Interview
Interview: Remode, Creators of Mole control
After reviewing and really enjoying Mole control, I caught up with a couple of the developers at Remode to see what life as an indie developer is really like. For people who haven't yet played the game, could you give an overview of what Mole Control is all about? Martin: The game is a modern rendition of the classic puzzle mechanic of Minesweeper, in which each numbered tile is indicative of the number of hidden exploding moles connected to it. It aims to be bright, colourful, funny and charming. The game is set in a village where a mystery villain has set the indigenous exploding moles loose. You have to find and collect/destroy all of these moles by visiting various areas of the village that have become infested. There are also time attack challenges that are staged within arenas that are part of a traditional local Mole Control Competition.
How did the idea first come about? Ella: We knew that we only had six months to develop a game from concept to completion. We didn’t want to make another Match 3 and realised that we didn’t have time to think up and prototype new game mechanics, so decided to take a classic game mechanic and bring it up-to-date. We had already developed some technology though so we knew we could produce a 3D game in that time. Andy and I always liked the Minesweeper game mechanic, but thought the Windows version had a lot of flaws and was very dated. We realised that by making some changes to the mechanic we could get rid of the really annoying problems with Minesweeper – the way you can lose on your first click, the way you only have one life, the way you can get an impossible situation. So we gave the idea to our artist Matthew to come up with a concept. We knew he had great narrative and character skills, so basically gave him a completely open brief to create a world around the game mechanic, which was how the mines being exploding moles and Molar Creek village came about.
It very clearly draws from Minesweeper, were there any other inspirations used to help mould the stylistic side of the game? Matt: It must be said that it was precisely because Mole Control draws from Minesweeper in terms of gameplay, that we wanted a really 'non-Minesweeper' feel and tone to the whole experience. We really wanted to develop an appealing and uniquely charming setting that, which would crucially appeal to those who never 'got' the familiar game mechanic. A key part of developing the world of Molar Creek was that we wanted to show the attractive features as well as the signs of dilapidation and the daily routine; we felt it very important that the game should be light-hearted, but not saccharine or overly rustic. Visually the most obvious influences are the work of Looney Tunes Animator, Chuck Jones, and also Aardman's Wallace and Gromit, they are packed with stylish and wonderful ways of showcasing the mundane and the absurd. And it’s this combination that makes a tale of exploding moles work. It’s definitely something we tried to embody throughout Mole Control. How did you go about creating a middle ground the game so it would appeal to both adults and children alike? Martin: When we first started fleshing out the game we knew the sort of feel we wanted to give it, so we looked to other cartoon-ish franchises that are enjoyed across different age ranges. Properties such as Aardman’s Wallace and Gromit: Curse of the Were Rabbit and Team 17’s Worms were key influences. Both feature abundant and mischievous creature-based characters who are not overtly good or evil. We felt that this sort of treatment would give the moles an endearing and understated quality. A lot of games use their characters to represent some epic –and serious –battle between good and evil but we didn’t feel that this approach made sense for such a light puzzle game. We had to strike a balance as we wanted to give it more substance than other offerings in the same genre. Another classic trick to draw adults into a cartoon world is by using humour that may not necessarily be fully understood by children. You can see this in TV shows such as The Simpsons and it’s certainly prevalent in the story sections of Mole Control: the nosy neighbour, the slightly simple park-warden and the matron-esque farmer’s wife. All these characters play on stereotypes that adults would probably be able to recognise better than children.
You are based in the UK and your games art style, I felt, really reflected the imagery most outsiders would associate with old fashioned, fairytale British life. Was this the case or did this just come about by accident? Ella: Once we had come up with the idea of exploding moles, we decided to set the game within a village and specifically within a village fete where the villagers have their annual Mole Control Competition. This was mostly inspired by the team’s recollections of going to country fetes as kids and seeing some quite odd local competitions. Being such a traditionally British theme for a game world, the art then needed to support it. How has it been working with Blitz 1UP? What sort of advice and counselling did they give you (if any)? Ella: Working with Blitz 1UP has been a really good experience. We approached them because we realised how difficult getting distribution deals with PC portals was going to be, and thought that having them as a middleman would be beneficial. That has proved to be right, but they have also helped in a lot of other ways. We finalised our agreement with Blitz 1UP just as we were finishing the last touches on the game, and when we asked for their advice they gave us some great design feedback. I think that having a fresh pair of eyes look over it gave a good perspective on things. We also decided to use their PC compatibility testing scheme which worked really well. We were hesitant at first, as we didn’t know whether we would get such reliable results as we would from a testing lab, but with the budget we had we realised that we would get it tested on more machines via the Blitz 1UP scheme and the results were really useful and saved us quite a lot of money! They also help with PR and generally give us advice about anything we ask. When you have never taken a game to market before it is really good to have someone like the guys at Blitz 1UP on the end of the phone. How do you feel about costs of developing for the iPhone or the Xbox Live indie store and the relative risks associated with doing so? Ella: We have looked at both platforms quite lot, particularly iPhone, and I don’t think that either of these platforms are ones that we will be looking to develop our own products for in the near future. With the iPhone there is just too much content on it, and it is so difficult to find anything. If you aren’t in the Top 25 or featured list you may as well not exist! Although saying that, it seems that if you have an existing brand things are quite different. For example, if we made a game that was a big hit, we might then consider porting it to iPhone, but I don’t think we would be willing to make new IP for it as the risk is too high. I also think it is really good as a marketing tool; some of the free Apps that have been released have been very popular and are a great way to promote a brand, and on that side we would be interested in developing applications for other organisations. The Xbox Live Indie store doesn’t have the returns to justify us developing a game for it. However, I do think that both platforms have their place, and I they are great if you want to develop a low-budget game, where making money is not the main concern. For example, I would recommend them to students, for people who develop games in their spare time or for teams who can’t raise funding and just want to get something out there to prove their skills.
Steam is another platform that seems to be really well run and exciting in terms of opportunity. We saw companies like Introversion get their name on that map through use of this system. Have you looked at Steam at all as another possible sales point? Ella: Mole Control was confirmed on Steam last week, so we are currently working on adding Steam achievements into the game. From what we have seen so far, Steam is the hardest portal to get onto, but has by far the biggest market and has the best (and most clearly documented) tools and SDK. How do you feel the UK's independent community would benefit from the conservatives recent announcement that they would look into offering a tax break for the UK games industry or do you think that this was all talk? Ella: I guess it is a possibility that they will implement some tax breaks, but considering that no actual commitments have been made and considering the UK’s financial situation, I would be surprised if they did. We could definitely benefit from some tax breaks, particularly when you see how well they are working in Canada and elsewhere. At Remode, if we had some tax breaks we could probably afford to employ another member of staff, and for a small studio like us that would make a massive difference. However, whilst the government could do more, and tax breaks would be a great help, they could also help by improving what is already available by making it more transparent and more streamlined (my biggest gripes!), and they could try to ensure that video games as an industry is treated equally to other forms of entertainment. Saying that though, we have had quite a lot of support so I can’t say it is all bad. There are several ways to get benefits from the government already such as R&D Tax Credits and funding towards training, if you are willing to spend time finding out what is available. Finally, What can we expect to see in the future from yourselves? Can you divulge any information at this point? Ella: I can’t really say much about this! We are still working on bits of Mole Control, getting it ready for Steam, and their portals, but we have been looking at what to do next. We have a new game concept in the pipeline, but it is at very early stages and we are also exploring other options as well. Thank you very much for your time and I look forward to seeing much more from Remode in the future. You can check out the full review of Mole Control Here Add a comment |
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Interview




