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Which
would you rather play, a computer game that takes forty hours to
complete or one that lasts just a few minutes? Don't be too quick to
answer. The former asks for a serious time commitment. The latter says
come and go as you please. One is a ball and chain. The other is a "Get
Out of Jail Free" card. Well, it's not exactly that bad but considering
all of the things you have to do today, which type of game do you
really have time for?
Also,
isn't it peculiar that when you complete a complex or lengthy game you
rarely want to replay it, yet short games are often endlessly
replayable? After you finish a long RPG or story game, the box goes
back on the shelf to gather dust and remain unremembered until the next
garage sale. A short game, if it's good, usually doesn't suffer that
fate. It stays on your hard drive for years.
Is
one form better than the other one? No. What's better? The former gives
you satisfaction over time and provides a definite and, hopefully,
memorable conclusion. The latter gives you a tasty sip or two from a
well that never runs dry. It's a great choice to have.
Problem
is, from a designer's point of view, these choices may seem mutually
exclusive. Conventional wisdom says that genres that are appropriate
for long games are not appropriate for short games. I disagree. I
believe that this is a narrow view because I know short games, or any
game for that matter, can be about any darn thing we want them to be
about.
Designers
who create short games shouldn't be limited to having to design
so-called casual games in a handful of mass market categories. If this
is strictly by publisher decree, I think we should try to work with
them to change that. There's always more than one way to turn a buck.
Meanwhile, I'm going to make a case for short games anyway and, not
coincidentally, I'll be using Strange Adventures in Infinite Space (SAIS), a computer game we released a couple of years ago, as a kind of test case.
Beginnings
First,
let's go back a ways. One of my strangest adventures began in 2000 when
Iikka Keranen and I formed Digital Eel. It might be formally described
as an independent non-funded microteam but we're not very formal. To
us, it's like being in a garage band. Our goals were, and still are, to
make games as a labor of love, unfettered by commercial constraints, as
professionally as we can yet as cheaply as possible. In fact, our games
have no real budgets, and we work at home, mostly during our spare time.
In
2001 we met Seattle area artist, Phosphorous, who completed the cabal
and brought his own kind of unbridled creativity to the team. Unlike
many artists in the game industry who might emulate Giger or adopt the
stylistic influences of anime, Phosphorous was influenced by
counterculture comic book artists of the late '60s and '70s, like
Robert Williams, and album cover artists like Roger Dean. His game art
doesn't look like anyone else's and his free roaming imagination and
surreal vision immediately defined the art style of Digital Eel.
We're still together, five games done, and one in the oven. A couple of our games, Dr. Blob's Organism and Strange Adventures In Infinite Space,
have received a fair amount of attention and that has been gratifying
and encouraging. Now we're on to other things, namely, a sequel to SAIS called Weird Worlds: Return To Infinite Space, and who knows what else will happen this year.
When
Iikka and I first decided to make computer games together, we began by
doing what a lot of people do. We decided to create a Magnum Opus: a
gigantic 2D strategy game overstuffed with all of our saved-up ideas.
It would be called "Infinite Space" (because Iikka always wanted to
make a game with that name since he was a kid) and it would be the
absolute coolest 4X space game ever seen, at least by human gamers.
So,
we did the woodshedding thing, immersing ourselves during our off work
time in all of the little details necessary to make such a grand
project happen. After a few months we actually finished about a third
of the game, and a lot of great stuff was happening on our screens.
Then
reality intruded just in time to distract us. We both accepted new jobs
at a game company with a very stressful environment. We were already
burning the candle at both ends, and we were burning ourselves out;
something had to go. Unfortunately, that something was our pet project.
Not that this was a conscious decision, but somehow in the midst of a
frustrating period of months, "Infinite Space" was left behind. It
remains unfinished to this day.
Around that time we started playing boardgames again, and we played a lot of NetHack and Crawl (Linley's Dungeon Crawl). This period was significant. Strange Adventures In Infinite Space
might have never existed had we not gone through a phase when we played
other games outside of the realm of what is popular. If we hadn't gone
back to school for a while, we might not have begun to reshape our
thinking about what short computer games can be. So, here ends the
Digital Eel family history. What follows is an accounting of what that
brainstorming period was all about.
There are two categories of games that you need to be familiar with to best understand where Strange Adventures in Infinite Space came from; rogue-like games and beer & pretzel boardgames.
Rogue-likes (Rogue was one of the first games of this type) like NetHack,
are built around commonly known roleplaying game combat mechanics. Like
most RPGs, they typically take dozens of hours to complete, however,
you can't save during a play session. You can only "save and quit."
Consequently, when your character dies during a session, there is no
save file to reload so the game is over, period. Yikes!
Another
common feature is that the contents of a rogue-like game (level
layouts, adversary placement, items and treasures, traps and unique
areas and other encounters) are cleverly randomized each time a new
character is created. Every game is different while at the same time
being tailored somewhat to the player's initial character creation
choices.
Except
for the length of these games, we like features like this because they
provide for variety and replayability, and the lack of a save feature
means that more is at stake. Life and death decisions are made, so
choices are taken more seriously. In other words, it's dramatic and you
have to think before you leap.
