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You
may possibly know Vicarious Visions as one of only two American
companies to release a launch title on the Nintendo DS, Spider-Man
2. You may also have seen or played a number of the New York-based
company's Game Boy and Game Boy Advance titles over the previous
few years, from the well-received Tony Hawk's Pro Skater isometric
GBA conversions, through portable iterations of the Crash Bandicoot
and Finding Nemo franchises. In fact, the company has diversified
somewhat into console titles, and is most recently handling the
Xbox conversion of id's Doom 3.
But
Vicarious Visions is still most renowned as an independent portable
game developer, often working with major licenses. However, these
larger ends came from more humble beginnings, since the company
began as a non-commercial venture in the early '90s, with the founders
still in high school. Vicarious Visions CEO Karthik Bala explains
his company's transformation:
"The
company was founded by me and my brother, Guha Bala, and we actually
started this off as a hobby. I was fifteen and he was fourteen.
It became incorporated when we were in college, when we got our
first publishing deal, and that was back in '94, so this is actually
our 10th anniversary.
We
started out doing original titles on the PC, and we were having
a very hard time finding publishing deals, you know, the startup
garage-band game developer. It started taking off in college, although
it was very difficult in the first few years, and we transitioned
away from doing PC stuff. Actually one of the things that put us
on the map was a game called Terminus, which was a space
combat RPG on PC, Mac and Linux that actually won at the Independent
Games Festival the first year. We won the best in programming and
audio, as I recall, and that got us a lot more visibility amongst
publishers and whatnot. And I think at the time there was maybe
a dozen of us or so - it was a small crew.
So
we went from doing some pretty outlandish titles on the PC, to Game
Boy and console development. And we are pretty well known for a
lot of our handheld stuff, and also particular things on console
as well."
While
Vicarious Visions does develop across the home platforms as well,
bringing console games to the pocket gaming market is the company's
bread and butter. But for Vicarious Visions, it's important to attempt
to maintain originality in the handheld space, says Karthik:
"It's
interesting because working on handhelds, it's pretty much all big,
bland high-profile licensed titles that succeed commercially. And
we've worked on a lot of different top brands; Spider-Man
and Tony Hawk, Crash Bandicoot, SpongeBob Squarepants
and Finding Nemo, so it's a lot of the really popular brands.
The titles themselves are all really original titles designed for
the handheld. There are some cases where some assets might be shared,
and there's a lot of co-marketing, because of course the handheld
title launches at the same time as the console one. But they're
different games, and they're on shorter development cycles than
your typical console title, and it's a smaller development team
than your typical console title as well. So I kind of think as a
result of that, we've done quite a few of them."
Even
though handheld game development is on a shorter cycle, VV doesn't
always get to see builds of the console game it is co-releasing
with. In such cases, Vicarious Visions opts for faithfulness to
the license, over making the gameplay consistent with the console
releases. Karthik describes both cases: "You know, it varies
from project to project in terms of how much (we get to see), but
our work on Tony Hawk every year is a good example, where
Neversoft is working on their project and we get to see regular
builds and see where the design is going. Then we can look at the
handheld design, and see where we want to take it, and we want to
make sure that there's a level of compatibility in terms of the
identity of the product, so there's a level of consistency. So there's
a link there. On other projects, there may be closer ties, where
there's more direct leveraging of assets or content that might be
built. Then there are some titles where there's no direct relationship
at all, but it's more like understanding the licensor, and the intellectual
property that you're working with."
In
the case of a launch title, such as Spiderman 2 DS, the water
is even muddier. Not even the hardware specs are definite, and the
game is released into a largely untested market. Karthik discusses
the difficulties: "The hardware is constantly in flux, and
it can be somewhat unpredictable when you get the next version of
the hardware (although Nintendo was pretty good about hitting their
deliveries on the hardware), and there's a fair amount of educated
guesswork that goes on. To speak to the DS, we got initial information
in February or March, and it was a process of discovery as we went
along. It was quite the adventure. But we were finding new things
out about the hardware - for example it wasn't until a late stage
that we got to actually hold it. That's somewhat important for a
handheld! In fact, the first time I was able to hold the system
was at E3, when everybody else did. That's because we work off big
giant circuit boards with LCDs bolted onto it. That's how it is,
because the hardware is in development as you go along. So you have
to take some guesses, and also manage a risk.
It's
one thing when you're designing a game where you have a lot of interesting
technology on the platform and you fully understand what the platform
is and isn't, and look towards designing a game and building the
technology that pushes the capability of the system. But then, when
the foundation isn't even there, it's a whole different set of challenges.
So you really have to have a team that's really dedicated to making
something work. You also need the flexibility to make changes on
the fly, as needed."
To
design a game for the DS is, by and large, to design a DS exclusive
title. Given the system's unique capabilities, any game that takes
advantage of the hardware is bound to it by default. But the temptation
is still there to port similar games across multiple platforms,
adding DS touch-screen compatibility as an afterthought.
