Downloadable Category
This year the International Games Festival (IGF) is divided
into two categories, an Open Category, and a Web/Downloadable Category.
There has been a lot of confusion as to the differences between the two
categories. The Open Category is for any game that is larger than 15 MB,
or one that requires some alternative media, such as CD-ROM to be delivered to
the player. The Web/Downloadable Category is for games that EITHER are
playable on the web, or be a downloadable single file that is smaller than 15MB
in total size.
Our coverage of the IGF covers both the Open and the Web/Downloadable
Categories. Read on, and when you are done,
vote in the poll on what you think the best of the group is.
AlphaQUEUE
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AlphaQUEUE
presents a very singular puzzle game that requires you to fire different pieces
onto the board from different sheds that are at the edges of the board.
Each shed can fire a different shape, and to complete the level you need to get
the different shapes over the top of their corresponding squares on the playing
board. Things get spiced up with sweepers and other obstacles that you
must use to your advantage in order to get some of the pieces pushed into the
spots they need to be in. AlphaQUEUE presents a very interesting concept
that provides a new angle on the puzzle genre.
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Read the Game Review |
Q&A with the Developer |
Beesly's Buzzwords
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One
of the two word-based puzzle games at the conference, Buzzwords has you connect
letters in the honeycomb to create honey for the hive. You star as Beesly,
as you attempt to move up through the ranks past Janitor on up to CEO.
Buzzwords offers multiple types of game styles, each with a different tempo.
The game features very melodic music that seems to morph into the next track
much like the beautiful backgrounds do when moving from one season to the next.
The comical voice of Beesly letting you know you doing well or running into
trouble helps keep things on the light and enjoyable side.
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Read the Game Review |
Q&A with the Developer |
Billiard Boxing
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Building
off of their audience award at last year's IGF, the guys at Shizmoo are back
again with another fast paced web game. This one is based on Billiards,
and like their other games, allows you to take your turn whenever you want.
Both players try to set up shots as quickly as possible, to clear the board of
the solid or striped balls, and then the 8 ball. Along the way, the
players take shots at each other, trying to knock the other player in one of the
8 pockets and thereby putting them one shot farther behind.
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Read the Game Review |
Interview with the Developer |
Chomp! Chomp! Safari
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Chomp!
Chomp! Safari puts you in charge of feeding all of the animals at the Zoo.
While this is certainly a big task, this game does a splendid job of taking the
theme to the max at creating a very friendly to play puzzle game. Like
Buzzwords, this game also offers multiple styles of game play, so the puzzle fan
and the action fan should both be able to find something that appeals to them.
The game has something in common with collapse, but instead of clicking on
squares, you must place different types of food in the squares. Each food
type lines up with one animal, so the key is to feed as many animals as possible
while only putting down a single piece of food.
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Read the Game Review |
Interview with the Developer |
Dr. Blob's Organism
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From
the team that was a finalist with last year's memorable Strange Adventures in Infinite
Space, comes the story of a man and his crazy Petri dish. In Dr. Blob's
Organism, the name of the game is blasting! Spinning the colorful petri
dish around, you must blast away at the organism keeping it contained in the
petri dish while attempting to take out its nucleus. The game plays like
an updated Gyruss with fantastic graphics and music that won it a share of
the best
sound in an indie game in 2003 award.
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Read the Game
Review |
Interview with the Developer |
Dungeon Scroll
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As
the Game Tunnel
2003 Puzzle
game of the year, Dungeon Scroll has already seen its far share of
accolades. However the fan support is well-deserved on this game.
Dungeon Scroll combines the game play of a spelling puzzle game similar to
Scrabble with a a deep dungeon adventure. In this game the words you spell
out are spells that do damage to enemies as the words are completed.
Longer words do more damage. In addition there are various special letters
to keep the game challenging, not to mention a grueling set of monsters and a
great deal of well-aimed humor. Dungeon Scroll does a great job of keeping
both puzzle and RPG fans happy.
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Read the Game Review |
Interview with the Developer |
Gish
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Building
off of the amazing physics engine used in Pontifex II and Triptych, Gish takes
the engine and makes it a thing of even more wonder. Not your typical
platform game, Gish is actually a piece of tar who quickly changes shapes as you
move around the landscape. The game puts a series of obstacles in your way
that you resolve by using physics. For instance, you might need to rock a
platform to get it to slide off its roost, or grab a block with your sticky tar
and fling it across a room. In addition the game packs in one of the most
entertaining two-player modes known to man. Definitely one to check out at
the show.
