
Technology
Inspires Creativity: Indie Game Jam Inverts Dogma 2001!
By
Ernest
Adams
Gamasutra
May
15, 2002
URL: http://www.gamasutra.com/features/20020531/adams_01.htm
A little over
a year ago, I wrote a tongue-in-cheek column called "Dogma
2001: A Challenge to Game Designers." In that column I introduced a
three-word manifesto: Technology Stifles Creativity (at least for a while).
My basis for saying this was the plethora of cookie-cutter games that get published
with the introduction of every new console machine: the new hardware takes so
much time to learn that game design creativity goes out the window while all
the developers are busily trying to outdo one another in technological splendiferousness.
Most of them are simply old games with new display engines. The result is like
watching movies filmed entirely for the sake of their special effects: spectacular,
but shallow.
That was the gist of my argument, and I think it's still valid in the world
of commercial computer gaming, where competition for shelf space is so fierce
and market forces conspire to stifle creativity even more efficiently than new
technology does. The point of Dogma 2001 was to take technology - specifically,
graphics hardware - away from designers, and challenge them to devise new games
without making reference to it.
But what if we inverted Dogma 2001? Suppose we took a technology and told designers
explicitly to think of new kinds of games we could make with it, without regard
for their commercial viability? What if we took a technology, and instead of
letting it stifle us, we let it inspire us?
From March 15th to 18th 2002, a group of 14 designer-programmers did exactly
that. They got together in a barn in Oakland, California, worked insanely hard
for four days, and developed 12 new games, all based on a single piece of technology.
It was called the "0th Indie Game Jam."
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0th
Indie Game Jam.
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The origin for
the Indie Game Jam was simple: Chris Hecker and Sean Barrett, two of its organizers,
were brainstorming game ideas one day and they asked themselves a question:
How many sprites can you put on a PC screen with modern display hardware these
days? Even fairly aggressive games like Shogun: Total War never display more
than about 1000 units at a time. What's the real upper limit? They did some
research and came up with an answer: about 100,000.
"But," I hear you cry, "who in the world wants a hundred thousand
sprites? Sprites are dead, aren't they? An outmoded technique, old news."
No. If that's what you think, you don't really understand technology. Technology
isn't subject to the whims of fashion. To an engineer, technical methods are
not hip or dead, tired or wired; they are simply more or less suitable for a
particular purpose. All techniques, no matter how ancient, have their use. Every
now and then a long-abandoned practice turns out to have modern applications,
as when doctors recently discovered a new use for leeches in medicine. On the
flip side, NASA has lost most of the engineering drawings for the Saturn V rocket,
and the engineers themselves have retired. If we wanted to go back to the moon
for some reason, we'd have to start from scratch - inexcusable short-sightedness.
Sprites were superseded not because they were useless, but because 3D models
were better suited to the particular purpose that everyone was interested in
at the time: rendering 3D spaces and objects. But suppose instead of rendering
a 3D space filled with complicated models, you had 100,000 sprites and a simple
landscape. What kind of games could you make?
That was the question that the Indie Game Jam sought to answer. Hecker, Barrett,
and three other friends - Doug Church, Casey Muratori, and Jonathan Blow - spent
several weeks developing a simple engine and one sample game to use as a springboard.
Then they invited a small group of designer-programmers to come and work with
it for four days straight. The results were weird, funny, gruesome, thought-provoking,
and, yes, spectacular. This is what they came up with:
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Angry God Bowling |
Angry God
Bowling, by Doug Church. This was the sample game. You roll a ball and
crush the flocking people, who flock to a prophet when they get scared.
Red Rover, by Doug Chuch & Chris Hecker. There are two huge
armies on either side of a map, moving towards each other. You control one by
either telling them to run away from a point laterally, or "try harder"
by concentrating in an area. The first army with a soldier to hit the opposite
map border wins.
Firefighter, by Doug Church & Chris Hecker. Fly a helicopter
around and fight forest fires; water is a resource you have to go fill up. I've
wanted to do a game about forest fires for nearly 15 years, and even did a design
for EA, but it never got funded. The big problem was displaying all the trees.
This game uses the sprites to show the trees, and as a result it has the best-looking
3D forest I've ever seen.
