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Blogs

  Time Fcuk - A Postmortem
by Edmund McMillen on 11/22/09 04:05:00 am   Expert Blogs   Featured Blogs
17 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 11/22/09 04:05:00 am
 
Hello there fellow game people!, im Edmund McMillen and i make games.
 
I was writing a postmortem for my recent game Time Fcuk, and decided i try my luck  and post it on here in hopes you guys might find it interesting.
 
Those of you who haven't played Time Fcuk please play it first before reading.
 
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Time Fcuk Postmortem:

Time Fcuk was a game i took on as a "weekend" project while working on Super Meat Boy and No Quarter. William Good was a fan of the original Meat Boy and had been working on a platformer in flash about a "bat man" who could kinda fly around a tile based world. It was a cool prototype but the thing that really grabbed me was this weird switching layers mechanic he had added to it. I instantly saw potential in that mechanic and asked if this was something he would want to collaborate on.

I started to think more about multi dimensional themes in games, light world, dark world and perspective changes. The idea has been done a million times over but never seems to have any real subtext to the theme or message.. usually simply just a mechanic that's neato. I'd been thinking a lot about perspective recently and how important it is to be able to see things from different sides. You cant learn anything in life if you believe there's always only one solution or one right answer, if you do you will eventually find yourself stuck in a situation and break as a person.

I had recently attended my high school reunion, it was a very strange and depressing event. Lots of drinking, crying and sadness mostly from people who never seemed to progress past that high school mind set, most complaining about how they felt stuck in a situation they weren't happy with. The reunion was actually quite disturbing to me and i drew a lot from it in Time Fcuk (especially the intro animation).

I wanted to write about a man who was at war with himself over his future, one side of him wanted "enlightenment" the other wanted "comfort". and that's is essentially what Time Fcuk is all about. Every bit of text throughout the game has substance and meaning to me, even down to the description.
William and I made Time Fcuk in about 9 weeks, i kept the art very simple because i knew i didn't have much time to work on it, but i also wanted to see if i could make a compelling game without using my artistic skills as a crutch. It was a labor of love, and a very fun project to work on. If i release another flash game before SMB it will be with William :).

there were small things about development that i feel really helped the mood of the game, namely the radio frequency theme. the theme came from buying new speakers for my pc that picked up a local radio station very faintly in the background. For the 1st month of development i believe i was actually hearing voices, and i think that really added to the insanity factor of the theme. I was also able to pull from the radio theme and play around with the idea of tapping into realities that are all happening at once, different existences that are parallel but can be tapped into by changing your frequency or perspective.
 
 

What went right:

1. Mood. Im very happy with how the theme and mood came together. i wanted TF to have a major feeling of panic, claustrophobia, confusion and insanity. i think most people who play through it will leave with at least one or more of these feelings.

The feel of Time Fcuk isnt something that i can easily sum up and going into development i was a bit worried about how id be able to execute something with the weird high and low duality of self destruction and enlightenment. I wanted the game to be very bleak, but also hopeful where one minute you were smiling and the next totally creeped out. in the end i think the games ups and downs mirrored the feeling of a mans inward fight against his own thoughts, a panicked war for his future where the only thing holding him back from what he wants is himself.

2. Tech. William did an amazing job with all the online database stuff. the online level submission was seamless and the editor very user friendly. it was a breeze to make levels with and i think the customization of the editor give the player almost endless ways to be creative with their levels.

3. The End. The game ends with you having 2 options, take a pill you end your life and stay in the box forever or find a way out. The best part about this ending is seeing how people end it, there are the people who "get it" and right away attempt to find a way out of the final level not listening to your future self telling you to take the pill. but then there are the rest who simply do what they are told, take the pill like steven tells them and end the game. I thought this was a cool way to end the game and i think it went over really well.

4. Music. Ive mentioned above why i thought Justin was the perfect fit for TF when it comes to music, but really the music in TF was beyond perfect for the game. Justin did an amazing job at understanding the theme and totally nailing down a musical score that complemented it perfectly. i still get this weird sinking feeling in my stomach when i hear the intro music start.

