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Features

IGF 2005:
Student Showcase Finalists Preview
With
the Independent Games Festival just around the corner next week
in San Francisco, and the main IGF finalists continuing to get plenty of press (see the IGF website and our recent indie postmortems for further coverage), we thought it would be apropos to focus on a part of the IGF which sometimes doesn't get as much of a spotlight, and provide a preview
of this year's very worthy Student Showcase finalists, showing off the game
developers of tomorrow.
Dyadin
School:
University of Southern California
Development Time: 4 months
Location: Los Angeles, California
It
seems as though whenever a new game comes out that features multiplayer
capabilities it lacks a key feature, cooperative play. As much fun
as playing against your buddies is, playing with them to accomplish
a common goal is just as fun, and even more challenging. A group
of USC students have taken the concept of cooperative play and brought
it to a whole new level with their game, Dyadin.
The
story of Dyadin is interesting enough, two planets collide
and the inhabitants of each must learn to deal with the new laws
of physics, but it's really just a footnote to a completely unique
multiplayer experience. Each player controls a character that exists
in a world laid on top of the others, a kind of chop suey mix of
both planes of reality. As you move around the game field the color
surrounding your character will change depending on the relative
distance between you and the other player. When you're far apart
each player is blue, get a little closer and you'll turn green,
if you get right next to each other both the characters and their
aura will turn yellow. The color shifting of your characters is
the basis for Dyadin's most challenging component, the need
for an almost zen-like cooperation. In order to overcome each level's
various obstacles, whether they're force fields or bad-guys, you'll
need to match it with your players' color with that obstacle, ensure
that they'll part of the same plane of existence, and send out a
destructive shockwave. Since each players fate relies so heavily
on the actions of their partner you might think that griefing would
be an enormous problem, on the contrary, playing Dyadin with
someone is almost like signing a social contract, where each party
understands that their fate is in the other parties hands.
Although
the gameplay in Dyadin may seem rudimentary, after all, you're
simply moving around destroying barriers and bad guys, the unique
way the team has implemented cooperative play makes it easy to see
why it's a Student Showcase winner.
Mutton
Mayhem
School:
Grinnell College
Development Time: 5 months
Location: Grinnell, Iowa
Those
poor sheep, it seems that game developers just love to put them
is the worst possible situations. Although Mutton Mayhem
is billed as an economics simulator, most people will derive pleasure
from the slaughter of the games' innocent sheep.
The
objective in Mutton Mayhem is to use sheep to build up your
point total, and if that involves their slaughter then so be it.
When you start the game you'll be asked to choose one of three different
player classes. The shepherd is a benevolent individual that looks
out for the sheep by gathering them around and guiding them to the
safety of a farm house. The poacher is a bloodthirsty killer who
uses his pair of knives to maim and kill fleeing sheep. The necromancer
is a dark creature that has the power to bring slaughtered sheep
back to life. While playing Mutton Mayhem you'll need to
utilize all three character classes: using the poacher to kill groups
of sheep; the necromancer to resurrect them; and the shepherd to
guide them back to the farm house for points. Knowing when and where
to switch between character classes in a vital element of the game,
if you simply run around killing everything that moves your opponents
can utilize the necromancer to resurrect the dead sheep and guide
them back to their farm house for points and powerups. Since each
character class moves at a different speed over the game's three
different environments it's important to know not only when to switch
classes, but where, you don't want your poacher trudging through
the desert waste at a snails pace trying to find victims.
Sure,
Mutton Mayhem's graphics are far from state of the art, the
sound is comical (not necessarily a bad thing), and the gameplay
is far from the strategic depth of Warcraft, but what it
does it does very well. There's just enough depth to keep you thinking
about new strategies, and enough action to keep you on your toes.
Besides, any game that lets you kill and resurrect sheep, then guide
their zombified remains home for points isn't all bad.
Scavenger
Hunt
School:
DigiPen Institute of Technology
Development Time: 9 months
Location: Redmond, Washington
Everyone
loves a good scavenger hunt, don't they? Racing around town with
a list of useless items you need to collect before your friends
get to them is fun for all ages. Whether you're a child collecting
toys, or an adult collecting beer coasters, scavenger hunts bring
out the hunter-gather instinct in all of us. Which brings us to
Scavenger Hunt, a game from a group of DigiPen students that
will undoubtedly bring back fond memories for those who play it.
