Simulating an entire village in real-time seems challenging enough. But in
the same way, developers Last Day of Work managed to create a wholly satisfying
experience for strategy and simulation fans with Virtual Villagers. Researching,
farming and procreating are just some of things players will have control over
in managing their villagers. Resources, food and housing can also be controlled
or motivated by a player's decision. Arthur Humphrey from Last Day of Work took
time out to answer some questions regarding Virtual Villagers. Check it out
below.
[William Usher] For games like Fish Tycoon and Virtual Villagers, amongst
others, is an engine utilizing real time the cornerstone of the development
team?
[Arthur Humphrey] The real time engine is certainly important and has evolved
from title to title (Plant Tycoon, then Fish Tycoon, then Virtual Villagers). It
is not the most reusable bit of code in our framework, however. The parts of the
framework that handle screen navigation, buttons, save slots, and other
'casual game best practices' are much more reusable. We find that the real time
parts have to be drastically altered from game to game as we struggle to achieve
a good balance and game flow.
How long did it take to design Virtual Villagers?
The first version of the game (Mobile/PDA) took about 6 months to design and
implement, then while it was on the market we optimized the balance for several
more months (eventually issuing a patch). When we finally brought it to desktop
(Mac/PC) it was quite well balanced, fortunately. Still, it took another 6
months to enhance it and bring it up to the standards of desktop indie/casual
games.
What was the biggest difference between the Mobile version of Virtual
Villagers, and the desktop versions?
There were two main differences between the handheld version of the game, and
the desktop version. 1) The Graphics. You can always reduce graphics from a
desktop version to a handheld version, but when you design the game on a
handheld version, there is not much you can do to reuse any of the graphic
assets. That goes the same for sound and music more or less. A complete new set
of all assets was required. 2) The usage models. When people were able to bring
the game around with them, they could check in for 2 minutes, and keep a close
watch on their tribe. When we started testing the desktop version we started to
see 'weekend death syndrome' on the tribes. People would be playing at work,
they would go home and come back on Monday morning to find a village full of
skeletons and corpses. We had to make significant changes to the real time
engine to accommodate these changes in usage.
[William Usher] Was it more challenging designing Virtual Villagers or Fish
Tycoon?
[Arthur
Humphrey] Virtual Villagers was much more difficult to design. Fish Tycoon uses
a pretty familiar 'tycoon' lying model underneath all the breeding and real time
elements. That allowed us to have a point of reference which helped us stay on
target. In contrast, Virtual Villagers was always intended to be much more
'sandbox' a very open ended, play how you want game. It made it a great
challenge to balance that kind of game with a story that progresses in a more or
less linear manner.
How did you decide to go from simulating virtual fish and plants, to
villagers?
It was evolution, both figuratively and literally.
The game is not an easy walk in the park. Simulating the growth of the
villagers requires actual strategy. Was that always the intent of the game's
design, to break away from the arcade like qualities of The Sims?
Actually it has been observed that many of the elements of Virtual Villagers are
closer to a number of games besides the Sims. For example, Black and White, Sim
City, and Age of Empires. The game deals more with resource management, human
and otherwise, rather than the motivations and concerns of the individual
villagers. We do think it is important to bring out the individuality of each
villager, however, and we are enhancing and emphasizing that in the upcoming
follow up to Virtual Villagers. We are also very excited about the story behind
the game, the story of this magic island called Isola, which permeates all of
our recent releases. Just like in the movies, glitz and bling can leave an
expensive movie feeling 'soulless', can't it? Maybe it's all about the story,
and the characters, and that's what we are trying to focus on.
[William Usher] With the ability to constantly expand the growth of the
village population, is there a limit on how many villagers can fit into the play
area?
[Arthur
Humphrey] The population limit in Virtual Villagers is roughly 90. I say roughly
because it can be exceeded by a pregnancy with twins or triplets as you fill up
tribe. During testing we did stress tests on older machines using several
hundred villagers, so it was never really a hardware problem. Once you have
around 100 villagers, the game really changes and becomes a bit too much of a
'people aquarium'. They manage pretty fine without the player at a certain point
(by design), but having too many villagers makes the game hard to manage and
harder to interact with. In VV2 we are addressing some of these emergent
qualities of the game, and trying to nudge the players' experiences into
slightly different areas.
