When I posted about the cloning of Steambirds a few weeks ago, I was getting annoyed (visibly so, in the comments!) at people taking my post out of context.

The point of  my post wasn’t “we should change the world!”… I know dicks will be dicks, it is just our duty to call out dicks.

The point of my post wasn’t “cloning is illegal!”… I even mentioned how it IS legal, and how it just makes you a dick.

And now there’s an article on Gamasutra, citing my article (briefly), and saying “Fans don’t care if it’s a clone!”… I know that too. It’s frustrating. But this blog isn’t addressed to game players, this blog is addressed to you – fellow developers.

So what WAS my point?

When I complain about cloners, it isn’t drama or some big wrong in the world I’m trying to right. I’m not trying to inform game players of the status of cloning.

And I totally agree with the premise of the Gamasutra article – people are going to be assholes and there’s nothing you can do about it.

What I’m trying to do is raise awareness. Awareness within the development community. I want people to think “Bungie Aerospace/Harebrained” and equate that with “Shaky morals”. I want other development studios to know that myself (and several others) will look down on you for teaming up with them.

If your company is willing to walk that thin line between “clone” and “legally distinct,” I’d hate to see what other kinds of legal shenanigans you get up to. I’d rather partner with, or team up with, or work for a company that is comfortable generating their own ideas. There are so many studios and publishers these days that it’s easy to quick-sort them into two piles: Morally Awesome, and Morally Dicks.

Don’t worry, the Morally Dicks pile will probably make more money, and if that is all you are interested in.. have at it. At least I know what team you’re playing for.

Most of all, I want to ensure that the next generation of game devs don’t look upon cloning as a totally-fine-and-dandy act. It’s still dirty. Legal, but dirty. To promote creativity and advancement of the gaming industry, we need to show people that making unique IP is AWESOME, wheras passing your game idea by your legal department is REPREHENSIBLE.

 

Talk about cloning games is in fashion this season. Colin and Sarah both wrote about it on their blog recently, and there’s been numerous accusations flying about the net with tons of examples and case studies to pick from. Greg Wohlwend’s open letter about Ridiculous Fishing (and some backstory) was particularly soul-wrenching.

I don’t particularly want to talk about cloning, but a bunch of people keep bringing the latest SteamBirds clone to my attention, so I should probably address it at least once, and point people here from now on.

As a quick pre-amble, you may recall that I have nothing to do with SteamBirds anymore, nor am I authorized to speak on the franchise’s behalf. I also have not played or seen the offending title in action, and have no idea how different it may be.

Also, I was also cloned two other times – someone beat me to the punch with a shitty iOS version of SteamBirds, and someone else beat me to the punch with a shitty multiplayer version of SteamBirds. So technically this is the third clone. This is the first clone that isn’t shitty, and is being done by a big studio.

The Culprit

Here’s a screenshot I’ve seen of this brave new completely original IP by Bungie (Makers of Halo!), Crimson: Steam Pirates:

(Click for Bigger)

So the UI there is pretty similar (with identical placement for buttons). The movement controls, the powerup selection, the gameplay style – it pretty much looks like a clone of SteamBirds to me. Then there’s the name (also mentioning “Steam” in the title), and the backstory to the game (also an alternate universe WW2-era fiction), and not to mention that SteamBirds has always had boats and pirates in it’s lore and design docs (things I have spoken about at the various talks I’ve given and posted in the SB official forums, when people ask what the next version has in store – very much public information). Then there’s the multiplayer gameplay that takes all the best elements from the Android edition of the game.

So yeah, my knee-jerk reaction is that this is uncomfortable cloning territory.

I think Colin did a great job summing up most of the counter arguments, so I won’t repeat them here. Again, Greg made a heartfelt post about originality, so I won’t go on about that either. But there is something that does irk me that is rarely addressed, and came to light in a recent Google+ post I was browsing:

G+ Rocks

The fine fellow in the original post here is stating his rage about the recent Bungie announcement; a new game called Crimson: Steam Pirates. The responder is saying “No big deal, SteamBirds wasn’t original either.”

