IGF 2001 Preview: Ten Prepared to Win

An RPG in Zero-G

Hostile Space, Interadventure, Burlington, VT, http://www.interadventure.com/

The creators of Hostile Space.

Role playing games and PCs are like peanut butter and jelly, so RPG players know that to get the serious depth they need to come to the computer as opposed to a console. Until recently, though, many computer RPGs have been stuck in a medieval time warp: yeah, I'm a knight on a mission; yup, I found chain mail; wow, my defense is up +2.

Thankfully, many developers are looking beyond the cliched environment. IGF finalist Interadventure has thrown the classic RPG gameplay into space, bringing fresh air to the genre with Hostile Space.

"We think it was the originality of the concept that caught the IGF's attention," says Doug Cobb. "A true multiplayer persistent online space role playing game is something we had not come across before."

Since the Hostile Space project began there have been other attempts at space RPGs, but the primary focus of the two-man team is on fair gameplay and solid design, not only on elaborate graphics.

"There has been a lot of thought into game balancing and reducing some of the common problems associated with long term play," Cobb says. "We want to keep Hostile Space as exciting for newbies as for veterans."

Interadventure's Hostile Space.

The team has worked hard to blend realistic space combat with elements of RPG fantasy: players can enter a fight in a cloaked ship while casting "spells" against their enemy, and use magic power to transport out of a no-win situation. Qualified players can play dungeon master as server hosts, with 90 percent of the game customizable.

Interadventure isn't afraid to take risks and it believes that this is the key to making a great game.

"Although glitzy graphics and awesome sound helps to set the tone of a game, it's still the quality of the gameplay that makes it a success. There's a lot of tried and true paths, but I believe it helps to push the envelope into new areas."


Heavy Metal

Iron Squad, Gigantic Games, Austin, TX, http://www.giganticgames.com/

Garage game developers must be insane: who in their right mind would spend months... years working nights and weekends on a project that may or may not be picked up by a publisher, that could just sit on their computer collecting dust or, heck, that might not even be any good? Commitment and supreme confidence is something not to be underestimated, and Gigantic Games seems to have it in spades with its online RTS entry Iron Squad, a four-year undertaking for a three-man team.

"We began Iron Squad with the most optimism and excitement any developer could have. This helped fuel our good times," says producer John Nguyen. "But when the realization of money and the lack of it, difficulties organizing remote developers and the uphill battle for garage developers became clear to us, things looked bleak."

Gigantic Games' Iron Squad.

Gigantic Games has preserved through the ups-and-downs of independent development and created a solid RTS that blends classic gameplay with clean 3D graphics and online play. The premise, a multiplayer battle for planetary resources, isn't a completely original concept, but that's not was not the goal: Iron Squad is meant to represent the best of its predecessors.

Iron Squad's gameplay was based on the classical multiplayer games like Netrek," Nguyen says. "This tried and true design is accredited to the countless contributors to this game. We didn't want to make a clone, instead add a pinch more action elements without upsetting the solid strategic portions of the design. The result is game that both cognitively and dexterously challenging."

Gigantic Games says the IGF nomination has become a huge asset, with media and general interest increasing after the announcement. "Since the day of the finalist announcement, we have been in contact with numerous gaming news organizations, large and small. Our beta sign up tripled and general interest surpassed our expectations."

Now more ambitious than ever, Gigantic Games has high hopes for the IGF and is planning to use the opportunity to drum even more interest for its game. It also has side projects, including GiganticX, an online game delivery website.

They would be thrilled to win an award, but Nguyen seems to understand that life as an independent developer goes on, with or without accolades. In fact, he takes it in stride.

"It is still business as unusual, regardless of winning any of the awards."

Hot Wing

Sabre Wing, Wild Tangent, Redmond, WA, http://www.sabrewing3d.com/

The team behind Sabre Wing.

Space cockpit shooters have been a staple on computers since Origin's Wing Commander. One of the problems with this genre, then and now, has been that most titles require next year's technology to play a decent game. Wild Tangent's entry, Sabre Wing, has avoided the lure of high requirements at the sacrifice of gameplay.

The team of two created a special compression system, allowing online combat for players with a basic 56K hookup. Combined with complex graphics featuring particle explosions and dynamic lighting, Wild Tangent seems to have found the sweet spot between beauty and accessibility.

Director Travis Baldree believes this is what caught the judges' attention at the IGF. "I would say it's probably for the high quality graphics and functionality similar to what you would find in an off-the-shelf product, but at a tiny fraction of the size."

A scene from Wild Tangent's Sabre Wing.

Baldree admits that creating any game, and presumably something as big as Sabre Wing, can be a tiring process. One of the strengths of the Wild Tangent's project is that fun has been the main priority. "So many of us get bogged down making one little feature 'just right,' and by the time they're done, they're exhausted," he says. "All the fun elements get left until last, and more often than not, don't make it in."

Wild Tangent believes that the fun is definitely in. But at the IGF the competition is more fierce than ever, so there is no guarantee that its product will get top billing. Baldree seems to have accepted this and, like any independent developer, life goes on... even after the IGF.

"If I win I'll go home in a blaze of glory, only to be chained to my computer again. But seriously, I'll probably get a pat on the back from our CEO, Alex St. John, and maybe a nice dinner," Baldree says. "Then, it's back to work!"

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Putting It All Together