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Designer's
Notebook

A Perfect Short Game
What
does it mean to say that a game is "perfect"? We often
assume that perfection means that whatever we're talking about is
better than anything else, that all other things of its kind are
inferior. And in that case, it's risky to describe anything as perfect,
because other people will probably disagree on grounds of personal
taste if nothing else. If they like something else better, they'll
say the game cannot be perfect, because if it were, they would like
it. Perfection, in common parlance, includes being universally approved
of.
But
I want to discuss a perfect game using a slightly different interpretation
of the word. The first definition of "perfect" in my American
Heritage Dictionary is, "Lacking nothing essential to the whole;
complete of its nature or kind." Definition four is, "Completely
suited to a particular purpose or situation." Under those terms,
I think that Tetris is a perfect twitch game, for reasons
that should be pretty obvious: you can neither add, nor take away,
anything from Tetris' gameplay without disturbing its elegant
simplicity -- even if there are other games you would prefer to
play. But it's not Tetris that I want to discuss in this column.
I've
been a juror for the Independent Games Festival a couple of times
now, and having looked at a heck of a lot of small games, there's
only one that I continue to play. Among the finalists in the 2003
IGF was a short-duration space exploration and combat game called
Strange Adventures in Infinite Space.
Strange
Adventures in Infinite Space (hereafter SAIS) is made
by Digital Eel, a group that consists of only three people: Iikka Keränen, of Quake level fame; Rich Carlson, formerly
of Looking Glass and Ion Storm; and Bill "Phosphorous"
Sears, a "real media" artist with a longstanding interest
in games. Since it came out, SAIS has earned a devoted cult
following and a number of accolades. There's now a small but active
mod community as well, and Digital Eel claims that it's working
on a sequel. The game has also been ported to the Mac, Palm, and
Pocket PC. You can download a demo or buy a copy -- for only $15!
-- at http://digital-eel.com/sais/.
One
thing to note is that SAIS doesn't depend on high technology
for its appeal. It only requires a 350 MHz Pentium 2 and DirectX
6. The graphics are intentionally retro: low-resolution and 256-color.
It's a 2D game, and -- like Lemmings or Tetris --
would not be improved by making it 3D. The audio, too, is 8-bit
mono. None of this hurts it a bit. SAIS is a tour-de-force
not of the programmer's craft, but of the game designer's.
The
object of Strange Adventures in Infinite Space is to explore
a region of space and collect useful items along the way, by flying
from star to star in a spaceship. This idea is hardly new, of course;
but what sets the game apart is the imagination and elegance with
which it is realized. From start to finish, the entire game takes
about 10 or 15 minutes. Every time you play, the types and locations
of the things you find are randomized, so each experience is different.
What's more, there's a lot more stuff in the game than you can find
in any one playing, so even after having played it a couple of dozen
times, there's still a good chance of discovering something new.
When
you finally return home with your cargo, you get a point score for
the value of the stuff that you've picked up. You must accomplish
your mission within ten game years or pay a whopping penalty for
being late. Traveling takes time, and is made trickier by the fact
that some regions of space are filled with nebulae that slow your
spacecraft down. As you go, you are treated to vivid descriptions
of the places you're visiting, as well as a wide variety of beautiful,
mysterious, funny, or dangerous random events.
It's
not all exploration by any means, however. Some star systems are
already in the possession of aliens, most of them fairly hostile.
Whenever you visit a star system in which your sensors detect alien
spacecraft, you have the choice to stay and find out who they are,
or run away. Sometimes they turn out to be aggressive and you have
to fight; at others, they want to trade with you or even sign up
as mercenaries to help you out. When you get into a fight, the game
switches to its other gameplay mode, and combat takes place between
the ships. I'll describe that in more detail later on.
The
things that you find on a planet fall into three categories: artifacts,
life forms, and upgrades to your starship's systems. You can exchange
these for other things with your friendly neighborhood traders,
and thereby improve your ship's speed and combat capabilities. Another
nice little detail is that you get a (reduced) point score even
if you die, so you don't feel your time was wasted.
SAIS
includes a couple of Twinkie Denial Conditions, but, remarkably,
they don't harm it. There's no way to save the game, for example,
but because it's so short, it doesn't really matter. You also have
to learn things by trial-and-error, something that I normally hate.
Fortunately, making a mistake rarely kills you. Is an Ion Impulsor
Thruster faster than a Fusion Tube Thruster? The only way to find
out is to try it and see -- which seems reasonable, given that both
are unknown objects you discover along the way. This is part of
what gives the game its replayability.
(The
Pocket PC version of the game, alas, contains two more Twinkie Denial
Conditions that are completely unacceptable. One, it speeds up on
faster PDAs to the point that it's unplayable, and two, it includes
a random event that will kill you instantly and without warning.
Why anybody thought this would improve the game, I can't imagine.
I should add that the Pocket PC version was not done by Digital
Eel, but a different company.)
Being
divided into two gameplay modes, exploration and combat, the game's
challenges naturally break down along those lines as well. In exploration
mode, the primary challenge is the Traveling Salesman Problem --
figure out how to visit every star in the minimum amount of time
-- compounded by the fact that there are nebulae and black holes
in the way, and you may need to avoid inhabited systems until your
ship is strong enough to fight with.
In
combat mode, the challenge is simply to survive and defeat your
enemies, although you have the option of running away if you're
getting beaten up too badly (provided that your maneuvering thrusters
are faster than the enemy's!). The combat user interface is a model
of elegant simplicity. Your weapons auto-aim and auto-fire whenever
there's an enemy in range, and you don't have to worry about running
out of energy or ammunition. All you have to do is steer your ship
and those of your allies if you have any. Point to where you want
to go, or who you want to attack, and click. It's that easy. You
can set the speed at which combat takes place, and even pause it
while you plan your tactics. The graphics and sounds for this mode,
while distinctly arcade-like, are suitably frenzied and cacophonous
when you get about 10 different ships involved.
