A Letter Regarding Chambara’s July Launch

I originally wrote this post in July shortly after Chambara’s July 26th launch. I put it on the cooler and held off on publication until the time was right, adapting bits and pieces of it for two talks I gave at USC. Since 2016 is on its way out and we intend to have news about the game in 2017, this might be the right time for a li’l retrospective on the game’s journey. If you’d like to support us, consider purchasing the game on PlayStation 4 or playing it with your friends. 

In Fall of 2013, I was in my Sophomore year of game school, and the egotism and imposter syndrome common in rookie games students had largely left my system by then. I had friends across the school, and a few games and a lot of writing under my belt. The previous year had opened me up to a beautiful, vast world  that went deeper and wider than I could ever possibly imagine, and the optimism of the time had yet to wane.

That year, William Huber, professor of game studies at USC, was preparing to leave for Scotland to teach at Abertay University. William taught my theory-centric classes, and while throughout high school, I grasped for any elevated discussion about games I could get my hands on, William guided me directly to it. His classes were foundational and influential to me.

On the last day of the semester, the students of my year rushed to the second floor office to say goodbye to Willam before he left, but his office door was closed shut, and he was nowhere to be found. On the whiteboard outside the main office, we wrote farewell messages for him and took a picture posing in front of it. I uploaded it to Facebook and posted it to his timeline, tagging everyone in it.

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That evening, William responded to the post, “Hah! I’m in the office!”. I rushed out of my apartment and down the stairwell to grab Catherine Fox and rush over to meet Esteban Fajardo, who was already in the games building. We found William and went to the Starbucks at the dilapidated shopping center across the street from USC. He bought us all drinks and two packs of crackers to share. As we thanked him for what he did for us, he urged us to apply to Dare to be Digital, a summer game-design competition ran by the university that he was going to teach at.

We promised to apply.

And hence began our odyssey. 

Our base of operations was my living room. Cardinal Gardens, apartment G465. We met around a little, square table on hardwood chairs, drinking store-brand chamomile tea.

Our first task would be to recruit two more people to round out our team. We decided on Alec Faulkner, a film-school expatriate whose games floored us with their creativity and character, and Tommy Hoffmann, Esteban’s creative partner from high school, and a expert with Unity. We wanted to form the team before coming up with a game idea because we thought team members would be more personally invested in the project if they were involved in selecting a game idea.

We met in early February to brainstorm projects. We put forward several, but none of them connected with everyone. At that point, I suggested a fighting game based off episode XL of Samurai Jack, where Jack fights a ninja by hiding in an abstract, black-and-white world. This was a game idea that Esteban had already ideated from a personal brainstorming project in high school, and this, was the game that would become Chambara. 

The rest of the story is fairly straightforward. We settled on a title, came up with a pitch, filmed and submitted it, had a Skype interview, and were accepted into Dare to be Digital. With the help of our families and a bit of IndieGoGo money, we travelled to Dundee, Scotland in the summer of 2014 to compete. Fifteen teams were there from across the world, and our job was to build Chambara over the course of two months for the ProtoPlay Festival that August, where all the Dare games would be judged by a community audience. Helping us along the way were industry specialists and our friends back home, who we delivered weekly builds to for playtesting.

We were one of the three winning teams at Dare Protoplay, and were nominated for the BAFTA Ones to Watch Award.  The other nominated games were GlitchRunners, a multi-device platformer from Manchester, and Sagittarius, a VR shooter from an Indian team. As the confetti rained down above us, my heart pounded with anticipation, knowing that what we did at Dare to be Digital would not end with Protoplay. We travelled home to Los Angeles for our third year of game school.

The BAFTA Game Awards would not happen until the next Spring, but their presence crept across my mind through the months and days. News of our accomplishments had already reached home by the time we returned, and our peers and professors welcomed us with congratulations, even the new freshmen had heard the word by the time we returned. In our new visibility, we found ourselves tasked with the responsibility of being role models for the younger students, and there was new consequence to our words and actions.

