After my first game mockup failed to be compelling as I’d hoped, I went back to design. I went in the direction of some more exciting visuals. 3D views of cities as brightly lit networks, beautiful in their procedurally generated intricacy. A hacker’s-eye view of the inside of a complex or office, digitally radiant with layer upon layer of data extracted from blueprints and satellite imagery. If one were to spend a little bit of time implementing these ideas, they’d probably look a lot like this and this.
“Wow, Matt, those look pretty good! But why are you storing your prototypes on Introversion’s server?” Well, funny you should ask: when their development blog went up recently, I realized we’d been thinking along the same lines. I’m not attempting to diminish Introversion here (why, I regard them as highly as I regard myself!). However, the evidence seems to clearly indicate that they’re unprincipled thieves.
Given that we’ve never even met, however, there’s another possible explanation. It’s possible that the lines I was thinking along were simply a logical progression from the source material.
Say you want to make a cyberpunk game. Or, perhaps, a hacking game– it’s all the same along some spectrum of realistic to fantastic. You might start at Neuromancer, or you might start at Uplink. But you’ll hit some problems. Hacking is abstract and highly technical. Cyberpunk is losing its relevance (link). Uplink may be a one-off: as you dig into it, you realize it’s basically a game about upgrades and progress bars.
So where do you go? Go to the source. Neuromancer made all this technical mucking about palatable by turning it into a real world analog. The data is laid out geographically: you can recognize Tokyo by the shape of its network traffic. Hostile security programs take on visceral, recognizable shapes.
Now you can already see the progenitor of that city imagery: it’s a direct visual from Neuromancer, whether or not the gameplay has anything to do with hacking. Blueprints are a short step towards the current mainstream, with the modern role of a Hollywood hacker as an agent’s assistant. They manipulate and monitor real-world settings while a physical counterpart kicks some ass: think Chloe and Jack from 24; think Marshal and Sydney from Alias; think Mission Impossible. If you really want to go back to the original hacker/ass-kicker duo, think Molly and Case.
It’s a good reality check. I’ve been designing extensively, scribbling ideas and diagrams through several notebooks. Introversion has also been prototyping away, combining their experience from multiple cyberpunk-friendly games into exciting, can’t-wait-until-they-release-their-next-one visualizations of technological beauty. If you stop to think about it for a minute, though, it’s not surprising we’re designing in the same space: one step away from from Neuromancer.