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Pi Story
Multiwinia Dev Chat with Intorversion: December 4th, 2008

[12:04] Introversion Tom (introversiontom): Hello everyone

 

[12:05] [Xfire] Chatteox (chatteox): Helo everyone and welcome to the chat with Tom and Chris from Introversion! They're going to go ahead and introduce themselves and then they'll start taking your questiosn

 

[12:06] Introversion Tom (introversiontom): Yes, hello. I'm Tom from introversion, I'm commercial director - I suppose you could say I'm the money man

 

[12:06] Introversion Chris (abandon22): Hello, i'm Chris Delay and i'm the Creative Director of Introversion, which means Im the principle designer and programmer on all our games

 

[12:07] Introversion Tom (introversiontom): =EAF= Master (Tom) (tommy0101): how long was this game in development?

If you mean multiwinia - 2 years

 

[12:07] Introversion Tom (introversiontom): AgentX (agentx24): what is the progress on chronometer? have channel 4 given the green light?

 

[12:08] Introversion Chris (abandon22): Multi Kimoinia. (barefootedmonk): How did you come up with the idea for Multiwinia and Darwinia?

Darwinia was strongly inspired by Tron for it's visual look, and from a games point of view we were inspired heavily by Cannon Fodder and Syndicate of course :)

 

[12:09] Introversion Chris (abandon22): RabidZombie (rabidzombie): Why didn't you go along with the whole "Doom sprites as charecters" idea?

They were copyrighted :)

 

[12:09] Introversion Tom (introversiontom): AgentX (agentx24): what is the progress on chronometer? have channel 4 given the green light?

We're still working thrings through with C4. It's by no means a guaranteed deal, especially in the current climate. However it's a great game idea and there are many other partners that we could work with.

 

[12:10] Introversion Chris (abandon22): Iacto/Sophos (iacto): Which game have you enjoyed making the most?

Actually I enjoyed making Defcon the most, it was 12 months of really intensive work from start to finish, and a great game at the end

 

[12:11] Introversion Chris (abandon22): itzmattu (itzmattu): Hello Introversion and XFire! I'm talking on behalf of the UMass Lowell Game Developers Group. Our first question today is we are curious if you created a Game Design Document for Multiwinia/Darwinia, and if so, how long was it and how long did it take to create.

We don't really work like that.  With Darwinia we just kind of experimented for a long time, probably 18 months or so, before we'd finalised our game design.  I actually don't think you can create a design doc up front if you want to make something genuinely original.

 

[12:12] Introversion Tom (introversiontom): Q'ba (dubus): Well, I have few questions. Why did you think that nowadays, in the age of Crysis, Gears of War or Far Cry, there would be a place on a gaming market for products such as Defcon or Multiwinia? It was a big risk to release these kind of games, with poor graphics but great gameplay.

Well for the same reason that we don't all like or listen to Britney Spears! If you're going to do something different and you're going to make a living by doing that, it had really better be different! I think a lot of people were thinking the same things as us - gameplay is important and often neglected over graphics.

 

[12:13] Introversion Chris (abandon22): Q'ba (dubus): Well, I have few questions. Why did you think that nowadays, in the age of Crysis, Gears of War or Far Cry, there would be a place on a gaming market for products such as Defcon or Multiwinia? It was a big risk to release these kind of games, with poor graphics but great gameplay.

I like all those games a lot, but all three of them are combat shooters, military setting etc.  There will ALWAYS be a place for original games that are different from the mainstream.

 

[12:14] Introversion Tom (introversiontom): € /|\\ ù § ä И (emusan):

Why/when did you decide to sell the source code for Uplink?

IIRC, it was back in the day when we were flat broke. At that point we figured well we might as well sell everything we have, 'cause we haven't really got much else to looose!

 

[12:15] Introversion Chris (abandon22): FIS]Rachel (raaachel): Was there a person that you based Dr. Sepulveda upon?