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That Spring, we traveled to London for the BAFTA Game Awards, and I was anxious. Our careers as game designers could change, or stay the same, from Academy’s decision.

How would it feel to lose? What would happen to us if we won? As we sat in the great hall of London’s Tobacco Dock, waiting for the “Ones to Watch” category to commence, my body was wracked with anticipation. My heart pounded and every invisible itch, urge, and pain became glaringly accentuated. The MC opened the envelope, and we were declared the winners of the award. We walked up to the stage, pushed forward not quite by our volition, but the energy of those who rooted for us back home.

The project expands! 

At the recommendation of some of our professors, we put forward Chambara to become a capstone project at USC Games. The new USC Games publishing label was in its conceptual stages, and contacts Tracy made with Sony and Microsoft were planning on providing gear to the school to support student projects. We were obligated to finish Chambara after Dare to be Digital, and the Advanced Games capstone class would be the ideal proving grounds to take the game forward.

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We pitched Chambara again and were accepted. We were joined by body of new leads, including Max Kreminski, Zach Vega-Perkins, and Nikhil Bedi. We started building a team of students to take the game forwards. We had the artists, engineers, and designers standard to student games. We also had usability researchers, web designers, foley artists, composers, planners, lawyers, translators, and testers.

Some of them stayed for the entirety of the project, some of them came on just to do a few days of crucial work. All of their talents, interests, and skills were necessary to make Chambara happen.

With two semesters as a student project in the Advanced Games class, we had about eight months to bring Chambara from game-jam prototype to complete experience. We had to structure the project around clear milestones, and since we knew Chambara had shown well at events and festivals before, we decided to build towards exhibitions.

The team would be showing the game off every two months. This meant we had to have four main exhibitions. These were to be IndieCade in October, USC’s Winteractive Showcase, the Independent Games Festival in March, and USC’s Spring Demo Day in May. IndieCade and the IGF were both selective and competitive, so we had to work them into the plan without the certainty that we would get in.

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This ended up being a good strategy for the team to enter development with. Exhibitions are great places to get playtest feedback on your milestones. They’re good for re-energizing your motivation and seeing what cross-sections of society your game’s identity connects with. This approach did direct our scope, the need to focus development on preparing and polishing features for festival exhibition created a game which shows its best self in crowds of friends.

This gave us the opportunity to reach many people and touch many hearts across many different regions of the gaming universe. The team got to show the game to different kinds of people and directly see how their decisions in their work impacted real players across professional and casual audiences. Some of the anecdotes I’ve heard from team members about their time exhibiting were extremely powerful and affecting.

The Independent Games Festival nominated Chambara for Best Student Game, and while we did not win, the honor of being considered for another award from a major organization electrified us with excitement and humility. Again, the chilling anticipation filled my presence as they read off the nominated games. The loss was not a crushing disappointment. I had time afterwards to meet the other nominees, and I have incredible respect for them and hope to see them again at future events.

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USC Games Publishing

USC started a game publishing label as part of their initiatives for the future.

The label would start with publishing student and faculty games, and later branch out to release games from marginalized creators and progressive game designers from the community. Its mission was to seek out radically different and culturally important games and elevate them to the zeitgeist and discourse by emulating the models of academic print publishers like MIT Press. By empowering developers near the fringes with the support and resources of a game publisher, USC hopes to bring games like those on itch.io to wide-reaching platforms like the PlayStation Store.

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This dream has potential, and if enriching and exciting games like Quiet Kissing, Waiting for my Protagonist, and Don’t Look at Me can reach people far and wide and can be granted whatever support they need, there is potential for a lot of good to be done to enrich the world.

Chambara was invited to be the debut game for this academic publisher. For Chambara’s specific needs, Sam Roberts granted us access to console devkits, software licenses, and a network of subject-matter experts across fields like certification, testing, and public relations. He also hired a small team of QA testers who quickly became a crack team that held us accountable towards a high standard of professionalism and polish. Chambara would have been impossible to release on consoles without the help of this publisher, and I’m glad to be able to help them further their mission.

