{"id":122,"date":"2014-09-03T06:05:00","date_gmt":"2014-09-03T06:05:00","guid":{"rendered":"https:\/\/mythicbattles-scenarios.com\/wormwood\/blog\/index.php\/2014\/09\/03\/lesson-for-the-next-primordium\/"},"modified":"2025-07-29T06:27:51","modified_gmt":"2025-07-29T13:27:51","slug":"lesson-for-the-next-primordium","status":"publish","type":"post","link":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/2014\/09\/03\/lesson-for-the-next-primordium\/","title":{"rendered":"Lesson for the Next Primordium"},"content":{"rendered":"<div>\nSo, with Primordia basically at the point where there&#8217;s nothing more  that coding tweaks can improve, and with me now having a long separation  between making it and playing it, I feel like I&#8217;ve come to understand  some of the game&#8217;s flaws a bit better.&nbsp; Here&#8217;s some of what I&#8217;ve learned  that would probably have led me to do things different if I were making  it now (and I&#8217;m not talking about things like recasting voice actors or  having a different plot or whatever).<\/div>\n<div>\n(1) Playable space includes &#8220;breadth&#8221; and &#8220;depth&#8221; and even if  content = breadth * depth, the two variables aren&#8217;t really fungible.&nbsp;  Amazingly, I recently learned that per HowLongToBeat.com, Primordia&#8217;s  average playing time is about the same or slightly longer than that of  Monkey Island, Quest for Glory, King&#8217;s Quest V or VI, or Sam &amp; Max  Hit the Road.&nbsp; All of them come in from 5 to 6 hours; Loom comes in at 3  hours and The Legend of Kyrandia at 4 hours!&nbsp; (Now, these data sets are  fairly small, and there is possible distortion because perhaps players  today already know how to beat those games, etc., etc.)&nbsp; <\/div>\n<div>\nIf you&#8217;d asked me, though, I would&#8217;ve said that those games were  much larger than Primordia, and they certainly are in &#8220;physical space.&#8221;&nbsp;  Unlike Primordia, they are full of empty rooms; if not entirely empty,  puzzle-less rooms; if not puzzle-less, well certainly rooms that don&#8217;t  have NPCs or complex UIs in them.&nbsp; By contrast, almost every room in  Primordia contains: (1) an NPC; (2) a unique UI; (3) an inventory  puzzle; and (4) a half dozen &#8220;flavor&#8221; hotspots, each with unique quips  depending on what you use on the hotspot.<\/div>\n<div>\nWhile it might seem that the rationale behind our approach with  Primordia was economy (i.e., get more bang for your artistic buck in  making rooms), that wasn&#8217;t really it at all.&nbsp; (Indeed, while making a  room takes some time, Vic probably could&#8217;ve done a room every 10 days  once he&#8217;d hit his stride.&nbsp; At 27 months&#8217; development time, that would&#8217;ve  been on the order of 90 rooms rather than the 40 or so that we had.)&nbsp;  Instead, I had this idea that the more layers there were to an area, the  more you could engage with it, the more meaningful it would be.&nbsp; And  cutting down the number of rooms meant much less backtracking, something  I&#8217;ve always hated in adventure games.<\/div>\n<div>\nAnd yet . . .<\/div>\n<div>\nI&#8217;ve read a lot of books in my life, and  probably something like half of them have been fantasy or science  fiction novels.&nbsp; My favorite part is always the first book, where you&#8217;re  introduced to a new setting and the world is built up around you.&nbsp; In  fact, when people ask whether I&#8217;d do a sequel to Primordia, I always say  no, I&#8217;d want to make something new.<\/div>\n<div>\nWhen a player enters a new area there&#8217;s that same feeling of  freshness; when he enters a new area by virtue of accomplishing some  goal, he feels a sense of progress.&nbsp; Years of warfare, exploration, and  hero journeys have inextricably linked geographic movement with  advancement toward a goal.&nbsp; In Primordia, though, there&#8217;s very little of  that.&nbsp; Despite the fact that you move from the Dunes to Metropol &#8212;  despite the fact that a locked door is around every corner (see below)  &#8212; Horatio is actually almost never moving geographically toward a  goal.&nbsp; He circles, and at each stop digs.&nbsp; Eventually, the digging  proves futile and he moves on.<\/div>\n<div>\nSome of this is deliberate and couldn&#8217;t be changed with totally  revamping Primordia.&nbsp; But some of it could&#8217;ve been addressed by adding  in a half dozen more &#8220;spacing&#8221; rooms akin to the cul-de-sac with the sad  robot or even the two rooms leading to the Factor overlook.