Will Virtual Villagers 2 be a bigger game, in terms of play area and
population, or will it be a more refined game, focusing more on what was already
there and just giving players more options?
Virtual Villagers 2 (which will actually be not called Virtual Villagers 2, but
rather Virtual Villagers:
How difficult is it to design a game that takes advantage of real time
events, and why don't we see more developers implementing this feature into
different genres?
Short
answer: it's a nightmare. Testing and debugging would obviously be much more
challenging when you have a game that has to run for _days_ before you can fully
and honestly test certain elements. Even more challenging, however, is that the
game opens itself up to a much wider potential usage: some players will leave it
running all day, others will check in from time to time, still others will check
in maybe once a day or even less. This makes it very difficult to create a fun
experience for all of these different play styles. This is the part that we
tweaked and tuned during many months of the game's early release, so it looks
like we just 'got it right' in the desktop version but in fact it took a very
long time.
Given the amount of time and effort required to tweak an engine utilizing
real-time events, would you ever consider focusing purely on making the engine
part of a software development kit, and licensing it out as third-party support
to other developers?
I have certainly toyed with the idea of selling the framework as middleware. I
shopped around a great deal for a middleware solution that had everything I
wanted, including mac/pc support. With our casual game framework on top of our
rendering layers and hardware abstraction layers, we have a very pleasant,
streamlined framework now. The problem with selling it is that it would shift
our focus...now we would have to support it, document it better, and we are just
having too much fun making these games to consider that kind of move.
[William Usher] Virtual Villagers is the sort of game that requires patience,
but can be played over a very long period of time. So I'm quite curious, what
has been the general feedback from the public regarding Virtual Villagers?
[Arthur
Humphrey] Virtual Villagers is not for everyone. We have seen many players who
just 'don't get it'. Fortunately, many players do 'get it', and the ones that do
seem quite enthralled. Our most consistent feedback is relating to the game's
ending, and we hope that some of that is simply that the players want more they
want the story to continue, and it will very soon. There were also some design
concerns with the ending that we looked very closely at and we hope to improve
on. Overall, though, we are thrilled that so many people have gotten so invested
in the game, and in the story, and we are very very thankful of the support and
enthusiasm that we get from the game's fans. We are progressing very quickly now
on the follow up, mainly because we have gotten the framework and other elements
to a stage where it is very fun (and technically very streamlined) to work on
the game, and we feel compelled to continue telling the story of Isola in an
interactive and dynamic way.
Is it possible Isola could evolve into a video game version of "The Island"
from the TV show Lost? And speaking of evolution...would you consider porting
Virtual Villagers over onto the next-gen systems' online services, if given the
opportunity?
I started watching Lost in season 2. It is a great show, and I immediately saw
things that seemed appealing for VV (it was already out on PDA). I try to be
careful not to take too much inspiration from a show like that because it can
get very easy to get sucked in, and start becoming dependent on these external
sources of inspiration. It would be really easy to lean on the brilliant writing
of a successful show and get lazy. That's not to say that we refuse to be
inspired by it (and other shows and movies) when something strikes us....
[William Usher] Thanks for taking time to answer our questions. Any final
comments for independent gamers and developers?
[Arthur Humphrey] Well we are certainly rooting for indies, and the feedback we
get when we share our stories seems to be that our example is somewhat
encouraging to them. I don't think anyone would argue that the huge budgets of
the AAA titles really limit the types of risks and innovations that they can
take on, so it shouldn't be surprising that a lot of the really innovative stuff
is coming from small, even tiny, developers. Look at some of these recent
hits...Darwinia (and Defcon!), The Ship, and now Valve's Portal which apparently
was derived from IGF finalists last year. The time is perfect now, as the
distribution channels are well established, but the 'door has not closed'...yet
for tiny upstarts. Clearly it is getting more competitive, and I personally
think a shake out is coming down the road, but the timing has arguably never
been better for 'indies'.
By: William Usher
Posted: Thursday November 23, 2006







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