Interview with NigeC Studios
Being given the chance to talk to indie game developers is a great opportunity to see the development side of gaming from an amateur viewpoint. Sort of like a indie movie. The difference is, Indie Game Studios use the internet to converse and work on games. People from literally dozens of countries contribute in their own way. NigeC Studios have given us here at The Gamer Studio a chance to look at their lineup. They tell us about indie gaming, and let us know more about them.
Gord: What is your site?
NigeC Studios: My Site is NigeC Studios:
http://www.myspace.com/nigecstu
or our main website is
http://www.nigecstudios.co.uk
Gord: First of all, how many people work on this site? Tell us exactly what it is you all do as well.
NigeC Studios: NigeC Studios is a small group of independent game developers based in the UK. We focus on Flash freeware adventure games at present, but we plan to expand into 3D games this year. There's no regular staff to speak of with the games being freeware, but we do have willing volunteers who cover voice acting, music, addition art, and characters. The stories, scripts, Flash coding, general art and characters are done by me. We use LASSIE AS game engine to build the games.
Gord: Ok, that's interesting. So could you give the readers some insight into how you guys work and contribute with each other?
NigeC Studios: Most of the collaboration is done via email or personal messages because we live all around the world. The character artist for our in production game lives in Holland, the female voice actress lives in America, and the original author of Night Of The Hermit lives in Israel who we keep in touch with. The only person that I could easily meet in person is the male voice actor. It's not ideal, it can get frustrating waiting for replies and feedback. It would be nice to have an open air ticket at times!
Gord: Could you also give us some insight into the life of a person who makes freeware games?
NigeC Studios: There doesn't seem to be a set pattern of the type of person doing independent games. The age can range from young kids to people in there 50's and 60's, from all walks of life. A lot aim too high and very quickly fail. In the LASSIE community, there are guys like John Green who is doing the game "Nearly Departed." He is a cartoonist for Disney. Matt Kempke, who did "What Makes You Tick?", is a college student. The man I did "Handyman Wanted" with deals in stocks and shares. Me? My real job is an auto electrical engineer, but due to health problems I can't work at the moment. Game making can be intense so it helps to keep one's sanity!
Gord: So what type of flash games are they? And are they usually influenced by the game developers native country?
NigeC Studios: We specialize in Flash Adventure Games, but it doesn't stop there. There's quite a lot the public hasn't seen. We're developing a Flash editor to make Flash platform games, like Mario, Sonic etc. We've also built templates to do Flash Myst type games. Every game we make, we try to make different from the last. Our first two games were small "Escape the Room" games, basically to do something easily achievable. HandyMan Wanted was done for the HP Lovecraft Commonplace Book Project in a set time frame of 6 weeks. It was in the style of the "Myst" adventures. Just before Christmas, we did a small "Dizzy" game. To some extent, native countries do influence how a game turns out. Handyman Wanted was set in America, the writer and modeler is American, and the general storyline worked best in that location. Also with the voice actress being American, it made life a lot easier for her not having to deal with accents. Luckily the male voice actor can do various accents.
Gord: When making these flash games, do you go for complex, deep, and philosophical games? Or just simple and fun?
NigeC Studios:
The
games we have planned will be a lot more complex. There's several on
the table at the moment, ranging from a biker horror story, to a
detective
story and a kids game. Our current project is a remake of a AGS game
called "Night Of The Hermit" which is based on the first Monkey Island
game.
The
big issue with complex Flash games online is the amount of
bandwidth they use. Even a small 5 meg game can wipe out 10gb of
bandwidth very quickly once HandyMan Wantedthe game is on the various blogger and
gamer sites around the world.
NigeC Studios: Our highest rated game was 2D Assassin at 6.5 out of 10 on gamershood.com. That isn't bad considering it was a rebuild of a previous release. The most played game is HandyMan Wanted, it's also featured in the HP Lovecraft exhibitions around Europe. 8 months on it still gets regular hits.
Gord: So how are you going to plan for the future with the obvious limitations for this? Specifically with 3D games. Maybe use CD's or cartridges and distribute?
