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The Future of Jameson | Farbs.org

Vertex Nebula

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Here’s the ultra short version of this post:

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  • Weekly videos and builds!
  • Becoming less like the fourth sequel to an obscure niche browser experience, more like a videogame

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Here’s the long version:

I now have four days a week to work on Captain Jameson, unlike two and three years ago where I had one day, or the past year where I had none. Though this pause in development slowed things down a lot, it also gave me time to reflect on the game, and on the project as a whole. Looking back on it, I’m pretty sure that I need to work more to communicate about the game, and that the game needs to better communicate itself. I’ll break these down below:

Communicating About the Game

A weird quirk of working solo is that you have complete freedom about how to spend your time, which often means you have no idea how to spend your time. In a team with two programmers, two artists, a sound designer and a PR manager, every week you get two weeks of programming, two weeks of art, one week of sound and one week of PR. When you sit alone in a room for a week you could do between zero and one week of any of those things. Most often though you figure that the game needs to be playable and fun, so you just focus on that and let the rest slide. PR, sound design, and often even art, go out the window.

Instead of diving responsibilities by person – which doesn’t work when you have only one person – I’m going to divide them by day. Here’s how my average week should look:

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So, every Thursday I do “PR”. It’s an ugly word, and nobody wants to hear they’re being PRed to, but I think it best describes what I’m setting out to achieve. Basically, I’m setting out to be Wolfire. Every Thursday I plan to create a new build, video it, and upload the video and the build for you to watch and play. I’ll spend the rest of each Thursday writing blog posts and press kits and landing pages and generally pretending to be Rami.

The Game Communicating Itself

Captain Jameson is a big game, and it’s going to get bigger. Unfortunately, since Captain Forever is small, and since Captain Jameson looks like, has a name like, is described as being like, and is even sold in a package of games like Captain Forever, that message of bigness is completely lost. The point of Captain Jameson is to create a vast world of interesting, interplaying mechanisms, and to let the player navigate a course between them. The point isn’t to create the fourth in a series of little web games about neon vector space ships. Part of the problem lies in how I’ve been describing the game, but the larger issue is, frankly, the game itself. At first glance, that’s exactly how the game presents itself. Here’s how I plan to address this:

  • A New Name – This should create a clear distinction between this game and the earlier series.
  • New GFX – I’m looking to build a new GPU based renderer, aiming for a visual target like Gratuitous Space Battles in the style of Homeworld. This will help convey the idea that this is a new game, and a thing of value. It’ll also help create a vibe, which I’ll talk about later. Oh, and it’ll free up a lot of CPU time, especially when playing in fullscreen.
  • More Gameness – The original games all present themselves as interfaces to ships, rather than, y’know, games. This was fun, and it gave me direction when writing the website and designing various interactions and interfaces, but it was also a massive pain. I’d really like for this game to have a title screen, and music, and maybe even an options menu. I’d like to be able to use the word “game”. All of these things were off limits with the previous approach, and I think that was a mistake. Explaining things in the context of the gameworld is fun, and I expect to do a lot more of it, but limiting myself to that has become a problem.
  • Desktop Builds – I probably don’t need to explain this.

The other aspect of the game communicating itself lies in-game, in how the game teaches the player and guides them through the experience. Right now it doesn’t. Unless you wade through the in-game manuals – which most players never even find – you’re stuck just sort of bumping around in space, then you run low on oxygen which you didn’t know about, and then you die. That’s not fun. Oh, also the manuals are out of date. Right now I think the mid-game experience is great, and I and a lot of the hardcore supporters really enjoy it, but the majority of players never get there. It’s completely fine that the game is in this state – I built the mid-game first, and had always expected to have this problem. But now I need to fix it.

The only way I know to fix this is to Kleenex Test, which means to find a fresh new player who has never seen the game before, and watch them play the game. You take notes about every wrong button pushed, and every incorrect assumption. Then you update the game in one of two ways. You can update it to encourage the right button and the correct assumption – which can be very difficult – or you can update it so that the wrong button and the incorrect assumption are actually the right button and the correct assumption – which can be quite easy but might destroy your gameplay. Knowing which approach to follow, and how, can be tricky, but without Kleenex Testing it can be impossible to determine where the problems are in the first place! Since I work from home, alone, I don’t have a steady supply of Kleenex Testers walking past my desk, but I have a few ideas about where to find some, and will be pursuing those ideas in the coming weeks.

So, that’s where I’m at. I’m working on Captain Jameson again, except it probably won’t be called Captain Jameson. I plan to present it more like a regular game, and less like a Captain Forever web thing, and I plan to release weekly builds and videos. Will these plans succeed? I have no idea. No plan survives contact with the enemy, but you don’t want to start without one, and this here is mine. What do you think?

<3

Farbs


22 Comments » for The Future of Jameson
  1. Ed says:

    Bring it on, Farbs – your plan for how you divvy up time seems damned reasonable to me!

  2. tmui says:

    Awesome!
    So glad to hear you’re back on this project :)

  3. jJiggens says:

    I’m almost tempted to say: “To hell with the game! we’re just glad you’re still alive and doing ok!”, but actually, it’s great to hear you’re back on the game too. Looking forward to your coming entries.