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Flow |
Flow,
by Charles Bloom. The object is to guide a liquid through various puzzles by
changing the terrain. Each sprite represents a small volume of the liquid. It
responds to gravity and can only get so near to another sprite, so the whole
collectively flows downhill and occupies space just like a real fluid. By comparison
to the other games with their huge landscapes, Flow has a small, intimate feel
to it, a puzzle you can hold in your hand.
Charles Copter, by Charles Bloom. A four-player networked game
where you scoop up people of your color and try to rescue them. Vaguely based
on the arcade classic Choplifter, but with lot more people.
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Dueling Machine |
Duelling
Machine, by Thatcher Ulrich, inspired by a book called The Duelling
Machine by Ben Bova. The game looks like a first-person shooter, but with
a twist. You are in a city full of pedestrians (thousands of them!), you have
exactly one bullet, and you have to find and kill a single unique fugitive.
You have a sonar that will help you locate him, but he can also hear it when
you use it. This game is also 2-player networked. Except for the sonar, it's
completely silent, creating an extremely creepy, tense experience.
Troopers,
by Art Min & Sean Barrett. You command nine super-powered ground troopers,
but you are stuck in the command center, and hordes of aliens start pouring
over the ridges around you.
Total Age of Doomcraft & Conquer: Romero Alert, by Robin Walker & Brian
Jacobson. A super-RTS, with an innovative gestural command interface and thousands
of units. The game is hilariously chaotic to watch. Instead of producing units
slowly, one at a time as in ordinary RTS's, the factories spew them forth in
a fountain all over the nearby area.
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Very Serious RoboDOOM |
Very Serious
RoboDOOM, by Sean Barrett. It works a bit like the old Robotron 2084
arcade game, but this is more an artistic statement on the futility of the one-against-all
power fantasy combat game. You start with a closeup view of your avatar in a
landscape, shooting at what appears to be a small number of nearby enemies who
are all converging on you. As you do so, you collect a group of people who follow
behind you à la Robotron. However, the camera zooms out slowly in proportion
to the number of enemies you've shot, revealing more and more of the map. It
becomes increasingly clear that the situation is hopeless. There are actually
75,000 enemies, but you don't know that at the beginning. The transition from
seemingly normal game to satiric commentary takes place very smoothly and is
actually quite funny to watch as realization dawns.
Worship, by Ken Demarest & Zack Simpson. A Missile Command
style game, with hordes of demons trying to capture instantiations of Jesus,
crucify them, and take them away while you're trying to protect them. Another
game that won't win us any friends in Congress, but still highly imaginative.
Contains the code #define MAX_CHRISTS
5.
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Dueling Machine |
Wrath,
by Brian Sharp & Chris Carollo. Two gods compete for followers, but they
only get the credit when the followers die believing in them. As a result, the
most successful strategy is "convert, then kill." However, the followers
are so small that it's really impossible to see them as individuals. Rather,
they look like seas of color, with areas of influence flowing around.
Spotlight, by Marc LeBlanc. He couldn't attend the whole Jam,
so this game was only worked on for a few hours. You shine a spotlight over
a sea of people, and see color shifts that indicate infections. One type of
person flows to light, one away, and you have to try to save vulnerable creatures.
If that sounds incomprehensible, it's because I only got a very quick look at
it and I don't know what LeBlanc had in mind for the longer term. It's definitely
an interesting start.
Now, these are not finished games by any means, and like so many games designed
by programmers, many of them an edgy, somewhat juvenile, sense of humor. Nevertheless,
they're all imaginative and very different. When they were demonstrated at the
Experimental Gameplay Workshop session at the 2002 Game Developers' Conference,
the response was prolonged cheering. I asked Chris Hecker to give me some more
information on the Indie Game Jam.
Why sprites, particularly? As opposed to some other challenge?
Well, it was sort of accidental. It was definitely "technology
driven" in the sense that we thought up an interesting and different
technology, realized the concept led to a bunch of wacky game designs, and
then got the idea for the Jam from that.
What did you hope to accomplish, if anything?
I think the game industry is not experimental enough. We're too risk
averse. Games cost a lot of money, and publishers want to have a reasonable
chance of making that money back, so that leads to conservative and incremental
designs. I don't think that's healthy for the medium in the long term, even
though it's brought us lots of revenue in the short term. If you look at other
art forms, there are built-in mechanisms for experimentation and exploiting
experimentation, whether it's garage bands getting their sound ripped off or
getting a record deal, or an experimental film-festival hit getting distributed
by a big studio. Games, as an art form, have hardly scratched the surface of
their potential, but we've already calcified and gotten conservative.