There was a new pressure to succeed though. The more people who joined and contributed their hands to push this project forward, the greater the stakes became. As the debut game from an new publisher with an important mission, we suddenly found ourselves with great new responsibility. Carelessness and unaccountability would now impact other people and organizations, not just us on the development team. We could not recklessly charge into the future or avert our gaze from what we had to do.

In Conclusion, Thank you

What I’m trying to say with this post is that Chambara, like many other games that came before it, was an odyssey that spanned time, space, and hearts. The chapters of its journey intersected with the lives of hundreds of people from many walks of life. Their impact spans the quaint hometowns of its developers and reaches across international megacities like Tokyo, Chicago, and London.

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Chambara was built by its developers, yes, but it was also made by event organizers, speakers, account managers, journalists, academics, and bloggers. It was built by the developers we exhibited alongside and the players we exhibited to. Chambara was built by Lyft Drivers, printers, couriers, entrepreneurs, artists, mentors, rivals, fans, partners, friends. A game, and also a memory.

Many people united to build Chambara together. We built Chambara, and so did you.

We built a game, and in doing so, we formed a community. Even if Chambara vanishes into obscurity in a few days time, we should not forget this chapter of our lives that we wrote together.

~ Kevin Wong
July 28th, 2016

Chambara Environment Screenshots

It it me that on Google Images, quite a lot of Chambara screenshots used to come from our personal websites! The new Chambara website doesn’t have a place for screenshots right now, so I’m leaving some wonderful environmental screenshots for y’all to look at here!

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Chambara Environment Screenshot
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Chambara Environment Screenshot
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Chambara Environment Screenshot

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Chambara Environment Screenshot
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Chambara Environment Screenshot
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Chambara Environment Screenshot

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Chambara Environment Screenshot
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Chambara Environment Screenshot

Chambara Developer Diaries! :O

Cathy Trang and Catherine Fox, who are in charge of our marketing and PR for Chambara, launched a documentary webseries of developer diaries detailing beats and stories about the story of the game’s development. We’re going to be regularly updating our Youtube channel leading up to our eventual release. Check them out, share them around, and subscribe to our channel, this is something we are particularly proud of, and I hope it shines a light on what things are like on team ok.

With that brief update, I enter my last week of undergrad! Thank you to all those who  saw me on my way. Chambara will have an important announcement at USC Games Demo Day on May 11th, 2016, and if you can make it out to USC, we’d be honored if you could be present for it at this amazing celebration of a wide range of student projects.

Woo!

Chambara Post GDC

Okay, so we didn’t win the IGF Best Student Game Award, but I’m not bummed at all. Huge congrats to Jenny Jiao Hsia and Alec Thompson for winning the award for Beglitched! The game looks great and filled with soul.

Just to be nominated and considered amongst such incredible talent is a baffling honor and I’m proud of how far the team has been able to go. Hundreds of games applied to be considered for this award, and together, we’ve been able to accomplish what very few can. Two years ago, when we were initiating Chambara as a summer project at William Huber’s invitation, I never saw it coming to this. Us, exhibiting the game at the largest and oldest games conference in the world, in front of amazing developers and people who were heroes to me as a teenager. Wow!

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The Chambara team on their way out from GDC

Thanks are in order, but I’ll have to save those for when the project wraps up. For now, I’ll just say that GDC was exactly what we needed at this phase of the project. To interact with other game developers doing incredibly creative work of their own and sharing their discoveries and skills in talks and classes is incredibly refreshing, and its hard not to leave GDC invigorated to return to work.

Two months remain in my undergrad. Assuming I don’t royally mess up, things should go well.

Our next exhibition will not be one we can’t attend personally, since it is overseas! We’re exhibiting at the NowPlayThis festival in London, and if you can make it out to that, you should check it out and try all the other amazing art games there.

