To many developers, the fine art of game
creation lies strictly within the domain of the first world. Europe,
America and Japan have all been sitting pretty with a very
well-developed industry for a while. Other territories have recently
hopped onto the bandwagon, of course: we have high-profile offerings
such as the S.T.A.L.K.E.R. series from Ukraine, and the more recent Zeno Clash from Chile. But in terms of pumping out loads of awesome games, not many people currently look to Africa.
Admittedly, it's naïve to assume that this view doesn't hold
considerable weight. After all, Africa is a continent ravaged by the
effects of past colonialism, corruption and poor access to resources.
Everybody has heard the horror stories of civil unrest, starvation and
even genocide that emerge from this continent. And in an industry which
is littered with the corpses of high-profile studios and long-standing
developers, the outlook seems bleak for African game development.
Still, the fact remains that it does exist, even if said existence
is tenuous compared to countries which have been able to spawn giants
such as EA and Activision. Locations as seemingly unlikely as Kenya
have featured on the game development radar and sport professionals who are capable of making a gaming industry happen if the conditions are right.
South Africa, as one of the more well-developed nations on the
continent, is flirting with the line between the first and the third
world. On the one hand, it's still under the oppressive yoke of
poverty, disease and a high crime rate. On the other side of the court,
it possesses an infrastructure that far surpasses that of most other
African countries, has attracted considerable interest from foreign
investors and still stands as one of the few states in existence which
underwent a completely peaceful revolution with the destruction of apartheid in 1994. It also has a small, but significant, gamer population. Along with that comes a surprising penchant for game development.
Early development
In his blog post on Gamasutra,
Joshua Dallman painted a bleak, yet significant view of the South
African gaming industry as a whole. Dallman is a fairly experienced
indie developer who has produced a large number of titles for
GarageGames and is now working through his indie studio, Red Thumb Games.
He recently took a six-month trip to South Africa to develop games for
a local contractor, and commented on the size – or lack thereof – of
the local development scene.
Dallman's views are considerably more informed (and far less biased)
than those held by a lot of assuming developers, but he still misses
out on a lot of South Africa's game development history and a
considerable number of companies that are still going today. Bigger
groups such as Celestial (later known as Twilyt)
were been doing the dev dance from as early as 1996. Celestial was one
of the first "proper" game development studios in South Africa, their
most well-known title being Toxic Bunny, a side-scrolling platformer comparable to Epic's Jazz Jackrabbit where players controlled a crazy, caffeine-driven rabbit as they navigated him through a psychedelic world.
Celestial also worked on games such as The Tainted and the cancelled Zulu War. They also had plans for Toxic Bunny 2 on the original Xbox, but these never materialised.
The company enjoyed moderate success at first – Toxic Bunny sold
more than 150 000 units and was translated into several languages – but
they suffered financially with failed ventures later on and eventually
closed their doors in 2001. In a previous interview with Dev.Mag,
Celestial's Travis Bulford related how difficult it was to be the first
mainstream developer in a very young and uncertain local industry.
"It's damn nice to see so many people working towards game
development in South Africa [today]," he said. "I can't help but
wonder: if it was at this level when we stopped, it may have been just
what we needed to carry on. It's terrible working on an island."
It's a cynical point of view, but Celestial's long-term success was
never guaranteed: they were new, they were alone and they were
inexperienced. All this at a time when the gaming industry itself was
still far less developed than it is today. But even if they failed
financially, they managed to prove a point before going under – South
Africans had the potential to make big games. Where their studio fell,
new ones quickly sprung up to have another go.
Gaining momentum
At roughly the same time as Celestial were trying to consolidate
their place in the game development world, a pair of former DigiPen
students were having lunch at a Mexican restaurant in Redmond,
Washington, just a few blocks away from Nintendo of America's
headquarters. Their names were Luke Lamothe and Dan Wagner. Their
interest: setting up a game development studio in South Africa.
This was in 1998. Four years later, they released Chase: Hollywood Stunt Driver for the Xbox under the name of I-Imagine Interactive, a game development company that was, lo and behold, based in South Africa.
Chase: Hollywood Stunt Driver
I-Imagine went on to release D.A. Dork for the Game Boy Advance and also worked on Final Armada,
a project which was plagued by publishing difficulties and was
eventually released with the news that I-Imagine was disbanding. The
final nail in the coffin was the game's rather negative reviews in
contrast to those enjoyed by Chase. It's not known what Dan Wagner and
the crew are working on right now, as they're operating quietly.
Indications are, however, that I-Imagine is set to resurface.
While I-Imagine was still getting their feet wet in South Africa, another major initiative was underway: the establishment of SAGameDev,
South Africa's first fully-fledged game development community.
Spearheading this effort were development enthusiasts Eric Grove and
Dallas Goldswain, and they soon succeeded in recruiting a considerable
number of like-minded developers to try unite the local scene.