On
the other side of the game shelf, beer & pretzel games are social
games, boardgames generally, with easy rules. The term is also used to
refer to genre games (fantasy, science fiction, espionage, etc.),
certain strategy games, tactical games, and card games of easy to
moderate complexity played by hobbyist gamers.
There
is a particular category of beer & pretzel games, called
microgames, which I'll be referring to. Microgames were "little big
games" - beer & pretzel games with big game themes packaged in
cardboard boxes, or plastic bags, the size of paperbacks. Initially,
they appeared in the '80s as a "lite" and inexpensive alternative to
larger and more complex war games and RPGs. Within a decade, microgames
would flourish and cover practically every game genre imaginable.
A Shorter, More Manageable Game
So,
we were thinking about these games and playing them, and then we had a
mild revelation. "Infinite Space", the 4X game we had abandoned, might
be able to be saved, sort of, if we scaled the whole thing down to
something comparable in size to a microgame; something that was easy to
play like a beer & pretzel game and based on certain rogue-like
game mechanics. This would be very practical to do since we had lots of
assets left over from the abandoned 4X game that we could reuse. Also,
this seemed more like a game project three people could finish!
The principles behind rogue-likes such as NetHack became a kind of foundation for us. NetHack
generates random dungeons in intelligent ways. We would randomize the
star map terrain, alien encounters, creatures and artifacts similarly.
Randomization of this sort means that, if you provide enough items and
encounters to keep things fresh, the game should be highly replayable.
One way we used this was to simply categorize encounters as common,
uncommon and rare. For example, the rarest events might manifest in one
out of twenty games.
We
also let science do some of this work for us. Star types occur with
frequencies that are known by astronomers, and their characteristics
suggest that specific planet types might be present. Planet types, in
turn, imply certain environments, whether a world is life bearing or
not, and whether it is a desirable planet for colonization given an
alien race's traits and indigenous habitat. Humans would prefer a world
like Earth, but other kinds of aliens might prefer planets with
radically different environments. Given this information you can create
tables that generate a wide variety of results that actually make
sense, at least for the needs of science fiction.
Back to rogue-likes, As I mentioned, NetHack
disallows saving games during a play session. We liked that, so we
would incorporate that restriction as well. Allowing no saves until you
quit a session ups the intensity considerably. The problem for most
people is that rogue-likes are so large that when you die permanently,
it seems like so much time has been wasted. But we were already covered
on that one. We knew we wanted our new game to play easily and briskly
to its conclusion, and player death would be no more disconcerting than
starting a new hand of Solitaire.
We
were also thinking about particular microgames that used random
generation systems of one kind or another while having a limited set of
components. This was important because it got us thinking about variety
vs. paring our list of items and encounters down to only those things
that have the most gameplay value. This served as a good model, yet we
wondered how small we could make a game while still providing enough
content to evoke the feeling of participating in a star-spanning saga.
Two
beer & pretzel games, and one microgame in particular, helped us
further crystallize the game which would eventually be called Strange Adventures in Infinite Space, both in terms of gameplay and presentation. West End Games' Tales of the Arabian Nights, designed by Eric Goldberg, and Star Trek: The Adventure Game, designed by Greg Costikyan (both out of print I'm sorry to say), inspired us to make our new game operate like a boardgame.
The
star map view is essentially a gameboard, right? Each space on the
board, each star on the star map, is an encounter location that evokes
an event, like drawing a Chance card in Monopoly. Events pop up
on the screen like "random event cards" drawn from a deck. In fact, we
still call the pop up information windows "cards." When a takeable item
is present it appears on the screen in your "cargo hold," like drawing
an item card and placing it on the table. Anyhow, if you play SAIS, you can easily see that the boardgame influences are still there.
SPI's Voyage of the B.S.M. Pandora (out of print), designed by John Butterfield, a microgame included free in an issue of SPI's Ares gaming magazine, provided a kind of framework for the new game and a lot of inspiration as well.
When I first played Pandora
in 1981, it was the first boardgame that made me say to myself, "If I
ever make a computer game, I want to make one like this." Pandora was a
solo adventure game of deep space exploration similar to computer games
which came much later, like EA's Starflight series or Accolade's Star Control 2 but on a much smaller scale.
Pandora provided the player with a Star Trek-like
mission - hand pick and customize a starship crew, explore a few star
systems, discover and explore planets, acquire strange artifacts,
capture unusual lifeforms (the primary goal), and return to Earth
within a limited amount of time. It's like the "five year mission" of
the starship Enterprise from TV's original Star Trek series.
In
1981, this seemed to me to be a perfect concept for a computer game,
even at a time when graphics were primitive. And I was amazed that the
whole game fit between the pages of a magazine yet it DID evoke the
feeling of playing a couple of seasons of Star Trek in about an hour. Talk about retroactive proof of concept!
By the way, Voyage of the B.S.M. Pandora was inspired by A. E. Van Vogt's novel, Voyage of the Space Beagle, which was in turn inspired by accounts of Charles Darwin's voyages on his ship, the Beagle. And so it goes.
