Archive for the ‘indie games’ Category.

PAX, Day 2

Still alive after two days of PAX, one more to go!

Today there was a line from the instant the show floor opened to the public, until closing time!  I feel bad people have to wait to play, but the line has turned out to be a blessing, actually, because it gives people a chance to read the Four Page Instruction Manual and observe the game in progress, so it seems like people are needing less instruction by the irreplaceable and awesome Tom Bui and Ian Hetu.

Highlights of the day include:

  • Anthony Burch brought fiance (or did they get married already, I’ve heard conflicting reports?) Ashley Davis over to play.  Of course, because he’s a mean person, he put her against somebody who had already played.  So, to get him back I had him play Ian.  Anthony played a lot of SpyParty and got pretty good at GDC earlier this year, but that was a long time ago:  Ian: 2, Anthony: 0.  Video of the final moments of their match is below.  It was great, kind of like an exhibition match of two pros, and everybody in the crowd was paying close attention!  They’re both cold as ice while playing…Anthony doesn’t move anything except his lip when he shoots.
YouTube Preview Image
  • Apparently we were nominated by machinima.com for Best of PAX 2010, since somebody came by and gave me a sticker to put on the booth!  I haven’t found anything about it online yet, though, post a comment if you find something.
  • Listening to people in line telling their friends about it.  It seemed like the lines today were from word-of-mouth, which is the best kind of attention you can get!  The idea of a spy game about subtle behavior is really sinking in and making people take notice, which feels great.
  • We’ve had enough repeat players that we’re going to run an “experts tournament” Sunday at PAX at 3pm.  If you’ve played more than a couple times, you can enter.  Depending on how people do, we might use some of the more advanced rules, like “subsetting” the missions, so the Spy picks 3 out of 4 missions, which means the Sniper can’t camp.  I think we’ll have the winners play Tom and Ian.  Ian can be kind of like Goro in this tournament.
  • Justin McElroy from Joystiq played this morning and wrote up a great piece on SpyParty.
  • The awesome repro of a bug by a player, so helpful!

Pics!

Here’s a link to the first day’s report!

PAX, Day 1

The first day of PAX is over, and we are still alive!!!  We had crowds almost all of the time, and occasionally a giant line.  Best of all, we had a fair number of repeat customers.  One pair of guys game back 5 or so times, which is exactly what I was hoping for, because you can only start to get into the depth of the game on repeated playthroughs.

I cannot thank my friends Tom Bui and Ian Hetu enough, I would not be here writing this if it wasn’t for their help.  The manual helped a lot, but almost every person still needed a lot of help on their first game, and Tom and Ian did almost all the talking.  It was a lifesaver, and it allowed me to keep my voice and stay sane and deal with issues as they came up.

People played 170 games today.  I can’t wait to analyze the journaled data.  That will hopefully make for some really interesting blog posts!

Our only real problem of the day was that one of the machines had a persistent problem when high/lowlighting people when in Sniper mode, and it took forever to figure out.  Luckily, we eventually did.  I turn off the mouse when the gamepad is active, but I was using a cached mouse position for highlighting when the mouse was over the portraits at the bottom, so every time the Sniper would trigger over a person in the party, it would also highlight the person who’s portrait was under the old mouse coordinates.  It was hairy to debug, but once we did, the fix was one line, and better yet, the workaround was just moving the (invisible) mouse on that machine, so I didn’t even need to update the game live.

Here are some pictures and videos from the day:

And video:

YouTube Preview Image YouTube Preview Image YouTube Preview Image

Finally, for fun, here are the code fixes I made tonight after the playtests:

------------------------------------------------------------
revno: 1107
committer: Chris Hecker
branch nick: spyparty
timestamp: Fri 2010-09-03 23:46:14 -0700
message:
 don't enable pick up statue when facing away
modified:
 spyparty/project/spyparty/code/situations/pedestal/pedestal.cpp
------------------------------------------------------------
revno: 1106
committer: Chris Hecker
branch nick: spyparty
timestamp: Fri 2010-09-03 23:32:47 -0700
message:
 - check in journals
 - change name of statue to swap
 - don't allow book back into same bookshelf book
added:
 spyparty/notes/journals-20100903.zip
modified:
 spyparty/project/spyparty/code/situations/book_transfer/book_transfer.cpp
 spyparty/project/spyparty/content/situations/steal_statue.prop
------------------------------------------------------------
revno: 1105
committer: Chris Hecker
branch nick: spyparty
timestamp: Fri 2010-09-03 23:25:09 -0700
message:
 tune mid importance colors, some text
modified:
 spyparty/project/spyparty/code/round_events.cpp
------------------------------------------------------------
revno: 1104
committer: Chris Hecker
branch nick: spyparty
timestamp: Fri 2010-09-03 23:19:25 -0700
message:
 pax bugs
 - mouse still selecting portraits, hosing highlight/lowlight
 - stuck in pie menu when up and affordances go to empty
modified:
 spyparty/notes/paxtodo.xls
 spyparty/project/spyparty/code/spyparty.cpp
------------------------------------------------------------
revno: 1103
committer: Chris Hecker
branch nick: spyparty
timestamp: Fri 2010-09-03 02:12:00 -0700
message:
 fix putting statue/book back on taking ai control...need to eat A button up
modified:
 spyparty/project/spyparty/code/spyparty.cpp

