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Interview with n developers Mare and Raigan Printer Friendly Page



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.

  

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