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Read the Game Preview |
Interview with the Developer |
Oasis
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Oasis
is a different twist on the Civilization theme. In this game, you build up
an entire civilization, build commerce, roads, armies, and mines. You
discover new technologies, find treasures, retain advisors, explore the area and
fight off a barbarian horde. AND...you do it ALL in 3-6 minutes.
Oasis was one of my more favorite games from the IGF this year, proving that
deep strategy and kingdom building doesn't have to require weeks of time to
play. This game is definitely a winner, and one that comes highly
recommended to people whether or not they attend IGF.
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Read
the Game Preview |
Q&A with the Developer |
Space Station Manager
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As
one of the more original sim games that I've played, Space Station Manager puts
you in charge of creating a space station. Many of the goals in the game
are similar to other sim games, though obviously specific to this game.
The space station must have power, and be life-sustaining for the crew.
Revenue must be accessed, and perhaps a very different and interesting aspect of
the game is the role that visual design plays alongside functional design.
Certainly a different game that is well-worth taking a look at, at a very small
download size.
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Read the Game Review |
Q&A with the Developer |
Yohoho! Puzzle Pirates
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What
do you get when you mix a MMORPG with a puzzle game? Well if you throw in
the fact that the game is based on a pirate theme, then the answer obviously
becomes Yohoho! Puzzle Pirates. In this game you play in a large online
world where everything from fixing the ship to dueling other pirates is done by
playing different puzzle games. As you save up money and become more
famous, you can spend your money on food, swords, a ship or settle down and buy
a merchant shop. For the puzzle lover looking for an adventure, Yohoho!
Puzzle Pirates creates a world you can pillage!
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Game Review coming soon! |
Developer not available for interview |
Dr. Blob's Organism
A look into the Life brewing in the lab
By Russell D. Carroll [March 1, 2004]
In 1970, mathematician John Conway created a "game" called Life. The game really
isn't a game at all, but instead it is a simulation of how cells grow. His piece
of innovation has been spread around the world and exists all over the internet,
as an explanation to the "random" patterns that we see in life, specifically in
cell growth. For anyone who has "played" the game of
Life, Dr. Blob's Organism
should immediately show some similarity. In interviewing Ripcord from Digital
Eel, Maker's Of Dr. Blob's Organism, he pointed me to the connection to the game
of Life as being one of the interesting quirks in the game.
"We don't think of Dr. Blob's Organism as being particularly innovative but it
does have its moments and quirks. For example, Dr. Blob's Organism uses the
rules for John Conway's Game of Life to generate the blobs you shoot at in the
game," said Richard Carlson a designer, artist, and sound developer on the game.
Much like many Independent Game Studios, Digital Eel was formed by friends who
wanted a little more freedom than they got in the mainstream industry, "We met
each other while working on various commercial games. Our ideas were similar and
we became good friends so making games together was a real natural thing to do,"
said Carlson in regards to how the studio started making Indie Games.
As
a finalist in both of the last two years, Digital Eel has become a well-known
commodity in the Indie world. Their games show their creativity and free spirit,
in addition to meeting their own definition of an Independent Game. Carlson stated, "An indie game can be anything you want it to be because you're making
the choice, not someone else. An indie game should be unusual, unique and a
clear alternative to what's typically on the shelf."
Certainly anyone who has played Dr. Blob's Organism will agree that the game
meets that criteria fairly well. In fact for anyone who has played the game, or
even checked out the website, it is immediately clear that the group making
games over at Digital Eel walks to the beat of their own drummer. Still, just
being different doesn't keep indie companies alive in the end. I asked Richard
about what he saw as the evolution path for Indie games, and what the challenges
facing the genre were, and he said: "It all comes down to survival of the funnest. Survival and, ironically, the loss or giving up of independence."
Digital Eel certainly doesn't look to be giving up their independence anytime
soon, and already are moving on with new games. "We have a couple of new games
in the works, including a follow up to Strange Adventures in Infinite Space.
Hopefully we'll be able to get them released later this year," said Carlson . A
follow-up to SAIS is certainly good news for gamers who enjoyed that great Indie
finalist game from a year ago.
