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Jay Barnson (Void War) Q&A We’ll start at the beginning. Who are you? What’s your background? How did you get into the games industry and how long have you been involved? What other projects have you worked on? I’m
Jay Barnson, founder of Rampant Games. I got hooked on videogames and
around 1981, particularly the arcade classics like Asteroids, Pac-Man,
Defender, and Tempest. Trying to turn my addiction into a productive
hobby, my father bought me a computer so I could turn my talents to
learning programming and writing games rather than just squandering my
hard-earned money in the arcades. It didn’t quite work – I still
blew everything I had on games, but then I’d turn around and try to
write my own versions of them on the computer. I
ended up getting a degree in Computer Science. Upon graduation, I
figured I might as well shoot for a ‘dream job’ in the games
industry first before settling down into something more conventional. I
got lucky, and landed in a position in the fall of 1994 with a tiny
start-up called SingleTrac that had just barely gotten funding from Sony
to produce two launch titles for their upcoming game console. I was
lucky enough to be on both teams, and got to share in the credits for
two very successful titles: Twisted Metal and Warhawk. I continued working in the games industry for six years. Finally I was lured away by the opportunity to work for more pay and less psycho hours… with the side benefit of being able to continue to work on games on the side. It took me a couple of years to get around to it, but Rampant Games and Void War is the result.
In
a nutshell what is Void War all about? Space
dogfighting! I’ve been a big fan of space combat games, from the old
arcade vector-graphics games to the Wing Commander series, on through
the more scarce recent offerings in the genre. I always wanted to get
into dogfights with real, live players in a true test of skill.
Unfortunately, the multiplayer modes in these games were more about
managing complex flight systems and completing mission objectives. Strip
all that away and get down to pure combat between fighters, and it’s
pretty boring. Point your nose at the other ship and hope you are more
accurate than he is. The
story behind Void War is a long one.
Why bring it to fruition now? We
got tired of waiting for someone else to create the game we wanted to
play, so we built it ourselves. There’s
not much happening in the “space-sim” genre right now, with most of
the notable efforts coming from small, independent studios. How
large is the development team? That’s
a surprisingly hard question to answer. We’ve contracted out for help
with lots of elements of the game. But I’d say the “core” team is
five members, all working on Void War part-time. The graphics seem to be on the average side in comparison to major studio releases. Is this analogous to indie films versus major Hollywood releases? Definitely.
Most indies have budgets that are dwarfed by that of the major studios
and publishers. You just can’t compete in terms of production quality
or content. Just like independent film can’t have giant
special-effects budgets, tons of locations, or an all-star cast. But
in some ways, it’s liberating as well as restrictive. For one thing,
you can not only afford to take risks with more innovative ideas, but I
think you are forced into doing so – you can’t just compete
head-to-head with the latest $10 million super-game.
You also learn to develop a focus for where to put your resources
– you need to zero in on exactly what makes the game rock, and put
your attention and effort into maximizing that.
After all, it’s the gameplay and entertainment value that
matters. All elements of your game must be of high enough quality that
they support that, but beyond that you have to really focus on what
elements are most important and will give the player the greatest
enjoyment out of his gaming dollar. I don’t think that comes with a
multimillion-dollar price-tag. There
are obvious Wing Commander influences in Void War.
What other games can be “seen” in Void War? The
old 2-D vector graphics space shooters provided a huge inspiration. Our
physics model was directly inspired from the one found in Asteroids,
SpaceWar (in all it’s 1960’s mini-computer glory), and similar
games. We wanted to do that in 3D. We had to tone it down a bit to make
it fun to play, but the taste of Newtonian physics is fully there. We
also have several levels in the campaign game with asteroids that can be
blown into smaller pieces – for bonus score points. That was a small
tribute to the classic Asteroids series. Spacewar’s “heavy star”
inspired the hypergravity well (“grav-well”) in Void War. You
don’t have to look too hard to see elements from the Star Control
series, the X-Wing series, and first-person shooters. I once heard that
the secret to creativity is to hide your sources – well, now I’ve
proven how uncreative I am. We really did end up forging our own course
for Void War and ended up with something very new and unique, but we
stood on the shoulders of giants. You may also recognize a tiny bit of an obscure console side-shooter in the campaign game…
How
are the Void War’s levels setup?
What about mission variety? |
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We
have a campaign mode which follows a somewhat tongue-in-cheek adventure
of a mercenary fighter pilot trying to get his girlfriend out of
trouble. The tongue-in-cheek part is my fault – after trying to
explain waves of enemy fighters and cool ‘boss’ ships with unique
powers in a serious manner, I decided to embrace the clichés rather
than avoid them. But the main character, Lance Dawson, just refuses to
play it straight. |
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For the most part, the player fights increasingly dangerous waves of enemy fighters across multiple battlefields. About every third level he encounters a unique ‘boss’ ship with some unusual powers he needs to combat. Void War is not really mission-based, but we do throw in some more unusual battles to keep things exciting – like defending another ship, disabling a vehicle without destroying it, and so forth.
