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BlueOmegaEnt collection | wishlist Blog Posts: 2
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Blog Created: Sep '08
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BERJAYA
Monday, October 06, 2008
BERJAYA

Steampunk

Jacob Minkoff
Lead Game Designer
Blue Omega Entertainment


BERJAYA
Steampunk: A subgenre of speculative science fiction set in an anachronistic 19th century society wherein modern or futuristic inventions are represented as having been created utilizing obsolete technologies.

In entertainment, Steampunk is a dirty word.

BERJAYA
When we set out to make a unique, new IP, we decided that we didn’t want to do Space Marines or WWII or High Fantasy; instead, we wanted to make a new world, a new setting for players to explore. We really liked the American adventurer and frontier aesthetics and we felt that they had been under-utilized in videogames. The visual of the dusty, world-weary explorer wearing a wide-brimmed hat in the American wilderness is a fantastic icon that is immediately recognizable around the world thanks to Hollywood cinema. The one problem is that the weaponry associated with the American frontier is boring. Who wants to reload their revolver after every 6 shots? Enter Steampunk. By injecting our world with Steampunk technology, we are suddenly able to justify any weapon or power-up we might ever want to design. It gives us the ability to create a unique new setting that still has all the creative flexibility of a Space Marines game and is pretty darn interesting to boot.

BERJAYA
Unfortunately, there hadn’t really been successful Steampunk games in the past; at least not worldwide. You can hardly point to a game like Sakura Taisen as being a break-out, multi-territory hit and, at the time we were first pitching Damnation, Bioshock (which is, at very least, retro-futuristic if not traditionally Steampunk) hadn’t even been announced. In fact, the only high-budget, worldwide Steampunk entertainment reference available was the box-office flop, Wild Wild West. As you might imagine, the profitability projections that publishers’ analysts were able to pull up did not make it easy for us to get someone to sign on to Damnation. A lot of what we got was, “We love what you’re doing, but can we remove the American and Steampunk elements?”

Today, as I make my way through the interwebs and its associated gaming forums, I can’t help but marvel at the number of posts that all boil down to, “I’m sick of WWII and Space Marines! Why don’t developers set shooters in some other sort of world?” And yet, publishers and developers continue to tread that same, well-worn ground. “If people are buying it, then we should make more of it,” goes the traditional business thinking. “Halo has Space Marines. Therefore, gamers must like, or at least understand the concept of, Space Marines. If we make a game with Space Marines, then gamers who like Halo will see that our game is similar and they will buy it while they wait for Halo 4.” Honestly, that thinking makes complete sense.

BERJAYA
Videogames cost untold millions of dollars to produce and market. Taking a risk on a new setting or a new gameplay mechanic can easily kill a development studio, or even a publisher, with a single poorly-received game. For that reason, publishers employ people whose job it is to review products in development and determine their market viability. The only stats they have available to be able to track profitability potential are games or other entertainment media that have done well in the past. If no games that have Unique Setting X exist, analysts will have no hard numbers on which to base their sales projections. That makes developing Unique Setting X high-risk. Businesspeople don’t like high-risk; and why should they? Their job is to make money. Higher risk may result in higher payoff, but lots of low-risk, low-payoff products will eventually reach the same amount of profit. Why risk millions of dollars on trying to invent a unique, new genre or IP (Intellectual Property) that may or may not sell, when you could invest the same money in a number of cheaper Halo-knockoffs that pretty much guarantee at least a small profit. Any gambler will tell you that a low-payoff sure-thing is better than a high-payoff long-shot.

BERJAYA
So, this left us at Blue Omega with a dilemma: How could we make something new and unique while somehow lowering risk to an acceptable level? Back in the golden age of game development, wacky ideas were the norm; yet who, today, would greenlight a game about a plumber in a mushroom world fighting dinosaurs by hitting them with his butt? In the big-budget entertainment world, people look at you like you just flipped them off when you say the word, “Steampunk.” Thanks a lot Will Smith.

Ultimately, however, we found some great partners at Codemasters who really believed in the concept, but changes were still made; for the better as far as I’m concerned. As we continued to develop the look of Damnation, it became clear that we needed to give the game a visual style that didn’t look too whimsical or wacky. Steampunk is often both of those. Instead, we wanted to create a look that had all the benefits of a Steampunk world and the technological/societal anachronism that comes along with it, but didn’t turn off the mass-market by being too “weird” or “odd.” Ultimately, we needed to make Steampunk look like something that a theoretical “average dude” would play. We started to kid around that Damnation “ain’t yo’ daddy’s Steampunk.”