Yes Dr Sepulveda is based on Sir Clive Sinclair, inventor of the Spectrum and various other gadgets

 

[12:16] Introversion Chris (abandon22): Palehorse864 (palehorse864): If you could criticize one thing about your own games in general,  what would it be, and what would you do to improve it?

 

[12:16] Introversion Tom (introversiontom): Haddow64 (haddow64): What do you think of the quality of graduates from the current range of games programming degrees out there?

Well they can be variable. Some of these degrees are very good - others not so. The best degree advice we could offer would be to go for the traditional comp sci course as it'll cover nearly all the fundementals that you need.

 

[12:16] Introversion Chris (abandon22): Palehorse864 (palehorse864): If you could criticize one thing about your own games in general,  what would it be, and what would you do to improve it?

It always bothers me when games are launched and break on day one.  Some of our games - not all - have had pretty serious launch day bugs, and I find that frustrating.

 

 

[12:17] Introversion Tom (introversiontom): [FIS]Rachel (raaachel): Was there a person that you based Dr. Sepulveda upon?

But the actual guy that appeared in game was a friend that looked fairly similar to Sir Clive and he agreed to star in the game in exchange for a couple of pints :)

 

[12:18] Introversion Chris (abandon22): HAEC{Blade (123batesman123): When you were developing Multiwinia, what was your main focus in order to make the game appeal to people?

We spent a lot of time working on the usability of Multiwinia, trying to make it as accessable to new players as possible.  It's a really hard thing to get right, and something we've focussed on heavily since Defcon.

 

[12:19] Introversion Tom (introversiontom): |Спэцтер (1specter1): okies, so the first one from me - can we still call you the last garage studio or it has already changed? :)

I guess it will change in time - it will certainly change if we get much larger. We're now 10 people and it won't take that many more to shift the feel from being a start-up / indie thing to being more serious. Not least becuase we have the responsibility of keeping roofs over these people's heads!

 

[12:19] Introversion Chris (abandon22): Tom (unit684): I haven't yet got multiwinia but am definitely thinking about it. I am currently downloading the demo and have played darwinia. What has improved in multiwinia from darwinia?

They are very different games.  They are set in the same game world, but they play very differently.  Darwinia is story driven, arcade action.  Multiwinia is more strategic, and a lot faster to play.  Less cerebral, more visceral

 

[12:21] Introversion Chris (abandon22): <{RaTz}>Wasgood (wasgood102): Can you tell us about Subversion?

I can tell you that i'm back on Subversion as my primary focus, and i'll be writing more about it on our blog soon

 

[12:21] Introversion Tom (introversiontom): qapqap: Can you tell us anything about chronometer?

Not a huge amount I'm afraid. But it would be a departure from our current path becuase we would have many more resources which means that it would be more graphical.

 

[12:22] Introversion Tom (introversiontom): but still retain the gameplay ;)

 

[12:23] Introversion Chris (abandon22): =36ID=1LT.Kolden (mattneed): Whos idea was it for the characters image and does it mean anything in particular (also meaning the logo for multiwinia)

The Darwinian was a placeholder sprite, supposed to look like a basic human while we were developing the game.  After a long time we got so used to the sprite that we decided to base the whole game around him!  The flat Darwinian has tons of character and we've even adopted it as our company mascott / logo.

 

[12:24] Introversion Chris (abandon22): € /|\\ ù § ä И (emusan): About how much does it cost to start your own indie-developer company? and what does most of that money go to(compilers or just powering your systems)?

We started Introversion with £600, which was £200 each from three founding Directors.  You don't need much money at all to start an indie company - and retaining control of ourselves since that day has been a high priority

 

[12:24] Introversion Tom (introversiontom): € /|\\ ù § ä И (emusan): About how much does it cost to start your own indie-developer company? and what does most of that money go to(compilers or just powering your systems)?

We started Introversion in £600. We were lucky though becuase Chris brought Uplink as a finished product to the table. We spent our first money on making the CDs. Of course things are different now with online distribution. WRT tools, I would recommend trying some of the free tools that are available.

 

[12:24] Introversion Chris (abandon22): itzmattu (itzmattu): How did you two get involved in the game development business?