<\/div>\n<div>\n&nbsp; <\/div>\n<div>\nIt also may explain some of the problems people had with the &#8220;last  third&#8221; of the game.&nbsp; In my mind, the game always had three acts and a  coda.&nbsp; One major theme of the game is whether it is truly possible for  Horatio to escape the legacy of being a war machine.&nbsp; In each of the  three acts Horatio tries to recover his power core in a way that drifts  ever closer to his old self.&nbsp; In Act 1 (the Dunes), he tries to build a  new power core: this is the &#8220;good&#8221; solution.&nbsp; In Act 2 (Metropol up  until learning Arbiter is dead), he seeks legal assistance to resolve  the dispute, which is neither creative nor idependent: this is the  &#8220;neutral&#8221; solution.&nbsp; In Act 3 (from Clarity joining to Clarity dying),  he seeks to recover the power core by force.&nbsp; In the coda, he largely  seeks revenge for its own sake.&nbsp; (&#8220;This isn&#8217;t just about the power core  any more, is it, boss?&#8221;)<\/div>\n<p>I always figured that reviewers treated the three acts as the Dunes, Metropol up until Clarity&#8217;s death, and then the &#8220;coda,&#8221; which would explain why the &#8220;last third&#8221; felt small.&nbsp; But replaying the game, I realized that wherever you slice the last third, there&#8217;s almost no &#8220;space&#8221; added to the game: from learning Arbiter is dead until the credits, the game at most adds ten rooms, several of which are tiny: (1) the small area above the Factor overlook (tiny); (2) the overlook itself; (3) the lobby of the Council Tower; (4) the elevator (tiny); (5) the Council Chambers; (6) the emergency elevator area (tiny); (7) the roof; (8) the Calliope Station &#8220;hallway&#8221;; (9) the sealed doorway (tiny); and (10) MetroMind&#8217;s lair.&nbsp;<\/p>\n<p>By contrast, the Dunes contains 15 rooms: seven rooms in <i>just the UNNIIC<\/i>, plus another eight scattered among the other locations (the junkpile, the shrine, the dome and its interior, Goliath&#8217;s exterior, throat, brain, and stomach).&nbsp; From entering Metropol until finding Arbiter, there are 13: (1) the tracks; (2) the station interior; (3) the station exterior; (4) main street; (5) the tower exterior; (6) the crash site; (7) the courthouse exterior (which also has a close-up), (8) the cul-de-sac (tiny); (9) the courthouse interior (which also has a close-up); (10) the underworks; (11) the drawbridge; (12) Clarity&#8217;s island; (13) the pathway leading to Factor.<\/p>\n<p>If you count in terms of &#8220;new areas&#8221; rather than &#8220;new rooms,&#8221; the division is even more stark.&nbsp; There are five areas in the Dunes: the UNNIIC; the junkpile; Goliath; the shrine; the and the dome.&nbsp; There are five areas in &#8220;Act 2&#8221; Metropol: the train station; main street; the courthouse; the Underworks, and that doesn&#8217;t include some interstitial space.&nbsp; But in &#8220;Act 3,&#8221; there are only three areas: Factor&#8217;s area, the Council Tower, and &#8220;Calliope Station.&#8221;<\/p>\n<p>While I don&#8217;t think it&#8217;s necessarily a bad idea to have the final act more geographically confined than the prior ones, I do think that Primordia was a bit unbalanced in this regard.&nbsp; And, in general, I think the game would&#8217;ve been better with more space.<\/p>\n<p>(2) Design rooms with an eye to how they will function.&nbsp; My biggest &#8212; really, only &#8212; regret with how Vic did the game&#8217;s graphics is that he concerned himself almost exclusively with each room&#8217;s painterly aesthetic without real regard to how the room would function for players.&nbsp; This led to some incurable problems.<\/p>\n<p>Most people complain about the hard-to-find hotspots, but (generally speaking) I think that problem is overstated.&nbsp; The larger problems are more basic: many of the rooms use wonky perspective that makes the sprites look ridiculous.&nbsp; First, there are things like the rooms of the UNNIIC, where the doors are like funhouse absurdities half the size of Horatio.&nbsp; Next, there are character sprites that <i>never<\/i> match the room&#8217;s scaling.&nbsp; If you play the game in DDraw mode (<i>i.e.<\/i>, without the mixed-resolution scaling that D3D provides), you&#8217;ll see that &#8212; for example &#8212; the repairbot at the crash site and Leopold look horrible because even though they never move, the sprites aren&#8217;t scaled to match the room.