Even
so, Karthik remains optimistic about the console and those who develop
for it: "We kind of expected to see some of that, because with
such a short development cycle that developers had, including ourselves,
we all tried to do as much as we could. I think Spidey did
a good job of utilizing the touch-screen in an innovative way with
its combat system. And it was more integrated into the gameplay
than just tacked-on, which was one of our original goals. Towards
the end of the project we realized that the touch-screen potential
was much, much bigger, because at the beginning we thought - is
this going to be really gimmicky? Are we going to have a tough time
trying to come up with good, meaningful ways of using this? If those
questions still remained in our heads, I would seriously question
the viability of the platform. But they're not. Those questions
have all gone away, and we really see a lot of cool, meaningful
things that we can do on the platform.
We
see this with other developers who are working on the DS right now,
because I think we're finally getting a feel for it, and we're going
to see quite a bit of radical innovation on the platform, that's
my guess."
As
for who's driving this innovation, it's mostly the developer's responsibility.
The publisher or licensor may suggest themes, but it's up to the
coders and designers to make sure any DS functionality isn't a mere
gimmick. Karthik extrapolates: "We do have publishers who ask
- 'hey, we'd like to bring this title to the DS - do you have ideas
about what you could do?' So we certainly look at it from that point
of view, and see what kind of creative things we could do on the
platform with that property. At the same time, there are also just
raw ideas. Like - here's a cool mechanic; it'd be really fun - let's
prototype up that mechanic, with really simple art. Or, you know:
'Hey, what if instead of using buttons and combos, we used this
kind of system, that used the touch-screen, and could be more intuitive?'"
Now
that the DS is on the scene, though it's not considered the true
successor to the Game Boy Advance, many have been wondering if the
GBA is still a viable platform on which to release games, including
Vicarious Visions: "We asked Nintendo that question. And they
firmly believe that the GBA SP is going to be around for some time,
and when I saw their numbers, I was impressed. The week that the
DS sold half a million units, which I thought was very impressive,
the GBA SP did 800,000. So I think that the SPs do have a long life,
and we're going to continue to develop for GBA. We certainly have
some titles in the works for '05, and quite frankly I hope that
'06 will also be healthy with the GBA market.
Being
platform-agnostic, Vicarious Visions also plans to support Sony's
PSP, which was recently released in Japan. Karthik shares his thoughts
on Sony's new venture: "It's a challenging thing, I mean, Sony
is entering the handheld game market for the first time, and I think
that they certainly have their share of challenges. I think what
they're doing is really ambitious, and if done well, could see growth
in the overall handheld market, along with Nintendo. The way we
view it is that Nintendo is pushing in one direction, pushing the
market out and trying to expand it in one direction, and Sony is
trying to push and expand in another direction, and our hope is
that they're both going to be really successful. That's going to
make the market a lot bigger overall, and a lot more opportunities
for developers, and a great deal for consumers as well. But I think
it's going to be challenging for both of them, for different reasons."
The
PSP, while largely well received for its high-end graphics and sleek
design, has also seen quite a bit of criticism for its long load
times and short battery life. Karthik maintains that there will
eventually be ways to circumvent these problems:
"I
think that to some extent there is something we can do about it,
but I think it's going to take some time for folks to figure that
out. You know initially, we're going to see the results of a lot
of work just getting a game done on the PSP. Much like the PlayStation
2, if you look at the first titles that came out on the PS2, things
are leaps and bounds different from how they were at launch. So
I think that with things like the load time and battery life, given
some more time, developers are going to find ways of working around
those kinds of issues.
I
mean, this is in effect the first disc-based portable system, and
a disc-based system is inherently going to have longer load times
than a cartridge-based system. So the question is - how do you work
with that? How can you optimize it in terms of laying out data correctly
on the disc, designing for that up front, and also figure out ways
of hitting the disc when you need it, so that you minimize the battery
use even for that? You've got mechanical parts in there, and that
sucks up the battery. Those are all things that need to be figured
out, but the hardware is, again, evolving. It's not like any of
us had hardware from day one when we started the project, so we
couldn't really design the products around these kinds of issues
that you discover so late in development."
With
three major handheld choices on the market, all with vastly different
abilities, even a platform-agnostic company has to choose what game
goes where. For Vicarious Visions, the choice is determined by multiple
factors. Karthik explains: "I think that first of all, we look
at the project opportunities that are available to us, and work
out if: "Hey, are we really excited to work on this brand?"
We're really excited to work on Spider-Man, and folks at
VV say 'yeah, I'd love to work on that, it sounds really exciting,'
or 'no, we don't want to do it.' So we look at the property, and
how that game could be unique on a particular platform, whether
it makes sense for that platform. We're hearing from Sony that they're
skewing older, and with the DS, although it'll capture some of that
older audience, it's also going to capture the traditional Nintendo
audience as well. And that has an impact on what kind of properties
can go on what platform. Some properties, I think, can span the
multiple platforms, although you'd have to design differently for
it. And then there are other properties where it just makes sense
to be on one handheld or the other."
With
so many choices for pocket gaming on the horizon, Vicarious Visions
remains very positive about their handheld-centric stance, despite
many other developers trying to center themselves over high-budget
console development. Karthik claims: "With handheld development,
the teams are smaller than big console production, and that inherently
has appeal for us. This is just because we can focus more on the
creative effort, and fun factor, and also working within a small
team environment, for each one of our projects. I think that's a
good thing. I think that multi-year projects are a difficult thing.
Console titles that are multiple years in development can be very
big, and the smaller dev cycles also have an appeal, because you
can learn and improve your skills, and I think there's a lot to
be gained there. Also, it's a good business model for smaller developers."
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