But what isn’t mentioned here is TIME ELAPSED.

WHEN You Clone is Relevant

Yes, SteamBirds’ core mechanic had been “done before” in an aviation video game [unbeknownst to me]. The most recent? A game from around 2001. Before that, there was a spaceship game that apparantly ran pretty similar in the late 90s, and an even older one in the late 80s.

There’s a card game with similar mechanics to SB, but for automobiles – from the 80s. There’s one about airplanes from around 2001 (and I’ll admit that the earliest tech-test prototypes were indeed very much clones of these games).

I think waiting 10 years before cloning something is a lot different than cloning something that isn’t even released yet, or cloning something that has only been out for a few months. It’s only been TWO WEEKS since the latest version of SB launched.

The one video game that was a big influence on my Steambirds designs is called DarkWind (2009) – an awesome, fully 3-D car-racing simulator… Done in a turn-based fashion. I am a pilot, and I wanted to do the same thing for aviation as Darkwind did for automobiles. Which leads me to the question,

Is SteamBirds a Clone?

Let’s see. I wasn’t aware of any other games; kinda hard to clone them right there. Despite this, previous title is more than 10 years old (in forms digital or otherwise). No sources of inspiration (including card and board games) included the fantasy/steampunk elements or aesthetics; other games in this genre (digital or not) tend to focus on realism and accuracy. Power-ups, gameplay balance, control mechanisms, UI, and all that other good stuff that goes into the game – completely original.

Darkwind’s inspiration resulted in almost zero practical crossover to my design (the game is simply too different). The only thing I lifted for the released design of SteamBirds was the SteamPunk universe that I surely did not create.

If someone told me SteamBirds was a clone, I’d have to laugh at the ridiculous implausibility of the suggestion.

Is Crimson: Steam Pirates a Clone?

I’d say yes.

I’m sure they’d phrase it something more like “We are acting on current market pressures to deliver an enhanced gameplay product that iterates on other previously successful titles, in a legally distinct way.”

And that’s the rub, isn’t it? It’s probably very much “legally distinct,” and there probably is no legal defense the current SteamBirds team can use to protect themselves from them.

Bungie is being a moral dick for scooping the next release of SteamBirds though. Why couldn’t they have waited a few years at least?

 

In case you live under a rock, the Humble Indie Bundle 3 has been launched. Go buy it! Right now!

I don’t care if you own it all already. It can cost you $1 if you want! OR LESS!! Just buy it already sheesh

SHEESH

You know that excuse you have?

Yeah, SCREW THAT EXCUSE.

 

I’m no longer a part of the SteamBirds project. Yeowtch, how’s that for tearing off band-aids?

It’s been a crazy ride, hasn’t it? From the first inception of the game, it’s development, release, re-release, sequel, mobile editions… What a fun trip. I’m proud to have been a part of it up until this point.

I won’t dwell on the reasons or factors behind my leaving (contractually, I must keep things secret, or I lose the money involved!), but if you want further updates on the SteamBirds franchise you should keep your eyes on the new 100% owners of the title, SpryFox.

As an aside, that’s why this blog has been pretty quiet recently.. I was unsure what the future would hold, and it was pretty distracting and stressful. Those feelings are gone now, and I’m starting work on my next titles!

 

I run the local Victoria game developers group (LEVEL UP!), but our sister group in Vancouver (FullIndie) was having it’s one-year anniversary last week and I was invited over to give a nice short talk of some sort.

The Trip

I had a blast on the trip. FullIndie had probably over a hundred people show up for the birthday celebration, and we all went roving across three pubs after our talks. It was great to meet so many new people – but the size was a bit overwhelming! I couldn’t even meet everyone if I tried.