The
basic gameplay mechanics in Scavenger Hunt are pretty close
to the real-life game; run around town with a list of required items
and try to beat your friends to them. However, the Digipen crew
didn't simply create a glorified Pac Man clone, they're added
a number of features that help the game stand out. For example,
when running about town in search of objects you'll come across
a number of specialty items, such as gags, tricks, and treats. Gags
act as a sort of weapon in the games' frantic multiplayer matches.
Hit your opponent with a cream pie and they'll find that their vision
is temporarily obscured. Unleash a snake can at someone that's
too close for comfort and they'll jump back in fright, and lose
some of the items they've collected. Tricks are more difficult to
find than gags, but have a greater effect on the game itself since
they affect almost everyone in the game, not just players in sight.
The most dramatic example of this is the ability to cause a solar
eclipse. An eclipse doesn't sound too disruptive, but when you consider
the fact that it takes away the player's ability to effectively
search for items it's easy to see why a collective groan is let
out anytime its used. Treats, as you can probably imagine, act as
a temporary boost for the player that uses it, whether it's a speed
boost, or immunity against tricks and gags, treats are every bit
as important as the more destructive powerups.
Scavenger
Hunt stands out from the other Student Showcase entrants thanks
to its high production values and depth of gameplay. It's a textbook
example of what a small group of students can accomplish with the
right tools and talent at their disposal.
Squirrel
Squabble
School:
University of Nevada, Reno
Development Time: 4 months
Location: Reno, Nevada
Just
imagine - you wake up one morning with a splitting headache, you
reach down, and discover that you and your brothers' nuts have been
stolen. No, it isn't some tasteless joke (not entirely at least),
it's the action platformer Squirrel Squabble. It seems that
our furry hero has been knocked out cold by a band of unscrupulous
squirrels who took the liberty of relieving him and his brother
of their precious nuts. And so the quest to reclaim the family jewels
begins.
Squirrel
Squabble is played on colorfully cartoonish 2D backdrops that
do a great job of maintaining the games' overall kiddie feel. You'll
go head to head against a number of bad-guy squirrels on their home
turf, from a gaseous sumo wrestler, to the sadistic master of disguise
known only as "The Boss." Using some very straightforward
controls you'll need to race around the game field collecting various
types of nuts before you opponent can get to them. Once you have
a nut in your possession you can either toss it at your opponent
in order to stun him, or drop it into a holding area. Once you've
created a line of 4 like nuts in the holding area that row will
be cleared and you'll gain points. The fact that you can put your
nuts into your opponents holding area means player interaction involves
sabotage as much as it involves tossing nuts at the other guy. While
playing against the sometimes tricky computer opponents is a challenge,
the game really shines when a friend joins in and the cheap shots
begin. With the havoc players can wreak with one another's holding
areas, some of the matches can go on for quite some time before one
player is able to out-nut the other.
The
unusual mix of puzzle and action elements may prove to be a challenge
for some, particularly when the action speeds up on the final level,
but with the controls being as simple as they are (only two keys,
not counting 4 movement directions) it shouldn't take long to get
into the groove.
Stars
and Stripes
School:
Texas A&M University
Development Time: 3 months
Location: College Station, Texas
It
may seem unusual to have a racing game selected as a Student Showcase
winner, but after playing Stars and Stripes for a few minutes
you'll see why it was selected. This isn't simply some racing game
with marbles and pretty backgrounds, it's an bold attempt at adding
new elements to the racing genre.
Racing
a marble along a track may not seem particularly challenging, and
that by itself certainly wouldn't warrant its selection as a Student
Showcase winner, but the developer has really gone out on a limb
to do something different with what some people would say is a tired
genre. As you start the game you'll notice that there isn't a track
in the traditional sense, and this isn't just referring to the transparent
nature of the racing surface. In Stars and Stripes the track
is actually created on the fly, so while you'll undoubtedly come
across track elements that you've seen before, such as banks, loops,
and barriers, you'll never race on the exact same course twice.
Interestingly enough the track actually forms in front of the race
pack, and drops off behind them, so if you fall too far behind,
or get too far ahead, you'll find yourself plummeting into the abyss.
While such a handicap may seem severe; after all, who doesn't like
blowing their friends away in a race; it's a big part of what makes
the game so enjoyable. Since the winner is decided by the number
of pickups one gathers, and not the crossing of a finish line, there
never gets to be a point where all hope seems to be lost, there's
always a chance at regaining the lead. To help you do so there's
a number of powerups that you can employ, including one that blacks
everything except for the balls and a rough outline of the track.