NigeC Studios: At the moment, we plan to continuie hosting with web downloads. Night Of the Hermit will be download only. As far as 3D games, we will have to look at different options as they arise depending on file size. Our character artist is looking into Adventure Maker which can do PSP games. If we can find a good C# coder we may branch out into XNA and Xbox, but then License issues and cost come into play.
Gord: You've talked about what path you hope to take development wise, but what path do you plan to take for the Studio as a whole? Do you see this as a profitable business venture?
NigeC Studios: Like everyone doing Indie games, we'd love to go all commercial and heavy! But right now, I'm under no illusion that we are anywhere near the level needed to be successful in the commercial world. The plan is to build up a portfolio of games and projects and try to get noticed. We chose to remake Night Of The Hermit for several reasons. The original was successful in its own right, and we wanted to totally change the style and stir up some controversy among the the old school adventure gaming community. The original author is quite happy with all the changes in the art and design. A bit of controversy can have some amazing effects. Turning this around to a profitable business venture is quite a scary thought. Right now, our only real commitment is time and effort. We're all free to pick and choose when we do any work. The ability to walk away for a while is great, but the disadvantage is there's no financial incentive to hold people to the given project. It's a fact of life that you'll have disappointments and people will fade away without doing anything. You just have to adjust, do it yourself or find someone else.
Gord: Following that, how do you plan on recruiting people to handle the bigger games that require more work?
NigeC Studios: Getting help isn't that hard, IF you having something to show. I would think dangling money under folks noses would make it even easier lol. As the games improve, more offers come rolling in. The only time you have problems is if its a Fan Game. Most people would rather work on something unique. The Indie scene is swamped with young kids who want to build up teams and make the "biggest, best game ever", which effects things badly. Genuinely creative people often get passed by because "Team Required" threads on forums are now getting ignored.
Gord: Could you give us a little bit more detail about your next big project? Maybe a projected release date? What type of game it is and what are its influences?
NigeC Studios: Its hard to say which project we are going to do! Each idea raises the bar so extra knowledge is needed. If we go with the Myst style idea, we would like to use the SCream engine. so you are talking years before the public sees anything. The SCream engine was used for the game Scratches.
The biker horror story is based on a local biker ghost story. It's 3 different ideas combined to be able to make a full game. The big problem with writing stories for games is its very easy to think up a beginning and an end. Its the parts in between which are hardest to fill. This game has been on the table 3 years in various different forms, its been started twice but never got past 2 rooms! The game would be set in the UK. Backgrounds would be based on 50's industrial Britain, maybe with Sin City style graphics which cause problems on their own. I ride bikes so it was always going to see its way into a game at some point. The kids game is very sketchy at the moment, its an idea by our character artist and is probably the one we'll do first. All I can say is it will be a Flash game and it'll be very cute. Unless we take it along a more adult route lol. The idea is very fresh and we have haven't thrashed the story out yet, but its a chance for the artist to show what he can really do and have more control on what he's doing. Time wise, we're probably looking at 6 to 8 months. A lesson I learned is not to start raving about games before they are well underway. It just seems to be a kiss of death, maybe it adds pressure to get it done.
Gord: Anything you have to say to prospective indie gamers and people who may be interested in playing your games?
NigeC Studios: Anyone can make games, they just need basic computer skills and the ability to read tutorials. The best advice I could give would be to start with 2D, forget about 3D to start with its very involved. And "THINK SMALL!" Maybe do an escape the room game? AGS does a "game in a month" competition called MAGS which is an exellent way to learn. You have a set time period, storyline, etc. It's how I started 6 years ago. All you need is AGS, art software such as MS Paint, and a bit of enthusiasm! The AGS community loves pixel art used in 90's type adventure games, so you don't need to be the next Da Vinci to make a game they would like. Lassie AS, which I use, is very simple but has the extra expense of buying Flash. Also, the engine is in development, so there are still a few issues with it. It's hard starting out. You're doing everything on your own, but as you get better the offers for help start coming. The trick is to know when to leave it and walk away, have a break and try again later. Most people doing Indy games would like more feedback from the people playing them. Unless the game has a bug you rarely get any feedbback at all directly. All you can go by is webstats on the amount of downloads, visits to the game or trolling around blogs and sites to see what people are saying.
Gord: Thank you for your time. :)
NigeC Studios: Thank you! Its been a pleasure! :)
Recent Comments