Another
excellent thing about SAIS is that the difficulty level is
settable in both modes. At the beginning of the game you can choose
star maps with larger or smaller nebulae, changing the difficulty
of exploration, and you can choose to encounter larger or smaller
numbers of enemies, which changes the difficulty of combat. These
decisions require only a moment, but they offer the player great
flexibility
The
sounds in the game are delightful -- again, for their creativity,
not their technology. Rich, evocative, and obviously chosen with
care, the noises made by all the weapons, starship engines, sensor
arrays, aliens, and mysterious artifacts are a perfect match for
their associated object. My particular favorites are the space whales,
vast gentle beings that bring good luck and make a deep, sonorous
call.
Because
SAIS is randomized every time you play it, obviously it doesn't
have a conventional storyline. What it does have, however, is a
game world that gives you tantalizing glimpses of a story that might
once have happened there. Every time you find an artifact, you get
a little information about its background, and these details seem
to be, if not coherent, certainly related. Who is Eledra, and why
did Lord Fomax want to assassinate her? How could Prince Arcturus
still be called "young" if he was at least 105 years old?
(The behavior of the Melodium Conograph yields a clue.)
The
game is also full of amusing references and homages to other science
fiction. Among the items you can find are the black monolith from
2001: A Space Odyssey, and an A.E. van Vogt novel first published
in 1934. Now, only a couple of columns ago I railed against games
that deliberately break your suspension of disbelief by referring
to real-world things in the game-world story; but you don't suspend
disbelief while playing SAIS. Instead, you take what comes,
whether it's funny, imaginative, picturesque, or just plain strange.
And
strange it is. The game is well-named. Here's the description of
a plasma worm, one of the many types of alien life-forms you can
pick up along the way:
A
weird energy creature native to starship systems and core temporal
logic circuitry. A plasma worm eats troublesome stray probability
eidolons and is classed as a very helpful temporal parasite.
This
peculiar thing is useless, as far as I can tell -- unlike some other
items it doesn't change the gameplay -- but it's amusingly odd.
SAIS is full of intentionally goofy bits of quasi-technical
terminology, rather like Dr. Who. And just to add to the
fun, Plasmaworm is the name of Digital Eel's first-ever game.
So
why do I think Strange Adventures in Infinite Space is perfect?
First, because it's so easy to play. No keyboard commands to learn;
it's all done with the mouse. Second, SAIS offers incredible
replayability and, at $15, is the best value for money of anything
I've seen in years. The graphics and sounds are charmingly retro
while still being ideal for its purpose. The gameplay is beautifully
balanced, and with its combination of planning and tactics, it has
its roots all the way back in Super Star Trek, the BASIC
game that us old-timers grew up on. At the same time, it's exciting:
you get a real white-knuckle ride when you show up at a new star
system and find yourself badly outnumbered by a flotilla of Garthan
bullyboys. The writing is clever, funny, and bizarrely original.
Best of all, it doesn't require a huge investment of time, and it
rewards you quickly and ungrudgingly. (With so many games, it takes
15 minutes to install them, then half an hour to set your options
and see the introduction, then 15 minutes of tutorial, and another
half an hour or so before anything really interesting starts to
happen. By that time, you could have played SAIS five or
six times in a row.)
What qualities does SAIS exemplify that we can learn from? Here are a few:
Interface design and play balance are the twin gods of short-duration gameplay. When you don't have a high-end graphics card and a multimillion-dollar art budget to impress the players with, you have to do it with raw playability. That means a user interface that does exactly what the player expects it to, and a perfectly balanced game.
It rewards observation. Although SAIS may seem like a straightforward shoot-'em-up in combat mode, if you pay attention, you'll discover that different alien races have different tactics, and their spaceships have different vulnerabilities. Over time, you can learn to exploit these qualities. This is another feature that extends its replayability.
Variety is the spice of life. SAIS offers loads of starship systems, aliens, and mysterious artifacts to enjoy. But you don't have to play through hours and hours of rather dull material in order to encounter something new; you're encountering new things all the time. And when you've seen it all, you can download a free mod and see a lot more.
We don't need numbers to have fun. Despite offering many types of weapons and engines, SAIS avoids the confusing muddle of numbers that characterize most RPGs and a good many strategy games too. Instead, you get a visceral understanding of your gear through experimentation. It doesn't take very long watching a Particle Vortex Cannon in action to see why it's a highly prized item. About the only numbers in the game are the distances between the stars, and your final score at the end. Even the trading process is managed without them.
Text is funnier than pictures. This was one of the great strengths of the old adventure games, both graphical and text-based: they were genuinely funny. How many modern 3D games make you laugh out loud? They can't; they're too busy rendering polygons. SAIS eschews fancy graphics in favor of highly amusing descriptions. I still don't know quite what a Fuzzy Lummox looks like
but I smile every time I catch one.
It seems to me that SAIS is a perfect example of Trip Hawkins' old maxim: simple, hot, and deep. Simple because it's easy to learn and play. Hot because it's exciting. Deep because there's always more to discover. Strange Adventures in Infinite Space is not genre-busting and it's not groundbreaking technologically. Rather, it takes a very old idea and breathes new life into it through great creativity and flawless gameplay.
My hat is off to the guys at Digital Eel. They've created a perfect short game.
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