i'm used to frustrating design experiences when i'm working on a game. they usually involve gameplay or story elements that don't quite pan out the way they appeared in your head. sometimes it costs you weeks or months of development time to find out that something you designed
just doesn't work - or more specifically, isn't very enjoyable for a player.
i found this out again most recently with designing, from the ground up, tomodashi's launch title. i wanted to start this company fresh. instead of continuing work on passion projects that had been years in the making, i would design something truly different. something exciting, something new, yet recognizable.
i thought back to the MS-DOS era and the games that left a huge impression on me. on my shelf was a copy of
X-COM 2: Terror from the Deep. this was the sequel to X-COM which was met with a lot of criticism: it was hard, it was all underwater, and the land-based terror missions sucked.
but it had something going for it: the underwater missions were incredibly beautiful and intoxicatingly claustrophobic, owing to an isometric perspective and very carefully chosen aquamarine palette.
but I didn't want to make a strategic or tactical combat game. it's been done, and done so much better than anyone deserves already (see:
Jagged Alliance 2). so I spent some time re-imagining what the environment of
Terror from the Deep might be like in a different genre.
that's when I stumbled upon some old screenshots of an MS-DOS game called
Cadaver. Cadaver was an Amiga title made by the Bitmap Brothers, back in the early 90s. it had gorgeously drawn isometric art, with systemic realtime gameplay organized around exploring a cavernous dungeon full of doors, traps and creatures. puzzles were solved using a combination of physics, movement and inventory items.
i thought: what if I combined the gameplay and visual style of
Cadaver with the
setting of
X-COM 2? and what if, instead of fighting alien creatures, you could explore and document your surroundings, like in the adventure game
The Dig?
the design came together in a couple of days. the setting would be an ancient asteroid impact in Antarctica, that had deposited spores of alien creatures in the ice. millions of years later, as the polar caps melted due to global warming, the alien spores hatched and weird alien creatures began populating the area. Antarctic research stations were deserted due to the danger they posed, and only tiny expeditions of xenobiologists would be sent in to monitor and explore the area for short periods.
it would be a role-playing game, where you played the role of a solo xenobiologist. would you explore the area and collect alien specimens purely as a hands-off observer of wildlife? or perhaps bully your way past, or even kill, dangerous alien creatures in your pursuit of the rarest ones? or - with a touch of evil corporate intrigue - you could extract the DNA ("XNA") of certain species and sell them to the highest bidder.
it was exactly the kind of game i would have wanted to play when I was fifteen years old. an MS-DOS game re-imagined for 2024, with a variety of gameplay mechanics that went beyond combat.
i wrote it all up in a four-page design document, giving it a working title of
Xenobiosys. a few highlights:
Xenobiosys: An Aquatic Role-Playing Adventure
General Overview
The setting and story of The Dig meets Roadside Picnic, with an isometric perspective and Fallout-style gameplay.
Audience
Xenobiosys targets an overlooked population of adventure/role-playing game players that value exploration over combat, creative tool-use over deterministic logic puzzles, and interaction over character dialogue.
Design Overview
Xenobiosys is a role-playing adventure where a player creates a character whose primary purpose is to scientifically explore, document, analyze and report their findings in a beautiful, dangerous underwater environment full of alien creatures and environmental hazards.
In a turn-based isometric presentation, the player descends through successively hazardous environments while collecting, studying and/or exterminating unique alien species and artifacts. Identification and study of collected specimens unlock new gameplay options, and provide the player with the tools necessary to continue the descent.
The game values emergent player-directed problem solving over traditional puzzle design, through scenario prompts that the player responds to using a combination of tools and skills.
Xenobiosys is unique in striking a balance between player-enacted problem solving and traditional storytelling in an open world, that focuses on skill development and emergent systems.
it all looked perfect to me. on paper. so I found a couple of my close designer/player friends and asked them to look over the design document. both of them were fairly open to the idea of an old-school RPG with modern sensibilities, so i thought the idea would be a smash hit. i secretly hoped that they might even want to work on the project as contractors.
crickets.
both of them had no response at all to the design. not only did they have no particular interest in the game, they had no particular
response to what they read. not even criticisms. it just wasn't even interesting enough to respond to.
so I thought to myself, "okay - maybe it's because they can't envision the artwork or the gameplay"... so I spent a week painfully learning how to illustrate the art style I was aiming for (art tests), hoping that it would help clarify what was in the document. neither person responded to the art either.
a friend once told me, "the only thing worse than a movie that's so bad it's good, is a movie that's so mediocre that it's not even bad." judging from their responses, this was
that kind of game. one so mediocre in its design that it is just uninteresting.
a week away from the design document and the art tests gave me some much-needed perspective. yes, the world I was describing was perhaps conceptually interesting - but the minute-by-minute gameplay wasn't interesting at all. there were no strong characters, no particular story for the player to follow, and - let's face it - "evil corporation getting you to do dirty deeds" is so commonplace today that it's not even worth using as a quest context.
in the end, the design was a non-starter. if this design document couldn't convince two friends who were already sympathetic to old-school DOS games, there is a near-zero chance of convincing anyone outright hostile to the genre to play it.
I was disappointed. I felt like I had lost two weeks on a bum bet. but what on earth was I going to make instead? i spent a week spinning around in circles trying to find a way to make the alien game more palatable.
my mind slowly drifted back to a project I had started way back in 2020, after seeing screenshots of the beautifully illustrated
World of Horror. I had come up with a novel design, using a similar 1-bit style of art, set in a post-catastrophe alternate history of Japan. I worked on the game for years as a passion project, generating some interest in it from friends and followers. but gave up on it in 2022 after hitting some difficult design and art problems.
a few days ago, I dusted off that old git repo and looked at what I had. it was surprisingly playable, even if it wasn't enjoyable. it needed a ton of work, but it was far further along than I had realized.
what do you do when you have a bad idea?
you don't get hung up on it and try to make it work. you move laterally, as a friend told me recently, and keep up your momentum. moving forward is the only way to getting a game finished.
so tomodashi's first game will be one that I've already worked on for a while. in future journal posts, I'll talk about the setting and gameplay.