For now, gamers get to enjoy a very odd little game that is inspired by the
calculable randomness of cells by John Conway, and the incalculable zany
strangeness of Digital Eel. Altogether it works out for one great romp in the
laboratory.
Dungeon Scroll
A crazed look through the underground
By Russell D. Carroll [March 3, 2004]
Seth Robinson is one of the more interesting characters in the Independent
Gaming world, and honestly that is really saying something. He has long
been involved with game development, dating back to the Commodore 16. For
any who have been around the gaming world awhile, Seth's name is synonymous with
the game Legend Of
the Red Dragon, which was a huge underground hit back when BBS boards
were popular. I use the word "underground" lightly. In fact, the
only thing that would classify that game as underground is the relatively small
portion of society that got into the BBS world of computers years ago.
That game paved the way for Seth to move on. "It really opened my eyes to
the possibilities, I’ve been a self employed developer ever since" Robinson
said. In addition to being a finalist in each of the last two Independent Games
Festivals (IGF), he also has been a speaker at the Game Developer's Conference
where the IGF is held.
This year's entry by Robinson Technologies, the two person team of Seth and his
artistically inclined wife Akiko, is Dungeon Scroll, a game that places players
in a dungeon where they must fight off enemy creatures, including dragons with
nothing but a bag of jumbled letter tiles. What did Seth have to say about
the most innovative feature in this combination of the puzzle and RPG genres?
"Well.. Uh.. Let’s see here… Um, that spider effect on the main menu is sort of
neat? Seriously, I stole two concepts, word game mechanics and some RPG
type things (hit points, dungeon ambience) and merged them. I wouldn’t award
myself any innovative-points unless it’s for integrating them. Oh, and the
random treasure generator cracks me up."
Those
who have played the game give it a few more points in the innovative category.
In fact the game was a finalist in the "Concept" category of our own
Game of the
Year awards last year. In addition to the concept being a nice meshing
of two different genres, the game packs a lot of fun. As even Seth agreed,
"It’s fun. It has good rhythm. The speed, delays, sounds and timing were very
carefully placed. You quickly become absorbed and stop thinking about the GUI or
keyboard and directly interface with the heart of the game. It becomes very
intense."
Yet in any game, and especially those that push the limits a little, there are
points in the development that challenge the developer, in this case, Robinson
mentioned it "would probably be the code dealing with the quick generation of
anagrams from a given letter set. (The Oracle item in the game uses this)."
Quickly following up that comment with his characteristic gusto, Robinson said
"I’d never written a word game and there is something very sexy about the idea
that unlimited interesting game play can be created with a few random()’s and a
dictionary. I found it a really pleasurable project to do."
Dungeon Scroll, and indeed Robinson Technologies is one of the highlights of
Independent Gaming. As Robinson is one of the longest standing successful
Indie developers , I asked him about what he thought of all the changes that
have been occurring in the world of Independent gaming and what he sees as an
indie developer being. While he didn't want to get into the definition of
what an independent developer is, he did give some comical feedback on the idea,
saying "My non-technical, romantic definition of the ideal indie is a very
stubborn person who creates what he thinks is beautiful without regard to
critics and weekly sales data. This kind of indie tends to have crazy eyes and
live with his parents or in a park." Further pressed about the future of
indie gaming he said: "There is a lot going on right now. When the dust settles
I think we’ll see after all the changes it’s still basically the same thing but
with more (frequently slimy) middle men & virtual publishers."
With the advent of Garage Games, and a literal explosion in the number of
developers doing Independent game projects, it has been increasingly difficult
for developers to get noticed. In fact, one of their great selling areas
in the new world of the internet has been through affiliate sites, and software
sites that are available in a seemingly endless quantity across the internet.
While having an increased selling base can certainly be helpful, "Finding a
developer’s homepage can be tough when the top ten Google results are
affiliates. I think we need to fight to be noticed, not settle for the backseat.
The developer should be the star, damnit!" said Robinson.
Certainly being an independent developer has changed over the years, and while
we are at perhaps the greatest point of expansion in the history of Independent
Games, what the future holds is certainly up in the air. As for the future
of Seth Robinson and Robinson Technologies? "I’ve finally graduated from
being in a constant state of "that’s a cool idea, but can I really program
that??!" to just caring about the game design. I’m getting crazy eyes."
