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Plan for Jay Barnson

by Jay Barnson · 02/03/2004 (5:46 pm) · 5 comments

Void War is a novel take on one of my favorite genres - the space combat sim. It was born partly out of frustration with the multiplayer space combat games right before the genre died a commercial death. We THOUGHT we knew what these games really needed to be "fun" again. A couple years after I left game development professionally, I got cracking on a little experimental project in my spare time that would evolve a year later into Void War.

The grand experiment was to take the space combat genre retro. I drew upon the vector-graphics space shooter classics of the 80's - such as Asteroids, Starcastle, Space Duel, and Omega Race - as inspiration, as well as the great-grandaddy of videogames, Spacewar! While we've got the trappings of more modern (1990+) space sims, such as shields and a very basic form of power allocation, the point is to emphasize marksmanship and piloting / navigation. We're going for simplified, extremely accessible controls, with the goal that your average Quake fan should be able to jump in and figure out how to fly and fight within a couple of minutes.

The problem is that by reducing the breadth of player interaction, you REALLY need to increase the depth, or you end up with the equivalent of Quake on a flat, featureless plain. We left the taste of Newtonian physics in the game, which is tough when you are playing the game from a first-person perspective. Figuring out which way you are REALLY flying is a challenge. The earliest working version of the game had an instant "suck-factor," as in the void, there's really no "terrain" to speak of... and as stupid as the AI were, they could still nail you with horrible accuracy as you struggled to change your movement vector.

I think we've managed to lick most of these problems, and the game is finally getting the right "feel" I imagined when I first started playing with a tech demo in the latter part of 2002. The trick with this is giving the player a LOT of interactive possibilities within the basic gameplay components of "move" and "shoot." This is exactly what they did with Spacewar! in 1962. The game had devolved into a contest of who could turn and shoot the other player first. Not a simple feat, as accuracy was an issue, but ultimately boring. By adding a star with a gravitational pull between the two players' starting positions, Slug Russell and company gave the game a new dimension, requiring maneuvering and planning. And this did NOT add any new complexity to the existing controls. This was a baby steps, but the same kind of thing that often gets forgotten by modern game designers.

Spacewar! circa 1962...
home.comcast.net/~j.barnson/spacewar-fig3.jpg

And Void War from about 2 weeks ago (I've fixed the exhaust so they look better now):
home.comcast.net/~j.barnson/furballsmall.JPG
By the way - if you are interested in how the "first" videogame came to be, here's a great article written about 20 years ago (which is where I picked up the above photo).

About the author

Jay has been a mainstream and indie game developer for a... uh, long time. His professional start came in 1994 developing titles for the then-unknown and upcoming Sony Playstation. He runs Rampant Games and blogs at Tales of the Rampant Coyote.


#1
02/03/2004 (6:42 pm)
Looking good! SpaceWars was always a classic game in my book... Neat to see a "screenshot" ;)
#2
02/03/2004 (7:56 pm)
I have read Steven Levy's "Hackers" about three times now. GREAT book - can't recommend it highly enough. The development of Spacewar! takes up about half a chapter, IIRC, and it's fascinating reading. While Spacewar is hardly a lost masterpiece of gameplay, it really was pioneering. They had no real previous examples to draw from, no "vocabulary" of standard videogame conventions to draw from. They were pulling off a "grand experiment" far more pioneering than anything I will ever create... I'm just glad they did.

Not that there's THAT many parallels between Void War and SpaceWar!, but it's one of those things that inspired me.
#3
02/03/2004 (10:42 pm)
Void War looks great! I love your models. Rock on dude!
#4
02/03/2004 (11:56 pm)
Great stuff... I am 30 and often feel "kids" don't have any perspective. Well, in 1962 I was -11 years old :)
#5
02/04/2004 (8:18 am)
@Britton - I'll pass on your comment to my modelers. They'll be thrilled. I *WISH* I could do stuff like that. But I'm just a programmer.

@Joshua - Yeah, Spacewar! was a bit before my time, too. But I got hooked on videogames back when many of Spacewar's descendents were ruling the arcades. I don't feel THAT old. But you are right - history and perspective does get forgotten. I think that might be why there are so many "cookie cutter" games right now - people imitate what's worked in the immediate past, but fail to learn the underlying principles about why these things work.