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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 4 of 4
 

3. Relationship with Microsoft

Because we were using XNA Game Studio, Microsoft wanted to see the game succeed as badly as we did, as proof that XNA Game Studio could be used to create professional-caliber games. To that end, they did everything they could to make the tools we were using good enough for our needs, and helped us promote the game (like giving us a couple of minutes on the big stage at GameFest).

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The PR was fantastic, also: considering we spent zero dollars on marketing, Schizoid was surprisingly high profile, using the "number of Google hits" metric.

Part of the reason was because we brought on PR guy Kirk Green (under similarly creative terms as the rest of the team) to get us in front of websites and magazines, but the fact that we were "the first professional XNA Game Studio Game" and Microsoft was promoting us as well was huge.

4. Art-Illuminated Design

With our first rough draft proof-of-concept with its "programmer art", we had no idea what the theme of the game would be -- it was entirely abstract, with various symbols for heroes and enemies.

James took that, and played it, and created enemies that fit the gameplay:  egglayers are like cockroaches with sacs of eggs; the creatures that move around randomly are like clusters of eyes, looking in all directions; creatures that fire bullets in all directions look like bursting flowers; creatures that inexorably wriggle toward you, but get hung up on walls, look like lobsters. 

From that organic, petri-dish universe it seemed clear we'd need curvy walls, and fortunately we had another friend, Chip Brown from Adobe, a master with Bezier curves, who was willing to make that happen, and make them animatable. The end result is a game that's much less "rectangle-y" or "Cartesian" than most arcade games; there are very few hard angles in Schizoid.

5. The Art of the Start

Bill and I both read Guy Kawasaki's The Art of the Start, and it occurs to me that the story of Schizoid and Torpex is a great example of his chapter one. We were making meaning: "We're going to change the world!" So many startups say this that it's become a cliché, but we believed it. 

There's never been a game quite like Schizoid -- it may have elements reminiscent of other games but by putting them together in a new way to make the Ultimate Teamwork game we did something really new, and that inspired us: "We're creating what could be a new genre! A game one simply must play!" We had a mantra: "Co-op!"

We had gotten going: we started making a game instead of making design documents. Our business model, bone simple, as Kawasaki says it should be: sell it on XBLA. And our lists of milestones and tasks: a schedule made using the techniques from Mike Cohn's Agile Estimating and Planning. (Kawasaki enthusiasts know we should also have had a list of assumptions. We didn't... not written down, anyway.)

It's a powerful formula. Did we actually change the world? It's too early to tell, but I'm not sure it matters. What matters is the process. I think these elements, taken together, are why people joined up with us on faith, why we made it onto the XBLA platform, why we're hearing such nice testimonials, and why we're in the PAX 10. We've made a game we're really proud of and still enjoy playing to this day.

 
Article Start Previous Page 4 of 4
 
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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