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Postmortem: Torpex Games' Schizoid
 
 
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Features
  Postmortem: Torpex Games' Schizoid
by Jamie Fristrom
9 comments
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September 24, 2008 Article Start Previous Page 3 of 4 Next
 

5. Maybe The World Isn't Ready For A Co-Op Only Game Yet

It's conventional wisdom in the industry that games that only have multiplayer don't sell. MMO designers try to make sure that a player can solo the entire game; shooters and RTSes have single-player campaigns; Valve includes Half-Life, their single-player game, and Team Fortress 2, their multiplayer, in a single package; and so on. 

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Although we gave a nod to the single-player with our bot and uber modes, for the most part, we willfully ignored that conventional wisdom, hoping the sacred cow would make good steaks -- surely, we thought, Xbox Live Arcade, where most of its users are already hardcore and wired, is a place where the no-multiplayer-only rule can be broken. 

Well, we can tell from the leaderboards that this isn't the case -- far more people are playing single-player than online.

It's surprising, since online co-op is often the number one feature hardcore gamers ask for. In our own belated, informal polling we've discovered that most people don't play co-op Xbox games over the internet.

Of potential players, some don't play online at all; some don't have headsets; some are perfectly willing to deathmatch with strangers but playing co-op with a stranger "feels weird"; with XBLA online populations being what they are, it can take several minutes for someone to show up for a match, and people don't want to wait that long.

Some can't talk their friends into playing; some have friends they would play with, but finding time in their busy schedules is tough.  It's as if most gamers are a little... schizoid. 

What Went Right

1. Creative Team Building

Schizoid was entirely self-funded; Bill and I were the only people who put money into the game. So how did we hire the rest of the team? An advantage that we had, that most young game developers starting independent studios don't, was that because we'd been in the industry so long, at various companies, we knew people who could help us.

Thus Bill's friends, Richard Garfield and Skaff Elias of Magic: The Gathering fame, were willing to come on as designers, and really help develop my embryonic idea into something good. Thus James Chao and Greg Taylor, old associates from Treyarch and my Spider-Man days, were able to come on and do art and programming.

It made me glad that we'd spent so long in the industry, paying our dues, before we struck off to do our own thing. For the most part, the guys on the team agreed to be paid entirely from the back-end, in royalties... which sounds a lot like paying everyone in lottery tickets, but they'd seen the prototype and were excited about its potential. 

One problem was these friends were from all over: we were in Washington; Brian Luizetti, our musician, and James Chao, were in California; Greg Taylor was in Tokyo! So we did the "distributed development" thing, using a cheap subversion and bugzilla hosting service to centralize, so we wouldn't have to deal with maintaining our own servers.

Interns and friends would also pitch in a week here, a week there, to hammer in a few nails or touch-up some paint. As a result we were able to create the game very, very cheaply: our only expenses were equipment, localization, insurance, and the much-lower-than-standard wages for a part-time coder... and time. Lots and lots of time.

2. XNA Game Studio (The Good)

If it wasn't for XNA Game Studio making it so easy to get a prototype up-and-running and in front of people, Schizoid would never have happened. XNA Game Studio wasn't the first prototyping environment I tried -- I was playing with different programming languages, partly for fun, partly to see if I could find a good prototyping language. 

I had spent a day working on Schizoid with PyGame and was confounded by a strange timing bug I never did understand when I decided to give XNA Game Studio a whirl. And I was hooked. The XNA Game Studio API is profoundly well-designed: the simplicity of PyGame with the power of DirectX.

The underlying philosophy seems to be: make what most users want to do easy, and if there's the rare user who needs something special, different, or under-the-hood, make that available as well. Their gamepad API is a great example -- getting it up and running with a nice dead zone only takes a couple of lines of code. 

Much later in the project, when we decided we wanted to do our own, custom thing with the deadzone, that option was available to us. Schizoid was up-and-running in a day. A few days later, I had something I was ready to show to Bill Dugan, my business partner.

XNA Game Studio was so easy to use that we didn't have to write a single tool to make the game: Richard and Skaff typed the level designs straight into C# files as structure data; our musician, Brian Luizetti, worked in XACT; James Chao described the way his creatures would chain and animate using delegates and functions; and Bill, ostensibly the producer, did most of our audio programming! Finally, C# integrates with NUnit, so we were easily able to do test driven development as well. Oh, and did I mention the short build times? The short, short build times meant I didn't have time to read blogs anymore.

 
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Comments

Anonymous
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Don't you think some of the more harcore design decisions (besides going coop) were also questionable? Gameplay in many levels is based on achieving near-pixel-perfect accuracy with a ship that has inertia and limited turn speed (why no collisions at all between enemies?). The concept of checkpoint levels means that you will have to redo levels you have already completed. Two colors (three+black actually, CGA is back!) is great for gameplay, but it makes the graphics so boring. The names of the enemies are... unnecessarily strange and forgettable.

For a game that had so much going for it (developer sympathy, PR, originality, etc), I'm sorry to say it was really disappointing in so many ways. I'd be curious to know how much external opinion you looked for, and how much you listened to it, because some of these issues look like the kind that would should up quickly in a focus group (even an informal one).

bill dugan
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Hello Anonymous,

Hm, I'm a little puzzled by some of these comments, some of which I have never seen before - your ship has almost no inertia (the turning of the ship is just an animation), and the enemies most definitely collide. The color scheme choice is fundamental to the gameplay, so a rainbow of enemy colors is out, unless we redesign the gameplay for 6-headed aliens.

