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Features

Indie Postmortem: Reflexive Entertainment's
Wik & The Fable Of Souls
What
went Wrong
Initial
play mechanic. During its third month of development, we had
still not found what made the play mechanic we had in place intrinsically
fun. The designers had serious concerns regarding how to build levels
which were anything but visually different from one another, and
none of the experiments designed to add depth and fun to the play
mechanic seemed to be working out. By the end of that third month
we finally decided to get radical and re-design the play mechanic
from the ground up.
Whether
or not the original "BugEater" prototype, which Wik
was founded upon, is truly fun as a single player game has become
a subject of some controversy within Reflexive. The prototype's original
creator believes firmly that it demonstrates a solid foundation
for a single player experience, whereas the producer on Wik feels that we were somewhat blinded by our experiments playing "BugEater"
in MouseParty mode, leading to the expectation that embellishing
the original play mechanic with a few extra features would lead
to a fun single player mode.
Thanks
to the ingenuity and creativity of the team, Wik turned into
a product that we are all very proud of, but for more than half
of its originally planned development time it was a completely different
and much less fun game. Couldn't we have handled that better?
Probably
the biggest lesson to be learned from this product is, "if
you're responsible for ensuring it's fun, you need to own the concept
100%". This means that when transitioning into full development,
either the person who originally conceived the prototype should
become its ultimate lead programmer/producer, or whoever inherits
those roles should take them over completely, believing passionately
in either the original play mechanic, or accepting that it must be changed into something he/she can believe in.
In
the case of Wik, the producer inherited the "BugEater"
prototype from somebody who was ultimately not part of the Wik
development team, and while believing that playing "BugEater"
in MouseParty mode was a lot of fun, he did not believe passionately
in the single player play mechanic. But rather than accept immediately
that the single player mechanic would have to be changed radically
to become something he considered "fun", development progressed
in a way that took it on faith that in time he would begin to see
and understand the vision of the prototype's original creator, something
which never happened.
One
of the ideas designed to embellish the early play mechanic was termed
the "dynamic stinky cheese". At the time, Wik did not pick
up grubs and toss them into Slotham's magic backpack the way he does
in the finished product. Instead, he attached a large chunk of "stinky
cheese" onto the back of his faithful mule Slotham. This stinky
cheese was the only thing that Wik had discovered which would lure
the Grubs into following Slotham rather than executing their own
diabolical plan.
The
smell of the stinky cheese was represented by a green colored particle
system, the movement of which was managed by a surprisingly complex
real time fluid dynamics simulation. As Wik moved around the level,
the cheesy smell would be carried along by the movement of air currents
around him, creating swirls and vortices in his wake.
How
could the green grubs resist this pungent yet graceful green cloud?
Well, they couldn't - that was sort of the whole point of the exercise.
Once Wik moved in such a way as to waft several of the green particles
over the grubs' antenna, they were forever under the spell of its
stench (these grubs really like cheese). A thin tendril of particles
would then curve from the cheese on Slotham's back to each grub
that had ever 'smelled' it. The grubs would then do everything in
their power to move closer to the cheese and follow Slotham off
the level, counting towards the players score as a grub captured.
Intelligent
tutorial system. A crucial element to the successful completion
of levels in this product is learning how to make Wik swing effectively.
"To swing is king, if you do it right Wik will sing."
During development, effective tongue latch swinging was something
that most of the people working on the project picked up naturally,
but there were a couple of people in the office who had difficulty
getting a good swing action going, and then timing its release so
that Wik would fly off in the direction they had intended. During
focus group testing, we also noticed several people were having difficulty.
We
set about solving this swinging difficulty, and other issues people
were having by developing an in-game tutorial system. During the
first several levels in the game, we made message boxes and arrows
appear which would point out locations to latch Wik's tongue to,
or grab something, and describe how to manipulate the mouse to complete
a very specific goal. This was done in a linear fashion, with every
event pre-scripted. During subsequent focus group testing, we found
that people who initially had difficulty could complete these tutorial
sections, but when left to their own devices in the remainder of
the game they often fell back on old habits, apparently forgetting
what they had learned in the tutorial. We also noticed that those
people who had previously quickly become intermediate players were
now frustrated and bored by the tutorial levels.
So
we decided to create a new set of tutorial levels, where there were
several basic goals to be completed on each and the scripts we had
set up would be more intelligent about what help they offered, and
would only offer it if the player appeared to be unsure what their
next goal was. Our hope was that intermediate to advanced players
would be able to complete a tutorial level quickly and without being
annoyed by message boxes demanding that they perform each of a set
of individual tasks right now, while beginners would better hone
their skills through repetition before the system decided to tell
them about the next goal.
Focus group testing indicated that we
had improved previous difficulties greatly. Intermediate to advanced
players were able to find interesting new ways to complete the tutorial
levels in ways that engaged them, and most of the beginners who were having problems before now left the tutorial levels with better skills.
There
were still problems even with the new tutorial system, as we found
that there were some players who were able to complete the levels
by some measure of fluke and were struggling on much later levels
in the game because they had managed to get by without learning
a particular skill thoroughly enough. We decided that we had probably
gone far enough with the tutorial system, and developed a "you
can't please all of the people all of the time" attitude.
Since
Wik's release, however, we struck upon the idea of having
a third tutorial system that would work as a quiet watchdog most
of the time, offering guidance on how to improve a specific technique
only when it notices an area of weakness. Even if this system could
only monitor and offer advise on the players tongue latch swing
technique, we think it would help those few people who play Wik
but don't really get into the swing of it (pun intended) have a
more enjoyable experience.