While for a normal, boring developer that might sound a bit odd, for the
Independent Gaming world it sounds like we can expect more interesting projects
from Robinson who sounds like he is becoming the ideal indie developer that many
already believe him to be.
Billiard Boxing
Pool balls settle the score
By Russell D. Carroll [March 5, 2004]
Shizmoo has become something of a mainstay at the IGF, this year is the third
straight year that they have been a finalist. In 2002 they actually went a
step beyond being a finalist, winning the "Audience choice" award. This
year's effort is Billiard Boxing, a game that employs the same type of furious
action twist on a common game concept that Shizmoo has been able to pull off
each of the last two years with their other games that made the final round.
I had a chance to pose a few questions to Dan Goldstein, one of the founders of
Billiard Boxing, and the boundless enthusiasm that I've come to associate with
the Shizmoo team was more than a little evident in his responses. As far
as what the game is, and a little background on Shizmoo games, I thought I'd let
Dan explain, "Billiard Boxing is a crazy version of pool, where each player has
his own cue ball and can shoot at any time. Aside from the fact that it's a new
kind of game that didn't exist previously, I think all our games are innovative
in that we bring interesting new game mechanics and kinds of play to multiplayer
web games. If you look at the multiplayer web games that are out there, they are
almost exclusively turn-based classic parlor games. Although it's good that
those exist, the state of affairs is a little bit boring to us. Our technology
allows us to quickly create and deploy interesting new kinds of multiplayer web
games that are easy to play."
That technology has been growing as years go by. The focus of Shizmoo has
been web-based games. Their games are playable through a web browser, and
the ease of access by players is one of the reasons they won the audience award
two years ago at the fourth annual Independent Games Festival.
Shizmoo has a much more limited definition of what an independent game is than
some of the other finalists, though their responses do echo some of the same
feelings that I've seen in conversing with several of the finalists.
"Anything that wasn't funded by a publisher or didn't intend to get a publisher
[is an independent game]" said Dan. While this is more of a strict
definition of what an indie is than many people espouse, and it most definitely
would disqualify even some of the IGF finalists were this definition to be used
for the IGF, Dan gave several good reasons for so narrowly defining the indie
game world while discussing the distinctiveness of Independent games.
"Independent games come in a few flavors, each of which have different positive
aspects. Some of them are created by people whose creative impulses greatly
outweigh their financial interest in the game, which allows such authors to
create the game that they want to make rather than the game for which they
believe there exists a large potential to make money. Unfortunately, such games
are often limited in scope simply because they lack resources during the
creation process. Sometimes though, this lack of funds forces the developer to
be more resourceful and come up with new ways of doing things and new kinds of
games. Other games are made for financial benefit, but may not fit the
traditional brick-and-mortar sales approach. These games have the potential to
expand our notions of what is a game, how a game is distributed, and who plays
games. Overall, Independent games become distinctive simply because they are
made outside of the traditional publisher funded developer/publisher/distributor
model and this means that different considerations are taken into account during
the process of creation."
The overall feel I got from Dan was that by not receiving the kind of money that
a mainstream game would get for development, Indie developers have to be more
inventive in order to create the game they want, and in addition, not having as
great a financial need from the game allows developers to take the time to be as
creative as they want. The financial constraint on developers, may in fact
actually work to make the indie developer more innovative. Shizmoo itself
was working on a "massively multiplayer realtime strategy title, but we ended up
temporarily straying into the web-games space somewhat accidentally because of a
game idea I had one day while taking a shower. (previous IGF Audience Choice
winner Kung Fu Chess)" said Dan. One can only assume that had they
received funding to do that first project, that the many loved games made by
Shizmoo would not exist. (of course, we might have had one amazingly
good massively multiplayer realtime strategy...)
With as successful as Shizmoo has been, Billiard Boxing is not the last game
that we can expect to see from these guys thankfully. About the future Dan
stated: "We've been focusing on expanding the distribution of our multiplayer
web games and getting the revenue model really solid. We also have a new version
of our technology, this time in Java, which will allow Mac and Linux users to
play our games. It will also hopefully allow us to let other developers make
games using our system. Over the coming year you'll start seeing our games in a
lot of big places, thanks to some great partnerships we've made. I'm really
excited to start on some fun new projects we have planned as well." Which
can hopefully only mean many more reflex oriented twists on some of our favorite
games, in addition to a few more surprises. Until then, I'll meet you
online for a game of Billiard Boxing, and I'll take the first shot...and the
second...and the third...