With the medals system, you don't have to replay a level you've already completed, if you have "golded" the level - you just skip right past. As far as focus groups go, we did lots of end-user testing. The skipping-right-past is a result of this feedback - our first pass at the checkpoint system was basic, 10-level checkpoints with no skipping if you golded the levels, and people found it too frustrating; we ended up with what we've got in there now. I happen to think it's great because you can make steady progress in a chamber that you're stuck in without even working at the difficult level, by working on prior levels to try and gold them, which will set you up in all future games to start the difficult level with more lives.

One issue we have in Schizoid that we might possibly have picked up from focus tests: I think many players think that dying is bad in Schizoid, whereas usually it's not a big deal. You've got a 10-life pool and if you lose 8 lives or whatever, it won't matter at all if you hit a checkpoint. The loss is forgotten and irrelevant, immediately. But when the player dies in our game, we show off a giant dazzling explosion and vibrate the controller and we shake the screen a little bit (because, you know, big dazzling explosions are cool) - and I wonder if some players are getting frustrated if they die 5 times in a row, when really they are quite possibly doing really well. That might have been a question we might have thought to specifically ask users - "You just died. What's your impression of how much this is going to impact your next few minutes playing the game?"

Bill Dugan
President
Torpex Games

Scott Moore
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Loved the game, still play it fairly often even though I've completely hit a wall in Uberschizoid mode. I though there were a lot of very clever design decisions in the game that almost made too much sense. The one thing I really got the sense of while playing the game though is that the people who made it really cared. I got a chance to talk briefly with Jamie at PAX and he was really great about answering all my XNA performance questions and hearing me gush over his game.

Jamie's write-up explains the fundamental problem with a game like Schizoid and it's heavy coop focus very well. I say problem only in the sense that it isn't a game that has the mass appeal that most "normal" games tend to. Doesn't seem like there's a really good solution, the game is just meant to be played a certain way. Most games these days seem to eschew doing their particular thing well and instead try to do everything; 20 hours of singleplayer, 20 multiplayer modes, etc. Maybe it's just my particular gaming habits but I like games that are stripped down to just the fun gameplay and aren't wrapped up in a whole lot of junk just to get to experience the raw mechanics. Schizoid does this very well and that's why I'll keep coming back to it again and again.

Also I work in Bellevue so if you guys ever need some user feedback/testing, I'd be all over it.

Anonymous
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Bill,

thanks for the response. The detail about the importance of death is quite interesting, but it's not just about the visuals: dying in a level means no gold medal and one less life to reach the checkpoint. Why not just save progress after each level? The other bits about inertia and collision, well, I guess I think the game would be much better with NO inertia at all and wider collision detection between enemies so they don't pile up as much as they do (which also contributes to the pixel-perfect issue).

Anyway, outside of specifics, the question is: Do you think you went too hardcore with the game? If so, do you regret it?

Martin Finch
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Great article, really insightful. Keep em comin :)

Finn Haverkamp
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Hello, I've loved Schizoid ever since I first laid eyes upon it. Unfortunately, I haven't had a chance to play the game yet (no xbox). Regardless, I think Schizoid is co-op at its most basic, fundamental, essential level. All complication is broken down; I'm a fan of simplicity in general. I loved the concept so much, in fact, that I began work on a custom Schizoid map using the Warcraft III World Editor. I haven't had a chance to finish it yet, but I ran into plenty of interesting design opportunities and decisions, many of which weren't exactly simple solutions. Its also difficult to pinpoint proper balancing when testing a fundamentally coop game solo. Anyway, thanks for the great game! Can't wait to play it.

Jamie Fristrom
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Hey - I'll say, "Yes, it was difficult, but our macro game is actually very cool and gotten us a lot of kudos." In hindsight, we would have toned down the difficulty, and you could call that our sixth 'what went wrong.' But with the success of really hard games like N+ and Ikaruga on XBLA, I don't think difficulty was our big problem.

BTW, I have an explanation on my website http://www.gamasutra.com/view/feature/3796/postmortem_torpex_games_schizoid.php for the chain of design decisions that led us to the checkpoints + gold system. It's a system that requires you to master some levels to progress, but you get to choose which levels you master and which ones you cheese your way through.

-Jamie

Jamie Fristrom
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Oops, cut and paste wrong link:
http://www.gamedevblog.com/2008/09/schizoid-post-mortem.html

Anonymous
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Excellent article. The discussion of whether a co-op only focus was a drawback is one I find of particular interest. In our titles, we've had the opposite problem: games that have a definite single player focus end up having some kind of online mode "tacked on" because, we are told, hardcore players demand online play. Yet the leaderboards have shown us that we spent 25% of our budget working on a feature used by 5% of players.

The points about TCR are also well taken. We underestimated how much work these required, and quite frankly, some decisions by Microsoft left us scratching our heads. If we must have leaderboards accessible everywhere, why did they not build a basic one into the blades (like achievements?). If we have to worry about load times from memory cards, HD, *and* DVD, how is this less work for a low-budget title?

I liked Schizoid, but in the end, finding a friend who also likes it, and can play when I can, proved tough. Here's a thought: Maybe if Microsoft allows gifting, you can coax them to sell the game in pairs! Now that would work!


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