IGF 2001 Preview: Ten Prepared to Win
Over the past two years the Independent Games Festival has raised the expectations of the gaming public, particularly in regards to the quality of so-called "underground" software (i.e. no funding from a large publishing group). Now with the third annual contest coming at the end of the month, it is evident that the IGF has grown into more than a novelty.
The quality, complexity and variety of the final cut are arguably the best yet, perhaps because many of these games started at the time of the original competition two years ago. These people could have easily been random faces in the crowd of the 1999 Game Developers Conference with simply a good game idea. Now they are onstage.
The ten finalists profiled here arguably show the best titles the independent game community has to offer. No matter how noble their attempts are, however, one must keep in mind that there is always an underground brewing; there is always a rising developer with the "new new thing;" there is always an idea that is yet to be tapped. We must respect all those who aren't honored here, for they may be the next game development geniuses.
As said before, the novelty of the IGF has worn off. It is no longer a mere curiosity; it is now an institution. And now, more than ever, people are watching.
Let the games begin!
Playing with the Big Boys
Archmage: Stabat Mater, Mari Telecommunications Co., Ltd., San Jose, CA, and Seoul, Korea, http://www.stabatmater.com/
One of the interesting things the IGF has done is bring to light how little difference there is between so-called undiscovered talent and companies that have "made it." The games, arguably more as the IGF has progressed, show the maturity of the underground development scene. Archmage: Stabat Mater, by Mari Telecommunications Co., Ltd., is no exception.
The online RPG supports 32 players, voice recognition and random world creation all within a 3D environment. The group plans to expand the game to support thousands of simultaneous players, putting it in the league with Ultima Online and EverQuest. Luckily, Mari has taken its time and released previous titles in the Archmage series before attempting to create something as graphically and technically complex as Stabat Mater.
"Creating a massively multiplayer game in 3D is never an easy task," says Matt Machtan, a spokesperson for Mari. "Our current massively multiplayer games include free browser-based games like Archmage: Reincarnation from Hell and Archspace, both of which are extremely competitive strategy games. But going to a graphically intense game was really quite a trick."
The work of the five-man Archmage team has started to pay off, with the strength of the title opening doors to potential publishers. The IGF nomination has added fuel to the fire. "We have had the opportunity to speak with several companies that might like to joint venture with us," Machtan says. "We are currently considering these options and look forward to hearing more offers at the festival itself."
With 60 total employees Mari Telecommunications Co. Ltd isn't likely to go anywhere if the team doesn't come home with an award. However, despite his company's large size and complex IGF entry, Machtan understands that technical savvy means nothing without inspiration.
"The best advice is to stay focused and keep with it," Machtan says. "Your creativity is the best tool."
Old School Fun for the New Millennium
Chase Ace 2, Space Time Foam, Copenhagen, Denmark, http://www.chaseace.com/
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The Chase Ace 2 team: (from left to right) Jeppe Juul, Jesper Colding-Jørgensen, Peter Holm, and Tobias Thorsen. |
To most developers today, a game isn't worth pursuing unless it uses perfect light sourcing, requires a Pentium 4 and can support netplay through a cell phone. Eager to exploit the new technologies, an unsettling number of developers have released games that lack one major component: fun.
Space combat shooter Chase Ace 2, with its overhead view, man-to-man action and focused gameplay, harks back to the classic arcade. Denmark-based developer Space Time Foam says that lack of fun isn't an issue with its' game.
"We used just about as much time playing the game as we did developing it. It has sort of a magnetic effect on people, and it is very easy to get started," says producer Tobias Thorsen. "You just sit down, and you play."
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A screenshot from Chase Ace 2. |
Thorsen calls Chase Ace 2 an "old fashioned recipe with new ingredients," with direct three player interaction through a traditional split screen or over the net with IPX, straightforward gameplay with challenging AI, and a 2D-level structure with a packaged level editor. "The simplicity combined with the freshness of the visuals and level of action makes the game stand out we think."
The four-man team has worked with the concept for about two years, which started as a DirectX demo. They just continued to add features and tweak gameplay until it became a fun, polished game. Like many independent developers Space Time Foam has spent nights and weekends developing while keeping their day jobs.
The payoff has been considerable, though, with positive website reviews and, of course, their IGF nomination. "Before it was really difficult to grab anyone's attention, but now emails are pouring in from all sorts of people who find the game interesting." They expect an IGF win to bring them closer to getting a publisher, but for now are distributing their own product by selling the game from the Chase Ace 2 website.
Thorsen admits that he and his team are now Chase Ace 2 addicts, becoming "chasers" themselves. He says he wouldn't have it any other way.
"Where's the fun in making games that you wouldn't play yourself?"
Back for Seconds
Hardwood Spades, Silver Creek Entertainment, Grants Pass, OR, http://www.hardwoodspades.com/
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A screenshot from Hardwood Spades. |
Certain things in life never get old, like sex, game development or Dick Clark, though they definitely can become stale. Card games fit in this category too, though if Silver Creek Entertainment has its way cards and boredom won't ever be associated again.
Its' game Hardwood Spades is trying to revitalize the classic pastime with online play, detailed graphics and a medieval theme. Silver Creek is fresh from a 2000 IGF nomination for Hardwood Hearts and it evidently has taken last year's award loss in stride. Actually the team is, in a word, excited.
"Well, we're as tickled as the Pillsbury dough boy in feather blizzard!" says Jonas Stewart. "I'll tell you it's quite an honor to come back again. Wow! The first time was great.... but the second time is really cool!"
Even though this is the second major card game for Silver Creek, creating Hardwood Spades has been a learning experience. Ironically, the biggest challenge has been the same major issue for complex, multi-million dollar RPGs: managing an online community.
"One tip we got at the Game Developer Conference last year during a talk on online game communities was the idea to add a button for players to file reports," Stewart says. "That's been a real help tracking down bugs and dealing with problem players quickly."
Despite the challenges, Silver Creek seems determined to have fun. According to Stewart, last year they left a trail of cards to their hotel suite to attract people to the Hardwood Hearts demo. Now they are threatening to rent a remote-control blimp with ad space.
"Have we set
a nomination record yet? Now if we can just get nominated next year that
would really be something wouldn't it?" says Stewart. "Who knows, maybe
we'll be the Susan Lucci of the IGF!"