Furthermore, ICYMI, Chambara‘s trailer and dev diaries are now out! Check them out!


 

 

Chambara is Headed to the IGF

To whom may be reading this, I really don’t write here much anymore. My writing/crit work feels far removed from a lot of the work I’m doing now.

What I’m writing tonight is a bit of an overdue announcement. Chambara has been nominated alongside a bunch of amazing games from students from places like OCAD and NYU for the “Best Student Game” award at this year’s Independent Games Festival! This is an amazing honor and it comes at the start of the next major development phase that we have to do. This is something that I hope that can inspire us to do our very best work and perform at our creative peak as we close this phase of our nascent careers as game designers. IMG_1550

Speaking personally about the IGF, I grew up in San Francisco, and saw GDC happen each year throughout high school. I was never allowed in because liability restrictions prevented minors from going into the conference, so I would catch every talk, awards show, and presser I could through live blogs and streams. It was slightly obsessive.

As a teenager, I watched the IGF awards and would be amazed at how talented and creative these developers could be. The college students that participated in the Student Showcase category seemed to live lives far removed from anything my limited existence could accommodate. My summer camp maze game and twelfth-grade shmup were not comparable at all to what these students made, and I could never see the work that I would make belonging there. Never would I have expected that something I will make five years into the future would be nominated for “Best Student Game”.

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Mired in a project, its easy to get into the mindset of just seeing only that which is right in front of you, abandoning the foresight and hindsight to be either reflective or strategic. The Kevin of six years ago would have been overjoyed to hear this news.

But for now, I just feel like leaping into this next, planned, phase of development with the resolve to create the best thing we can for our players and for the world we share with all, and leap we will.

To whom may be reading this, we hope to see you at this year’s IGF Pavilion. We think we’ll have a good build to show you.

What’s Next

I’m starting off my last year as an undergrad in IMGD today, and things will be good. The videogame world has changed since I started here three years ago, and I’ve already lived through some times both exciting and dark.

Our new Chambara logo!
Our new Chambara logo!

This year, we will be working on completing Chambara as part of the USC Advanced Games Program here at USC for a console release sometime next year. We spent the summer rebuilding the game to be easier to edit for new team members, did tons of business and legal work to incorporate a company, and prototyped and sketched a lot of creative and silly modes and features. You can find some stories from our Summer sprint on Esteban’s Storify. We face a compressed production schedule like no other because the process of console certification is both demanding and time-consuming. But with an incredible team of over twenty diverse folks from USC and other places in Los Angeles, I’m confident that we will do incredible things and create a truly Super Chambara. 

We also exhibited at another indie games festival this week. This was one was called Bit Bash and was located in Chicago. We were not present at the festival in-person, but all the pictures we’ve seen from it look SO INCREDIBLY FUN. The festival was accompanied by an art exhibition, where we had a piece by our art director Catherine Fox shown and purchasable.

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And this Sunday, I’ll also be speaking at PAX Prime in Seattle as part of the panel “Level Up! From Game Player to Game Maker” with a bunch of wonderful friends from the division. The point of the panel is to discuss and meditate on game schools with a bunch of wonderful high schoolers. Unfortunately, I’ll be missing an orientation session with the new Chambara team, but I’m sure we will do some good with this panel.

E3 2015

We submitted Chambara to Indiecade this year, and we were accepted into the summer E3 showcase over at the convention center. We got to exhibit as part of their eSports showcase. It was a lot of fun! We got to show the game to some incredible people, get useful feedback on… feedback, and interact with the press.

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People previously on Vanishing Point!
People previously on Vanishing Point!
The Ninja Gaiden folks played our game, and gave feedback on how we should juice up KO animations by making them more like chambara movies. Then mimed the death sequence from Sanjuro
The Ninja Gaiden folks played our game, and gave feedback on how we should juice up KO animations by making them more like chambara movies. Then mimed the death sequence from Sanjuro
Warren Spector played our game. We couldn't ask for feedback because we got pulled into a weird interview with Comedy Central.
Warren Spector played our game. We couldn’t ask for feedback because we got pulled into a weird interview with Comedy Central.