All in all, pretty minor fixes.  On to Day 2!

Have an alpha masked Xbox 360 Controller, on me.

I’m busy writing the documentation booklet that I’m going to give to people wanting to play SpyParty at PAX1, and I needed an Xbox 360 Controller image to put in there so I can point to the buttons and say what they each do, just like real games do.  Well, it turns out there isn’t any nice picture of a controller that’s usable for this online, so I made one by taking a picture of one of my controllers, and then painting the alpha transparency mask.  Painting masks is a giant pain in the butt, so I figured I’d upload it here in case some other developer needs one.  It’s not exactly professional print quality, but it’s 3.2k by 2k, so it’s high enough resolution for most things.   Here’s a preview 1600 by 1000 png:

It wants a little contrast adjustment and whatnot, but I figure the raw file is most useful.  Here’s the photoshop PSD:  xbox_360_controller.zip (24mb)


  1. Yes, it’s basically insane to expect people to read documentation before playing a game demo at a convention, but the game is currently so inaccessible to noobs that I really have no choice.  I’ll upload the draft document here tomorrow so people can give feedback. []

Size Doesn’t Matter Day

This is one of a set of articles all published on Tuesday, August 17th, 2010, the inaugural Size Doesn’t Matter Day organized by Jamie Cheng from Klei, where game developers talk about how the length of a game is or isn’t important relative to its other merits.  Links to all the ones I know about are at the bottom and I’ll update it as I find out more.

"That's a knife..."

I’m not sure how well this claim would stand up in the face of actual data, but after James Cameron subjected humanity to the 3+ hours of Titanic and became King of the World1, it seemed like the film people just gave up on parsimony and stopped leaving much of anything on the cutting room floor.  All the footage went into the movie.  No hard editorial decisions were made.  2½ and 3 hour films became fairly common, and nobody was making 90 minute films anymore.

Now, plenty of film buffs, critics, and people who have to urinate have debated the “length issue”, and I’m not actually interested in contributing to that here.  I am interested in pointing out that the debate rarely seems to center around the concept of “value” in terms of “money/time”.  It’s always about what’s the right length for the material2, or did the director suffer from logorrhea3, or was the studio cynically trying to please all of the people all of the time, etc.  You don’t often hear people talking about movie prices tied to movie length.  Not that people don’t complain about movie ticket prices, mind you, it’s just that they don’t seem to couple them to the movie’s length very often.  People say, “movies are or aren’t worth $X”; they don’t usually say, “$X would be a good price for a N minute movie, but any less is a ripoff!”.

Other mature art forms also avoid this money/time value comparison.  People joke about how gigantic Infinite Jest is, but they don’t talk about it in terms of cents/page.  Should iTunes charge by the minute for songs instead of a flat $.99?  If so, Frank Zappa’s back-catalog would be quite pricey…

However, you see this “value debate” about game prices and game play length all the time.  In fact, it’s the usual way of talking about game value on the internet, as far as I can tell.

Why is this? What’s different about films, books,  and music, as compared to games?

If you’re familiar with my lectures and rants, you will see my answer coming a mile away:  I think it’s because these other forms deliver (or, at least, are clearly capable of delivering) deep and compelling emotional experiences, and it just seems gauche to break them down into money/time or money/size.  You can talk about the value of the painting, and everybody does, but you don’t break it down any farther than that—you can’t talk about the value of that flower versus the farmhouse, or the upper-left corner versus the lower-right—because you lose something ineffable in the analysis.

This topic came up most recently amongst a bunch of indie game developers after LIMBO came out on Xbox Live Arcade, and there was some discussion, and some more discussion, and we decided to do Size Doesn’t Matter Day.  But, it’s got a long history, especially with indie games.

The typical analogy made by defenders of game pricing and value is to the cost of eating out at a restaurant.  When the price being discussed is $15, the food being discussed is usually fast.