Do you feel as if you met or exceeded your expectations?
The Indie Game Jam was an effort to encourage experimentation. Get a bunch of
smart designer-programmers in a room with a focused and mostly-finished technology
and see what happens. It's like a jazz jam session with professional musicians
riffing off a single tune, or a writing workshop where there's a theme for the
weekend.
The second thing we hope to accomplish is to inspire other developers to do
their own Jams with their friends. We've already heard that Eric Zimmerman is
going to run something similar internally at his company to encourage innovation.
We're going to put all the games and their source code on the web for free under
the GPL, as well, so hopefully more people will play with the concepts.
We completely blew our expectations away! More than words can describe!
We were hoping to get one or two games that we could demo at the Experimental
Gameplay Workshop, or maybe just some good stories. We ended up with 12 complete
games, all of which were different and experimental in various ways. 14 developers
produced 12 games in four days. That's insane!
How did you choose the participants?
The only problem is we're screwed for next year...we have no idea how we'll
even match this year, let alone exceed it!
First, the participants had to be great programmers. There's just
no way to get anything done in four days with a big pile of code you've never
seen before unless you can program really well.
Do you have any plans to do another?
But they also had to be designers. We choose people who are what I call "Looking
Glass-school designer-programmers." Looking Glass Technologies bred a certain
kind of "algorithmically-aware designer" and "design-aware programmer,"
and I think that is the future of our art form. You can tell by playing Looking
Glass' games that the LG aesthetic was one of embracing interactivity and exploiting
it in new ways. I just wrote a Soapbox column for Game Developer magazine
on the topic, but in short: game design is about interactivity, and interactivity
is about algorithms.
So, to do innovative and experimental game design, you have to be able to design
algorithms, and if you only have four days, you also have to be able to code
them up yourself, and quick!
We actually invited a single non-programming designer (Austin Grossman, still
an LG-school designer) as an experiment to see what would happen. Unfortunately
there were some schedule problems and he couldn't spend as much time at the
barn to really gather data for the experiment. We'll definitely try again with
non-programming designers next year.
I also invited a journalist friend, Justin Hall. He ended up doing art for the
various games.
Definitely.
Do you think next time you'll bring some artists along?
We could have used as many artists as would fit in the barn. We had
a ton of prepared content ready, ripped out of Doom-era WAD files [most of the
games feature sprites "borrowed" from Doom and Doom mods on the Internet],
but people also wanted custom content once their game design solidified.
How did you fund the Indie Game Jam?
Did they cooperate, or was it just a bunch of programmers engaged in technological
chest-thumping?
That was the most amazing thing: there was absolutely no competition and there
was complete cooperation. We tried from the beginning to avoid competition,
so that was somewhat expected, but the level of cooperation was incredible.
People shared code routinely, helped with each others designs, fixed bugs for
each other, brainstormed together, etc. The sonar feature in Duelling Machine
was actually Marc LeBlanc's idea, developed while he was helping Thatcher playtest
it -- a good example of cross-pollination.
The time was all donated. The biggest problem with the entire event
was that it sucked up an immense amount of time for the core people when developing
the engine. It was enough time that we'll have to figure out a way of limiting
it next time.
I think it's great that Intel supports experimental game development, and it's
a disgrace that the major publishers in this industry can't be bothered. It cost
very little and accomplished an amazing amount in so short a space of time. You
can find out more about the games at http://www.indiegamejam.com.
Intel loaned us the machines (16 1.8 Ghz Pentium 4 PC's with GeForce 4 Ti4600
video cards and 256MB of RAM). I contacted Kim Pallister at Intel and he was
into the concept from the beginning.
The Indie Game Jam represents exactly the kind of creative spirit that Dogma 2001
was intended to foster, just inverted. Dogma 2001 suggested that we try designing
games without reference to the technology that would implement them. The Indie
Game Jam was about exploiting a given technology in as many new ways as possible.
It represents exactly the sort of thinking that the our medium needs more of,
thinking that begins "What if
" rather than "How much money
"
Now that I know it's possible to create a real forest, I'm dying to revive my
firefighting game
Copyright © 2003 CMP Media Inc. All rights reserved.