I took my FlashGamingSummit talk and slimmed it down to around 14 minutes (originally 60 minutes!). I basically cut out all the “facts” and just left the jokes and the summary “lessons learned” and tried to quickly barge through it all. Because of the size of the meetup, I actually had to give the talk twice to two seperate groups of people! They were both laughing most of the way through though, so I think I did a good job. :) It was a lot of fun for me anyway. A student was there filming one of my talks, maybe it’ll find it’s way online someday?

SteamWorks Brewpub let us into their secret cellar meeting room, which was pretty cool. Had some awesome pints and talked my throat raw. Good times!

The day after the event I hung out with some new friends, played some prototype video games, and even got a few board games in. Wonderful trip.

Since Victoria is on an island, seperated from Vancouver without a bridge – we have to take a 1.5 hour ferry ride between the two places. During the day, the view is beautiful and inspiring, as the ferry weaves between the Gulf Islands. At night, the wind and chill is usually so great that it’s best to huddle inside and do something productive…

I decided to do a GameJam!

The Jam

I was jamming on my own but I invited others along via Twitter. I did a screencap of me working at night spliced with the earlier trip during the day. Check out my rough editing skills here:

(Thanks to DVGMusic once again for his awesome tunes that accompany the video.)

In the end, I made an educational game that attempts to teach people fractions. I didn’t have a lot of time so a lot of elements are missing, and it could definitely use some work – but it might be a neat app to develop further in the future. My girlfriend teaches math, and she approves! Check it out the first prototype here:

AheadFull!

(You’re supposed to be at the speed controls of the ferry, being shouted orders by the Captain.)

 

You knew the day would eventually come!

My first encounter

I grabbed a copy of Minecraft way back in the day, before multi-player was a big “thing”. I had a bit of fun – I wandered around, I punched a cow, I made a little hut out of dirt… But the joy of pointless exploration was quickly lost on me. Nevermind the fact that the worlds were relatively small back then.

I’d occasionally fire it back up, but exploring just for the sake of exploring didn’t really appeal to me. I love exploring in other games – hand-crated game worlds, where I explore vast tracts of land that were designed by someone to be fun, or at least interesting… But in Minecraft, I don’t get that joy for some reason… Probably because I know it’s entirely random, and I’m pretty sure I’ve seen the most “epic” landscapes the engine could provide. There’s no guarantee that there’ll be anything of note over the next hill.

MultiPlayer comes alive

A year(?) later I was playing on a freebuild multiplayer server. You had unlimited items, and it was a lot of fun “building a world” with other people. I took screenshots of the first “house” I built, which was largely just a green-cloth rectangle with a hole for a door:

And I remember the Great Flood, back when water would multiply to infinity horizontally:

Which we then sponged out and made into this awesome, glass-tunneled spooky world:

I think that last shot there might have been one of my favorite moments. Sure, this was an early copy of the game, before you could “die”; Knowing that the only thing between the safe dry tunnel and a several-day-long water-clean-up-duty was one layer of glass… It added a lot of atmosphere to the game. That underwater facility was as close as I’ve come to role-playing. And it looked beautiful. I could imagine the fish swimming by outside.

Sure, I went on to make secret lairs hidden within mountains, completely encased in lava:

But the game hasn’t really been the same since then. The game is kind of like LEGO, but having unlimited bricks cheapens the experience. There’s no creativity through limited resources; there’s no challenge.. It’s just a one-upmanship contest of who has the most free time.

Upgrades Happen

Now the game has grown a lot since then.

The game world is now eight times larger than the surface of the Earth. You can now die in multiplayer modes, and free-play servers (with unlimited bricks) are places I do not frequent. They’ve added circuitry, musical-note playing boxes, doors, switches, minecarts, levers, power sources… Even pet wolves. The world is really coming into it’s own, becoming a place of imagination and fun.

