Interview with N developers Mare and Raigan
| Developer:
Metanet Software Inc |
Development Time: ~18
Months |
| Release: March 2004 |
Budget: $3,000 (CAD) |
| Category: Web /
Downloadable |
|
Where the wild
Ninja's grow
By Russell D. Carroll [March 3, 2005]
Q:
For everyone reading out there, who are you and what was your involvement
with N?
A: Raigan Burns and Mare Sheppard, the designer/developers of N.
Q: What do you think makes Independent games distinctive?
A:
Independent games are usually made by small teams of people who have a
vision or ideas they want to realise. Their primary motivation is often the
creative urge which drives them to make games. Mainstream games are made by
larger groups of employees or contracted workers who have far less creative
control or means of self-expression.
Well-made independent games usually bear the distinct markings of their
creators -- like music by the Beatles or movies by Wes Anderson. There is
often a greater emphasis on gameplay and unique or innovative elements, and
less emphasis on production values; possibly because small groups have
greater freedom but fewer resources than larger developers.
The main thing which makes independent games distinctive might be summarized
as: they're not Britney Spears.
The developers are not simply churning out a product which can then by sold
to masses of ignorant consumers via image and marketing. The design of the
product isn't driven by the lowest common denominator or recent consumer
trends. Instead, it's driven by the only things which should matter when
designing a game, which are: creative ideas and fun gameplay.
Independent developers have no-one to answer to but themselves, thus they
have the power to create inspired gaming experiences. Mainstream developers
operate in a system which seems designed to stifle creativity, where there's
always someone higher up the hierarchy (such as the publisher) who has
control over the final decisions; decisions which are often determined by
people who don't even know how to make a game.
Famously, Dick Rowe (Decca records) informed the Beatles that "guitar bands
are on the way out" and failed to give them a record contract. Imagine if
the Beatles had listened to when he said -- or even worse, imagine if they
had been FORCED to listen to him in order to get their records released!
Imagine if the Dick Rowes of the world had the power to control what sort of
music was released to the public; sadly, this is the actual condition of
video games today. A small number of huge publishers control the market, and
the people making the decisions (judging on the quality of the majority of
games) are just as stupid, near-sighted, and clueless about games as Dick
Rowe was about music.
Q: How did your studio get your start in working with independent games?
A:
Our studio exists because we needed to make games, and we have huge disdain
for the corporate game industry. Basically, we said to ourselves: why don't
we just make a game already?
We had ideas which we wanted to realise -- there was a game we wanted to
play which didn't yet exist, forcing us to make it so that we could play it
-- but also we wanted to spite the people who spend their lives making
terrible games and charging a lot of money for them.
People deserve to know that their choices are being limited because of an
industry which has devolved into an inefficient and stifling socialist
model: a small group of large corporations are acting as a de facto
governing body, regulating production and controlling distribution.
Hopefully at some point someone will acknowledge that having a truly free
market will result in better games being produced, but for now it looks like
it's going to get worse before it gets better. For instance, EA seem to have
removed the last of their competitors in the football (and other sports)
market, which means that we can all look forward to several years of bland
uninspired crap as our only option.
Anyway, we started working with independent games because we realise that
it's the only way to get our ideas out there, and also because releasing
great games outside of the industry will hopefully help to generate SOME
amount of competition (and the innovation and change it encourages) in an
otherwise inert and hopelessly dull system.
Q: What is the most innovative feature of N and how is it innovative in your
mind?
A: The part where your mind is literally blown as a result of playing the game.
That, and the hilarious (and frequent) ninja deaths.
Q: What do gamers appreciate most about N?
A:
The fact that, despite wanting to smash their computer into little bits
after losing a difficult level, they usually end up coming back for more. That,
or they actually did smash their computer.
They like the gameplay a lot, but they also enjoy the level editor and
infinite possibilities it illustrates. They're very creative with levels,
and put a ton of time and effort into it. It's really amazing.
Also, a lot of them are very appreciative of the fact that we released it
for free. "No problem!", we say to those people. It's nice that so many
people enjoy it!
Q:
What was the single most difficult part of N to program?
A: Other than the mind-blowing part (see the above question pertaining to the
most innovative feature), the collision detection/physics stuff took the
most time to write. In hindsight, we've discovered a totally different and
much simpler and faster way to do the exact same thing, so next time it
might not be as difficult.
Q:
Other than your own game did any one of the IGF finalists or Student
Showcase games stand out to you? Why?
A: Gish always stands out; it's a fantastic game and the way the physics work
is really impressive -- the controls feel great, which makes it really fun
to play.
Alien Hominid stands out, because with a budget of over a million (and
commercial release on consoles), you have to wonder: how much of that budget
was spent bribing IGF coordinators in order to get the game admitted as
"independent"?! ;)
Q:
How do you think Independent Games will evolve in the future?
A: Probably like Charmander, if we had to guess. You know: grows wings, 30%
increase in hitpoints... at some point it will hopefully learn "Dragon
Rage".
Q:
What is the biggest challenge facing Independent games?
A: Not being crushed under the giant feet of the huge corporations which
dominate the market.
Q:
As one of the leaders of Independent Games, what is next for you?
A: Well, Independent Games shouldn't consider itself too lucky -- we lead with
an iron fist, and have vowed to take over the world. Mwaahahahahaaaa!
Seriously, we're one of the leaders?! We've only made one game!
We have several projects in-development, so I suppose completing those is
what's next. And then hopefully we'll have time for a little global
domination.