Besides
the pure satisfaction of it, what do you hope to achieve with Void War? I
tell the rest of the team that my goal is to exceed break-even on dev
costs enough to afford to throw a big pizza party for all involved! And,
of course, we want to be able to afford to keep making games. I
hope to see a large community of potential victims… er, I mean
players… online who I can play Void War with. Before they learn to
gang up on me, as my dev team already has (fume!). Some flight sim/action fans will tell you the most important aspect of the genre is control. What kind of control will Void War feature? I’m
one of those fans! So I’d better listen to me, or I’m gonna get
really upset with me. One
of my big crusades is against control complexity. If I could figure out
a good way to play the entire game with nothing but a mouse or a
joystick, I would do it. I
think one of the reasons the genre has lost steam in recent years is
that each successive game has added a new layer of complexity to
challenge the experienced fan. The problem is that the number of
controls required to competently play the game becomes bewildering to
the newcomer. We
wanted Void War to be easy to learn, but more difficult to master.
Wherever possible, we simplified controls but increased the demands on
the player’s being able to perform it well. One example is rolling to
avoid missiles. It’s cheesy, but we decided to give rolling your ship
a good chance to confuse incoming missiles. It gave the player an
additional defense he could take against missiles, and it provided a use
for otherwise fairly useless controls. It’s also very hard to fly
accurately while rolling like that – most players will be pretty
defensive while dodging a missile like that, but a skilled player will
be able to accurately steer his ship and at least prepare an offense.
It’s a small thing, but it shows the kind of thought processes we put
into the game to achieve our goals for the game. What
aspect of Void War are you most proud of? I
could (and have) answered this “gameplay.” We tried to do something
risky and new with a ‘dying’ genre, and I believe we pulled it off. But
the thing I’m really proudest of is watching people totally get into
the game in multiplayer, trash-talking and coming up with all kinds of
wild tactics to destroy each other. They don’t want to quit. And when
they finally do quit, they don’t want to stop talking about it. They
swap stories, justify their failures, brag about their successes, and
wave their hands in the air to describe how they managed to pull off
what kind of stunt in the game that allowed them to survive or defeat
their opponents. They’ve lived in the Void War universe for a while,
had a great time, and their hearts are still there afterwards. THAT
is what I’m really the most proud of.
What kind of distribution will you have for Void War? Would you want a big publisher like Electronic Arts involved? Void
War will be released as shareware at a budget price-point. If a big
publisher were interested in becoming involved, we’d be happy to make
a deal that made sense to us. Being an independent doesn’t mean you
live in a world without big publishers and portals. It simply means that
you don’t have to depend on them in order to finish or sell your game.
I
think a game like Void War – with its experimental gameplay in a genre
the big publishers have mostly given up for dead – is unlikely to
appeal to a large publisher unless it first proves itself in the
marketplace. It would be considered a high-risk project, and the
industry is increasingly risk-averse.
The
movie industry seems to have a thriving indie scene but in the game
industry, outside of the occasional mod (like Counter-Strike), you
don’t often see a small budget game reach the gaming equivalent of The
Blair Witch Project or My Big Fat Greek Wedding.
Why not more indie games? There
have been some. Bejewelled and Roller-Coaster Tycoon are the ones that
spring to my mind. But point well taken: Why not more? The
problem is marketing and distribution, of course. When I first started
getting involved in independent game development, I had no idea how much
was out there, nor did I realize what the level of quality was for many
of the top titles. There wasn’t much of a channel to introduce
consumers to the games they want to play. There are a few now – like
Real and Big Fish – but their focus is on the extremely casual
action-puzzle games. Indie
games really need some kind of champion that can gather attention from
consumers. There are a ton of games out there that players would play
and enjoy if they only knew they existed. The indie movie industry has
Cannes and Sundance, not to mention the Academy Awards, which often ends
up spotlighting independent films in spite of itself. Games have things
like the IGF, but that barely gains industry recognition, let alone
public notice. I think it’s something that will happen eventually, but
only after indie games have proven themselves for a while and built upon
their own successes. With
technology as powerful as it is now, why are most development teams so
large? Because
you need to feed the technology beast! Somebody needs to create those
millions of triangles your machine is now capable of producing. If you
look at the screenshots of the Unreal 3 engine, I’d guess there is
more work that went into producing that one courtyard scene than went
into an entire level of the original Doom. Our tools are getting better
– true – but they aren’t catching up. Just
how much math do you need to know to develop a career in game
development? Depends
on what you want to do in the games industry.
Artists need some fluency in trigonometry when working on 3D
models, but nothing too extreme. But if you are working on advanced 3D
engines or AI as a programmer, you’ll definitely need a firm
background in algebra, trig, matrix math, predicate logic, and computer
theory. Some reasonable amount of background in calculus can be helpful
as well. But you can’t be afraid of rotating a vector around an
arbitrary axis, or start having convulsions when someone talks about
implementing a finite state machine. What’s the first game you think of when someone says “original” and “idea” in the same sentence? Why? The Sims. Talk about a stupid, off-beat idea! Who the heck wants to direct tiny people doing the same kind of mundane, boring stuff that they have to do in real life every day? It doesn’t even fit into any of these nice, industry-approved genres – how the heck do you market something like that? I’m not sure what I respect Will Wright more for… inventing and executing such a crazy idea, or managing to push it through numerous blockades and attempted cancellations to become the best-selling PC game of all time.
(October 6, 2004)
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