Interview with Metanet Software
The CMP Game Group (producer of Game Developer magazine, Gamasutra.com, and the Game Developers Conference) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers. They saw how the Sundance Film Festival benefited the independent film community, and wanted to create a similar event for independent game developers as well as the student population of game developers.
Metanet Software appeared for the first time in the IGF this year for their game N, for which they won the Audience Award in the Web/Downloadable games category.
Should I ask the obligatory "tell me about yourselves" question, or should I just recommend that people look at your other interviews?
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Before we get into specifics, let's talk a bit about design. Did you both wake up one morning saying "let's do a game about a tiny hyper-nimble bellbottomed ninja who must collect yellow boxes" or did it go deeper than that?
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One thing that's always fascinating about computer games is how game-universe physical laws have little relation to real-universe physical laws, but people still accept them as accurate. Game characters (in your game and others) can perform feats like standing jumps several times their own height or changing direction mid-jump, both of which are impossible in the real world but don't even raise an eyebrow in a game. Are there any "rules" for what people will accept as physically possible in a game?
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I won't pester you with "why Flash?" questions because that's been covered adequately in other interviews [I'll include links]. Tell me a bit about the tools, though. Actionscript 1.0 or 2.0? Any particular drawing or sound tools you prefer beyond the stuff built into Flash itself?
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I'm going to address something you haven't yet covered in your tutorials, which thus-far only cover simple rigid-body collisions. It appears that everything in n is a single rigid body [screenshot] except for the ninja himself. He's a fluidly-moving articulated character. How exactly is he represented in code? Is he a small collection of objects (arms, torso, etc) that somehow keep themselves in proximity to each other, or is he a bones-type thing, or is he something else entirely?
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So what happens when the ninja (to use SCTV's vernacular) gets blowed up real good? Given that arms and legs can go flying everywhere, I assume he's no longer a single object. Is there some point where you say "okay, he's not a single rigid body or a ragdoll, but he's now a bunch of smaller bodies/ragdolls"?
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I noticed that you haven't released a letter to shareholders since July of 2004. Given that the stock exchanges de-list large corporations (like yours) that don't make quarterly disclosures, should I be concerned that there's some kind of stock scandal going on? What do you have to hide, Misters Burns and Sheppard?
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Ahh, sorry about gender confusion there. Of course, given that the game is preoccupied with ninjas and explosions, it's not an entirely unwarranted assumption that there's testosterone involved. I must ask then, will either of you be participating in any of those "women in games" events that'll be at the GDC?
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Your game, along with another dozen or so small-format titles, is being honored with free GDC passes and a piece of the GDC expo hall and an awards ceremony. Outside of GDC Mobile, though, very few of the sessions really apply to small-format or web-based games. There will many more sessions covering things like puffing up games with storylines and 3D animated cutscenes and other bits of "horrible narrative wankery". Is the GDC sending a mixed message regarding small games -- they deserve attention but don't deserve discussion?
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Speaking of the IGF, have you had a chance to check out the other entries? Any favorites?
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Yeah, I tend to agree that the "I" in IGF isn't well defined. Although in the past, the more expensive titles haven't necessarily mopped up the floor with the cheaper ones. For example, far-from-independent studio WildTangent ran a game in the IGF the same year that they bought a 2-story booth on the expo floor and didn't win any awards. The Rift was obviously the best-funded title of 2000 but lost most of the awards to TreadMarks, which was essentially a one-man project. Are the judges "leveling the field" and giving breaks to shoestring projects, or is there less correspondence between budget and quality than one would think?
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Having spoken to IGF entrants since the IGF existed, I've always seen a business model. Either their product is available for purchase on their website, or the product's going to be on the shelves, or they're seeking out a publisher. Your game, however, is 100% free. You encourage people to share the game, develop levels, and just enjoy it. Is there a plan to make money off future games, consulting, or what?
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So what's next for the little ninja feller? I noticed you've got a version 1.4 on the way, but will you ever consider doing a sequel?
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Besides your own little IGF kiosk, where should we expect to see you folks at the GDC?
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Any advice for budding game developers out there who want to move up to the big leagues?
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Who was Casper The Friendly Ghost before he died?
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Interview conducted by John Hattan.
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