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Showing posts with label game concepts. Show all posts
Showing posts with label game concepts. Show all posts

Friday, 9 May 2025

The river out of Eden

Back in 1998 or 1999, I was having lunch with Russ Nicholson at the Dumpling Inn in London's Chinatown. I'd been working at Eidos, a videogames publisher, and had written specs for three games: Plague (later renamed Warrior Kings), 2020 Knife Edge, and the Fabled Lands MMO that was destined to morph into Abraxas. Astounding as it may seem today, back then most publishers had no clue that game development is an iterative process that requires continual refinement of the design, and so it had been suggested to me that Eidos wouldn't have much for me to do until their internal teams had finished those three games. I disagreed, and my friend Nick Henfrey and I had given Eidos execs a detailed analysis of how development ought to work (pretty much how every developer does it now, but not in the '90s) but while waiting to hear if the message had got through I was trying to come up with a new project. Russ was also looking for something to work on, hence our brainstorming session over dim sum.

"What about a comic book?" suggested Russ. He didn't need to twist my arm. We both loved comics. Because Russ had worked out in Papua New Guinea and met quite a few tough engineering types, we came up with a scientist/archaeologist and his roustabout minder who are searching for the site of the Garden of Eden. They find two sets of weathered tree roots, which unknown to them are the remains of the Tree of Life and the Tree of Knowledge. That night they get stoned and are forced to run for their lives when attacked by bandits. They run through some kind of interdimensional portal to another world. We follow the scientist character who arrives alone in a beautiful verdant landscape quite unlike the desolate rocky terrain he was camping in moments earlier. But it's a case of out of the frying pan, as a spear thuds into the ground by his foot and he realizes he's being hunted by the natives of this other world. I scribbled the notes as we ate.

Long story short, here was our surprise twist: the roustabout guy ran through the interdimensional rift a few seconds ahead of the scientist, but in this other world that meant he arrived ten years earlier. In that time he's made himself the warlord of the place. He has corrupted paradise. We were quite pleased with ourselves for dreaming that up, and remained so until Outcast came out a few months later and it turned out to feature the exact same idea. Under the sun there is no new thing, it seems. Oh well.

I didn't lament our Garden of Eden story for long. Outcast did it all so brilliantly that it's hard to imagine we could have topped that. In any case, I got drunk with another gaming friend, David Bailey, and after an all-night conversation over whisky we came up with the idea of asking Eidos to set us up as an independent development company. That became Black Cactus and although 2020 Knife Edge and Abraxas fell by the wayside, Warrior Kings finally shipped. In the world of game development, one out of three ain't bad going.

Since then we have lost Russ, sad to say -- two years ago tomorrow, hence this post. Black Cactus and Eidos are no more. Even the Dumpling Inn has gone. The grass withereth and the flower fadeth...

Thursday, 16 March 2023

Dalek City


So here's a blast from the distant past, one of the game design concepts I was spitballing with and/or pitching back in the mid-'90s at Eidos Interactive: Dalek City. It would of course have been a spinoff from the BBC's series Doctor Who. That show was pretty much dead and buried back then, so getting the rights wasn't a complete impossibility. And I was pretty sure Terry Nation, who created the Daleks and had joint control of the rights with the BBC, would be keen to hear any ideas for exploiting them.

"It's set on Skaro, the Dalek planet," I began. "The Daleks have been mutated by nuclear war and can only move about in mechanized travel machines. At the start of the game they pick up power by induction, so they can't leave the city."

"Yep, got it." said the Eidos executive I was explaining this to, who may or may not have been a famous gamebook pioneer. "So you have to get upgrades to let them travel outside the city."

"Well, it's certainly possible for the Daleks to get those upgrades. But you don't play the Daleks in this game."

"What, then?" 

"There are all kinds of threats to the Daleks. Various mutants live in the jungle around the city. Natural disasters like meteor showers can occur. There's another race, the Thals, who are their ancient enemies."

"You play the Thals, then?"

"Not really. You don't play anybody. You can step in and help the Thals if you want. Or you could spawn lots of mutant monsters to overrun the Dalek city."

This at least sounded like familiar territory. "That must cost you resources."

"No, your resources are unrestricted, up to whatever the game engine can handle. You could just send in so many monsters, raiders, and natural disasters that the Daleks would be wiped out right at the start. The point is, say you do that a few times. Then you try something different: sending in just one monster to begin with. The Daleks kill it and take it to their labs. They start researching it. Pretty soon they don't have any trouble dealing with that kind of monster—and what they've learned will help them in other ways, too."

"I see; it's one of these Artificial Life things," he said. (It was more of a growl, really.)

"Well... kind of. The Daleks are prime candidates for A-Life because their psychology is so simple. They're paranoid, inquisitive, power-hungry and they hate everything. And their society is like a type of insect hive. The aim of the game, you see, is whatever you want it to be. You can just observe the Daleks going about their duties, like your own little formicarium. Or you can trash their city and watch the little buggers get stomped. Or you can test them with various threats and see how they learn and develop. It's the cruel-to-be-kind method. Eventually you might find you've nurtured them to the point where they can take anything you throw at them. Played that way, the ultimate aim of the game is to make the Daleks into an opponent you can't beat."

For a long while he said nothing. I almost thought he might be considering it. Then he shook his head. "Players don't like games without a clearly defined objective."

New kinds of interactivity promise a world of possibilities that we have hardly begun to explore. To fully realize those possibilities, though, we have to be prepared to let go some of the control that we have come to expect, both as designers and as players. A quarter of a century on from that meeting, I'd like to think game publishers would be more willing to entertain left-field ideas, though I'm not sure how often that's true!