BERJAYA
If we were setting out to make a traditional Steampunk game, it would probably be set in Victorian England and titled, “Professor Winslow and his Automatic Contraptions: Wherein a Fantastical Journey is Undertaken by Heroic Persons Against Nefarious Mechanized Foes.” While a game like that might make a lot of core gamers (myself included) squeal with glee at merely the thought of its existence, it would most likely fall flat when introduced to the mass-market. The reality is that the current generation of games cost so much to make that developing triple-A titles that may not appeal to the masses isn’t a realistic goal anymore. The utter failure of PWahAC: WaFJiUbHPANMF (as its journalistic acronym would surely be) could cause Blue Omega to close its doors and might seriously hurt our publisher as well. So instead of the fiddly, filigreed technology of traditional Steampunk, we turned to a more rugged look. With the help of our marketing team, we keyed in on two words: “war-torn” and “industrial.” Using these two concepts, we modified the visual style of the world, taking cues from the post-apocalyptic design of movies like Mad Max and from WWI’s rough, ramshackle machinery. We also wrote a story that would justify a world that had been a technological marvel but was now being torn apart by war.

BERJAYA
Ultimately, our goal was that someone who had played a recent, gritty shooter like Gears of War or Resistance: Fall of Man would look at Damnation and feel that it was familiar territory. We needed to somehow be different enough to be interesting, yet similar enough to be recognizable. Face it – $60 is a lot of money, and many gamers are loath to risk wasting their average one-game-per-month purchase on a wacky premise and weird-looking art, regardless of how amazing the gameplay may be; otherwise Psychonauts would have been one of the best-selling games of all time.

Yet, even with all those changes, we still stuck to a few basic Steampunk tenets: The world is powered by steam, not electricity; everything is over-engineered to the point of the designer’s sanity being questionable; and with enough clockwork and gauges you can build anything. The final result is a world that is clearly Steampunk, but a grittier, darker Steampunk – a Steampunk that really fits with the violent, rugged American frontier. It’s not filigree and hoop-skirts; it’s 32-shot multi-cylinder steam-driven pistols and 11-foot-tall, merciless clockwork automatons that will cave in your skull with a single punch.

BERJAYA
Damnation’s vision of Steampunk is a great example of developers and marketing working hand-in-hand to innovate on a genre. I firmly believe that business drives innovation. As a designer, how will I ever get my crazy ideas made if I can’t convince someone that they will make money? Who would ever entrust me with millions of dollars to make a game with no guarantee of a profit at the end? It strikes me that a lot of developers don’t adequately respect marketing. This is a huge mistake. Marketing is an extremely valuable resource. If they tell you that your gameplay or your setting worries them, then you should take their comments to heart. You should treat the marketing team as your first focus-test group, and you should actively work to find solutions to their concerns. More often than not, the reaction of the marketing team is representative of the future mass-market reaction.

BERJAYA
Thanks in large part to the feedback from our marketing partners; I think that with Damnation, we have reinvented Steampunk. The new form we have given it is one that I hope will make the entertainment world sit up and take notice. I think we have created a more mainstream Steampunk; something that could easily translate into a Hollywood blockbuster. If we’ve done our job right, my hope is that in 5 years’ time we’ll see games and movies inspired by Damnation’s new take on Steampunk, filled with brass, gauges, steam, and 19th-century robots.

My biggest hope, however, is that someday I’ll be able to walk into a marketing meeting and not be treated like I just cursed when the word “Steampunk” comes out of my mouth.

 

Posted: 3:38 pm by BlueOmegaEnt      Rating:  3  0     Views: 268

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Comments (3)
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10/6 9:14pm, DrNeroCF posted:

Eh, looks to me like you're trying to make Steampunk more mainstream than it needs to be.

I think Steampunk is one of the last great styles that hasn't been ruined by being shoved down the consumers' throats, and I'm amazed that more games aren't made with the style. But Steampunk isn't supposed to be goofy, and it's not supposed to be futuristic. The only things about a piece of steam punk that should feel familiar are the individual pieces and the device's function. I can see you injecting the mainstream 'video game look' into your assets, and that's really not what it's about. Some of the characters look a little better, but the guns look so much worse. When I look at a steampunk weapon, I shouldn't see a modern day assault rifle made out of old stuff, I should see an old western rifle overclocked to the point of being relevant again.

