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Show Your Working Interview

Xbox 360 PC Interview by Kieron Gillen

9 June, 2009

Page 1 of 3. Page 2 ->

You could never criticise the guys at Introversion for not sharing their views of the world. From swearing at the mainstream industry during their Independent Games Festival acceptance speech, to Chris Delay's detailed and heartrending posts about exactly how bad their 2008 turned out to be, they have always been impressively open about what they've been thinking while making their chain of splendid independent games.

But as they work on Darwinia+, the Xbox Live Arcade version of that IGF Grand Prize winner (also incorporating last year's Multiwinia), they've gone a step further, and taken to open development. They've posted everything from emails to design documents to Microsoft feedback reports and, well, just go and look at the treasure trove. For anyone with the slightest interest in how games are made, it's invaluable.

What provoked them to do this? It's an oblique form of marketing for an ever-oblique game. "Anything Darwinia-related is incredibly difficult trying to promote," Delay tells Eurogamer. "It's incredibly strange-looking. It's never done well in adverts or screenshots. They don't really work. With Multiwinia, we spent more than we ever did before and did a whole load of videos which tried to simplify and explain the game. We tried to do a portal style video. Because Portal's not an immediately graspable idea when you just look at pictures. We tried to take a leaf out of Valve's book and do that... and weren't really that successful or garnered any attention.

"Coming around to Darwinia+, the question came up. 'What on earth are we going to do?' Darwinia's already out. Multiwinia's already out. The game's already released. How is this not just 'those games again on Xbox'? How are we going to get people interested?" How indeed. "We thought, 'How about we publish every email we ever did with Microsoft, right back to the start?'" This rapidly grew to become the whole open development concept.

'Show Your Working' Screenshot 1

Darwinian Wicker Man cosplay is always popular, except with the people who get burnt alive.

"Xbox development is really closed," says Delay. "You can't get anyone to say anything about anything. Let's turn that around and open it up. Publish all the emails, publish our reports and design documents, publish what it's like to work with a company that's four orders or magnitude larger than ours. Sometimes, there were issues dealing with a big company like Microsoft. You only tend to hear about it... well, you either get stony silence or every now and then a developer will be let loose from the asylum and will suddenly rant. And that's all you get."

In other words, when a developer breaks silence, they've done so because they're at their most furiously bitter. This isn't an accurate portrait. "And it's not a rational opinion," says Delay. "They'd probably look back on that and think that it doesn't reflect their opinion at all - it reflects how they felt on the day. But that's on the record now. So forever 'Jeff Minter hates Microsoft' or whatever. He said that once, and was very bitter because the game hadn't sold that well. But when Multiwinia hadn't sold that well, we did all kinds of things, many of which remained within the walls of Introversion. Some of it leaked out, because you can't help it. It's not a sterile, purely business business, making games."

Since it could be so revealing, it does beg the question of what Microsoft would make of one of their developers wanting to do a kiss and tell even when they're still kissing. "We thought we'd ask them, and we'd ask different people at Microsoft, to compare all the negative responses we got. To see who was the least negative and start work on them..." says Delay, "but they liked the idea."

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Comments: 1-21 of 21 in total

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khaz
09/06/09 @ 06:39
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More companies need to do this sort of thing.

Its like watching those documentaries on those ads and/or movies where you didn't quite understand how or why they did what they did...like that Honda car ad where all the parts were used to make that insane Rube Goldberg machine. I saw a seven minute documentary on the making of it and it added immeasurably to the enjoyment of that particular piece of creativity.

The feedback game companies could get...especially when a game has sold badly or had a poor reception critically. From the games i've spent time with over the last year for example, I have quite a few questions, comments and observations on Ubisoft Montreal's latest PoP "game". If I had an insight into the development then it would go a long way to explaining its released state.

Oh-Bollox
09/06/09 @ 06:59
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The lack of a demo hurt Multiwinia severely. Can't remember if they had a single player one or none at all, but they didn't get a multiplayer (which is what Multiwinia's all about) demo up for a month or so, I think.

Fucking gutting developments, altogether.