We all met at University and founded our company in the final year

 

[12:25] Introversion Chris (abandon22): jacxu (jacxu): At first I have to say i like Multiwinia and Darwinia a lot ...it was my fisrt game which i bought :) music was perfect im still listening to darwinia soundtrack do u have any connections with Tresk Will he be ib yours upcoming games?

Tresk / Trash80 did all the music for Darwinia and it's really awesome stuff.  He was very generous in letting us raid his back catalog of music for use throughout the game.  I'd love to work with him again, but his music specifically fitted Darwinia, so maybe, maybe not.

 

[12:28] Introversion Chris (abandon22): Bug (spacebuggles): Why did you pick the name Introversion?

I had originally planned to launch the demo of Uplink under the name "The Intro-Version", which I thought was an interesting play on the dominant psychological makeup of hackers.  But we ended up calling the company Introversion Software, just because it suited who we were and evoked the idea of cerebral games for the thinkers out there

 

[12:28] Introversion Chris (abandon22): itzmattu (itzmattu): For your new game, Subversion, how much of a headache is it to work with procedurally generated content?

It's good and bad :)  Sometimes you get a big mess, nothing that you can use.  But then you get the algorithms right, and suddenly a whole skyscraper pops into existance.  It's incredible how much complexity you can generate with proc. gen.

 

[12:29] Introversion Chris (abandon22):  [TCHS] Si (connected90): How does it feel having such a huge fanbase? Did you expect to have such a following?

We love it, and we love coming up with things for them to do :)  They've been a great help with beta testing, and some of our staff are hired directly from the community.  We couldn't exist without them.

 

[12:30] Introversion Chris (abandon22): Poki#3 (poki3): Your earlier games (Uplink, Darwinia) are pure Singleplayer, while the later games (Defcon, Multiwinia) are pure multiplayer (bots don't count). What's the reason behind this shift? How do you see your future games developing? Are you thinking maybe about making a game with both types of gameplay?

No reason in particular, that's just the order they came out.  Subversion and Chronometer are both mostly single player game ideas, although I doubt we'll make a game again that doesn't involve some multiplayer/online elements.

 

[12:31] Introversion Chris (abandon22): きにょう|Спэцтер (1specter1): I know that you already said there won't be Uplink 2 or Uplink Online - but I will ask it once again, maybe something has changed? Or at least are there going to be anymore Uplink patches?

There are no plans for Uplink sequels, sorry!  We like to make games, release them, then move on.

 

[12:33] Introversion Chris (abandon22):  RabidZombie (rabidzombie): Have the sales for Multiwinia picked up at all since "Save Multiwinia"? What about since the start of Multiwinia Multinights?

Yes, a combination of different efforts by Introversion and our fans and partners has made Multiwinia into a decent seller after all, i'm glad to say.  We had a lot of trouble attracting attention to the game initially, but we turned it around in the end.  We're certainly not in any immediate danger any more.

 

[12:34] Introversion Chris (abandon22): Jelco (jelcogalactaboy): Multiwinia (combined with Darwinia) is the first Introversion game to hit the consoles. Even though Darwinia+ isn't released yet, you will already have some experience with how the market differs from the PC market. Are your experiences so far reason to back out of it, or to stay in, and for what reasons?

We love PC development, and it will always be our core platform.  We thrive in the freedom to do whatever we want, and that doesn't exist on the consoles and closed platforms.  So you may see many of our games making their way to console, but PC is where it's at for us.

 

[12:35] Introversion Chris (abandon22): =36ID=1LT.Kolden (mattneed): Will it be possible for us to make and add addons to multiwinia meaning make mods and other things like alot of people do for FPS games?

We currently have a map editor and online exchange system in Beta, and our community are testing it.  We wanted to have this ready for day one, but didn't quite manage it.  Once it's launched you'll be able to make your own maps, play other peoples custom maps etc.

 

[12:36] Introversion Chris (abandon22): Bug (spacebuggles): Do you guys ever play your own games for fun, or are you tired of them by now?

