A Sense of Wonder

Incredipede is now public!

You can find the trailer and some information over at Incredipede.com.

I unveiled the game at Sense of Wonder Night at the Tokyo Game Show. Sense of Wonder Night is a great showcase of odd, interesting games. It aims to capture the audiences imagination with new and wondrous ideas. It stands in contrast to the main expo hall of the Tokyo Game Show which is filled with your typical big-budget low-risk AAA games.

SOWN was an amazing experience! I shared the stage with 10 other really great games. You can find the full list here. One of the great things about being indie is that we’re all looking out for each other. There is no feeling of competition in the indie games world. The general feeling is that if one person’s game does well then that will just bring more players into the scene. That makes indie events like this really really fun. That, and the fact that interesting games tend to be made by interesting people.

SOWN was very well organised by Kiyoshi Shin, president of the IGDA in Japan. The show started at 5:30pm but we first met up at 1:00. We all met, shook hands, and most importantly all tried out our presentations on the hardware we’d be using. We also met our translators who were very friendly and professional. They wanted a loose script for each presentation and while I had one ready some other teams had to write one up. From there we kind of split up. The reflow and Playism guys and us headed down to the expo to check out some games (the guys from Playism showed Inside a Star Filled Sky because Jason Rohrer couldn’t make it).

We bee-lined it for the Playism booth. They had a bunch of great games to play. The two that I happened to land in front of were Celestial Mechanica and Lume which you really have to go check out if you haven’t played them.

We wandered back to the set-up room where the Solstice and then the Eufloria guys both did dry runs of their presentations with us as an audience. They both went well, but they were both better at the actual event. I guess having a proper audience makes you more focused :)

I got to play Solstice after their dry run. It looks fun when you watch someone play but spectating doesn’t do it justice. It’s a wonderful experience to play it yourself. I haven’t played many kinect games but this is the first one I’ve really liked. The immersive feeling of flight is really strong. If these guys really push through their ideas they’re going to get an amazing game out of it.

After that it was time to go to the show room. Kiyoshi Shin walked us through the order and how the evening would flow, we all got our “quackers“, and they started letting in the crowd.

I’m not made very nervous about public speaking but over the last hours and days a fair amount of nervous energy had built up. I did some push-ups to try to burn it off but mostly I just got jittery and itched to get it over with. Unfortunately I was going last so I would have to wait two hours before I could release all the pent up tension. By the time my turn came my jittery body had just exhausted itself and I was filled with an unexpressable tension. But when it came time to get up there whatever part of my brain handles public speaking took over and everything went pretty well. Tell me what you think:

Finishing the talk was a nice rush. All the tension melted away and the crowd loved the game. I think Sarah was more nervous than I was and it was great to walk back to her beaming face. After the wrap up we all headed downstairs for some free booze. By the time we got there all the beer had been taken so we were stuck with bad whisky and wine until Kiyoshi Shin brought around some Asahi he managed to scrounge somewhere, I have no idea where he could have found it.

The Playism guys live in japan so, naturally, after the SOWN party they hooked us up with the Karaoke. About 20 of us rented out a big private karaoke room down the street and partied the night away. That bit’s a little hazy but I’m pretty sure it was amazingly fun. All in all it was a pretty wondrous night.

Sakura House Asakusa Iriya


Japan
Originally uploaded by apes_abroad.

We flew in to Haneda airport in midafternoon, but it could have been 2am for all we knew after 30-some hours since our heads had touched pillow. We bought Passmo pay cards which work on all the trains and subways now, and also vending machines and even restaurants around the city. Finally, a kind of debit card for hopelessly cash-driven Tokyo! We ate tempura udon (and paid via vending machine, naturally) and headed for the Sakura House offices in Shinjuku.

I’d been prepared for hot weather but the humidity (32C feels like 36) was hard to take in our travel clothes and backpacks. I noticed women daintily dabbing the sweat from their faces with tiny lace-trimmed towels and stopped to buy one for myself – it’s been a lifesaver. We now understand why there are drink vending machines on every second block in this city. These are record high temperatures for September, but August often gets up to a sweltering 35C/95F.

