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Features

Indie Postmortem: Chronic Logic's Gish
Introduction
Gish
is a 2D side-scrolling game, highlighting physics-based gameplay,
and made specifically for the PC. The initial concept, when we started
development on Gish, was to make an old NES-style game with
modern physics and graphics, and make it fun. The main character
is a ball of tar named Gish, who is trying to rescue his girlfriend.
Most people, at this point, ask, "Why is Gish a ball of tar?"
He just is.
The
game was created by independent game developer Chronic Logic, based
in Santa Cruz, California. The company has been around since 2001,
starting with our first game, Pontifex, a PC title where
the player tests and designs bridges. Since then, we officially
incorporated as a company in 2003, and we've managed to make a living
making games, at some points barely getting by. However, we've found
solutions, such as some smaller European publishing deals for Pontifex and Pontifex 2, in order to get by.
Luckily,
we have been able to stay independent, which allowed us to make
a game like Gish without requiring outside funding. An early
version of the game was a finalist in the Independent Games Festival
for 2003, but the title itself was finally launched in May 2004.
The Origins Of Gish
Gish
started out as an idea thought up by artist and designer Edmund
McMillan, as we were trying to figure out a simple game that could
use the same physics as our previously released puzzle game Triptych,
which relied heavily on the Tetris-style blocks in it obeying
the laws of physics. I remember that, when I first heard the concept
of Gish, I thought it was pretty dumb. After some convincing,
we started working on some prototypes, and the design evolved a
lot as we were able to test out our concepts over a period of time.
Gish originally was going to have an arm that he could swing
on, be able to shoot goo, and a variety of other ideas. Fortunately,
we tried many different ideas out early, and realized some didn't
work, but we also thought of a lot of new ideas along the way.
The
first half of development on the programming side was mostly physics-related.
I had to resolve some issues involving in-game objects colliding
incorrectly with other objects, and making the title character,
Gish, move smoothly. Since our main character was just a
collection of particles and springs, it took a lot of balancing
to make it work.
The
second half of development was finishing everything else, including
a level editor and the more advanced animations. We changed quite
a few things during this time, and we changed the level format at
least twice, and had to redo all the levels. But although this sounds
a little chaotic, we think this flexibility helped the final game,
since we were able to add features all the way through the development
in a more organic way to much game development.
During
the development of Gish, we played a lot of classic games,
from Super Mario Bros. for the NES to Atari 2600 games like
Pitfall. The great thing about older games was they seem
to have one basic design philosophy - make it fun. We tried to use
that same philosophy with Gish. For example, we could've
decided the versus mode wasn't worth the time, since no one plays
two-player games on the same PC any more. But we felt that it was
one of the best parts of the game, and maybe people would actually
take the time to play two-player style, if there was a game that
was fun enough. Either way, we had enough fun playing the versus
mode ourselves to make it worth the time.
What
Went Right
Physics-based
gameplay. The original design for Gish was a sprite-based character
that could interact with physics based blocks. Due to my laziness,
I didn't want to program the hundreds of animations that would be
needed for the main character, so I began to think about a physics-based
character. After a few weeks of Edmund bugging me to make a prototype,
I took a day to make a side-scrolling engine and added some physics.
After a few hours of experimenting with a ball shaped object, we
realized that the physics-based character was definitely the way
to go. While using physics for gameplay also adds a lot of issues
to the design, in the end, it made Gish more original and more fun.
Original
character design. Edmund's original focus when making Gish was
to make sure the visuals were something to be remembered, and I
think when it came to the character design he really delivered.
From a team of feces-filled sacks known as the Honey Bucket Boys,
to the very memorable Viserien Sisters (who just happen to birth
baby demons out of their chest cavities), the bosses in Gish
and overall creature design really stand out, in a sick and twisted
kind of way that might just be a bit too odd for 'traditional' mainstream
gaming - this postmortem showcases some of the concept art Edmund
created while in development on the title.
Versus mode. A few weeks into development, as I was working
on the object physics, I tried having two Gishes on a platform colliding
with each other. After playing a few rounds of trying to push the
other Gish off the platform, we realized that this would be a great
mode to have in the game. Even though the graphics at the time were
only green lines, and the movement was only left or right, it was
a lot of fun. It was a good example of a simple prototype evolving
into a big part of the game, and a further example of how an organic
development style can help foster innovation for indie titles.
Small
team. I believe that making a game should be more like a band
making an album, rather than a movie studio making a movie. For
Gish, we had 3 people working on the game, which helped us
to capture the feel, the "I don't know what", that I think
is lacking in games now. We were able to try out new ideas without
worrying about marketability or getting the idea approved by someone
else. I would rather have a team of 3 or 4 talented people instead
of 100 drones, even for the most complicated game idea, although
I understand that sometimes the volume of work requires more personnel.