I play games all the time, sometimes to the detriment of our own projects.  I freely admit that Darwinia was three months later than it should have been because I was suffering pretty serious Anarchy Online addiction at the time.  Right now i'm loving Left4Dead and Fallout3.

 

[12:38] Introversion Chris (abandon22): oh sorry, just re-read that question

 

[12:39] Introversion Chris (abandon22): We play our games a lot during development, then generally are so sick of them that we can't stand the sight of them for a few months :)  I like to watch Defcon games a lot.  And Multwiwinia is still a lot of fun to dip into - probably because it's such a quick game

 

[12:39] Introversion Chris (abandon22): AgentX (agentx24): Do you feel you have lost any of your "indie charm" having moved "out of the bedroom" as you put it?

It's a tough question, but i'd asked to be judged by the games we make, and nothing else.  So we can't really be the judge of that. 

 

[12:39] Introversion Tom (introversiontom): AgentX (agentx24): Do you feel you have lost any of your "indie charm" having moved "out of the bedroom" as you put it?

Well several things have changed. We have had to start thinking about how our games will perform in the market as we have a team to sustain, but we also have more resources and experience with which to make new games. I like to think the charm is still there, but that it's slightly different to what it was before.

 

[12:40] [Xfire] Chatteox (chatteox): [12:19] RabidZombie (rabidzombie): How well do you feel that betatesters perform. You mentioned launch day bugs being fustrating. Do you think a more professional approach to QA would be more efficient?

 

[12:40] [Xfire] Chatteox (chatteox): oops! hehe. That was an accident. ^^

 

[12:41] [Xfire] Chatteox (chatteox): nevermind chatteox!

 

[12:41] Introversion Tom (introversiontom): No matter, I'll answer that :)

 

[12:42] Introversion Chris (abandon22): good question :)  We're perfectly happy with our beta testers, they do a great job, but some of the really hard stuff like Multiplayer just can't be tested fully without a rigorous formal testing process.  We're getting into that sort of thing now with Darwinia+.

 

[12:43] Introversion Chris (abandon22): <{RaTz}>Wasgood (wasgood102): How difficult is it to build a multiplayer game compared to a single player one like Darwinia (compared to Multiwinia or Defcon)?

It's a mixed bag.  With a Multiplayer game you can play your game much quicker, because you can get someone else to play the opposition.  With a single player game you have to write the game AI before you can really play your game properly.  The tech for reliable Multiplayer is however very tough, and still gives major companies troubles even now (eg Left4Dead on launch)

 

[12:43] Introversion Tom (introversiontom): We would be totally sunk without betatest community - they are a huge help. Our QA process has become better and better over the years, and as Chris points out, we're now working with the big men which is a very worthy challenge. I think everyone at IV would agree though that Multiwinia was our most polished and best tested game.

 

[12:44] Introversion Chris (abandon22):  lazor (lazorsam): Do you plan on continuuing the Multiwinia/Darwinia series or starting a new IP?

We are doing Darwinia and Multiwinia for Xbox Live Arcade, but otherwise it's onto the new projects - Subversion and Chronometer.

 

[12:45] Introversion Tom (introversiontom): =36ID=1LT.Kolden (mattneed): For those developers/programmers here in these channels tom, what would you suggest they do to make the best out of their carreers when it comes to Programming, and getting into game development, even if its very basic game programming. Meaning school wise.

It depends on whether you want to be a programmer. Almost certainly a qualifiaction in computer science or something similar would be required, but if you're not too keen on maths, you might want to  consider a role as a producer instead.

 

[12:45] Introversion Chris (abandon22): XFUBX (xfubx): In the development of Defcon, Did you think it was important to make a multiplayer mode that could last up to six hours (Office Mode)?

I just really fancied the idea of playing a game of Defcon in realtime, over an entire day, in the background.  What an awesome and epic idea!

 

[12:48] Introversion Chris (abandon22): bayesianmind: Uplink was famous for its awesome easter eggs, like the game bibles and hidden servers. There seem to be a lot of less of these in your newer games. Any plans on reviving some of the fun puzzles of the past?