Sakura House dominates the long-term foreiner housing market here, offering reasonably priced rooms with shared bathrooms and kitchens. Most importantly, they don’t charge “reikin” which is the standard moving-in fee. Also known as “key money”, it’s considered a gift to the landlord, equivalent to up to three month’s rent. I guess people don’t move very often around here!

At their office we signed reams and reams of documents, promising to follow proper garbage separation rules, agreeing not to share files on the local lan, and itemizing everything in the apartment down to the number of spoons – 2. We took the refreshingly air conditioned Yamanote line back to our room in Asakusa Iriya house. Look, they’re so organized our room even has a video on Youtube.

It’s actually a bit of a dump. Not surprising given the low price, but with all the crap they made us sign you’d have thought we were moving into a palace. The furniture’s cheap and mismatched, the windows are a meter from neighboring buildings, the garbage hasn’t been taken out in a month (remember the heat…) and the door doesn’t lock. Not that we’re worried about crime here. However, it’s quiet and our room is relatively big with its own kitchen and working aircon, tatami floors and two Japanese style futons that joined together are bigger than a king-sized bed! We have only one ghostly housemate who may not even speak English, and as I mentioned doesn’t like to take the garbage out.

I chose this place for the location in Taito-ku, between the bustling street markets and pleasant parks of Ueno to the east, and the traditional temple district of Asakusa to the west. It’s an older part of the city with two and three story buildings, and seemingly no local zoning laws. Next door is a tiny slacklining gym, and at the end of the street trucks are loaded with sheets of glass during the day. There are restaurants and combinis dotted around every block, yet it maintains the feel of a quiet residential neighborhood, lined with potted plants and filled with children playing. Our walk to Ueno takes us through the household shrine shopping district, where store after identical store blasts cool air onto the street, inticing people to browse through their shiny wooden cabinets.

Next up: the Tokyo Game Show!

Summer in the Pacific Northwest


Sarah and Mrs Mooberry
Originally uploaded by apes_abroad.

As usual the weather in BC was totally perfect this summer. For July and August we stayed with and generally mooched off our awesome families (although I did try to do some cooking). We went snorkeling in the almost-don’t-need-a-wetsuit ocean around Nanaimo, toured local farms and wineries in Cowichan Bay and Saltspring Island, and searched for frogs at Ammonite Falls. I worked hard to finish Rebuild 2 which is now in sponsor bidding.

Labor Day weekend found us once again in Seattle for PAX which was nearly overrun with indies this year, many of them our friends. We spent the usual nights drinking and playing board games with our friends from San Francisco and Vancouver. We stayed to help pack up, affording us a behind-the-scenes peek at the incredible ballet that is the expo hall tear down.

We stayed a couple extra days and went to a Mariner’s game with our cousins Pete and Leah, which was my first baseball game. We had incredible seats – the first two rows right behind the LA Angels, who lost even though Pete says they were the better team. It was the most fun I’ve ever had at any sporting event.

Our plan was to stay in BC until the end of Septebmer but Colin heard quite suddenly that he’d been accepted to present his new game at Sense of Wonder Night at the Tokyo Game Show. Unfortunately we had to miss OrcaJam and IndieCADE this year but we squeezed in Beerfest with Colin’s parents where the theme was decidedly British style cask ales.

Then it was off to catch our 3am Air China flight to Japan…

Incredipede

Anouncing Incredipede!

 

Sort of. Not really.

 

The game I’ve been working on for the last six months is going to be shown at the Sense of Wonder Night at the Tokyo Game Show! This will be the first public unveiling of Incredipede. Currently only a few friends and family have played it.

In keeping with this non-announcement there is no trailer, no screenshots, and no description of the game.

Stay tuned though. All will be made clear on Friday September 16th at SOWN! We’re flying to Tokyo!

In the mean-time. Contemplate this:

In Defense of Hating Cloners

I, like many of my Indie brethren, hate Cloners. I honestly believed that this would not be a controversial opinion but I was wrong. A surprising number of people think that clones are a-o.k. Their arguments for thinking cloned are a-o.k. are oft repeated. Whenever someone writes an article about shitty cloners cloning some game the same arguments tend to crop up. Since I’ve heard them so many times I figured I would respond to all of them in one place. Maybe this way I’ll stop being tempted to wade in to every hundred comment debate-wasteland on cloning.