5. The Unknown. Enter the known was a feature in TF that would allow a full game to be generated using only user made content arranged by difficulty. William also added a feature that would only have levels that had a "fun factor" of 2.5 or better to be chosen. The result was awesome, not only did it give players an endless game, but also made it so levels that might have been buried in the database a chance to get rated and work their way up the ranks.

What went wrong:

1. Reflex levels. My biggest complaint about TF was a few of the levels i designed. The game was a puzzle game, but i still felt compelled to add reflex based levels because i thought they would add more variety, these levels became more of a nuisance in the end and possibly took away from the puzzle/logic elements of the over all game.

2. Alt levels. Half way through development i came up with this amazing idea of having alt levels, so for each level you play there's a chance you will play one of 2-3 levels, giving the game a more dynamic feel. i came up with the idea late one night where i envisioned people playing the game and then trying to look up hints on how to beat a level only to find no one had played the level they are on, in hopes that they would feel "crazy". this of course didn't have the effect i wanted, maybe a few people had a profound OMG THE LEVEL ARE DIFFERENT FO EACH PERSON realization.. but really it was just a lot more work for me that made things 2 times more confusing for us when trying to fix the difficulty curve of level progression.

3. Awarding a medal for submitting a map. This was the dumbest idea ever, within an hour we had a few hundred maps called MEDAL GET! that consisted of a single portal. we cut this feature out asap.

4. Pixels. Looking back i wish i had made Steven out of pixles and not fake vector pixel art. everything else in the game is made out of pixels so he just feels slightly out of place, but i made him before i had a set theme and didn't have the extra time to remake all his animations in the correct pixel style.

5. Flash limitations. This wasn't a huge issue, but we did run into a few areas where flash just couldn't do what we wanted it to, at least not easily. Moving platforms, turning levels and other platforming/puzzle ideas just weren't that possible with the limitations we were working with.

The positive side of this is the fact there are quite a few major mechanics and ideas we came up with that could be used in a sequel. That said, i wouldn't want to make a "sequel" to Time Fcuk, but possibly after SMB its id like to combine it with another idea and kind of revisit it with more of a "full game" theme.

In the end im very proud of Time Fcuk, like Aether its one of very few games that i feel came out exactly how i saw them in my head and actually had some personal substance to them. Time Fcuk was a transitional game that was being written in a time where i was deciding to move on from my current work situation because i realized i felt stuck and should probably take my own advise and leave the box i put myself inside of.
 
 
 
Comments

Bo Banducci
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Hey Edmund,

God, I wish I could make a game like that in 9 weeks. Hopefully I'll have those skills someday soon. Overall it was pretty compelling. I like to see a game that is about something meaningful. Hurrah for games as art. The animations were beautiful. I didn't finish it though, which probably totally defeats the purpose for you. But It's almost 6 am here and I need to go to bed.

I know you didn't ask for criticism, but in the interest of fostering discussion, I'll give mine. I think this game does suffer somewhat from the fact that it is a game. At some points I felt like you were trying to make a puzzle game, and trying to make a meaningful game, and they didn't mix together well enough. Clearly you wanted to effect people, but it being a game, you felt you needed to have legitimate gameplay. I wonder if a game like this could be more effective if you totally got rid of the obligation to have traditional gameplay, like levels and logical puzzles, and made every single action or piece of gameplay tie into the story of the game. To be fair, you may have done this, and it just went over my head.

Timothy Ryan
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That was a pretty cool puzzle game. The fact that I have to die a lot to learn how to solve the puzzle makes me wonder if you shouldn't change the title ....

Edmund McMillen
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When designing TF my goal was actually not make a game that "stupid people not supposed to like it", honestly i tried my best to make speak to everyone. Ideally id want everyone to be able to play the games i make, personally i think that should be a goal for all designers, i think alienating people with perceived "pretension" is a crutch for most because its simply easier.