Yeah well Uplink's style suited hidden secrets very well, since it was all about hacking and stealing and espionage.  But I think we will see some easter eggs starting to appear again in one of our upcoming games.

 

[12:48] Introversion Tom (introversiontom): Wasgood (wasgood102): What told you to go for digital distribution and how did you try and counter the risks that come with it?

For our products, retail was starting to slow and we were getting more and more requests from customers who were asking to download products rather than wait for them to be shipped. We started our own digital distribution system in 2005, and wound up on Steam shortly after that. It was a necessary move. As for risks - we managed to mitigate many of the piracy and rogue distrubtor risks by the adoption of a key system.

 

[12:50] Introversion Tom (introversiontom): lazor (lazorsam): What's your stance on DRM?

We don't like it. Over complicated and paranoid DRM just penalises paying customers. We've never used intrusive DRM and wish other people didn't either.

 

[12:51] Introversion Chris (abandon22):  lazor (lazorsam): What's your stance on DRM?

We actually take a different view to most, in that Pirate users are demo players who have yet to be convinced.  We consider the inevitable pirate versions to be extended demos.  It's the only sensible stance in the modern world where any game can be copied at will.

 

[12:52] Introversion Chris (abandon22): Jelco (jelcogalactaboy): Chris has said that a lot of game developers make the mistake of promising a lot and not fulfilling those promises, and that he wished to avoid that while writing the blog for Subversion. Despite this he's said that Subversion is the best game Introversion will ever make. Is there a good reason for this feat of courage (should we really be hoping for something amazing?) or are you perhaps already regretting having said it?

I may come to regret that :)  I never wanted to inflate expectations, and i've been trying not to get over enthused about it in the blog, but what can i say, it's just amazingly cool.  I promise though, no more p.molyneux style comments from me.

 

[12:52] Introversion Tom (introversiontom): =EAF= Master (Tom) (tommy0101): do you think the economic downturn will upset the game industry?

 

No - it will definitely perform better than other areas of the economy. Games are form of entertainment and represent much better value for money than most other forms (e.g. movies / going out), so in harsh times, more people stay and home and game sales go up. The weak Pound also makes for more back from our overseas sales ;)

 

[12:53] Introversion Chris (abandon22): Tom (unit684): when will darwinia+ be released?

It's out of our hands to some extent, and down to Microsoft, but there's still a lot of work to do yet.  We think Q2 next year.

 

[12:53] Introversion Chris (abandon22): colmy (colmy): Will you lauch a side or sister company that conforms with mainstream gaming. just to ensure revenue. if so will it ironically be called extroversion?

It's funny, we have considered that exact idea to raise funds for our crazy games, but we'd call it Introspection software

 

[12:54] [Xfire] Chatteox (chatteox): [12:54] Wasgood (wasgood102): How does your company go in the way of advertising? Just word of mouth?

 

[12:54] Introversion Chris (abandon22): =EAF= Master (Tom) (tommy0101): Do you think the appeal of your games is that ANY computer can run them really?

I think it's certainly a strong factor with games like Uplink and Defcon that they run well on older machines and laptops.  All of our games are written in basic openGL as well, no extensions, so you get all the effects on full regardless of your hardware.

 

[12:55] Introversion Tom (introversiontom): Mendes (mendes588): What did you guys expected from co-operating with xfire? more succes?more people to starting knewing introversion studios? Are you happy with ther results?

It seemed a logical fit given that many people on our own communities were Xfire users. Naturally we hope to get more people playing Multiwinia and Xfire has some good mechanisms for people being able to share opinions about which games they're in to right now.. We're defo happy with the way things are going so far. :)

 

[12:56] Introversion Tom (introversiontom): [FIS]Rachel (raaachel): Being from the UK, do you plan on traveling to some of the gaming conventions in the states or staying local?

We've been to GDC for the last 4 years in a row, and we had someone at Penny Arcade this year too. We've been to quite a few overseas conferences though I'm not sure what our plans are for nexy year. Will defo miss that weak dollar and the cheap Corvette's in San Fran!

