HOME IS A GAME THAT MAY EXIST EVENTUALLY
SHERMAN, TX – March 31, 2011 — Even though it’s not scheduled to release until the year 2056 shortly after Duke Nukem 4-Ever, critics can’t stop buzzing about NathanSoftCorpInc’s upcoming “Home.” Described as “asymmetrical co-op,” the game almost defies description! But then it doesn’t. Don’t believe us? Let’s hear what game criticism luminaries would have to say if they actually had any idea what we were talking about.
Janet Murray, author of From Game-Story to Cyberdrama: “This game draws on my central tenet that games are a new medium of expression capable of telling new and different kinds of stories. It attempts to leverage interactivity to create a bond between the player and another character inhabiting the game world through non-traditional means. That is to say, it doesn’t use any dialog or expository methods. Rather, the player is all alone in a strange, foreign, and hostile environment. The aim, then, is that they bond with this companion character out of necessity. The player doesn’t understand why, but this other being is risking its life to protect them. The rest, however, is purposefully left up to the imagination.
My discussion of The Sims as a collective story is also relevant here, seeing as no two players will experience this game the same way. Instead, the game’s minimalism creates an environment conducive to imagination, and its procedural, emergent nature plays off that. Taken together, these factors build a very personal bond between the player and their NPC companion. And as with The Sims, that has potential to give rise to all sorts of discussion and exchanging of in-game stories. People form attachments to their Sims, and this game hopes to achieve a similar goal in a more personal way.
Home plays off my concept of replay in games as well, although it uses the mechanic in a fairly novel manner. Based on your success at puzzle-solving, your companion can die. You can even continue playing without that companion if you so please. A new, different one will join you instead. However, there’s also the option to roll back time – in other words, replay – and bring your original companion back. Here’s the thing, though: they won’t remember you anymore. They’ll still have their same stats, items, and whatnot – in practical terms, they’ll be the same – but they’ll be visibly indifferent to your character. The player will remember how the companion character acted toward them before, and – hopefully – they’ll want to reclaim that. So it’s replay as an intended game mechanic, but with a fairly heavy consequence.
Foremost, then, this game attempts to break down the unnecessary dichotomies between story and gameplay, which is exactly what I advocated in From Game-Story to Cyberdrama. Dramatic agency, I said, was key to doing that, and so it is here. In Home, the story is the player’s experience – both within the game and outside it. Aside from a few established rules, there is no puppet master pulling the strings or clear, linear path. Whatever occurs is unique to the player, and the game’s story is entirely a byproduct of that. And obviously, the game responds to the player’s inputs very expressively as well – something that’s exemplified by the companion loss/rewind mechanic.”
ABOUT HOME
Home is a game that’s not only inspired by a few other games in the traditional sense, but also by very specific aspects of a few largely dissimilar titles. Most obviously, Ico and Far Cry 2 provided the basis for a lot of the central elements. Ico, of course, perfected the two-character bonding dynamic back in its day, pairing players with a defenseless girl named Yorda. Two characters, I think, is the sweet spot for this sort of thing, as more only serve to complicate things and divert the player’s focus. My game, however, puts a very different spin on the proceedings by rendering you – the player – mostly defenseless and leaving your safety in the hands of another character. As a result, violence isn’t in your repertoire, and the tone of the game changes significantly because of it. Instead, you solve puzzles while your companion protects you, but if you’re not fast enough, it’ll put your companion in danger. In that sense, there’s a lot of give-and-take. Both characters are crucial to the overall process.
Far Cry 2, meanwhile, introduced the possibility of permanent death for your companion characters and also made their interactions with you highly procedural and varied. I’m going for something similar conceptually speaking, but the nitty gritty details paint a very different picture. Foremost, my game puts your companion character at your side at all times. They are the only non-hostile character you will ever encounter. The hope, then, is that the bond the player forms with their companion will be that much stronger as a result.
In terms of less obvious inspirations, Portal and StarCraft are both subtly working behind the scenes. Portal’s weighted companion cube scene has always fascinated me in that it has this strange ability to send players’ imaginations into overdrive. GlaDOS only makes a few off-hand references to the cube, but players end up falling in love with it. Why? Because it’s an abstract object that’s given a few concrete “personality” traits. Seeing as games are still very much an evolving form, fully developed characters are often counter-productive to their entire purpose. Their writing might be hammy. Their AI may go haywire. Oftentimes, they have to be invincible so as to avoid repeated deaths and player frustration. For those reasons, I decided to make the companion characters in Home far less developed than the average videogame character. They don’t speak. You don’t know anything about their pasts or motivations for helping you. Hopefully, then, players’ imaginations will fill in the blanks, as they did with the companion cube.
As for StarCraft, that’s more of a personal experience on my part. For whatever reason, I always develop this weird pseudo-affection for units that live through countless tough battles. Eventually, I even “retire” some of them, moving them out of harm’s way in spite of StarCraft’s strict unit number limit. Again, it’s all about imagination. Strictly speaking, they’re just like all my other units – no better, no worse. Really, they just got lucky. Undifferentiated piles of pixels or not, however, their dedicated service to my cause is endearing, and I’ve even dreamed up incredibly elaborate backstories for a few units. (That sounded less like the lamest thing ever in my head.)
ABOUT THE STORY
Story is absolutely where Home’s heart is, but not in the traditional “videogame story” sense. I’m attempting to do away with the divide between “gameplay” and “story” altogether. Home’s story, then, is a byproduct of the player interacting with its systems. Sure, there are a few pre-written elements – the fact that you wake up in a strange, hostile landscape with no knowledge of why (and, of course, the eventual answer to that question) – but those mainly serve as a vehicle for the player’s experience of the game world and their companion character.
As for similar stories, Ico’s a good fit for the reasons already outlined above. The Sims also fits the bill in that its story is entirely procedural. Beyond that, however, I’d like to think that mine’s pretty unique.
ABOUT THE GRAPHICS
I want Home to look incredibly abstract. It needs to feel entirely foreign and strange – unsettlingly so. I want the world to be populated by semi-recognizable objects, mind you – forests, rocks, humanoid characters, etc – but minus detailed features. No faces, no individual leaves, and – most importantly – no color. The game’s going to be primarily black-and-white, but with muddled, dirty palette mixes and inconsistent, gloomy lighting. For reference, I’m hoping for something that looks like Limbo (video here), but grimier. Uglier. Also, I’m going for full 3D as opposed to Limbo’s 2D platformer approach.
I’d also like to overlay the whole thing with a sort of sketch-like art style – much like the one used in Final Fantasy Tactics: War of the Lions’ cut-scenes (video here).
ABOUT NATHANSOFTCORPINC
NathanSoftCorpInc is a non-profit organization, but don’t let that fool you; it wants your money. This is primarily because Nathan hopes to eventually build a Trampoline House (which is exactly what it sounds like) and a money pool like the one Scrooge McDuck had in Duck Tales. All products and their related logos are registered trademarks or trademarks of NathanSoftCorpInc or its affiliates in the United States and/or in other countries – except Nathan himself, who became legal property of Activision Inc after a long, drawn out lawsuit that we don’t feel like going into here. Other product and company names referenced herein may be trademarks of their respective owners. All Rights Reserved.