{"id":98861,"date":"2019-08-21T05:42:00","date_gmt":"2019-08-21T05:42:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/349157"},"modified":"2019-08-21T05:42:00","modified_gmt":"2019-08-21T05:42:00","slug":"from-concept-to-doubt-to-reevaluation-designing-creature-in-the-well","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/08\/21\/from-concept-to-doubt-to-reevaluation-designing-creature-in-the-well\/","title":{"rendered":"From concept to doubt to reevaluation: Designing Creature in the Well"},"content":{"rendered":"<p>Like many developers, Flight School Studio wasn&#8217;t sure if its game,&nbsp;<em><a href=\"https:\/\/store.steampowered.com\/app\/852300\/Creature_in_the_Well\/\">Creature in the Well<\/a>,<\/em>&nbsp;would have the legs to be a full-fledged product.<\/p>\n<p>A&nbsp;<em>Zelda-<\/em>meets-pinball video game,&nbsp;<em>Creature in the Well<\/em>&nbsp;combined elements that were familiar, in turn making something that was somewhat unfamiliar.<\/p>\n<p>But after some introspection and elbow grease,&nbsp;lead developers Adam Volker and&nbsp;Bohdon&nbsp;&#8220;Bo&#8221;&nbsp;Sayre&nbsp;refined their vision to make something that, with any luck, is digestible and fun for a wide audience.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">Designing a <\/span><em>Zelda<\/em>-inspired adventure game that uses pinball-style combat is a unique proposition. So trying to convey what the game is and how it works has been a challenge for the development team from the get-go.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">Volker said combining those two elements, adventure game tropes and pinball mechanics, required careful balance so that players could understand the game.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">&#8220;We sort of operate on the design philosophy that was stolen from filmmaker Steven Spielberg,&#8221; he said in a recent <a href=\"http:\/\/www.twitch.tv\/videos\/463955124\">GDC Twitch stream<\/a>.&nbsp;<\/span><span>&#8220;His company, Amblin Entertainment, put out this idea that&nbsp;audiences like newness in sort of like a 70\/30 relationship.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">That means, Volker explained, that 70 percent of a new concept is familiar with the audience, and the remaining 30 percent it something that the audience may not be so familiar with. But the ratio would have enough familiarity to remove some of the unknowns that could put people off.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">For Spielberg, it was &#8220;suburban California except there\u2019s an extraterrestrial that befriends a small boy.&#8221; For Volker and Flight School, &#8220;it&#8217;s swords, but they don\u2019t behave the way you expect,&#8221; or &#8220;It\u2019s a dungeon crawler except it\u2019s a room full of pinball mechanics.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/08\/from-concept-to-doubt-to-reevaluation-designing-creature-in-the-well.png\" width=\"646\"><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">Volker added, &#8220;I think if it were all super abstract and new we would have a lot more work to do to tell people about it. But I think it\u2019s important for players to look at the game and go &#8216;oh I can see how that could be fun,&#8217; and &#8216;I understand the format of how I\u2019m going to play that.'&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">This is the challenge of games with unique concepts &#8212; communication. Innovation in game design often requires more explanation, and it&#8217;s up to game developers or clever marketers (who, these days are often one and the same) to make abstract ideas more digestible and in effect, more sellable.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">&#8220;You should be able to speak the language [of the game] fairly quickly even if there\u2019s a lot of newness,&#8221; said Volker. &#8220;So that\u2019s why we went with swords and that\u2019s why we went with dungeons and rooms and boss fights and connecting them all that way.&nbsp;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">&#8220;The first time we played it at GDC somebody called it a pinball hack and slash and then the next PAX East show we brought it to somebody who [called it a] &#8216;pinbrawler.&#8217; [Finding the language is about] players being able to tell you, &#8216;You know, this is how I would describe it to a friend.&#8217; So it\u2019s kind of just about listening, I think.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">As with practically any game that&#8217;s been developed, there were points in time where doubt reared its head. Volker said midway through the game&#8217;s development, Nigel Lowrie, co-founder of publisher Devolver Digital, played the game and was dubious about whether the game would be scalable into a full game experience.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">&#8220;That was really hard feedback to get but was really helpful,&#8221; said Volker. &#8220;We sort of had this big moment where we were like &#8216;ok, let&#8217;s gut everything that we\u2019ve built.'&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">At that point, fellow developer Sayre took a week off of his regular development tasks, and made eight example dungeon rooms in an attempt to create unique puzzles, each with significantly different mechanics.