Q [William Usher] - I have to ask, first and foremost, how did you
came up with the theme song for Gibbage? The reason I ask this, is because it
was one of the most original, and groovy sounding theme songs I’ve heard in a
video game.
A [Dan Marshall] - The theme music went through a few iterations before I
was completely happy. My excellent composer Mike Watts had worked on the Rock
in-game music, and there were .mp3 files flying between the two of us for many
months. Originally, I wanted something similar for the theme music, but hard
rock stuff just didn’t fit right. Then he sent over something with this trumpet
fanfare in the background and it clicked in my head that what Gibbage needed was
an over-the-top brash 1960s spy theme.
I’m not musical in any way, shape or form, so my emails to Mike tended to be
vague “Think 1960s spy TV series meets Magnum p.i meets the theme from Kill
Bill�.
One day this file plopped into my Inbox. I booted it up and was instantly
grinning. He’d somehow understood what I was after and it only took a few tweaks
here and there before I was sitting in front of Gibbage’s title screen with the
biggest smile on my face.
For those who don’t know, how long have you been developing games and what
got you started?
I
love games, and I’ve always wanted to write my own. The first incarnation of
Gibbage was actually way back in the mid-nineties on Klik n Play. A few years
later, I decided I wanted to do an up-to-date sequel, free from the confines of
someone else’s software, so decided it was high time I learned to code.
Gibbage is my first proper release, however; it’s the game I wrote while I
learned how to program.
That’s interesting, and now I’m curious how Gibbage ran on software like
Klick n Play. But what was the first programming language you learned, and what
was the transition like bringing Gibbage from the point and click Maxis
software, to independent software code?
It was extraordinarily hard work. I learned C++ from scratch specifically for
the purpose of coding Gibbage. Eventually, the whole thing wound up being coded
in C with the Allegro game programming library as a sort of ‘helping hand’.
The Klik n Play versions were very basic, and extremely crude. There are no
special moves, and only a handful of weapons and power ups. But the
power-balancing aspect shines through, and it was very clear to me that the
series deserved a larger audience.
So I took the core elements of what made the original incarnations fun and set
about recreating them in grown-up code. One of the most important aspects to get
across was the wide variety in the arenas, to make sure the gameplay never got
stagnant. I think I pulled that off rather well, actually!
Speaking of arenas...the arenas did come off well, and they were as fun as
they were diverse. How did you even come up with so many different stage
designs, and gimmicks within each stage? I especially liked the nightclub with
all the little people there waiting to be gibbed.
Originally, the majority of the maps were going to be 'vanilla', so as to not
get in the way of the core gameplay mechanic. The further into development I
got, the more clear it became that the maps with a 'hook' (be it Zombies,
underwater sections, ice or chunks of hot lava raining down from the sky) were
considerably more fun, and that the focus of level design needed to shift
towards as much variety as possible.
Coming up with ideas for Gibbage is dead easy: I'd take a pencil and piece of
paper and Ben Ward down to the local pub and we'd sit and bounce ideas around.
After a few pints, the ideas tend to come a rolling, and I'd awake bleary eyed
the next morning to find a scrumpled up damp piece of paper stuck to my face.
Amid all the incomprehensible scribbles and rude drawings would often be a gem
that simply says something like "Zombies!". I'd be up and coding withing
minutes. Works every time.
The nightclub level came about following a conversation about how clubs in games
are always terrible, and embarrassingly sparsely populated. We considered the
idea of doing a satire and only having twelve people dancing, but given that
Gibbage is in 2D, we decided it'd be good to do something completely different
and have the map completely packed with people to get in the firing line.
There's something quite unsettling about that level. It's less to do with all
the innocent people you're gunning down and more to do with the fact that none
of them try to leave. It freaks me out.
What was your inspiration for making a game like Gibbage, where did the idea
come from?
I
don’t know, really. I liked the idea of doing a 2D deathmatch game, but the
mechanics just didn’t work with only two people. I kept adding elements and
tinkering about until I hit on this push-and-pull ‘Balance of Power’ dynamic
between the two teams.
I think that’s what makes Gibbage stand apart from other Deathmatch titles.
It’s a unique mechanic that works really well. Originally, did every
weapon concept you come up with make it into the final product of Gibbage? Was
there any weapons that didn’t make the cut, or were altered before the final
version?