Gish
Physically able tar saves the world!
By Russell D. Carroll [March 6, 2004]
As one of the return groups presenting at the IGF, I already know a little bit
about Chronic Logic. I met Josiah Pisciotta last year at the Independent
Games Festival (IGF) when they were showing off their Audience winner Bridge
Building Simulation Pontifex II. The games by Chronic Logic are some of the most
recognizable in Independent games. Each of their current titles has a
heavy focus on physics.
Pontifex II
made players bridge builders, who would create a bridge, and then send
vehicles across it. If you build a physically sound model, the cars make
it, if not, you can watch from a first person perspective as the car drives into
the river. They also released a great puzzle game called
Triptych that
made you line up blocks, but only after smashing them into the ground and into
each other. Perhaps the most amazing thing about the company is their
uncanny ability to put physics into a game and make the game much more
intriguing and fun while doing so.
This
year there are two games on tap from the brilliance at the studio, and Gish, is
one of the finalists at the IGF. Gish is a fantastic game, featuring a
main hero that is a Tar blob. This game may end up being my personal
favorite from this year's batch of IGF finalists, and the movement of the character is a big
reason why, as Josiah said, "I think the most innovative feature is the
character movement, all of the characters including Gish are physically modeled,
which creates a lot of gameplay possibilities." Some of those
possibilities are just amazing to see as Gish reacts like tar would over the different
landscapes, sometimes oozing, sometimes sticking to objects and moving them over
his body like a conveyor belt.
I certainly love the game and could go on about it for hours, but you don't
often have the chance
to ask the developer what they think about the game. Putting Josiah on the spot, I asked him what he though people would
appreciate in the game. "Most people seem to appreciate seeing things
they've never seen in a game before, also a game that focuses on gameplay
instead of graphics," said Josiah.
Not to say that Gish skimps at all on the graphics, the adventure / platform
presentation of the game is well-drawn. Graphics of Independent games are
routinely criticized. However, with this year's games, there has certainly
been an overall improvement in regards to the quality of the graphics of the
finalist games at the IGF.
Some of this is definitely due to the the large budgets that were present in some of
the games, notably Savage. Considering that point, Josiah offered his
definition of an independent game, "most people define independent games as
anyone who isn't owned or funded by a publisher, but I believe that true
independent games are ones that aren't dependent on large amounts of funding and
eventual profits, and therefore willing to take a risk."
Risk-taking is certainly a big part of Indie game development. There are
really two types of risks that developers take, financial, and innovative.
However, there are other challenges that face indie developers, as Josiah noted,
"Money is always a difficulty, but I think the biggest challenge is having the
determination and discipline to actually finish a game." Beyond those
points, the whole industry of independent games is changing as mainstream gaming
creates ever larger groups of people who are intrigued by independent games, and
developers who want to take their own shot at making an indie. "I think there
will be a bigger market for original games once more people realize there are
alternatives to published games. Also a lot of the people who thought they could
make a puzzle game and get rich will realize they were wrong," said Josiah.
Though Chronic Logic might not have gotten rich with their puzzle game, I think
that Gish will be a great financial boon for them, which will hopefully keep
their brilliant physics-related games coming out for a long time. However,
when I asked Josiah about the future he simply said, "the future is an abstract
concept which humans are incapable of fully comprehending." Hopefully that
means that we cannot even imagine the wondrous games that await us from Chronic
Logic. Certainly Gish is a game that is difficult to fully comprehend
without playing it, and it is a great experience for those who get a chance to
play it.
Interview with Jack Lyon about Chomp!
Chomp! Safari
Feeding hungry animals IS all fun and games
By Russell D. Carroll [March 7, 2004]
Jack Lyon was nice enough to spend a few moments with us in regards to their
International Games Festival (IGF) finalist game Chomp! Chomp! Safari.
"Our goal from the beginning was to make a game that felt familiar but added a
unique twist that would leave players thinking that Chomp! Chomp! Safari
represented the next level in action/puzzle gaming. We feel the most innovative
feature is the mix of traditional “block-matching” gameplay with the food
catalyst element," said Jack in regards to what is innovative about Chomp!