&nbsp; Very few of the rooms have the principal action taking place at a point where Horatio and Crispin are scaled to 100%; they&#8217;re often shrunken or bloated.<\/p>\n<p>Another basic problem is that AGS does not have very good pathfinding, and the rooms &#8212; as a consequence of their irregular scaling and circular forms &#8212; cannot be easily handled by AGS.&nbsp; Horatio&#8217;s awkward walking animation is actually not primarily an &#8220;animation&#8221; problem (in the sense of bad frames); it&#8217;s an engine problem because the game is stumped by how to play those frames.&nbsp; Even over short distances, the characters stutter and get lost, and in large areas, like the Underworks, they sometimes break down entirely.<\/p>\n<p>(3) Prioritize the things that matter most.&nbsp; Here are some things that we spent a huge amount of time on: Crispin&#8217;s hint system including an automatic hint system for when you are stuck that I doubt any player ever saw; dozens of frames of animation for when Scraper&#8217;s arm melts the doorway to MetroMind&#8217;s lair; composing two competing soundtracks for the game.&nbsp; Here are some of the things we did not spend very much time on: a final dialogue-check to ensure consistency for names (&#8220;Armstrong&#8221; vs. &#8220;Waldo&#8221;) and genders (Memorious, the greeter); animating the climactic Scraper vs. Clarity battle (the gun close-up used there was actually moved from the Clarity vs. shells scene!); making sure line readings of critical lines were done properly.<\/p>\n<p>That is really bad prioritizing.&nbsp; Throughout the project, each of us let ourselves go on Ahab-like missions without focusing on our large goals.&nbsp; We had the luxury of a long development cycle, but even then we rushed enormously at the end.<\/p>\n<p>(4) Don&#8217;t stand on principle in the face of testers&#8217; actual experience of the game.&nbsp; In various places, I insisted that even though the testers were all getting stuck in silly ways, it was important that players be taught to play games properly rather than be mollycoddled.&nbsp; For example, the game treated differently using the plasma torch on the cable and using the cable on the plasma torch.&nbsp; As well it should!&nbsp; As anyone who does anything with any tool knows, using a tool on an object is not the same as using that object on a tool: using paper on a pencil might mean wrapping the pencil up, while using a pencil on paper is how you write.&nbsp; Same with hammers and nails, and so on.&nbsp; Many testers protested; I ignored their protests.<\/p>\n<p>Then I watched Let&#8217;s Plays of the game, and invariably players got stuck there.&nbsp; Indeed, the Giant Bomb Let&#8217;s Play &#8212; the most watched one, I believe &#8212; was completely derailed as a consequence, squandering an important opportunity for us to bring in new customers.<\/p>\n<p>I&#8217;m not saying that everything should be homogenized by focus testing.&nbsp; But derailing players simply to try to impose some logic on the way the game parsed objection interactions <i>which had no gameplay consequence other than derailing players<\/i> is bad design.<\/p>\n<p>* * *<\/p>\n<p>Anyway, I&#8217;m sure there are a million other lessons, but I&#8217;m out of steam, and those are the big ones!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So, with Primordia basically at the point where there&#8217;s nothing more that coding tweaks can improve, and with me now having a long separation between making it and playing it, I feel like I&#8217;ve come to understand some of the game&#8217;s flaws a bit better.&nbsp; Here&#8217;s some of what I&#8217;ve learned that would probably have [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-122","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/posts\/122","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/comments?post=122"}],"version-history":[{"count":1,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/posts\/122\/revisions"}],"predecessor-version":[{"id":250,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/posts\/122\/revisions\/250"}],"wp:attachment":[{"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/media?parent=122"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/categories?post=122"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wormwoodstudios.com\/blog\/index.php\/wp-json\/wp\/v2\/tags?post=122"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}