Hope someone publishes Defcon DS, I'd buy it.
bad09
09/06/09 @ 07:34
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It's quite clever marketing really. Get people interested in your game by showing them the development of your game. I reckon it's much more effective than a 10 second teaser with no game footage!

I remember following the dev blogs on SSF2THDR, reading about the process/progress made me "connect" (for lack of a better word) with the new game probably more than watching any trailer or ad.

GuyNoir
09/06/09 @ 08:10
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Nice to see they put their brackets in the right/readable place :-)
MyPointIs
09/06/09 @ 08:40
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I think they promise more than they can deliver, I've been just browsing through their emails and there's very little there. All microsoft emails and details aren't there, just a bunch of Introversion -censored- emails. Sligthly dissapointing if you ask me. I think MS 'guidelines' for open development were quite strict (I'm sure the marketing side loved the publicity stunt, but probably the legal branch had a different opinion).

Still, good luck to them. I think what introversion needs the most is some marketing skills. Not to promote what they do (already doing a good job there), but to better choose what they work on (to better understand the market appeal of an idea).

I'm sure a lot of people from the business side of the games industry could've told them that Multiwinia was a commercial suicide, just based on the concept.
Dizzy
09/06/09 @ 09:11
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Will buy! Love to support these guys.
mustardkid
09/06/09 @ 09:12
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loved darwinia was awesome, and will deffo be buying this
tomdominer
09/06/09 @ 09:58
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To me, the creative director comes off like a spoilt child.
Tomo
09/06/09 @ 10:10
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Definitely clever marketing. I've just spent the last 40 minutes reading his blog, this interview and other parts of the site.

I'm almost sympathetic to buy a copy.

That said, I've never really got on with the Darwinia games. They're quite fun but just not hooked me. I'll give Darwinia+ another go though. Defcon DS would be totally awesomesauce though.
dingo75
09/06/09 @ 10:44
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I bought "Uplink" when it was still sent from their homes on burnt cds and they merely had a forum as "official place".
I also bought "Darwinia" asap but even to me "Multiwinia" seemed like a quick cash-in.
Additionally the whining that gamers HAVE to buy indie to allow them to live was hitting the wrong notes imo.
I will not buy shit even if it's indie. Indie can't be an excuse for rubbish.
"Defcon" was not meaty enough as well so I waited for a Steam sale to pick it up.

Seems they are back on track and I'm looking forward to new good games from them.
patchbox360
09/06/09 @ 10:56
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already own multiwinia
patchbox360
09/06/09 @ 10:56
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already own multiwinia
ChthonicEcho
09/06/09 @ 13:03
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Hm, not the first time I see this expression. What does 'showing your working' mean?
dirk_aircool
09/06/09 @ 13:58
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I cant wait . wanted to play it on Pc but never found it , ( could have made more effort ) . It looks different and interesting . I will give it a go .
cragtek
09/06/09 @ 14:23
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>> Hm, not the first time I see this expression. What does 'showing your working' mean?

@ChthonicEcho

It means display evidence of how you arrived at your answer. Quite often you see it on exam papers. For example - What is the area of this triangle? Show your working.

ChthonicEcho
09/06/09 @ 14:52
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Ah, thanks a lot.
dr_swin
09/06/09 @ 15:04
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darwinia was such a beautiful game.
Bremenacht
09/06/09 @ 17:57
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I wonder what they imagined for a Venn diagram for Defcon sales on DS. I just cannot imagine a boxed, retail version of Defcon selling well at £25. A DSi download at the right price - maybe.
SuperBas
09/06/09 @ 20:42
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What really hurt Multiwinia is that you could never fucking connect to any game, no mather how many fucking ports you opened. If you can't play get online working decently as a developer, the game falls flat on its ass. Multiwinia deservedly flopped.
cragtek
10/06/09 @ 07:52
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@Bremenacht

Defcon's best suited to DSi download IMO also. Only question is: are there limitations on the filesize on DSi? That could pose a bit of a roadblock.
Ghost5786
10/06/09 @ 09:18
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The last really good game Introversion made was Darwinia, and before that it was Uplink. Defcon and Multiwinia both were far too simple for my liking and never really evolved as you played. It kind of makes me think that they should stick to what they're best at: single player experiences.

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