And, while it’s true you will pay more for a pizza these days than you will for a “AAA Indie Game”—or you will if your pizza is any good—and, yes, a $15 game will give you more direct hours of content than a $15 movie will, I claim if you’re even engaging at this level, you’ve already lost the argument.

So, while I think the focus on game length relative to game price is silly, I think the only way out is to make better, more meaningful games.  That is the most compelling argument we have against people who complain about $2/hr (Dragon Age or whatever @ $60/30 hours) versus $3.75/hr (LIMBO @ $15/4 hours).  Even when the economy is down, and you lost your job (hey, like me!), or you’re a kid trying to scrape together your allowance, or whatever, if we make games that strike deep emotional chords with people, that, and only that, will wash away the superficial discussions of value as defined by money/time.

Assuming we actually figure out how to do that, we’ll look back on this debate as an historical artifact, like discussing whether a nickel was too much to put into a Kinetoscope to watch the 5 seconds of Fred Ott’s Sneeze.

Links

Okay, here are all the Size Doesn’t Matter Day posts I know about.  Some of these are set to go live in the morning, so don’t report a bug until the sun rises.  Also, post a comment if you find more, and I’ll put them up here.

Also, #gamelength on twitter.

Epilogue

Ironically, because SpyParty has a strong “online multiplayer competitive player-skill component”, this whole discussion is somewhat academic for me, for this game, at least.  My goal is to attain what I call “Counter-Strike levels of replayability”, which traditionally trends asymptotically towards $0/hr of “entertainment value”4.  However, my goal is for people playing SpyParty to want to do so because its engaging them in a deep and meaningful way, not because it’s a cheap way to spend time!


  1. OMG I didn’t know (or blocked it out) until watching that again that Titanic won Best Editing?! []
  2. That link is particularly a propos since he disses video games offhandedly. []
  3. Yes, it’s a real word, and an awesome one at that! []
  4. Of course, the business end of our industry is going to try hard to fix that. []

Come to PAX and play Monaco and SpyParty!

Been waiting to play SpyParty? Convinced your best friend would always pick the Kung Funky dude in the nehru suit when it’s his turn to be the Spy and you want to shoot him before he bugs the Ambassador? Annoyed that all the game journalists have gotten to play it and you haven’t?

Well, now’s your chance! If you can make it to Seattle, WA on September 3rd, 4th, or 5th, 2010, and get to the Penny-Arcade Expo (otherwise known as PAX) and find booth 3004, you can play Monaco and SpyParty until the person behind you in the queue kicks you off the controller! No pushing in line!

Andy Schatz, the awesome indie game developer behind the awesome indie game Monaco (and winner of this year’s Independent Game Festival, that’s Andy there on the logo at that link!), and I have gone temporarily insane and gone in on a booth together at PAX, so gamers can come playtest Monaco and SpyParty themselves! Don’t take the press’s word for it, decide if you think the games are as awesome as they claim for yourself!

Monaco

+

SpyParty

=

Monaco is a super fun stealth heist game with a lot of similarities to SpyParty, so they’re the perfect booth buddies! The two games are not only developed by solitary guys toiling away in their artist garrets as games should be made, but they also have very similar aesthetics and fictional themes, since old heist movies and spy and mystery movies are all close siblings stylistically, and both have awesome multiplayer.

We’re going to set up a nice comfortable space at PAX to play the games with your friends (or enemies), and we’re both rolling out a bunch of new features at PAX that nobody else will have played.

Jordan Devore at Destructoid wrote up a great piece about our decision to get the booth, and our preparations! Check it out!

Wow, Anthony Burch, ex-dtoid writer, now at Gearbox, just updated the HAWP blog with this super-kind post. Quote:

In honesty, I would not be surprised if SpyParty and Monaco were the best games being shown at the entire Penny Arcade Expo.

Yowza!

Here’s the map of the show floor where we are located, and you can see there are a bunch of other well-known indies in the immediate vicinity:

Monaco & SpyParty at PAX 2010

I’ll be posting more about what’s new for SpyParty for the PAX build of the game, as I’ve started with this post on the new “bookshelf mission”.

For now, please spread the word, tell your friends, become fans on Facebook (Monaco, SpyParty), and follow us on Twitter (Monaco, SpyParty)!

Indie games live and die based on word-of-mouth, so if you think the games are cool and want to support indie game development, do your part!

Thanks!

Lost in the 4th Dimension…

Most indie game developers I know do “indie game work days”, where one or more people will get together at somebody’s house or a coffee shop to work on their individual games in parallel.  Some people call this “co-working”, I guess.