If you don’t know what cloning is or want a primer you can read Sarah’s post on the subject. It has some great specific examples.

Rebuild vs Chinese clone Rebuild
Rebuild vs Chinese clone Rebuild

Arguments for cloning:

 

1: Everything is a Clone!

Here is the big one. This is the most commonly used argument that clones are fine. It is simple. The argument is that game development is equivalent to cloning. Many of the great games in history are simply clones of something else. Some of the most popular examples are: Doom = Heretic = Rise of the Triad, Dune 2 = Warcraft, Infiniminer = Minecraft.

The problem with this argument is: no they aren’t! All of those games have significant changes to their game design. Maybe you’ve never actually played these games? Maybe time has made you forget how different they are from eachother, but they are not clones! They are similar, but not clones! But ha! Where do you draw the line between similar and clone? Well that’s argument number 2.

2: It’s a Fuzzy Line So There’s No Such Thing

Where is the line between clone and honest iterative improvement? I don’t know precisely where the line is. I can’t mathematically define it. I can’t write down a definition of the line. But that doesn’t really matter because so many clones are way over the line. I don’t have to know exactly where the line is to know that a lot of these horrible clones are on the wrong side of it. They are so aggressively cloney they never even imagined there was a line to consider. I can see arguing about whether a specific example is or isn’t over the line. But I can’t understand arguing that the line doesn’t exist because it’s fuzzy.

FarmTown vs FarmVille
FarmTown vs FarmVille

3: We’re Going to be Sued Into Oblivion!

Many of us are not calling for new laws. Our societies haven’t really figured out how to protect intellectual property. It’s a hard problem and the Indie game community doesn’t have anywhere near the required heft to make laws happen anyway. So since laws aren’t going to happen there’s no reason to worry about that dark dystopian future. But that doesn’t mean cloning isn’t reprehensible. Just because something is legal doesn’t make it moral (I’m sure no one is going to argue with me on that point).

4: You Deserved to get Cloned

If someone can write your game better than you or serve a market you aren’t serving then good for them. You deserve to get cloned.

We’re working on it dude! We’re trying to get our iPhone versions out but it takes some time. Especially since, unlike the cloners, we have to babysit the original release and might have to assemble a small team to make the new version. Everyone has strengths and weaknesses. The cloners strength is getting something shipped. Our strength is inventing something elegant and fun. You can’t let us starve or you will lose your source of elegant and fun.

Desktop Dungeons vs League of Epic Heroes
Desktop Dungeons vs League of Epic Heroes

5. Game Design Has No Value

So here’s the one that really gets me. This one feels like people spitting in my face. It often comes out as “they changed the graphics so it’s fine” or “it’s more polished so they deserved it”. I love game design. I’m writing a game right now that I am in love with. It’s new, it’s crazy, it’s fun (hopefully!). I spent two years prototyping stuff  before I had this idea. I have since spent nine months working on it and a lot of that time has been spent trying to design it. I think about game design obsessively. I have done major rewrite after major rewrite to try to discover how to make this game work. I theorise, I code, I playtest, I start over. It is really really hard to design a fun new game.

I think part of why people think it’s easy is because a good game is (ideally) simple and elegent. Since most people have never tried to design a game they don’t really know what’s involved. You will hear the phrase “the best ideas are the simple ones aren’t they?” and that’s true. But what that phrase doesn’t capture is the immense amount of work it takes to chisel a horrible lump of granite into something simple and elegent.

If you think it’s o.k. for someone to lift 2 years of my work, slap a panda on it, and beat me to the iPhone then you are a massive dick.

Fantastic Contraption vs Magnificent Gizmos & Gadgets
Fantastic Contraption vs Magnificent Gizmos & Gadgets

6. It’s Everywhere and There’s No Way to Stop It

It is everywhere and it always has been. Dirty damned cloners have always existed. But that doesn’t mean we can’t have an effect. If everyone in the world hated cloners then there would be fewer clones. People tend to avoid taking jobs that will make them seem like assholes to their peers. People don’t tend to buy things that morally outrage them. If we just keep stating our case reasonably and passionately we can make a difference to the culture of games. The only thing you hear more than “cloners will always exist” is “video games are a young medium”.