I should add that we liked the idea of a time limit, and the "five year mission" restriction (we chose ten for SAIS)
was the perfect justification for it. We reinforced that by making the
player's voyage a privately-funded clandestine mission so we could
penalize the player if he or she returned the ship too late.
We
also liked the "leaving, adventuring, and returning" idea a lot. It's
the Odyssey, Jason and the Argonauts, the holy grail stories, and all
of that. It reminded us of Joseph Campbell's "hero's journey" concept.
To emphasize this, we provided one special scenario that occurs as a
very rare event. (About once in twenty games, as I mentioned.)
An
undocumented alien race, demonstrably insane and possessing a starship
that is invulnerable to the weapons the player initially has access to,
begins to destroy one star system after another until the player's
homeworld is threatened. Two special items (one of them always shows up
when this event occurs) will actually eliminate the alien threat and
"save the world." (Occasionally with dire repercussions on a galactic
scale.) The player must be willing to search for these items, confront
the unstoppable adversary and sacrifice much to succeed in winning this
scenario, and that is a heroic act.
Additionally,
we planned out a roleplaying system with crew members and skills, and
we were very keen on the idea, but we dropped this feature because the
game was already playing at a nice quick pace and we felt that these
elements would slow it down to its detriment.
We
also decided to hide numbers and statistics from the player. This was
controversial. Our feeling at the time was that stats and spread sheet
screens seem dry and kind of geeky to many gamers, and for some, they
probably make a game look hard to play.
We wanted gamers to get into SAIS
quickly without having to refer to anything remotely technical, and
play by intuition and observation, not dissect the game on the
operating table. Given a brief description of an item, weapon or alien
artifact, players would deduce the rest through the results of their
choices and actions, and specific sounds and visual effects. Instead of
telling a player what an item does with numbers, we wanted them to
discover these things themselves through experimentation.
Lastly,
I should mention how we dealt with background story, artifacts and
lucre. There are hints of a grand story throughout the game. Certain
items and events imply parts of this story, and some, particularly
artifacts, include bits of legend about an era in galactic history that
came before. That was enough for SAIS; color and texture
mostly. We knew that the player's journey, the story he or she creates
and imagines while playing the game, was the most important thing.
Alien
artifacts should be useable. Their effects should be surprising and
unique. One way to look at it is that they each might break one basic
game rule. As we worked on SAIS we thought of more and more of
them. The ideas for these effects come as primitives; a summoner; a
ship eater; a transposer; a cloaker; a wish granter; etc. Then all you
have to do is decide what to call them and add a fun description. Of
course, some aritifacts are simply treasure, which brings up the
subject of money.
Money,
at least in dollars and cents, was something we wanted to avoid.
Pricing one item low versus pricing another item high would be a dead
giveaway that would take much of the fun of experimentation and
discovery away. So, we made a radical and what I would call boardgamey
decision.
Items
would have scoring values hidden to the player (exotic item names and
hints in text descriptions would give players a general idea of an
item's value) but a trader would be provided who would trade any item
from his emporium with any item the player possesses. A "one for one"
trade, mind you, with no regard for an item's attributes or worth. This
keeps things devilishly simple and it turned out to be a fun system,
even if it only makes sense when you learn that the "exalted Klakar"
are "ritual traders" interested only in making sure all races of the
galaxy have access to the same technology. I know. I don't buy it
either but it works and the silly rationale is cute.
Now,
as I write all of this down, two things come to mind. I may be giving
the impression that there is a timeline here. That's not really the way
it was. Many of these events and ideas were overlapping, and other
small projects happened along the way, like our first official game
release, Plasmaworm, that was a more typical approach to creating a short computer game.
Also,
I suspect that this seems like a lot of meandering just to boil it all
down to a short game. Perhaps it is, but this is the process we had to
go through to find and create SAIS. You may or may not have to
go through a similar process but we all, Phosphorous, Iikka and myself,
feel strongly that if you follow your muse and trust your intuition,
and if you do the homework and do the time, curiosity and
experimentation will reveal good things to you.
Explore the galaxy.In 20 minutes or less!
Finally, here's what our short game, Strange Adventures in Infinite Space, turned out to be. SAIS
is non-linear and (almost) infinitely replayable. It has turn-based
movement and real time starship combat. It has disgusting aliens, black
holes, weird artifacts and all of the starship adventure gadgets you
would ever want to tinker with. It plays to completion in less than
twenty minutes. It costs only fifteen bucks AND users can create custom
mods for the game to share with other SAIS players.
So,
I ask you again, would you rather play that big $50 space game, night
after night, just so you can watch the ending FMV and then put it away
forever? Or would you rather play Strange Adventures in Infinite Space,
pay a lot less and generate two or three space operas during your lunch
hour? Hopefully I'm not putting you on the spot this time.
Lately,
I'm seeing similar approaches being taken with other indie games, so
I'm optimistic that a kind of renaissance will occur within the next
couple of years. A "short game" renaissance? It may be already
happening. One example is Mind Control's remarkable strategy game, Oasis, which is like a miniature version of Sid Meier's Civilization
set in a mythical ancient Egypt. It is a microgame, there it is, and as
I play it, I know that there are going to be even more amazing short
games to come.
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