Today, Marc ten Bosch is over at my place, and is working on new levels for Miegakure, his mind bending “puzzle-platformer in four dimensions”.  This is what it looks like to try to design 4D puzzles:

Okay, back to redesigning my bookcase mission.

Game development is tedious, let’s go shopping!

Let’s be clear:  I love making games, and I hope to do it for a few more decades, fate willing.

That said—like in other creative endeavors—the pursuit of awesomeness in game development is often mind-numbingly tedious and mundane.  Case in point:  my last week and a half.

It all started when I decided the next cool thing to work on would be to get the partygoers to be able to pick up stuff, like books, sculptures, drinks, cigarettes, and any other MacGuffins I come up with for the Spy missions.  Let’s ignore the fact that it’s 2010 and game developers still need to think about and do work to get characters to pick up objects in game worlds.  Sigh.

Okay, this seems like a reasonable short term programming goal that will allow me to further explore the design space.  For example, it will allow the characters to carry books away from the bookshelves, making it harder for the Sniper to keep track of what’s going on, etc.

Easy!  What could possibly go wrong?

I broke this high level task down into bite-sized components:

  1. Add an event track to the animation system so the animations can tell the AI when the object should be attached.
  2. Make an animation for picking up the object and have it fire an attachment event.
  3. Add non-character dynamic items as a concept to the code.
  4. Add a simple attachment system to the character AI and rendering code.
  5. Write a quick full body IK system so the character doesn’t have to align with the item exactly1.
  6. Hook it all up.

I start on Step 1, and get it done relatively quickly.  There was a bit of an issue of figuring out how to represent the event track in the modeling tool, but once I figured that out (with help from the awesome Ryan Ellis), it went pretty smoothly.

Okay, so next up, Step 2, the rough animation to pick up an item.  Of course, when doing an animation referencing an item in the world, you want that item in the view while you’re doing the animation.  I load up the pedestal with the statue on it into the file with the character rig, and get this:

That's a very tiny pedestal you have there.

Hmm, that’s odd…

Continue reading ‘Game development is tedious, let’s go shopping!’ »


  1. This is a step that might give some people pause, but I’ve written so many IK solvers over the years that I figure I can whip this out in a day or so.  Famous last words. []

GDC 2010: Developers Playtest SpyParty

As I mentioned before, I playtested the hell out of SpyParty at GDC this year.  I tried to take pictures of everybody playing, while simultaneously taking copious notes, as one should while people are playing your game.  Since I’m doing the depth first design methodology, the game required a fair bit of explaining to get people up and running, but after that, everybody got into the rhythm.

First up, my old friends Mike Mika and Chris Charla. I had added a bunch of features in on the runup to GDC, including adding console controller support to the Sniper so it could be played without needing room for a mouse, and I needed to make sure I didn’t break anything before setting it up at a big party on Tuesday night, so I had Mike and Chris over to the hotel room to pretest.

Mike and Chris have known each other forever, and so they know each other’s game play styles pretty well.  Mike used this knowledge to his advantage when he decided to just stand around talking, while loudly flicking the camera joystick (which doesn’t move the Spy) in time with another AI moving.  Chris took the bait and shot the civilian.  Hard core metagaming!  I really need to figure out how to get this level of in-the-same-room metagaming going across the net.

Mike Mika (otherocean.com)

Chris Charla (f9e.com)

After this, Mike tweeted:

Just played ten rounds of Spy Party at GDC! This is te best game I’ve played in a LONG time. Hecker is pulling it off.   5:55 PM Mar 9th

While Chris tweeted:

Just play tested Chris Hecker’s SpyParty! Even better the second time. Finally wasted @mikejmika. 5:53 PM Mar 9th

Yay!  Okay, so I didn’t bust anything, now it’s off to the party…

Continue reading ‘GDC 2010: Developers Playtest SpyParty’ »

The Littlest Playtester

Jonathan Blow has finally started up the development blog for The Witness, his new game post-Braid, and he’s currently talking about the rendering technology and aesthetic he’s working towards.  Jonathan and I often do “Indie Game Work Days” together (which we steadfastly refuse to call “coworking days”), where I’ll work on SpyParty and he’ll work on The Witness, and once my daughter Clementine was along for the ride and ended up “playtesting” The Witness for a bit.  She has playtested in-development software before—mostly the Spore Creature Creator—but this was her first time using a full 3D mouse-look interface.  She picked it up pretty quickly and had a great time moving around the island.  Now that he’s revealed some prototype screenshots, I can post these pictures I’ve been sitting on.

Continue reading ‘The Littlest Playtester’ »