terms of game play, and would all have the same intrinsic story to tell - the upkeep of costs involved in travelling through life, the inability to form a path that hasn't already been specified, and ofcourse, the art of pointing at a thing and pulling a trigger until it falls over or explodes. Without the typical unrelated back-story/theme to differentiate them, there is not much left to hide their similarities. People grow tired of hearing the same story much faster than they grow tired of playing the same game, since games have replayabilty. (Except, probably not, because video game stories are already so damn similar as it is. "Oh, you're in a super special forces squadron? Oh, but you have 'special abilities which make you viably different from other products in a highly saturated market'? Oh really?! Wow!").

As a result, I'd love to think that this would force storytellers and designers to think much harder about their game play, and what its intrinsic message is. Y'know - rather than what currently happens - sandwhich whatever existing gameplay you like with whatever story you like.

Of course, we're much worse at coming up with fundamentally different game mechanics than fundamentally different themes and stories - not because it's very hard (though it's not easy either), but because of the costs and risk associated with exploring new territory. It's also very hard to work on this "Message from the Machine" level. Systemic messages emerge naturally through iterations, combinations and chaos in general - it's out of your hands, to a degree. (I do believe that we can get better at this art, and science. For me, that's really what mastering the medium is all about, and it's clear that it's still very early days for us as an artform.)

But if Bioshock is anything to go by, then focussing the story on the game play has forced Irrational to try a fair few new ideas - the focus on AI's interelationships, and creating a social ecology within each level, rather than a series of rather restrictive linear levels. Sure, you'll still shoot and frob your way around, but they're trying a lot more than most would at the same budget level.

And what does this have to do with our game? Well, I've never really had any kind of story for the game - it's rather abstract. However, it still needs some kind of encompassing theme to bring all our ideas into one cohesive bundle. After talking to Tommy about it, I think we've got it now. I'm not saying what that is, yet... but I'm pretty sure it'll win me a Wank Hat.