Chomp! Safari. The game is sort of a mesh between collapse and other
matching games. However, the big difference is that in this game, you must
place the right kind of food next to the right blocks in order (feeding them) to
make them disappear. In order to really succeed at the game you need to
maximize the amount of squares that you feed for each piece of food.
"Players really respond to the character illustrations and the surprisingly deep
strategic elements."
As
is the case with most good indie games, they are not typically the first game
that the indie developer has created. Astromaniac, the creators of Chomp!
Chomp! Safari, already had a large background in games before doing this
game. "We began by making advergames for clients, but found the end
products to be too narrow as far as game play goes. Making full-scale games is
far more challenging and satisfying." Clients for the company include such
giants as MGM studios, Stuff magazine, and shockwave.com. MGM Studios is
one that really sticks out of the list, as in the past Astromaniac had done a
couple of games that used the Crocodile Hunter. I think more than anything
else they have done, their games with Croc Hunter have given them experience
with the adventure theme that is such a big part of Chomp! Chomp! Safari.
Astromaniac focuses on smaller games, stating: "the best independent games
strive to get the most enjoyment possible out of a “small” concept. Whereas
corporate games often get by on big production value and flashy features, a
great independent game feels more focused on the elements that truly make the
game fun to play."
Big production value, and especially big budgets are a big part of the
difference between Independent games, and more mainstream games. Jack saw
that as one of the challenges confronting indie games, offering as well a
possible roadmap to resolving the issue. "Production values are going to
skyrocket, while product budgets will likely stay the same. Indie games as a
whole will start to have a lot more depth, more backstory, and more unique
gameplay."
Beyond just not having a big budget, a probable lower return financially is a
threat many indie developers are facing. "Over the last couple years,
there’s been an explosion of new downloadable game developers. The space has
become so crowded, that it’s hard for any one game to really stand out anymore.
Plus, bigger developers are starting to get into the downloadable space, leaving
even less room for indie games. A good independent game will always have a core
audience, but the chances of making a game that will be any kind of financial
“hit” is becoming less and less likely for the independent developer. "
While all that could spell out disaster, companies such as Astromaniac continue
to try and fight it out with great games that do stand out of the pack because
of their quality and innovative features. Those looking for a puzzle game
that provides both should give
Chomp! Chomp! Safari
a try.
Interview with Kai-Peter Baeckman about
Space Station Manager
A sim for would-be astronauts
By Russell D. Carroll [March 9, 2004]
Q: What do you think makes Independent games distinctive?
A: Focus. I think the key aspect that successful independent games share is a
great focus. Almost everything else varies, team sizes, genre, style, originality,
but good indie games have a certain focus to them. I think this is due to the scarcity
of resources, you have to focus to be able to produce something worthwhile with
a small team. There are many "non-independent" games with great focus, but many
times focus isn't the primary goal for a mainstream game.
Q: What is the most innovative feature of Space Station Manager and how is it innovative in your mind?
A: That would be the players. Seriously, the game itself is more of a good synthesis and than
a total revolution of game play. Sure it is a nice combination of elements, but none of the
basic building blocks are spectacularly new. What is innovative is the way players have
been using the game and extending it. True innovation happens when you let
go of something you initially designed and other people start to take it into their life and change it.
Q: What do gamers appreciate most about Space Station Manager?
A: Probably the relaxed atmosphere. Space Station Manager is quite a nice game to just
open up and play around with for a few moments. Something to take your mind off what you
are doing at the moment, to have a few moments of realized fun.
Q: What was the most difficult part of Space Station Manager to program?
A: Probably those parts that never got into the game. For me personally much of the challenge
was limiting the scope and technical difficulty of the project. I wanted the game to
be technically good, but also wanted to complete it. Thus the hard part was limiting the
scope and difficulty so that I would mostly be covering known terrain. Research and learning
should not be in a production game, you need to do that separately.
Q: Other than your own game did any one of the IGF finalists or Student Showcase games stand out to you? Why?
A: It is hard for me to mention any specific game, I think all the games that made it into the
finals are of very high quality (and many who didn't as well).
Q: What is your definition of an Independent Game?
A: I can't say I have a meaningful definition for the term. Most who call themselves "Indie"
are self funded and self published (at least to some degree).