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The Metal Gear Solid 5 Booth was a delight
The Metal Gear Solid 5 Booth was a delight
Post-E3 Tacos
Post-E3 Tacos

In other parts of my life, I’ve found myself in this accelerator called “Bridge”. It is a weird place to be in since the attitude that we carried into making Chambara during Dare to be Digital was playful, like a sport. We wanted to win the competition that we were participating in, and we wanted to have a good time doing it.

I think the culture that the world around me is asking me to be part of does not exactly align, and that’s super-baffling. I conflate work with play, because the work that I do feel like a playful, free, and empowering choice of volition to me. I feel liberated by my choice to make games in game jams, for class, and as an independent entity. When that play suddenly becomes work? I wasn’t prepared for that to happen.

Chambara Postmortem

Over the last eight weeks, I’ve been in Scotland competing in the 2014 Dare to be Digital competition, an international game jam where college teams from all over the world strive to construct a game in a two-month span. The three winning teams of this competition go on to be nominated for that year’s Ones to Watch award from the British Academy of Film and Television Arts.

My team, Overly Kinetic, was nominated for our game Chambara, a binary-colored split-screen stealth game inspired by a Samurai Jack episode. Creating Chambara at Dare was one of the most challenging and exciting times of my life, and definitely a highlight of my career. At our booth at the Protoplay Festival, I saw for the first time, people laugh and smile with each other as they played our game. To think that something I made gave such a positive, loving, experience to people, that’s amazing.

Here are my personal thoughts on the project and how it went.

WHAT WENT RIGHT

1. Preproduction paid off.

Chambara underwent an extensive preproduction period that extended for multiple months. Conceptualization and team-building began as early as January, and preparation for the pitch extended all through early May. The team met for three hours every Tuesday to plan for the pitch, prepare documentation, assemble project plans, consider funding solutions for our flights to Scotland, and conduct physical and digital prototyping. Our Tuesday meeting was often followed up by a weekend meeting where we would conduct research by watching chanbara movies or current anime, as well as playing games like Metal Gear Rising and Timesplitters. Over the course of those months, we discarded as many as three scripts for our pitch video and two project plans.

The result of our extensive preproduction period was an exceptional pitch video and high morale throughout the first week of Dare. Knowing every task we had to do to complete this game down to the hour, we worked game-jam-like hours through the first week and completed a playable prototype within three days.

2. Polished core mechanic.

The intentionality of my previous game, The Pilgrim, was to explore what game feel and character controls could communicate emotionally to the player. The “feel” of a jump can communicate anything from empowerment and joy, to disempowerment and frustration.

To this extent, much of the success of a character-action game comes down to the kinesthetics of movement through a space, which is why it was of utmost important that the “feel” of moving about in Chambara was empowering and playful.

Level design was blocked for a week because we could not reasonably create levels until we understood how players would feel moving through them. Once Alec designed an excellent, fully-featured character controller with some advanced movement features like gliding, walljumping, and blocking, we began to construct levels around those features. Subsequent iterations of that controller would add features such as variable walk speed, remapped controls, and a “squawk button”. Ultimately, the game owes a lot of its success to game feel and the tactical depth afforded by our movement system.

3. Rapid iteration and playtesting. 

A mantra of game design is “fail fast, fail often”, which upholds that it is extremely important to have some testable proof-of-concept as early as possible and iron out the flaws from there. The reasoning behind this mantra is that the earlier that flaws with a design are discovered, the earlier those flaws can be corrected, making the process of creating a game an inward spiral of course-correction and continuous refinement. To this extent, we were successful. We implemented, tested, and discarded several of our ideas from preproduction on the very first day.