Id say i failed at this but the response from casual game portals seems very positive.

and to Banducci, the main theme of the game was based around perspective, so that being the key element of the game play was the biggest tie in i tried to push. When one gains perspective in life, they become aware of more options. The 2nd was the obvious "think outside the box" theme the game has. Each level is a box you must think abstractly about to leave it, and the game takes place inside a box the player made for itself.

But i can see how the traditional approach to the core gameplay might feel like im tryin to add a game to an experience or vice versa. but that's a personal goal of mine, i dont believe that the game and the experience need to be separated. i love the formula of game design and i think the best games are ones that walk the line between "Art" and "Formula". (Like Braid, the 1st Zelda and Shadow)

i dont think ive at all perfected that with time Fcuk but its something ill be working on as time passes.

thanks for reading guys.

Joe Cooper
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I thought the gameplay was fantastic. I thought it was pretty cool.

However it did drag on too long. The reflex-play levels were horribly tedious, but you noticed that.

I'm not sure about the guy talking on the right. Usually I missed what he was saying.

Your format was a lot like Portal, with the one person speaking to you while you play puzzles.

But it really needs to be speaking out loud.

Daniel Atherton
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Hi Edmund,

I'm currently studying computer games programming at Derby University UK. As a recent project a few months ago I had to seek out play and review a really good indie game. I chose time Fcuk.

I really enjoyed the game and certaily it stood head and shoulders above alot of indie games. Have you thought about releasing the game on xbox live arcade or indie?

Ed Alexander
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Deep Cuts is where you lost me. I tried but... yeah, the reflex based gameplay didn't lend itself well with the puzzle elements. It was too convoluted and easy to mess up that, even though I was 'doing it wrong' and knew it, it didn't take long to hit that fatigue mark.

I do think the gameplay is pretty solid, though. You were able to make something fun through level design and only a few mechanics and I enjoyed everything pre-Deep Cuts. I would agree that you nailed the atmosphere as well, it was very strange and alienating, very Cube-like.

I think the biggest upset was that the voice didn't speak to you, you had to read what it had to say. And considering the puzzle elements of the game, it's a constant battle. Do I continue to survey the scene and look for what I need to do? Or do I need to stop paying attention to the level and read what the voice is speaking? I want to absorb the atmosphere of the game, but it's a constant break in the action or ignoring of the voice. If it spoke to me so I could listen to it while I looked at the level, I think that would have been a very effective way of delivering both at the same time.

I suppose that could have been your choice all along on the other hand. Teach the player to ignore the voice in his head and focus on survival. But as a player, I wanted to absorb the atmosphere because the game does have charm. (Loved the ASCII penis on death, btw)

All in all I thought it was really well done.

Edmund McMillen
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Tommy Refenes and i have talked about the possibility of revisiting the Time Fcuk theme for console after Super Meat Boy. There's a lot id love to expand on and push the game in more of a psychological horror platformer puzzle game.. who knows though.

Edmund McMillen
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Ed, I wasnt able to really make the read text that understandable because it was dynamically generated from the letters (so people who made custom levels could add their own text). i wanted the voice to sound a bit grating and alien but i do agree that he probably talks more then he needs to. If we do end up doing a console version down the road the text would be more like a computer generated voice in terms of understanding whats being said without having to read the text.. but this wasn't something we could do in flash in that amount of time.

looking back we probably turned the voice down a tad.. but there was something about stevens voice that i thought was important.. i wanted him to annoy you and sidetrack you, atelast enough for yuo to stop and look at what he was saying, but i probably could have taken the annoying down just a tad :)

Joe Cooper
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The voice isn't necessarily annoying. What I was trying to say was that I wound up completely ignoring what he said because the game was more interesting and I could only do one at a time.

Occasionally I'd look over to the right and it'd be some thing that might be very profound if I was 13, like "Death is existence".

Edmund McMillen
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half of what steven says is nonsense, the rest has substance to the story and or theme.