Sure there's the big old stupid 'too much a risk' thing, but man, this is steampunk, and steampunk is awesomely, perfectly mainstream friendly. Back to the Future 2? Bioshock? Resistance? Even Fallout 3 has a bit of that look to it. Many games are influenced by the 'old is new again' look, there's just not enough of it in it's purest form.
 
10/6 11:08pm, mscrx posted:

As I look over your article I see some disappointing things. For example, all of the pictures go from: cool western/steampunk art -> FAIL western in gunmetal grey. Holy god, gunmetal grey is THE colour of the next gen, and I am so sick of it. Copper brown is the colour of steampunk. You can't have steampunk without brown. Another thing I'm sick of is this whole "like your favourite thing - but grittier!". Gritty isn't gritty anymore. Nobody is impressed by all these rundown wastelands. The very nature of them is to depress, but they don't do that either. They just serve as an excuse for messy texturing by the developers. If Damnation flops its because of gunmetal grey, not steampunk. Oh, and because your game is basically Fallout 3 with cowboy hats. I'm just sayin'.
 
8:56am, curlyhairedboy posted:

I've gotta say this. I really applaud the effort to innovate in shooters, but I don't think you're going far enough. I realize that not every publisher or developer can afford to take a big risk, but seeing the groundswell of anticipation for titles like EA's Mirror's Edge and Dead Space has really changed my thinking.

There's a very significant percentage of hardcore gamers who have had it up to HERE with the grungy, monochrome, over-bloomed look of shooters today. They're eager for something that freshens an old genre, something that freshens an old setting.

Some game developers are taking this to heart, and the fact that we're seeing stuff like Fracture means that the marketing teams recognize the potential. But the Fracture demo didn't impress many people, and the chief reason why is because the game doesn't take its mechanic as far as it could. Terrain deformation is an absolutely incredible hook for an FPS game. Unfortunately, the execution of that concept is flawed. The terrain deformation is constrained to certain weapons and certain situations - and thus, the gameplay hook becomes a gimmick instead of a genre-busting design. How much better and involving would the game be if you could vary the amount of terrain deformation by how long you charged your weapon shot? Imagine sliding down a mountain landslide of your own creation, while blasting your foes!

Gamers respond well to original settings and gameplay, but ONLY if the developers are unwilling to compromise their core vision for the game. Bioshock blew the shooter crowd away with its involving story and original setting. If Irrational Games (now a part of 2k) had caved to the mainstream expectations, then the entire game would have flopped.

Dead Space takes survival horror out of the cities and small towns, and plants it in fresh, fertile ground: space. Mirror's Edge takes the first person perspective and runs with it. The developers for both games faced pressure to make the games more mainstream. EA Redwood was urged to make Dead Space's everyman engineer protagonist, Isaac Clarke, more cool and competent, like Leon Kennedy from Resident Evil 4. The developers pushed back, and the game is better off for it.

Likewise, DICE faced pressure while making Mirror's Edge. People couldn't understand why the running was so important - and why not throw in some more cool guns you can take with you? Again, the developers pushed back. Guns aren't meant to play a role in Mirror's Edge, and while you can use them on occasion, they'll hamper your progress significantly.

I've been following Damnation's progress for a while now, and the dynamic feel is impressive. I even like the "industrial" steampunk flavor (when I first read that, images of dark, satanic mills churning out evil robot armies sprung to mind). However, if there's one thing that defines steampunk, it's attention to detail. Your character designs show this well (and a departure from Gears' "Tonka Truck" geometry is quite welcome), but the story, settings, and environments need that detail too. If Damnation wants to be a success, it needs iconic vistas (every stage needs a money shot), thematic settings that fit the characters (bad-guy areas look especially sinister, etc.), and memorable music - don't bother with a generic sounding "western" soundtrack. give us a memorable melody and rhythm.

I'd really like Damnation to do well. It's been ages since any western-themed game has impressed the gaming community. I urge you to stick to your guns, stick to your vision, and remember to capitalize, not compromise on your greatest strengths. The game will be better for it, and its success will shock you.
 

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