SAGD achieved for the first time what should have been done from the
start: they proved that local developers weren't alone. Popularity
swelled and SAGD instigated several projects including Titanium3D, a
built-from-scratch engine which could emulate Quake 3 Arena and even
connect to Q3 servers – all this done before the source code for Q3 was
even released. They also made themselves prominent in the local dev
scene and attended major gaming events such as rAge, South Africa's first (and to this day only) annual gaming expo.
The community has gone through numerous structural and
administrative overhauls over the years, but it's still going strong to
this day with regular site updates and news posts. In several ways,
SAGD has been the progenitor of modern game development in South Africa
– a lot of today's SA developers have passed through the community at
some point or another.
In early 2005, SAGD member Danny Day left the group to start up the Game.Dev
group, evangelising the use of rapid game development tools such as
Game Maker to demonstrate how the art of game creation could be both
accessible and fun. What started off as a simple competition thread on
a local gamer forum
soon turned into its own community that boasted a respectable level of
activity, bi-monthly competitions and – most importantly – a lot of new
developers who wanted to learn.
In its first few tentative years of existence, Game.Dev grew quickly
and became a mainstay at events such as rAge. Community members also
organised several local developer LANs, and established ties with
educational groups such as IT Intellect
to establish training workshops and game development "hotlabs". On one
or two occasions, sponsorship was secured from local groups such as Mindset Learn to hold competitions with a prize pool of R10 000 (approximately US$1000) to encourage local developers to up the ante.
Several small-scale projects emerged from these competitions, focusing on educational gaming. Mathstermind
– originally a simple prototype that managed to secure third place in
the Mindset competition – went on to become an educational mobile game.
Another competition winner was snapped up by Savage Software and published as a game called Cartesian Chaos.
The landscape today
Dallman's Gamasutra post is correct in saying that South African
game development is still lagging behind its counterparts in more
developed nations, but local trends are becoming evident: South Africa
is producing more local games at a far greater rate than it used to.
South Africans are also starting to feature in global competitions.
The 2008 Dream Build Play competition received three South African
entries – one of them was Ultimate Quest, covered in a Dev.Mag
postmortem over here. The other two – Save Jack and SpaceHack – were placed in the DBP Top 20.
The team members from Ultimate Quest and SpaceHack all stem from the
Game.Dev community and both of these titles are undergoing further
development.
Institutionalised support of game development is also on the rise in South Africa. The University of Cape Town, an institution ranked amongst the top 300 worldwide, is initiating its own game development education programme. Rhodes University is also starting an undergraduate game development course in August this year.
These courses are giving focus to game-specific design practices
and, in the case of Rhodes at least, are making use of XNA Game Studio
as a development medium because of the cost-effective nature of the
Xbox platform.
In terms of raw effectiveness, local design company Luma
has been enjoying considerable success on medium-scale projects by
venturing into game development amidst its other products. Through its
dedicated gaming sub-studio, Luma Arcade, the company has developed several titles including a free racing game known as Mini #37 and a few mobile game projects. Luma also offers handy game development wisdom via Luma Labs (one of their articles about the use of Perlin Noise has been reprinted in Dev.Mag over here).
The future of South African development
The progress made in South Africa is, realistically, quite
negligible compared to the daily going-ons in the rest of the global
community. The forums are smaller. The games are scarcer. The funding
is limited. On top of that, a lot of South African devs feel
discouraged when measuring up to the cream of the crop offered by
today's international game creators.
A game development industry in Africa is, however, not entirely
impossible. It just needs to work a different way, and one route was in
fact suggested by Dallman himself: mobile gaming.
South Africa is limited by a telecommunications monopoly when it
comes to issues such as line-based Internet and telephone charges.
However, a side effect of this grip on local networking capability is
the ubiquitous presence of mobile phones. Even in the poorest of South
African townships, there is a high penetration of cheap, pre-paid
cellphones. This offers mobile publishers a built-in local market that
matches – and perhaps even exceeds – that of many more well-developed
nations.
Aside from efforts made by the likes of Mindset and Luma, the idea
of mobile gaming as a viable means of income has already been explored
by local groups such as Smallfry Mobile.
Mobile games are cheaper and easier to develop than bigger projects and
still have reasonable potential for revenue in a setting such as the
one offered by South Africa.
Another avenue for African developers is the online platform,
particularly with regards to the new Xbox Live Community Games.
Although there has been mixed news
regarding the viability of the platform, the lower costs of living (and
thus game development) in Africa may yet make this a viable means of
income for locals.
Ultimately, one has to be sober about game development opportunities
in South Africa. The community is a lot smaller than one would find
elsewhere, and certain limitations may well mean that the dark
continent will forever be playing a game of catch-up with the rest of
the world's developers.
This does not mean that the formation of an industry is impossible –
it will, however, be difficult, and it'll probably look a lot different
when it finally matures. The next few years will be a crucial time for
the country's developers – if they can't rise to the expectations of
the international community, then they'll have to make an industry plan
that works on their own terms.
Travis