I think the weapons pretty much all made it in, although there was an awful lot
of fine-tuning to make sure they were properly balanced. There were also plenty
of other things that did get dropped, such as RocketPacks and loads of arena
themes. Quite often things sound fun on paper, but when you actually come to
code them it turns out they suck fairly hard. No matter how much you tweak and
fiddle with some game elements, they’re never going to work so you have to know
when to drop them.
I had a map based in a farmyard that I regret not doing called “Udderly Offal�.
Crazed chickens running about with feathers flying everywhere are always funny.
In the game, players can either go head-to-head against a computer opponent
or another human player. What prompted you to head in the direction of
deathmatch-style bouts, and was that originally what you had planned for Gibbage?
My plan was to do a revamp of the original incarnation of Gibbage, which was
always a bit hit among my friends and I. As such, it was a formula that I knew
was great fun to play, and I was working on familiar ground from day one which
really helped the design process. It also meant I had a relatively clear vision
of what I wanted to achieve with the game.
Players can do some pretty cool stuff in Gibbage, most notably sliding on the
ground while shooting. Was that always part of the design plan, to have gamers
perform platform stunts, or was it something that was added after testing and
playing the game?
Bits of both, really. It was always part of the design to have moves like
wall-grabbing and double jumping, which are there to add a second-tier of
interaction for expert players. Gibbage is easy enough to just pick up and run
about shooting wildly, but if you want to become a true Gibbage Legend, you’ll
have to learn to pull off these Ninja-esque special moves in order to totally
dominate the arena.
That said, some special moves such as sliding and ladder-jumping are there as an
anti-camping device. It was possible to pin a player down by standing at the top
of a ladder and shooting so much that they’d be unable to get up without dying.
It took about half a playtest before I got well and truly pissed off with dying
that way and decided to implement a neat little special move that would tip the
scales back in your favour.
Also, sliding into the safety of your base amid a barrage of gunfire is possibly
the coolest gaming moment of the decade.
The art-style seems reminiscent to something we might see on a Saturday
morning cartoon. The violence, though, sort of works as a dichotomy to the
cartoon presentation. What did you initially want people to think of the game
when you first released it?
The cartoon graphics are most certainly there to offset the extreme violence; I
always quite liked the juxtaposition of the two and I think the end result
worked quite well. A large part of what makes Gibbage funny is seeing your
opponent’s innards flying about the place.
When I released it, I wanted people to be put in mind of how games were back in
the 90s; huddled around a monitor in front of Worms, hot-seating about the place
laughing and jostling with each other. Back when games were fun and there was a
degree of social interaction behind it all.
It’s funny you mention that, because it brings back thoughts of games like
the original Duke Nukem or one of my personal favourites, Bio Menace. The gib
factor back then was more about entertainment than shock value; gamers seemed to
be more interested in the gameplay than the ratings. Was that one of your goals,
to forego the likes of people like Jack Thompson and just intertwine fun-loving
violence in a fast paced setting?
I
didn’t write Gibbage with the intention of getting up anybody’s nose; when I
started writing it, I didn’t really expect to wind up selling it, to be
honest...
I just wanted to make a game that I’d want to play. Funny, fast, utterly
disposable and endlessly replayable. It’s not designed for the clicky
click-click casual market, it’s designed for the PC gamers who have finished the
latest FPS and want something a little bit kooky and different to do with their
time.
Speaking of Jack Thompson, has anyone ever approached or contacted you about
the violence in Gibbage, given all the heat video games have been receiving
lately?
One man put on a forum once that he didn’t like all the ‘tomato sauce’ and that
he felt the game would be much better without it. I think he’d missed the point
somewhat. Other than that, I’ve had no complaints about the violence in Gibbage
whatsoever; it’s extraordinarily timid by today’s standards. Had I released it
in the mid-nineties it’d probably have kicked up quite a storm, and I’d be a
very rich man. These days you can string up a ragdoll by his nostrils and set
fire to his trousers. How could I compete with that?!
Good point.
Is it possible we could be seeing a Gibbage 2 sometime in the future?
I’m itching to work on a Gibbage sequel, although it’ll be quite a different
beast that’ll require me to pick up some new coding techniques before I get
cracking. Visually it’ll be a lot more stylised and in terms of mechanics I’m
planning something much more grandiose. Don’t get your hopes up, though. It’s
some way off yet...!
Thanks Dan, for answering the questions, any final comments for your fans?
I have fans now?
Yeah, that group of guys huddled around the computer at 2 am trying to one-up
each other in a casual game of Gibbage. Heck, I’m one of them.
Posted: Friday July 21, 2006


















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