On the recent server I’ve been playing on, nobody cheats – if you make a castle out of pure Iron, that’s iron that you spent the time to find and mine out of the ground. If you have an amazing open-orchard design, you accomplished it despite those fucking creepers blowing you up every night. Those sky-platforms were built at the cost of many lives, thanks to gravity and the non-use of flying hacks.

And now the game world is so big, you can travel to exotic places, and exploration actually means something.

Now it’s an awesome game, but only because my friends are there. Doing all of this single-player doesn’t do anything at all for me. It’s like building an epic race-car out of LEGO, and locking it in your closet for nobody to see. The act of creation appears to be mostly meaningless if there is no audience for it.

If a creeper blows the fuck out of my forest, does anybody hear it?

A New Hobby

My favorite part about Minecraft now, though, is the circuitry system. It’s complex enough that people have made complete computers in-game – and I don’t just mean replicating someone’s real-life blueprint. To conform to the constraints of the world, everything right down to the basic AND and OR logic gates had to be redesigned, and the “circuitboards” are all stacked together in 3D – something no current computer manufacturer does.

I’ve always wanted to do circuit-work – making robots, wiring things, playing with little chips and cheeseboards… But I didn’t want to invest the time/space/money in taking on a new hobby of that scope. MineCraft lets me explore and satisfy that craving, with even more exciting results than I could ever do in real life (I’m not allowed to wire my front door to an automatic steel-tipped-arrow firing machine, or sling vehicles through gates to hell… unless I’m in MC!).

So I’ve made a few impressive structures in the MC world that aren’t just pretty looking: they’re functional. I am really proud of them because each block was hand-mined by myself, and not cheated or glitched into existance. I gave a brief tour of them in some Youtube videos below:

MineCart station, with multi-track selector, multi-platform arrival bay, and optional cart dispensor:

Combination lock system and valuables “bank”:

So thanks, Notch, and thanks to the rest of the Mojang team. This isn’t just a game, this isn’t just a fun time with friends – this digital product is allowing me to explore a hobby I wouldn’t have in real life.

At least, when the server is going fast enough to be playable. :)

 

So… there’s this:

Not sure how proud of it I am. First video is always the worst. I’ll try to keep it up.

Things to improve:

  • Say “uh” less
  • More light = better video quality
  • Keep the videos on subjects that don’t translate well to blog posts

At least I’m happy I did this in one take. The edits were just deleting out segments where I got distracted by things.

 

Almost a year ago, I installed a copy of vBulletin and set it up on the SteamBirds domain. I didn’t think the franchise was ready yet for proper community management and support, so I deactivated user registrations.

Today they went live again.

Before I push the link to the main Steambirds.com site, I figured I’d give our best fans (those that follow these bloggy things!) a chance to login quick and grab their preferred usernames. As time goes on I’ll make it more and more public.

We’ll be opening up a few SteamBirds 2: Multiplayer alpha or beta slots soon, and we’ll probably pull those from our forums, so be sure to jump in and be active!

Link to the forums

 

My global-events monitoring robot (Google) has informed me that somebody wrote a song about SteamBirds. A Chicago hip-hop artist by the name of Absolute.

It’s pretty obviously about SteamBirds: Survival (“Take to the skies/Dischargin jet smoke/look up/I’m the city’s best hope”), and he does call out SteamBirds by name a few times. But then it diverges into standard hip-hop stuff (“iron feathers/italian leathers”, bitches, hos, etc).

It’s somewhat NSFW (standard hiphop terminologies), but you can listen to it and download it free here: http://absolutesworld.bandcamp.com/track/steam-birds

So awesome.

Until next times: You just passengas’, and I’m in the cockpit.

 

You know how there are movies that go for shock horror, and others go for psychological horror?  Like the difference between gore and fear.  I’m not particularly inclined to watch shock/gore movies, much like I’m not inclined to play correlating games.  I have a pretty bad aversion to physical trauma and those types of entertainment just make me feel sick.

Once in a while, though, I’ll take a gander at a good fear-based flick or game.

