11am - After watching a non-stop crowd around Wild Earth the
day before, I set out Saturday with the intent of getting a chance to speak to
James Thrush at Super X
Studios. Why all the difficulty? Wild Earth took 3 awards at the IGF,
including the top award, the Seumus McNally award. Checking out Wild Earth was
well worth my time, and I was thankful for the few moments that James took to
talk to me. The game is most similar to Pokemon Snap, but honestly comparing
this game to that one is a huge dis-service to this one. In Wild Earth, you play
the part of a photographer who is taking photographs in the African plains. As
you go along you hear narration and are asked to photograph specific subjects,
like a Zebra running. You score points for each of your shots, and then all of
your images are put together in a webpage story. The graphics on the game are
absolutely amazing, and Super X Studios is still planning on making them a bit
better before the game is finished in December. They were nice enough to let me
take the Tech Demo of the game they were displaying at the conference, which I
look forward to previewing in the near future.
11h30am - One of my favorites going into the conference was
Pontifex 2. As I walked up to the
location where it was being displayed, I found Josiah Pisciotta trying to
make a train get over a broken bridge. If you haven't had a chance to play
Pontifex 2, then I definitely recommend it. At least read the
review and see what
you think. Josiah was great to talk to, he had a smile a mile wide, and it was
certainly deserved. Pontifex II won the audience choice award which meant of the
4 games I picked to win awards, 3 had! (Unfortunately BaseGolf was left out
despite my expectations) Chronic Logic is working hard with Pontifex II, sending
it cross-platform to the Mac. The hope is to introduce it into more schools, and
I think that would be a wonderful thing for the game. Josiah also mentioned that
they are going to get away from Bridge Building games for awhile after having
made 3 in a row, and would be moving on to a different type of builder. This one
would be a multiplayer supporting up to 64 players, where the players worked in
groups in different areas of the game. Somewhat vague, but interesting to be
sure.
12pm - Furcadia was one of
the games that I hadn't had a chance to check out before the conference. The
main reason for that is that the game is MMOSG. Which means in my head that it
takes a tremendous amount of time to play. The game took me by surprise. It
follows some of the same ideas of The Sims Online. That is to say that it
is entirely about socializing with the other people who are playing. More
interesting though is the fact that it has been running for 6 years. So yah, it
sort of pre-dates the Sims. Being first, it also doesn't sport the graphics that
the Sims has, but it does have some things that the Sims doesn't. For example,
the creator Dr. Cat, has created a scripting language called DragonSpeak.
This language is very simplistic...it doesn't even look like code. However, it
allows people in the game to share their dreams and other things with other
players. One player even created a BomberMan clone using the language...so it is
somewhat powerful. With 40,000 regular users, and 100,000 occasional users,
Furcadia is one of the most played games you may not know. What is more, it is
completely free!? Players can choose to upgrade their characters with things
such as wings for a small yearly fee. Doing so helps keep the game going. Maybe
I'll even get sunk into it and review it in the near future.
12h30pm - Having spent most all of my time on the finalists section of
the IGF, I wandered over to the Student Showcase section. Turned out to be a
huge mistake. I was feeling slightly queasy all day, and all those FPS games
really did me in. I went from one game to the next, getting a little sicker at
each stop. Actually, I should have stopped where I began.
Valence was the first game I stopped at. A great little puzzle game by
some students from DigiPen. The game was clean as can be, and was a lot
of fun to play as well. The object, connect three different colored balls
together by dragging them. The balls represented electrons, positrons, and
neutrons. Really one you need to play to appreciate, so check out the DigiPen
website. Also of note was Toy Trouble, though
Breakin' Battle
was where most everyone seemed to congregate.
1pm - I crashed at a table for about 20 minutes, and then after I got my
legs under me went for lunch again. That little Italian place was great, even 2
days in a row.
2pm
- Coming back from lunch I was sure all my nasuea had gone away, but then I made
the mistake of just glancing at another FPS. It was unfortunate, but the good
side was I was playing a game meant to be played by the blind. Taking that to
heart, I closed my eyes and concentrated in on
Terraformers. This was a really
interesting concept game. In the game, you play the part of someone checking out
a Terraforming facility that transmitted a distress signal. You can maneuver by
listening to different audible clues, such as a compass that tells you your
coordinates. The game has interesting tasks, such as matching up different sound
keys with different sound locks. You match the correct sounding key to the lock.
When you pull up a menu, you hear a number of clicks. Each click matches an item
on the menu. Then of course as you select to each item, the menu item it read.
Since the game is so focused on sound, all the sounds in the game were fantastic
in quality. It was well deserving of the sound award.
2h30pm - Realizing I haven't taken any photos. I have a very poor man's
digital, but I used it to take a few shots. Nothing ground-breaking, but memory
filled anyway.
2h45pm - Mr. Bigshot. I
went to take a look at this game and I watched for a few minutes as the
developer talked to a potential customer. After watching for awhile, I decided
that the game didn't quite fit the audience I had for this site, so I looked
over at the screen next to the Mr. Bigshot screen to watch Josiah try to make a
non-linear bridge in Pontifex 2...I wonder how many bridges he built over the
length of the conference...certainly a cool way to pass the time.
3pm - Made my way over to Word Ninja. I hadn't headed there before due to
the online only nature of the game. I was sorry I had waited so long. The guys
from Shimzoo games were great to
talk to, and I really felt bad I was so sick and hammered by the time I got to
them. Still it will open up a chance to email in the future, so not all was
lost.
3h05pm - In a sick induced haze, I headed out of the building. Rather
unfortunate that I hadn't felt so well during the second day. On the shuttle
back to the hotel, a young programmer sat in front of us. When we asked him what
we was doing he mentioned he was a senior in college and would soon be
graduating. He then planned on launching a career as an independent, though he
had not yet created any games. I probably blew him off more than I meant too,
but it gave me time for pause.
One of the big problems I perceived from the conference, is the industry's
perception of independent games. I get the feeling that the industry looks upon
independent developers as developers who aren't good enough to make it
elsewhere. That perception is often increased by the fact that nearly every
programmer who doesn't have a lot of experience tries to make an independent
game. The best independent games don't come from people who have no prior
programming experience. In fact, for most people, doing an independent game
company as your first venue into the gaming industry I believe is the wrong
move. For the independent industry to move forward, quality games need to be
produced. With things such as the Torque engine available, making good games is
easier than ever for an independent developer to do. I hope more developers take
advantage of the independent market by making games that are high quality and
original in concept. The independent market allows for developers to create any
type of game they so desire. It should be looked upon that way instead of the
learning grounds of the unlearned.
By: Russell Carroll
Posted: Sunday March 09, 2003







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