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One of our first testable levels

We ran extensive testing outside of the one public session that Dare to be Digital arranged for us. We treated every industry mentor that came in as another playtester, and studied their play-behavior very closely, down to tracking notes on how they moved their thumbs around the gamepad. Their reactions and feedback would form the basis of what we wanted to build and implement the very next week. Each of us would send builds back to our friends and family to get their feedback, and a comprehensive metrics backend provided us with ample data that we weren’t entirely sure how to interpret. 

4. Simple assets. 

Building a Chambara map is easy: simply drag and drop cubes, deform them, and throw one of two materials on each block. For a while, many of our environments were constructed entirely out of 3D primitives, which led to some delightful moments when I threw rigidbodies onto everything. For a short time, we had “leveloution”.

Around the sixth week, we determined that we needed to art up the levels to give them more grounding and readability, as well as solve the problem of players not being able to determine where the boundaries of a level were. So we began to construct art assets to replace the primitive cubes and planes that used to build up the levels.

Constructing these 3D assets was shockingly easy, especially given that our dichromatic aesthetic nullifies the need for UV maps and textures. Every asset I constructed was a simple cube with faces cut into it, each of the faces would receive its own material. This pipeline allowed us to create and implement 3D assets in only a fraction of the time it would have taken if we had used any other art style.

5. Multiplayer is exciting to design for.

While I was involved with The Maestros back at USC, I was only working on that project as a community manager. Chambara was my first multiplayer digital game, the rest of my projects being either single-player digital or multiplayer analogue. Working and designing a digital multiplayer game was a refreshing change of pace from the kind of work I’ve done in the past, and making this a project I was really invested in.

WHAT WENT WRONG.

1. Bad timing hurt some components.

Despite all the preproduction and planning we did, something would inevitably go wrong and throw the project off schedule, which is why we designed our game to allow for features to be cut or suffer without hurting the core game too much.

We worked on an asymmetrical schedule with our composer Austin, who was operating from four timezones away. Since we were working on this game full-time and he was working part-time, we inevitably moved the pace of the project disproportionately fast. We would build levels and features and put in requests for sound assets and music faster than he could reasonably create them. There were multiple times where we would request a sound effect for a feature that we would have to cut days later, thereby making him do unnecessary work.

We also planned for a comprehensive UI revamp later in production that we were ultimately unable to do. The main menu seen in the festival build is filled with a lot of issues, making it very inconvenient to set up games and match players to teams. Ultimately, we had to create temporary solutions by revamping the existing menu system and creating UI assets that were not as rigorously tested or refined as they could or should have been.

2. Health. 

One of our team members got very sick later in production and was unable to come to the studio every day to work on the game. While we crunched much less than we would typically do during the school year, we still made sacrifices to our health in terms of diet and exercise. Affordable food options in Dundee are limited, and much of our diet came down to refrigerated tortellini and sandwich meat from Tesco, or processed meals from a frozen-food retailer called Iceland.

3. Budget

All Dare teams are allotted 200 GBP to use to spend on production of their game. We were confused as to how to use this money, because you don’t really need much money to make videogames. So early in production, we decided to save that money up for our Protoplay booth, which we wanted to be a welcoming, homey environment where people could come in and play our game and receive a prize for playing.

The American dollar isn’t very strong against the British pound, and expenses in our own currency were far greater for us. A 20 GBP expense was equivalent to a 35 USD one, making us reticent to spend.

Ultimately, we ended up going over budget and had to pay some of the expenses, like branded t-shirts and crafting gear with our own money.

4. Inconsistent theming. 

   While we spent much of our research phase in preproduction looking at samurai cinema and anime, very little of that influence made it into the final game. Visual tests of our levels over the first two weeks revealed that people associated our imagery with German Expressionist film, with its harsh angles, angsty edges, and dreary colors, which was a connotation that we didn’t find fun or appealing to us. Others said that the visuals reminded them of Frank Miller’s Sin City, which brings up a load of sociopolitical issues that we aren’t prepared to address.