Ye Olde Champion

I think the Blair Witch Project was probably the best fear-inducing movie in my experience. If you got past the shaky-cam filming style, and got sucked into it’s world (instead of observing it as a passive movie-watcher), you’d be terrified at the slow descent to desperation and madness, and the overwhelming feeling of helplessness – without ever seeing a drop of blood.

And those fucking children giggling outside the tent in the middle of the night?? I think I went white with terror at that point, and didn’t regain my color for several hours. Children are scary.

Then I watched it again!

Never before, you see, have I gone to a theater only to be so utterly emotionally transported to a new world. The feelings I felt, the experience I just went through (if via proxy) is something I would never be able to experience in my own life. It wasn’t necessarily pleasant, but it was a very educational experience. Before seeing Blair Witch, I’d imagine in my head that I was a pretty strong emotional tough-guy that wouldn’t be affected by the situations presented in most movies.  But this movie changed that; it made me realize that no human can escape certain levels of pure terror. And it gave me a sampler.

If I picture myself – in real life – in a Blair Witch situation, I wouldn’t get out of my tent and head-butt the closest child I could find; I would, in fact, curl up into a tiny ball and hope I died to the mechanical demon-monster quickly.  Having these thoughts for the first time – as an invincible 18 year old – may have been life-changing.

In Games

Finding a game that duplicates this level of terror is fairly impossible. I think the closest I’ve come to psychological terror in video games has been F.E.A.R., but even that title pales in comparison to Blair Witch. If you ignore the children in the game, it’s just a fun take on Hard Boiled-style action sequences (much like Max-Payne). Plus the acronym’d title just made me chuckle at how contrived it was.

I hear some games like Doom 3, Dead Space, Resident Evil, and Silent Hill do the shock-horror thing pretty well (Doom was pretty good at having things jump out of shadows, and Dead Space is full of gore), but I think they couldn’t stand on their own two feet if you – say – turned it into a text-adventure. I played through several of the Resident Evil games, but the slow pacing, bad voice acting, and predictable “shock moments” (oh look – I’m walking slowly down a dark hallway! I hope nothing bursts out of the door) just made me chuckle.

Is this really all that surprising, though? I mean, it’s really really difficult to manipulate somebody’s emotions with a work of art.  It’s easier to make someone scared during a movie because you can accurately control the timing, the music, the scenes… It’s pretty easy to just sit and take a breather break in most video games, which harms the artists ability to keep someone on edge. Our art form of interactive design hasn’t reached a level of technical progress yet to take us over that hurdle. I don’t doubt it’ll happen, I just don’t think it’ll happen very soon.

A step in the right direction might be Left 4 Dead. It’s not particularly horror – the “gore” is comical, there’s no real shock moments, but they managed to get the pacing down with their AI Director. But really, it’s just an action game that keeps the pressure on – the fact that there happens to be zombies and it happens to be dark seems to be more of a side-note than a main premise. The game is downright not-scary, especially when playing with a group of jovial friends – which is the only way you can play it (there’s pretty much no single player mode).

It’s not all about Terror though…

I started thinking about what other games invoke negative emotions, not necessarily pure terror.  I think Jason Rohrer’s Passage is an excellent example of this (It’s free and only takes a few minutes – go play it now! before I spoil it forever for you!).

I remember playing Passage for the first time, thinking “oh man! this is a neat take on a game! I’m just going to do this, then this.. and…. now……. wait, is this… oh fuck,” then I closed the window without completing it.

I hate Passage – but not because it’s a bad game, not because it’s gory or filled with horrible surprises – it just reflects the futility of the human condition a bit too well. I was terrified of the ending, and the ending was not a scary monster. Scary, yes; monster, no. Nonetheless, there was no way to escape your fate – unless you close the window. :)

Now this was terror, but terror of a different kind – terror about how I’m just a fragile human, about how I might die someday, even if it’s old age. Terrible. Hate it. I want to live forever!  Despite my distaste, I’m still happy I played it.