Good
fan base. Over the last few years, we've managed to gain a number
of fans that support our games and Chronic Logic as a company, even
though we've released a diverse range of titles in terms of genre.
This helped us to get the word out about Gish as soon as
possible after the release, leading to some good 'buzz' online.
Also, independent game sites like GameTunnel and DIY Games, who
are some of the few entities covering the often overlooked area
of independent gaming, have helped more people find games like ours.
What
Went Wrong
Only
two types of enemy! The original cast list for Gish was
over 36 characters. This list was cut down to just 16, two weeks
before release, due to the pressing and fixed deadline. At the time,
the current frame count for the character animations was well over
900, and with only a few weeks left of development time, there was
no way Edmund alone would have been able to pull that off. So regrettably,
a lot of memorable baddies were cut. Having physics-based bad guys
also led us into a few more problems in the last weeks of development.
We only had two base physical structures for enemies (not counting
boss entities) - the Nibbler and the Bobble Head. The Nibbler was
a physics-based box that could be crushed with enough force. The
Bobble Head was basically a box with a round head on it - with enough
force the head could be snapped off, killing the enemy. With very
little time remaining, all we could do to solve this problem was
to give each chapter's bad guys a different skin, and slightly different
movement, making them appear like different creatures, though in
reality, they were staying the same.
Interface.
Most of the interface for Gish was done in the last couple
of days, and it's pretty obvious that we didn't spend much time
on it. Some people have told us that they recognize our games by
the interface, since we've used the same one for all of our games.
Part of the problem was that we changed a lot of things towards
the end of development, and we didn't have the time to bring the
interface up to speed. Also, I hate doing interface work. But at
least the interface was still functional and working.
Sound.
This problem relates to sound, or rather, lack thereof. Sound effects
were basically the last thing on our list of importance, and I think
that's pretty obvious to any one who's played the game. Though some
might say the original (and amazing) sound track was a saving grace,
the lack of obvious sound effects is still apparent. Gish
was the first Chronic Logic game where sound was really a factor,
so I could blame its downfall on lack of experience in the sound
department. But in all reality, I'm sure we could have made time
for extra sound effects, if we actually had any extra development
time left to do so.
Crunch
time. Even though we didn't have a boss asking us to work 12
hours a day, we still ended up working way too much in the last
few months. The main motivation for this was that we needed money,
and to make money we needed a game to sell. I'm not sure what we
could have done differently - sometimes you get stuck in situations
that you can't avoid.
Leeches.
The more common term for someone downloading software for free is
a software pirate, but I think that gives actual pirates a bad name.
At least the original pirates had to have some courage and skill.
It is frustrating to see more people leech off your game than actually
buy it, with people even writing to us for tech support when their
stolen keycode doesn't work with the newest patch. There are plenty
of justifications that people state for this, but the fact is that
these leeches are a big part of why games aren't very good anymore.
Companies who arguably aimed at the hardcore market ended up going
out of business (like Looking Glass Software), because too many
hardcore gamers are "too smart" to actually pay for something.
So we end up with games aimed at the Wal-Mart crowd, with pretty
graphics and movie licenses. Hopefully, there's some way this can
change in the future.
Conclusion
Since
its release, Gish has been released for Windows, Linux, and
Mac OS X, and has received quite a few good reviews from mainstream
media such as GameSpot, PC Gamer UK, and Macworld. Sales have been
good, at least for an independent game, considering we don't really
have a marketing budget. It shows that people will support unique
games, even if the production values aren't as high as a 10 million
dollar budget game.
However,
so far, we haven't signed any distribution deals for Gish
to get the game into stores. I'm not sure if we will, since dealing
with publishers is usually such a pain in the ass. Gish would
work well on a console, though, so we might try to find a deal for
that.
There
were definitely things that we wanted to try during the development
of the game, but didn't get a chance to do, such as make the level
structure less linear and add more interactivity. Unfortunately,
we had to make the choice to go with already tested methods, such
as dying meaning restarting the level.
But overall, I'm happy with the way Gish turned out. Its
one of those games that people either love or hate, which is pretty
much what we were going for, since as an independent game creator,
you can't settle for something that's just mediocre.
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Publisher: Chronic Logic
Developer: Chronic Logic
Number of full-time developers: 3
Number of part-time developers: 0
Number of contractors: 2
Length of development: 8 months
Release Date: May 4, 2004
Target Platform: PC, Mac OS X, Linux
Development Hardware: 3 PCs with Windows 98, 2000 and XP
Development Software: Visual C compiler, DOS editor, Photoshop, Flash |
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