We started art-ing up the levels around the sixth week and giving them life and thematic grounding. Nonetheless, the look and feel of the game remains inconsistent across the game’s five levels. “Glorious Mansion”, our two-player level, brings up European connotations with its red and white color scheme and its ornamental accents and assets. “Neo Tokyo” is a strange mashup of Akira’s late-80s cyberpunk style and utopian metabolist architecture. “Flour Mill” sticks out with its industrial gears, mechanical ticking, and wooden slats. “Mono-Ha Garden” is the only stage that uses cylindrical shapes as its base asset and is inspired by the Mono-Ha art movement of the 70s. “Reservoir” was actually a map that we didn’t have time to finish, and remains constructed entirely out of primitives. A number of silly easter eggs in the hills are its only theming.

5. Ethics? 

We knew that the primary audience at the Protoplay Festival would be children, roughly 7 to 14 years old, moving into the competition, and felt that there were many ways that we could do something very harmful to them, as well as create a problematically racist appropriation. People change through experiences, and since videogames offer experiences, we knew that we could have a very negative effect on the values of our players. I discussed this problem in depth in my previous blog post about the subject.

While we made extensive measures to neuter the violence of the game and spin the mechanical interactions into something positive, I don’t think we did enough. When a mother at Protoplay dismissed our game as “another killing game”, I was deeply hurt. If anyone reacts that way, I don’t think we did enough. The formal systems of games necessitates conflict between players or systems, and to struggle against the structural foundation of the medium is a vast challenge that I doubt that we can pull off. While the magic circle indictates a separation between the world of a game and reality, games and the behaviors that they create through their systems are inherently political expressions. If the values expressed through our content are dissonant with what we believe, then I think that we would be doing something we would regret in the future.

Chambara's debut at protoplay was very positive and warm.
Chambara’s debut at protoplay was very positive and warm.

Civilization is a great game because its systems encourage competition between players, creating brilliant emergent narratives. But when those systems in context are metaphor for violence, imperialism, and ultranationalism, I can’t really say that Civilization is a comfortable game once I leave its magic circle.

Which is why a single person calling Chambara “another killing game” is so perturbing to me. If our systems of conflict are construed to be about violence, anger, and confrontation by some people, then what does our game communicate to our players? Do our players leave the experience better or worse?

I think we mostly succeeded, I saw nothing but positive behavior from people who played our game. Kids and adults laughed, smiled, and bonded with each other as they played our game, often shaking hands after they were done. We witnessed no toxicity and had a greater diversity of players than we expected, entertaining young girls and older parents, people underserved by existing games. A father with an autistic child thanked us giving his son something to smile about, which really made our day, and overall, I think we created a lot of love in that festival tent. Yet, I can’t forget what that mother said, “oh, another killing game”.

Nonetheless, if Chambara ended up being the blood-drenched mess of violence and negativity that it could have been, presenting itself as yet another “killing game”, then I don’t think I could accept a BAFTA nomination in good conscience.

FUTURE

We intend to retrieve the rights to Chambara from Abertay University, who manages each team’s IP for the duration of the competition. What exactly we’re going to do with those rights remains to be decided. If we choose to develop the game further, we might self-publish on Steam Greenlight or Playstation Network, or pitch and sign on with a publisher. We will probably solicit our professors for advice on what to do from here.

We would like to submit to indie festivals like Fantastic Arcade, The Wild Rumpus, and Indiecade. It would be fun to travel to games events like EVO and essentially go on “tour” like what Nidhogg or Killer Queen has done.

If we can’t decide, we’ll probably open-source the game’s project files and make the game free to download, essentially donating the game’s source code to the public domain so people can poke through the code and assets and learn how the game was constructed. Open source is a great thing for education, and given Unity’s omnipresence in amateur games, I think we can do a lot of good for the world if we surrender our code.

STATS

Period: Production: 8 weeks

Staff: 5 full-time, 1 part-time

Software Used: Adobe Photoshop, Unity3D, Visual Studio 2010, Audacity, Autodesk Maya, Blender, Monodevelop, iMovie.

Budget: 200 GBP

chambaragame.com
daretobedigital.com