A whole new angle

The other day I stumbled across a new game, called Beautiful Escape: Dungeoneer.  I think it might be my new favorite, beating out Blair Witch, F.E.A.R., and Passage.  It’s a game with victims trying to escape a sadistic serial killer – mixed with a love story. I have the assumption that most people reading this will not want to play it.  I hope more people do play it, even though it will offend sensibilities. It’s a great work of art, but it is a disturbing game. More disturbing than any other media I’ve consumed. Minor spoilers follow.

First up, I’ll note that this game has hardly any gore in it. It was made in RPG Maker 2003 in two weeks for a community contest; when people get injured they get little red pixels on their 30×30 px bodies. But where the game lacks in visuals definitely makes up for it in your imagination. This game is made completely around the psychological.

The twist is: you are playing the role of the killer. And it’s easy. It’s disturbingly easy.

BE:D Gameplay

The game itself is a mix of two mechanics: a dating-simulator-style conversation-tree, which leads to a tower-defense style game upon success. At it’s core, it’s a very linear, not-very-fun game. But the story layer on top of it all makes it worth while, in it’s own twisted way.

The conversation trees have you stalking people, lying to them, making up stories, and manipulating people’s weaknesses. Which is creepy as hell. Then you’re off to a store to buy razor blades, blowtorches, chainsaws, and other traps you can place into your dungeon. You drug your target, drag them into the dungeon, and watch them try to escape through your traps.

If they succeed in their escape, they call the police and the game is over – you are sent to jail. If they die, or if they succumb to madness, it is acceptable – but it knocks a lot of points off. No, the real goal is to bring people to the brink of death and on the edge of sanity, then let them experience a “beautiful escape” (where they – assumedly – commit suicide on their own or are otherwise too shaken to call the police on you, and will be tormented by what you’ve done for the rest of their lives).

The whole escape sequence is filmed and uploaded to an in-game youtube-like website, where in-game characters rate your performance. If the person you were torturing was afraid of water, and you put them in a dunk tank, then you get bonus points (rewarding you for exploring all the conversation trees before drugging the poor sap).

Meta Angles

What makes this game super interesting is there is pretty much nothing driving you to do things the way your community says is “correct.” You don’t need to strive for a beautiful escape. You can just kill people in their first escape move, putting people out of their misery. You don’t need to take up various challenges. You have complete choice in who you pick to torture and why. Everything you do in this game – you do because you choose to. Much like my reaction to Passage, you can always close the game if you don’t like any of the choices available to you.

But I didn’t close the game. Sure, I didn’t select the innocent hard-on-her-luck mom; I went easy on the stalwart Fireman. No, I interviewed every character in the game and chose - by my own hand – to murder the asshole womanizer.

And I made him suffer.

Not only did this game make me feel bad, it made me act bad too, of my own free will – and uncovered that dark disturbing core that is buried within each of us (some more buried than others).

I was really happy with how the game ended. It gave me enough leeway to behave the way I wanted; my final victim got away with a bit of light bondage and some false hope, and no bodily harm – and the story arc finished itself, undoing just about everything and revealing the meta-purpose of the game.

Color me impressed. This game brought forth Horror like no other media has. Here’s the direct download link, if you want to play it now, despite my spoilers.

The backlash for the game is interesting and varied – opinions range from some that enjoy the game for what it is (like me), those that think anyone who would consider playing the game as deeply disturbed themselves, some think the whole premise is vile, and some – even more strangely – like the game through and through and see nothing wrong with it.

If you’re wondering what kind of mind would make a game such as this; turns out the game’s creator has a PHd and practices clinical psychotherapy, and dabbles in game creating occasionally. Perhaps he has some unique insights as to the dark underpinnings of humanity?

If you want to read more about this game from people a bit better at this review thing, check these out:

I hear he’s making a sequel, too.

© 2012 Andy Moore Suffusion theme by Sayontan Sinha