 

[12:57] Introversion Chris (abandon22): =HeL=Bazi (bazi): If you could go back to the starting of your company, what would you change, knowing what you do now?

I think if we knew how hard it would be, i'm not sure we'd have had the guts!  We were a bit young and crazy when we started Introversion, and that might be the only way

 

[12:58] Introversion Chris (abandon22): Deathwolf132 (deathwolf132): would you still make games if you went bankrupt?

Technically speaking I think we've been bankrupt twice already, or at least we've certainly run out of money altogether twice so far.  We're not doing this for big money, and we're hits driven at the moment - we rely on each of our games doing well

 

[12:59] Introversion Chris (abandon22): =EAF= Master (Tom) (tommy0101): does this game provide full vista support?

In so far as _any_ game works fully under Vista, yes Multiwinia has full Vista support

 

[12:59] Introversion Tom (introversiontom): itzmattu (itzmattu): What are your views on the rising popularity of gaming colleges that give out non-standard game development degrees. How do you feel these types of graduates compare to a traditional CS student? (if you have had enough experience to comment on it of course)

Hate to say it, but generally CS better prepares programmers for the rigours of commerical production. We have someone from one of the game demopment degrees and he's very good so it's certainly not that we'd never hire someone from a game degree, but we would probably lean more towards a CS background.

 

[13:00] Introversion Tom (introversiontom): Tom (unit684): when will darwinia+ be released?

Next year :)

 

[13:00] Introversion Tom (introversiontom): we can't say for sure... it's dependent on a long QA process that we're not familiar with, but from a money point of view the sooner the better!!

 

[13:01] Introversion Chris (abandon22): "If everything went the way you always dreamed, where would you see introversion in 10 years?"

Four more games under the belt, each of them different and unique from the others.  And Introversion producing two games at once - stability and ability to take risks without worrying about eating at the end of the month

 

[13:02] Introversion Tom (introversiontom): If everything went the way you always dreamed, where would you see introversion in 10 years?"

got to be careful how I answer that - I'd like to see Introversion with a stable foundation without having to compromise its creativity.  An IV yacht would be nice too.

 

[13:02] Introversion Chris (abandon22): always Tom with the Yachts and cars :)

 

[13:02] Introversion Tom (introversiontom): :)

 

[13:03] [Xfire] Chatteox (chatteox): Alright everyone. That's all the time we have for Tom and Chris from Introversion! I hope you've enjoyed this Live Chat today

 

[13:03] Introversion Tom (introversiontom): I'd settle for one in second life

 

[13:03] [Xfire] Chatteox (chatteox): There are no prizes!

 

[13:03] [Xfire] Chatteox (chatteox): J/K!

 

[13:03] [Xfire] Chatteox (chatteox): Here are the prizes!

 

[13:03] Introversion Tom (introversiontom): anyway, thanks for your questions! See ya online :)

 

[13:03] Introversion Chris (abandon22): thanks everyone!

 

[13:04] Introversion Chris (abandon22): my keyboard is now on fire from typing!

 

[13:04] [Xfire] Chatteox (chatteox): 4 Users win Introversion Anthology Tins Featuring all four Introversion Games:

[13:04] [Xfire] Chatteox (chatteox): Jelco

[13:04] [Xfire] Chatteox (chatteox): Bug

[13:04] [Xfire] Chatteox (chatteox): Mendes

[13:04] [Xfire] Chatteox (chatteox): and

[13:04] [Xfire] Chatteox (chatteox): EAF Master Tom!

[13:04] [Xfire] Chatteox (chatteox): The Grand Prize Winners win an Anthology tin and the AMBX premium kit

[13:05] [Xfire] Chatteox (chatteox): and the winner is... Wasgood102!

[13:05] [Xfire] Chatteox (chatteox): If you won a prize, please PM me on how to claim it.

[13:06] [Xfire] Chatteox (chatteox): Thanks everyone! Have a good day/evening/night! I hope you had fun!