While
some will surely criticize the developer for hamstringing players,
it's easy to see what he was trying to accomplish. In keeping the
racers so close together each race is frantic from start to finish,
so that even the worst racers can feel like they've got a chance
at taking the gold. It's doubtful we'll see many mainstream racers
employ the elements that make Stars and Stripes such a strong
game, but that's why we've got the IGF.
Rock
Station
School:
DigiPen Institute of Technology
Development Time: ~12 months
Location: Redmond, Washington
So just what is Rock Station? This game is a rock-and-roll-themed
third-person 3D space shooter for Windows that includes both single-player
story and 2 to 8 player LAN modes. Though space shooters are fairly
common, Dave Bastian, one of Rock Station's developers, mentioned
a few of the things that makes the game memorable. "I think [gamers]
will appreciate the amount of polish that went into every aspect
of development. We must have spent a hundred hours just balancing
the characters to make for fun LAN play. I also hope gamers will
enjoy playing through the story mode with each character to get
the whole story behind Rock Station."
The
major focus at the IGF is innovation, and the development team behind
Rock Station was certainly thinking about that when they
made it. "Rock Station is innovative in several areas,"
Bastian explained, "we created a space shooter without being
limited by the genre. Most PC space shooters, such as Wing Commander,
Freespace, X-Wing, Freelancer, Elite,
etc. have very similar plots and art styles. We wanted to create
a game in a genre we love but without being restricted by it. Instead
we created a game with an over-the-top plot and art style, and added
combos and special moves to create a wholly different kind of space
shooter. Rock Station plays to the strengths of the PC platform
with LAN play, mouse & keyboard control, and massive particle
effects, but we didn't feel we had to be restricted by the platform
either. There's much more that PC games can do. Our unique combination
of console and PC games from both gameplay and stylistic perspectives
is representative of what I believe more PC games will be like in
the future."
With
one solid game in the spotlight one wonders what is next for the
development team behind Rock Station. "We are currently
working on another game at DigiPen that we hope will also make it
into the IGF next year, " Dave said. "After graduation
at the end of this year we all plan to work in the game industry.
We hope you'll keep an eye on us!" Certainly being one of the
relatively few games to make the IGF is reason enough to keep an
eye on this group, and good game is plenty of reason to keep your
eye on your screen.
Intergalactic
Shopping Maniacs
School:
Game Academy
Development Time: ~4 months
Location: Kang Nam Gu, Seoul, South Korea
Over
the years there has been a recurring game show that has appeared
on TV in America and some other parts of the world called Supermarket
Sweep. In this show viewers watch as contestants run up and
down aisles trying to get the largest amount of valuable groceries
into their cart while also keeping in mind specific items that would
be worth extra points at the end. Why all the talk about a game
show when considering a video game? Well, for those who have always
hoped for a chance to be a part of that game show, your opportunity
has arrived! Intergalactic Shopping Maniacs gives you competitive
shopping with an intergalactic twist.
In
Intergalactic Shopping Maniacs you take on the role of a
shop-aholic who has come into town, located somewhere out near Alpha
Centauri, on the opening day of a new shopping mall. The
mall is running some opening-day specials, including the chance
to race through the mall in a shopping frenzy with the hope of achieving
the coveted title of 'Shopping Master', or at least keeping a few
of the things that you put into your cart.
The
game is played from the first-person perspective, but as you have
probably already guessed, instead of using your targeter to fire
a weapon, you use it to help you look around the shopping mall,
and clicking on an item will place it into your cart. Each level
progresses by giving players a limited amount of time to find specific
items and get them into their cart, while avoiding point-sucking
obstacles. The gameplay is quite different than what you'll find
in most other games out there and the non-violent approach is a
nice twist on what is usually a weapon-based approach to first-person
games.
Soccer
Ref
School:
The Multimedia Innovation Centre, The Hong Kong Polytechnic
University
Development Time: ~12 months
Location: Hong Kong
Sport
games are hard to do in the indie world because it is quite difficult
to create a sports game without the licensing that the more mainstream
developers are able to obtain. However, when sports do show up in
indie gaming, the focus almost always centers around a new way to
look at the sport. The need for innovation when you don't have a
licensing agreement seems to spur the innovative thought process.
