Last weekend, I attended the second annual Global Game Jam at NYU. The Game Jam is a sort of worldwide endurance/speed game-development event in which teams come together and in the course of 48 hours conceive, design, and produce an entire game. The results tend to be quick, dirty, and a little rough around the edges, but often innovative and off-the-wall.
This year, the theme was "Deception," and in the GMT -5:00 time zone, the design constraints were "Rain, a Plain, or Spain." You can check out all the games created for the event at the GGJ website.
I'd like to present our team's game: an action/strategy game for the iPhone called The Last Book.
In The Last Book, civilization has been destroyed by a neverending rainfall. Everything, it seems, has been washed away. Generations after the onset of the deluge, you are the Librarian, tasked with protecting the last book in existence, the only remaining example of the written word. Keep the book dry by collecting and diverting the falling rain, and do your best to hold back the flood.
The rain falls relentlessly, wearing down whatever it touches. Play by arranging pots to collect the water and protect your structure from damage. As the pots get full, you can dump them safely out in the wells. Over time, your pots will wear down, too, so use your kilns to fire up new ones. Protect your kilns, also, because the rain will quickly put them out if they get wet.
Just hold out until the clouds break (two minutes) to collect your reward.
And at all costs, don't let any rain fall on the Book!
Controls: Tap the pots to move them. Select the brick you want to place the pot on, or tap a well to empty the pot. Up to three emptied pots will be stored in each well; tap the well again to retrieve a pot. Tap a kiln that's fired up to start a new pot, then tap it again to remove the pot when it's done.
Currently, in order to play The Last Book, you must have a Mac with the iPhone SDK installed. Download the package and compile the game file in Xcode to play.
For those who are unable to try it out personally, here's a video showing the gameplay:
The Last Book was made with a five-person team, which we christened Brainfall Studios. It was a wonderful group to work with, and I'm glad to have had the opportunity to get to know them. Here are the credits:
Design, Story: Jess Haskins Level Design: Ray Reilly Programming: Ulf Schwekendiek Art: R.M. Sean Jaffe Music & Sound: Justin Mathews
(The team from left to right: Sean, Ray, Ulf, Jess, and Justin).
We had a great time, and we're all interested in continuing to work on the game to flesh it out and eventually release it on the app store. I'll be sure to let you know about it when we do!
For now, here's the link to the game's page on the GGJ site: The Last Book.
It has been fascinating to follow the evolution of Amanita Design's work from the original Samorost 1 through to their latest offering, Machinarium. The first, while it introduced an innovative visual style and type of gameplay that inspired a slew of imitators, was formally little more than a loosely associated collection of hallucinatory set pieces. Machinarium, by contrast, is a much more mature and focused game. Samorost 2 was an important intermediate step, utilizing motifs from the original game and just beginning to rationalize that surreal, oneiric world by introducing elements like characters, plot, spatial continuity, and logical causal relationships. Machinarium takes the final step and brings us to a world that is solid and grounded, with rules and interlocking parts that fit together like — well, like a machine.
In Samorost 1, nothing was grounded — not even the ground.
It's like the druggy haze of Samorost 1 was already starting to clear in Samorost 2, and now with Machinarium Amanita has clambered out of the beanbag, combed its hair, put on a suit and tie, and gone out into the real world. Interestingly, the references to hallucinogenic substances that peppered the Samorost series (the name "Amanita" refers to a type of toxic mushroom, which is also the studio's logo) are largely absent from Machinarium, and the earthy roots, furry forest creatures, gnomes, and cosmic little green men of Samorost have been replaced by an industrialized metal cityscape of dive bars, jails, factories, and bombs, populated by rusty robots and hunks of junk, cops and crooks and gamblers and beggars. Is this what the world looks like when you come down?
The brave new world.
Paralleling this aesthetic evolution is a complementary formal one. Samorost 1's "click anywhere and things happen" mechanic has been gradually whittled down to a more traditional system of agency, and in Machinarium the player directly controls the main character, a charming tin-can robot, who walks, stretches, collects and manipulates items within his immediate sphere of influence. (Except for during the first two minutes, that is, where the player acts on the environment at large in order to bring the pieces together to assemble the robot in the first place — a final transition from the old ways to the new.) Gone is the out-of-body dissociative experience of Samorost 1, where the player's and main character's motivations were aligned, but their actions disjointed: the player operated directly on the environment while the sprite sat down and watched, with the player in the role of an unseen godlike manipulator, or maybe the world itself. It was the perfect gameplay model for what represented essentially a really groovy trip.
Sitting back and taking it all in.
It would have been interesting to see that mechanic developed further, but Amanita chose the opposite route and made the game world and mechanics more concrete, not less — and Machinarium is definitely the stronger for it. It's a rich, tightly-constructed game, made with purpose and clear direction. I would love to see Amanita — or someone else — go down the other path someday, though. It's perhaps a greater challenge to make a sustained, meaningful experience out of the whimsical illogic and disembodied agency that characterized Samorost 1. Can the player's sense of identity be even further shaken? Can the bounds of cause and effect be further strained? Can the resulting journey cohere and add up to something more than a succession of novel and entertaining images?
The first denizen of Samorost you encounter: a toked-out dude with his hookah.
Amanita seems to have shelved the hookah for now, and I'm glad to follow them out of the wild and into this exciting new urban junkscape. But I wouldn't mind going back occasionally into that wild forest, just for a little while. Just one more hit...
Tale of Tales makes non-linear, narrative, exploratory "art games" that largely cast off the trappings of traditional games (rules, goals, challenges). Frank Lantz of area/code is a vocal proponent of the idea that video games need to be more "gamelike," and that designers should focus on games as formal systems of challenges. Tale of Tales interviews Frank Lantz.