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Show Your Working Interview

Xbox 360 PC Interview by Kieron Gillen

9 June, 2009

Page 3 of 3. <- Page 2

The "unusual game" has been Introversion's perpetual problem, no matter how much the team tries to mitigate it. Multiwinia's sales almost killed the company. They even considered becoming what Delay called "Zombie Introversion", where they would stop making games and just take the money from sales of existing products. Since there would be no staff expenses, the directors - who earn less than the people they hire, and on average across all the years in the business would have been better off working in Sainsbury's - would probably receive more money. They just wouldn't be making games any more.

"We really considered it," says Delay. "After Multiwinia's launch, we realised the best we could hope for was to limp forward to Darwinia+. We did the cashflow after Multiwinia came out, and realised we'd be dead in four months. What can you do in four months? But we were spending a lot of money. In the end, we didn't lay anyone off. We did move office and tighten our belt very heavily so we could last longer."

Multiwinia's lack of success is something they've picked over. Delay suspects it's a question of audiences. "It's a Venn diagram where the crosshatch between people who love retro graphics, people who love indie games, people who love Darwinia and people who love online, competitive multiplayer is... no people at all. It's like 100 people. Even amongst our sometimes-rabid fanbase, there was less interest in Multiwinia. Introversion nearly ended because of Multiwinia, beyond our ability to bring it back. We all took it in turns to feel like it was hopeless. All the other directors had to pull them out of it. We'd worked on it all this time. And there's a childish element to the unfairness of it. If we were going out on Multiwinia, it wouldn't be us going out on a blazing trail of what we stood for. This game was because we made it for Microsoft and Darwinia+."

Thankfully, they're past that, though obviously much rests on the sales success of Darwinia+, which will bring Introversion's games to a console audience for the first time - and there's also the hope someone will pick up the almost-complete DS version of Defcon.

'Show Your Working' Screenshot 3

We are playing army. Do you want to join us? No red Darwinians allowed.

And as developers, Introversion seem to know themselves better. "We make unusual games," says Delay. "All our games have been quirky and weird in some ways. To hit your first failure where you've missed the zeitgeist on your fourth game isn't bad. It'll be foolish to think we'd make every game a hit. When you look at it from a wider point of view - which is the only way you can look at it and remain sane - Multiwinia is a blip on the radar, and our hearts weren't in it in the same way they were with Darwinia and Defcon. And we'll move on. To our credit, we survived."

And survival is the tricky thing. It's not about becoming a monster company - it's simple existence. "We don't want to do three or four games at once. We want to be able to survive a game failing," says Delay. "You don't want to release a game, find out people don't like it and for that to be the end of your company after years and years of hard work.

"We're still here, albeit in a less interesting office than when we did Defcon."

Darwinia+ is due out for Xbox Live Arcade soon.

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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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