Soccer
Ref is a game that is exactly what it says it is. Instead of
a game where you play soccer, this is a game where you take that
marvelously maligned position of referee. As a referee you try to
work your way up the career ladder without, gulp, getting killed.
You do this by calling plays, just as any referee would do. However,
just as in real life, you will quickly find that both spectators
and players will take exception to the calls that you make. Since
this is soccer that we are talking about, you may find it necessary
to temper your calls a little bit to avoid ending up six feet under
(or you can choose to defend yourself with weapons).
Soccer
Ref doesn't really attempt to play like a pure simulation game,
as the ability to use weapons to defend yourself from the crowd
certainly attests. In fact there are a lot of heavy action aspects
to the game that are intermixed with a management-feeling mode that
occurs between levels. In addition to your chief ref, you are also
responsible for the safety of the crew, which leads to a multi-focused
approach. The combination of the different styles of play and the
overall theme of the game make this game a great example of the
innovation commonly highlighted at the IGF.
Team
Robot
School:
Georgia Tech
Development Time: ~3 months
Location: Atlanta, GA, United States
Team
Robot sounds a lot more like it would be a college class project
or maybe a cool tech-science show than a puzzle game. In this game
"the main idea is that the player has to assemble a team of robots
and use them to navigate through each level. The player has to decide
which bots to use, and when and how to 'activate' each bot. Your
team of robots acts as a train, and the bot at the front of the
train can be launched off in a direction specified by the player.
At this point, the activated bot carries out its default behavior
(this is where the choice of the bots comes in). The activated bot
may help the rest of your train by acting as a bridge pushing a
switch, or blowing something up for example. The last bot in the
train is the Caboose Bot, of course, and the goal of each level
is to get your Caboose Bot to the finish," explained Tommy Parry,
a programmer on the game.
While
the game may sound something like a very modified version of Lemmings
at first glance, it is clear to see that this game is pretty difficult
to match up with any known games out there. It is very innovative
and different from any other puzzle game available. Parry discussed
the idea further, saying "we designed the whole game to be innovative.
We didn't want it to be easily placed into a genre. Yes, it could
be called a puzzle game, but it is far from a Tetris clone.
We succeeded in making an innovative game because we developed an
interesting set of rules defining the game, and then made plenty
of bots and levels to capitalize on our overall game design."
As
far as what the developers hoped players would come to appreciate
from the game, Parry said: "We hope players come away from our game
with a sense of achievement. We hope that during the game players
are wondering what new bots or puzzles await them next, and we hope
that they are just having fun." A sense of accomplishment and a
fun time all rolled into one game? Sounds almost too good to be
true, but plenty good reason to give this game a spin.
War,
Siege & Conquest: Battle for Gaia
School:
Royal Institute of Technology
Development Time: ~4 months
Location: Stockholm, Sweden
War,
Siege & Conquest: Battle for Gaia was created with a different
take in mind on the strategy/world-building genre. It combines a
real-time persistent online world with a 3D engine and a rather
singular style of game play. "We want players to feel that real-time
strategy games don't necessarily have to be strictly associated
with 10-minute click-fests, which is unfortunately a far too common
sight today. The same dedication that players give to MMORPGs we
want to grab and give to the strategy genre," said Fredrik Zetterman.
Playing
any MMORPG is typically very involved, and so making the game accessible
to a wider range of players was a point of heavy consideration by
the team as they put this game together. Zetterman stated, "one
of the features of our game is that you as a player are not required
to sit for hours at a time to be successful. However, since you're
not in control over your troops and kingdom constantly, gamers will
be anxious and will try to log in as often as possible. Even when
you're sleeping, your kingdom is constantly evolving, for good or
worse. This certain aspect of our game was something we [discovered]
was very addictive when we ran our first beta."
Creating
a game like this one is usually a massive undertaking, the kind
that most developers would typically try to avoid due to the work
involved. Zetterman talked about the need to use time wisely in
the development process, saying "even though any CS student could
tell you that you should always start from a clean design, in practice
with a tight deadline this is not always a possibility. The lesson
to take home is that you better make it possible as each hour spent
on design is ten hours you don't have to spend on mind-numbingly
boring debugging."
So
what was the overall experience that the developers hoped gamers
would enjoy? "With our game we expect players to at least get a
glimpse of our ambition and understand that this is [a] concept
that could work very well. But in the end, it's all about having
fun. We had great fun making the game and by releasing it, we hope
we may entertain [other people too]," Zetterman responded, which
is certainly a great goal for any developer.
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