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">&#8220;He actually had to create a bunch of new stuff for that,&#8221; said Volker, &#8220;But it was really good to try to take the pinball hack and slash mechanic and spread it out as wide as it could be so that players got something different as they played through the entire game, and it wasn\u2019t just hundreds of rooms the same stuff.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">Volker said, &#8220;Once he built those example rooms we reviewed those for their uniqueness and then I tried to build the dungeons based on his example. That\u2019s kind of how our design process worked. Bo would be like &#8216;I think this has something unique, this is what I was going for,&#8217; and then I would expand it into the dungeon and then he would have an idea to make a room and we would fine-tune each other&#8217;s designs.<\/span><\/p>\n<p dir=\"ltr\"><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/08\/from-concept-to-doubt-to-reevaluation-designing-creature-in-the-well-1.png\" width=\"646\"><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">It was that external feedback, and Flight School&#8217;s willingness to take that feedback seriously, that put the game on track to become something better. &#8220;That was really one of the toughest parts of getting a whole game,&#8221; said Volker. &#8220;It was kind of always a prototype until that moment, I think.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">The issue with feedback, however, is that there&#8217;s often <\/span>a lot of it. Parsing what feedback to act on and what to ignore is an age-old problem.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">For Volker, evaluating feedback is a discipline of self-awareness and honesty. &#8220;You know, sometimes you don\u2019t want to hear [feedback] and sometimes it doesn\u2019t matter,&#8221; he said. &#8220;How stubborn do you want to be? [That] is the kind of question you have to ask yourself. Like, it&#8217;s when you believe in something, and then you have to decide whether you\u2019re lying to yourself about its quality.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">Volker said acting on feedback requires a bit of self-reflection. If people criticize your game, maybe the game your making is suited very specifically to your own tastes, and perhaps not so appealing to people in general. He said Flight School would carefully watch new players play <\/span><em>Creature in the Well<\/em> and try to identify their excitement, or lack thereof, and consider whether or not the game was resonating with people.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">Volker said, &#8220;I think in the case of Nigel\u2019s feedback it wasn\u2019t &#8216;this isn\u2019t a game.&#8217; He said, &#8216;I don\u2019t know if this is going to scale to a full experience.&#8217;&#8230;He hadn\u2019t played a lot of it, we were in the middle of development, I don\u2019t even know if he knows how important [his feedback] was.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">The most valuable part of the mid-development adjustment can simply be termed as full-on reevaluation. Volker and the team asked tough questions, not just about the game&#8217;s design and concept, but whether or not they should keep going on with development of the game.<\/span><\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">Fortunately, Volker and crew were convinced that, with <\/span><em>Creature in the Well&#8217;<\/em>s strong core mechanic and familiar influences ranging from Breakout to pinball to Zelda, they had an appealing game on their hands.<\/p>\n<p dir=\"ltr\"><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">&#8220;Once we [reevaluated the game], we were like, &#8216;well we still know that these other basic games are fun,&#8217; so there\u2019s something here &#8212; we just have to work to find it.&#8221;<\/span><\/p>\n<p dir=\"ltr\"><em><strong><span id=\"docs-internal-guid-f5a15783-7fff-755e-7ee0-c85411d43559\">For more design insights from <\/span><\/strong><\/em><strong>Creature in the Well<\/strong><em><strong>, you can watch the full chat with Adam Volker below.<\/strong><\/em><\/p>\n<p>[embedded content]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Like many developers, Flight School Studio wasn&#8217;t sure if its game,&nbsp;Creature in the Well,&nbsp;would have the legs to be a full-fledged product. A&nbsp;Zelda-meets-pinball video game,&nbsp;Creature in the Well&nbsp;combined elements that were familiar, in turn making something that was somewhat unfamiliar. But after some introspection and elbow grease,&nbsp;lead developers Adam Volker and&nbsp;Bohdon&nbsp;&#8220;Bo&#8221;&nbsp;Sayre&nbsp;refined their vision to make [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":98862,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-98861","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/98861","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=98861"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/98861\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/98862"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=98861"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=98861"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=98861"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}