Omission
of bosses. Our early game plan called for four boss characters
which Wik would encounter and battle through the game. The
Hornet Queen would appear towards the end of the forest level set,
the Spider Boss would flash her fangs towards the end of the caves,
a giant Scorpion would appear towards the end of the creepy vines
level set, and the end of game ultimate uber-boss was the Lord Of
The Grubs, a fearsome creature guarding the gates of the land where
the wicked little grubs had originated.
The
Hornet Queen and the Spider Boss were both modeled, had basic texturing
and were fully animated before the difficult decision was made to
cut them and the other two boss creatures from the game. We simply
did not have enough time in the development schedule to implement
and balance them after taking time to re-design the core play mechanic.
The
addition of gravity also meant that some of the ways we were planning
for the bosses to chase Wik around the level did not make sense
any more. The spider boss was designed to follow Wik as he jumped
and landed at positions stationed around the inside edge of the
game play frame. She would land directly on top of Wik, matching
his orientation and trying to bury those wicked fangs deep in our
hero before there was chance for Wik to jump away. While the initial
experiments looked pretty cool, once Wik was jumping onto platforms
and swinging around in levels, the way the Spider Boss moved seemed
odd and no longer fit well with the rest of the game.
OpenGL compatibility problems. Post release we had a small
percentage of people reporting strange rendering issues and lockups
(which seemed to be related) while playing the game. Extrapolating
based on the number of people reporting issues; we estimated that
between 8% and 12% of people who downloaded the trial were experiencing
compatibility problems.
We
take compatibility testing seriously on all our products, and while
we had not sent this product to an external testing facility to
compile a detailed report, we had tested it on the 25 machines we
have in-house, which includes our development machines and two rooms
full of machines of varying ages with every version of the Windows
operating system we support. There were also around 20 external
beta testers who played the game on their own machines, so by the
time we released the game we thought we had most of the major issues
resolved.
Once
we realized that a significant number of users were experiencing
these serious problems, we set about finding machines we could get
in-house and begin debugging. Within a couple of days we had a few
machines from friends and relatives that were exhibiting the problems
described in tech support emails and on the www.WikGame.com
forum. We quickly learned that the issues were related to our use
of OpenGL, and an operating system manufacturer's automatic update
process assuring the end user that they had the very latest version
of drivers available for their video card, when in fact they did
not.
Before
shipping Wik, we had planned to rely upon trusty SDL to handle
initialization and shutdown of OpenGL, but since the game worked
fine on every machine we had tested pre-release it didn't really
seem like a worthwhile investment of resources. There was some ambiguity
as to whether using SDL would really have helped the specific problems
we were seeing, and since Reflexive is not in the business of providing
operating system or video card driver support, we decided to fall
back on good old trusty software rasterizing.
Wik's
rendering pipeline relies upon being able to display a great many
pre-rendered 2D bitmap images each game frame. These bitmaps are
arbitrarily colored, scaled, rotated and blended together. We had
been considering building a rendering pipeline based upon AGG for
some time - programmer and CEO Lars Brubaker is a huge proponent
of open source software and libraries, so he set about modifying
and integrating AGG to be the core of Wik's new software
rasterizer. After about two weeks of work, which included the necessary
calming down of some of the wilder particle system effects that
the previous hardware dependent implementation had afforded us,
and a great deal of modifications to AGG, Wik was re-launched
with its 3D-capable video card and OpenGL driver minimum specification
removed.
Conclusion
Wik
& The Fable Of Souls has received wide critical acclaim,
with rave reviews, warm letters from happy purchasers, and now having
made the finals of the Independent Games Festival competition, it
is difficult to imagine being happier about the way people have
received Wik.
And
yet to date, the product has underperformed commercially. Perhaps
we don't entice enough downloads via marketing, or perhaps only
the people who really get into the product are the ones sharing
their rave opinions, maybe it just takes a little longer for a product
of this type to be fully accepted by the downloadable games community?
Whatever the reason, Reflexive believes that this is the future
of downloadable gaming, an out-of-the-box creative experience that
lays somewhere between the hordes of downloadable puzzle games and
the multi-million dollar epics funded by publishers.
Try-before-you-buy downloadable games is not an easy market for a developer to survive in, making your game look better than it really is on the box art or in the print ad will not help here, there is no marketing department to hide behind, your prospective purchaser gets up to 90 minutes of one-on-one time with your work before they decide if it's worthy of their hard-earned
money or not, and if they decide not, there are any of a hundred
more downloadable products they can be playing within a couple of
minutes via broadband. To that end, Reflexive will continue to produce
the commercial hits like the Ricochet series, and Big
Kahuna Reef that it always has, but every once in a while we
will also put something out there like Wik that breaks the
mold and tries to push the boundaries of downloadable game
players' expectations.
You
can find out more about Wik & The Fable Of Souls at www.WikGame.com.
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Target
platform: Pentium 733 with 128MB, Windows based OS.
Length of development cycle: 9 Months
Budget: $350,000
Internal team members: 9
External contractors: 3
Development workstations: 1.5GHz to 2.7GHz PC's running
Windows XP Pro
Development tools: Visual C++ 6, 3D Studio Max 6, ZBrush,
Photoshop, Cool Edit Pro, Korg Triton Workstation
External libraries used: Heavily modified Anti Grain Geometry,
OGG, Zlib.
Size of project source materials: 539MB (uncompressed)
Size of final product: 13.9MB
Release Date: August 9th 2004
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