Q: How do you think Independent Games will evolve in the future?
A: I see the market maturing a lot within the next few years. The recent numbers from
the RealArcade and GameHouse deal seem to suggest that distribution channels aren't as
prevalent in online distribution as they are with retail games. As see this as a sign for a
growing market of professionally run development houses while still keeping the barriers
of entry quite small. Tool development also keep lowering the barrier. It will become
increasingly easy to get in, and more difficult to reach the top and stay there.
Q: As one of the leaders of Independent Games, what is next for you?
A: Keeping my hands dirty with making and publishing games. There is so much to learn
about this business that I can't hardly wait to get to work each day. For more
concrete goals, we are now working on a second game to add to the current series.
Interview with Wade Tinney about AlphaQueue
Queue in space!
By Russell D. Carroll [March 10, 2004]
What do you think makes Independent games distinctive?
Ideally, independently developed games take more risks, doing things that wouldn't fly if they had to be vetted by dozens of people at a big publisher. Typically fewer people are involved with an independent game project, so the end product tends to have more personality then a bigger production.
How did your studio get your start in working with independent games?
We formed our company in order to develop games, knowing full well that in order to do so independently, we would also need to produce games for clients (i.e. work-for-hire). So a good portion of our time is spent developing web-based promotional and marketing games for clients like LEGO, Mattel, Discovery Kids, and the New York Philharmonic.
What is the most innovative feature of AlphaQUEUE and how is it innovative in your mind?
It's hard for me to describe any single feature as 'innovative'; AlphaQUEUE consists of a bunch of simple, perhaps even obvious, ideas. Any innovation the game has grows out of the way in which those ideas are combined. In fact, that was sort of the point for us...come up with a pretty limited vocabulary of game objects and then fully explore the ways those objects could be combined to create interesting situations for the player.
What do gamers appreciate most about AlphaQUEUE?
That's a tough one. Unfortunately the emails I get from satisfied players don't go into too much detail! I'd like to think that they appreciate the game's subtle sense of humor and the challenge of the puzzles. It's really a puzzle-solver's game and is all about planning your moves in advance. However, the game is also pretty forgiving of mistakes, so hopefully players appreciate that.
What was the most difficult part of AlphaQUEUE to program?
I'd have to turn that one over to my partner Josh Welber, who did all of the programming. Josh?
Josh says, "If I had to mention a single feature, it would be programming the new, kinetic pieces which followed paths (i.e. the Sweeper and the Chomper). This created new types of game situations and required new features for the level designer part of the app. In general, though, AlphaQUEUE did not have too many difficult features to program. The real programming challenge was, as always, building a flexible system so that we could experiment with the game play as much as we needed to."
Other than your own game did any one of the IGF finalists or Student Showcase games stand out to you? Why?
Well unfortunately I was only able to play 2 of the student showcase games (Kube Kombat and Scrapped...both nice games), but the others sounded interesting from their descriptions! I was particularly hoping to play Growbot and Hexvex, since they were the only finalists in the student category that didn't have a combat theme. (Not that I have anything against combat games; it just seems like the go-to thematic context for most games and its nice to play some of the alternatives.)
In the web/downloadable category, YoHoHo Puzzle Pirates from Three Rings Design is awesome. The guys from Shizmoo also turned in another stellar entry with Billiard Boxing.
What is your definition of an Independent Game?
Any game whose development is paid for by the people developing it, and not a publisher. Unfortunately, this definition encompasses a very wide range of game projects and budgets. On the low end you have one-man shops creating games in their spare time and on the high end you have well-funded studios with multi-million dollar budgets. It seems a bit unfair to compare the two scenarios, considering the vastly different products they can yield, but ultimately its a good thing that both exist.
How do you think Independent Games will evolve in the future?
Well I think that the growth of the downloadable games market over the past 3 years has enabled a lot more indie developers to actually make a living making games. Hopefully this trend will continue, and the market will not only grow, but also evolve to accept and encourage more novel types of
game play.
What is the biggest challenge facing Independent games?
Finding players who will support your development efforts by paying for your games.
As one of the leaders of Independent Games, what is next for you?
We are nearing completion of our first 3d game, entitled Freebowl. It uses the GarageGames Torque engine and we're pretty excited about it. Visit us at the IGF booth at GDC for a demo!