    Welcome back Mr Farbs!

  4. Aklyon says:

    YAY!
    I’d been wondering last week if you’d ever be back, and now you are Farbs!

    Will it still be a game you build your own ship out of the remains of your enemies, despite new artstyle?

  5. Voncent says:

    Huzzah! This is interesting and good. I want to see the current game become more and more awesome so weekly updates sounds good to me.

    I wish I could take on a project with that kind of dedication to the outcome.

  6. Tarnished Ring says:

    YES! SO MUCH YES!!!!

    The only thing I disagree with is the art direction. I *REALLY* like the vector art of the Captain series. Perhaps there’s a way to simulate it after the fact? Essentially the same parts with glowing rims instead of their usual art.

    However I’m really really happy to hear that this is in development again! I know a few others whom will be rather stoked upon hearing this news!

  7. Chris K says:

    And here I was assuming the Captain Forever games were dead. I can’t imagine they’ve been terribly profitable for you, after all… It’s a real shame, but I suppose that’s the nature of being an indie developer making Flash games.

    I’m really happy to hear Captain Jameson has a future, even if it ends up being a rather different game from what exists today. The game we have now is pretty cool and a lot of fun, but it feels more like a sketch of a game than a fully-realized concept.

    I am very curious to see where you end up taking things, and I hope this game will end up making you some real money. Being able to sell it as a standalone product will certainly help in that regard.

  8. Arthur says:

    Awesome! I’m really excited to see how the game turns out and how you go about working on it.

    Your captain games have been hugely inspirational for me. I’ve also struggled to find structure working alone. Good luck, and let us know how it goes!

  9. Orinn says:

    One: Frak and Yes
    Two: Sign me up, I will sadly forget this was a thing I read, but very much love captain forever and look forward to its new future. Get me a newsletter to sign up for, you tube channel, something that will alert me their is new content to devour.
    Three: keep up the good work, the points you mentioned are all valid, while I love the game, it was hard to sell to friends, maybe this new version with the same soul wont be.

  10. Farbs says:

    Cheers all!

    Aklyon – The core gameplay won’t be changing much, or certainly not much more than it has been up to this point. So yes, you will definitely get to build your ship from the remnants of your enemies.

    Tarnished Ring – Unfortunately the tricky thing about change is there’s always some number of people who prefer what they had before. I’m sorry about that. I don’t think there’ll be a way to revert back to vector gfx, but I hope to create a new atmosphere that is evocative and interesting and not just generic space grey.

    Orinn – Cheers! You can find twitter, youtube, and rss links at the top and bottom of this page. Do people really use newsletters? I could set one up if you think that’ll help.

  11. Foohman says:

    Imagine your stereotypical American action/adventure scientist upon uncovering a great discovery. Imagine the expression, with the well-used “Dear God…” being spouted.

    I’m so glad to see you back! Or rather, considering I joined the Forever forums during your hiatus, I’m glad to know you’re around!

  12. Chris K says:

    I am very curious to see what you’ve got in mind for a new graphical style. I loved the vector graphics of the Flash games, and I really think their simplicity and bright colors were great assets. That style made it very easy to read and understand your enemies and environment, and I’ve always been a fan of the ‘less is more’ approach to graphic design, especially in the context of games, which require new players to be able absorb a lot of information without overwhelming them with clunky explanations.

    Of course that’s not to say that you can’t achieve the same goals with a more detailed graphical style, it just requires care which I am certain you will give. I’m just very interested to see what you come up with, and I really hope you can find a style befitting of a full standalone game

  13. NIN3 says:

    I put off buying it before, but I like how this is shaping up. I cant wait to see the new things coming in the pipe line!

  14. NIN3 says:

    Well, I went ahead and did so. Boy, I sure was missing out! Cant wait to see some more progress made on the game.

  15. Farbs says:

    Cheers!

    The next build, due later this week, should have a few small changes. Expect things to accelerate from here though!

  16. Chris K says:

    Coolio

  17. Bored Lemur says:

    Looking forward to this week’s release! For now.. Kerbal Space Program is stealing all of my attention though… Where did 3 days go!?!? And to think I haven’t even landed on my first moon yet!

  18. tonyatpeking says:

    Bravo, you finally came back after 1 year.
    I have always loved your games. I started doing indie game development 1 year ago and your wonderful games have been part of my inspiration in doing so! I don’t have a blog or anything set up yet so no way to track my progress but I’ll let you know about my first release.

  19. tonyatpeking says:

    Oh and don’t worry, my game isn’t a copycat of your game. I’t completely completely unrelated.

  20. hearke says:

    I’ll really miss the aesthetic of the old Captain Jameson, but then again it was also a certain Farbs who came up with that. So while I have no idea what the new game will look like, I have to say it’ll probably look pretty spectacular.
    And of course, welcome back! We missed you! :D

  21. Farbs says:

    tonyatpeking – cool! When you set up a website be sure to send me a link.

    hearke – The new game is going to look very different, but I think it should retain a lot of the old feel. The early Jameson builds felt, to me at least, like a place where you’re very much alone. That’s going to be more of a focus from now on, rather than a side effect.

  22. Dave says:

    THIS. IS. AWESOME!!!