Samuel Batista
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Hey Edmund, fantastic game friend, the theme is very well executed. Unlike some of the readers here I actually enjoyed the platforming/reflexes levels. In the end I didn't finish the game because it got to be quite difficult and I just don't have the patience to try a puzzle over and over again till it clicks, besides there are lots of accidental deaths or locks when switching dimensions, either by falling into a block, or having a block accidentally destroyed, etc. I gave up on "Plush", damn hard one.

You should take this experience as an incredibly successful prototype, and really push it up a notch, possibly for independent distribution, PSN or XBLA or Steam are great ways for an indie developer to make a few extra bucks. I really can't wait to see what's next on your agenda friend, you have great talent. Make use of it.


Reid Kimball
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I really liked the switching of layers mechanic, but everything else went over my head. Reading your postmortem I said to myself, "I want to play the game Edmund thinks he made." None of the themes you wanted to communicate came across to me when I played. To me, it was a quirky puzzle platformer with an interesting mechanic.

If you continue development, I hope you think about how to make the theme more accessible. I don't think it's a good idea to mix in dialog that relates to the theme with random dialog that is "nonsense".

Edmund McMillen
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Samuel: Tommy and i have seriously talked about doing an expanded telling of Time Fcuk by combining it with another puzzle game we were working on called onion. The trick for me would be revisiting the idea would mean finding new meaning in what i was saying and being moved to kind of tell the story from another perspective. but thats something im currently mulling over.

Either way i can start on it till after Super Meat Boy is done.

Reid: My goal when making TF was to make something expressive, that didn't need to be understood to be appreciated. If the game "goes over the players head" that's fine as long as they enjoyed the game they played. I dont feel like my intentions need to be understood in order to enjoy the experience if anything having a "weird" puzzle game theme in many peoples eyes is totally fine to me.

Half of Stevens "nonsense" dialog was put there for flavor and humor.. stuff like "i am error" and "pay me for the door repair" is just there as fluf. Im not in the business of force feeding my ideas down peoples thoughts. the fact that the game walks the line of "having a message" and "being weird for weird sake" is exactally what the game is about, about questioning your own ideas and surroundings.

Joe Cooper
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"Half of Stevens 'nonsense' dialog was put there for flavor and humor"

That sums up the problem, 100%. "Fluff" and "nonsense" are dangerous things.

What I saw when I glanced over basically said "ignore me for the rest of the game".

When I got to the end and saw the final cutscene I had no idea what was going on.

If there was a message, it was drowned in noise.

"I am error" has 0 value, period. Make every word count.

Reid Kimball
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Have to agree with Joe. Edmund you are a talented developer no doubt, I just think Time Fcuk was too unfocused. Either make it a game that has every line of code and art asset contributing to a meaningful message or make it a fun quirky experience that provides instant gratification in the moment, but less filling when it's all over.

Edmund McMillen
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id have to disagree, the nonsense was intended as humor.. whe i said nonsense and fluff i wasnt meaning throw away content. I found the "nonsense" steven said to be entertaining and break the seemingly serious mood with a little dark humor.

Now granted this falls into a personal taste area, and to many im sure this complaint is very valid, but to me i believe the humor and derailing randomness was important to the theme of the game, even though it did have an obvious downside to making a player think maybe theres nothing at all to what steven is saying.

Now having said that i do see how this could be improved in a future game and will definitely be something ill be fixing if i make a console version.

So yeah, i dont think the nonsense should be removed, but i agree that i could have probably presented it in a way that make a little more sense.. as in coupling the "nonsense" with the "sense".

Leandro Rocha
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I believe its not a question of coupling nonsense with the sense, but coupling nonsense with a greater objective - not just humor. Information, or just backgrounds hints of the history, or maybe true hints of how to solve a puzzle... or anything else.
Theres a lot of ways of doing funny things in this area, but in the same form important to the game context.

My sixth sense tells me you WILL work in a console version of Time Fcuk (using other name!).

Good job.


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