So this week is PAX East here in Boston! As part of the week-long festivities, Worthing & Moncrieff will be showing off HRO: Adventures of a Humanoid Resources Officer at the Made In MA at PAX East 2023 Party on March 23rd. We’re really excited to get the current build in front of players and to connect with our local friends and colleagues. So if you’re in Boston for the big show, we hope you’ll come by, have a drink with us and play some games.
We’re also pleased to announce that W&M’s own Eric Hamel will be participating in a PAX East panel on voiceover best practices. Check out their website for more details.
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There’s a terrific episode of Will & Grace in which Jack is so wrapped up in his acting career that he doesn’t notice his best friend Karen’s life is falling apart. A few dozen punchlines and one really amazing epiphany scene later Jack course corrects. For me, this is a perfect metaphor for playtesting. It’s a scheduled period for me and Eric to stop, step back, and listen to what our players are saying. At W&M we’re big believers in the power of playtesting to identify problems. We’ve found that when a player finds a problem they’re always right — there is always a problem. How that problem gets resolved falls to the dev team. The key is figuring out why the player was prompted to say what they said. The right fix requires us to balance the original vision for the game, the technical constraints we’re working under, and the larger game experience as a whole. Perfect solutions are sometimes hard to come by — but we take our commitment to crafting the best possible product very seriously. Feedback is absolute gold and we want to thank all our playtesters for their time and keen insight. HRO is coming out of Beta testing today and we’re looking forward to assessing their comments and making a plan to address the questions that the process raises — all with an eye toward our upcoming May 23 release date! Very exciting! We’ve been working hard on HRO even if we haven’t been talking about it much. So here’s a few things we’ve been thinking about and implementing over the last six months or so: The main way players affect the HRO universe is by doing bureaucratic stuff — we call them “actions” — including things like requisitioning exotic equipment, assigning crewmembers to specific roles and tweaking the meeting snack budget. A lot of time recently went into creating all the permutations. The game has about 215 distinct administrative actions a player can take across the sweep of the game. Getting them all to work mechanically and getting them all to work narratively within the framework of their stories was kind of a bear. When we started this project we were committed to the idea that a player’s choices should have consequences. Because of actions a player takes, characters in HRO can die, careers can be made or ruined, and Kirmulak secret agents can be exposed. There are also six mini-episodes unlocked by specific player choices. In order to manage all this potential variation, Eric put together a nifty “flag” system to keep track of and trigger variations. Which gives us the opportunity to do big things like swap in alternate cinematics or conversations if a featured character is no longer available — and small detailed things like swap in alternate email messages in the player’s inbox to reflect the particular path they’re taking through the game. And, of course, getting the full playable version on its feet has been a huge help — finally we were able to evaluate the flow of the game and examine the story connections in real time. A lot of mechanical questions got answered, and a few new ones got posed. We’ll be talking amore about this issue in the next post where we tackle the playtesting and the process of evaluating and acting on feedback. Stay tuned. We are just about to enter one of my favorite phases of the development process —beta testing! Yay! We’ve been working hard and HRO is, officially, feature complete. So now it’s time to hand it over to friends and generous volunteers to “stress test” our baby. This will be the first time anyone outside the W&M team will be able to play the entire game through and we’re really looking forward to the player feedback. In an ideal world, we would be playtesting the game at a show or festival in addition to distributing keys for people to play on their own time in their own homes. The advantage to the in-preson festival-type testing is that the feedback is immediate. We can see how far a player gets, where they laugh, where they get stuck and we can learn a lot from the questions they ask. Our playtesting philosophy is to be as hands-off as possible and just watch players play. It’s observational. We get to be Jane Goodall — you know, if Jane Goodall studied video games instead of gorillas. Of course, in-person game gatherings have been kind of rare lately. Which means this month of beta testing for HRO will be remote — with players playing on their own at their own pace and filling out a questionnaire with their comments and reactions. We don’t necessarily capture as much experiential data as we might at an in-person event, but the players get to spend more time with the game. And they get to send along more detailed reactions and comments. If you’d like to participate in the beta, please drop us a line at info@worthingandmoncrieff.com and we’ll see if we can get you on the list. It’s our great pleasure to announce that our retro sci-fi visual novel has an official Steam release date! HRO: Adventures of a Humanoid Resources Officer is currently slated to release on May 21, 2023. Yay! We couldn’t be more excited to share this with you. All of us here at Worthing & Moncrieff are grateful for the help and talent of so many fine collaborators — and for all the stuff we learned along the way! Boy, this one really stretched our horizons. But the finish line is in sight and the game is in great shape. Stay tuned for more news as the big day approaches. As our latest project, HRO, nears completion (yay!) I’ve noticed something odd — all my paper is disappearing. At points over the course of its four-year development the “HRO pile” in my office has hosted way too many binders crammed with scripts, storyboards, synopses, checklists, character biographies, palettes, design documents, flowcharts, proposed achievements, playtester feedback, marketing language, contracts and — most ominously of all — brightly-colored stickies reminding me of all the loose ends I can’t forget about fixing. But, as with all good things, that era of paper madness has come to an end. As the project moves into its final stages, more and more of the work is being done directly in-engine and most of “the pile” has been retired to the filing cabinet. I’m down to one binder and it’s getting a little dusty. We’ll have a big announcement in January related to this change — so stay tuned. In the meantime, we hope you all enjoy the holiday season. Yes! We haven't posted in a while, but the good news is that's because we’ve been hard at work on HRO. Excellent progress has been made and we’re super-jazzed about the quality and the scope of the project! We’ll have news soon about the revised projected release date and hope you’ll stay tuned for that. But today I wanted to write about a recent change in development philosophy that Eric and I have decided to embrace. I love structure. I love systems. I love the rational framework for decision-making that modularity encourages. When we first started HRO we thought we’d lean into the modular thing — as a scope-control strategy and as a programming aesthetic. And this approach worked really well for us in the first half of the development process. It gave us some boundaries and helped us organize our thinking around how the stories in the game were told and how the player interacted with our universe. Eric constructed an elegant system where a single Unity scene would load a JSON at the start of each of the potential 43 Acts in the game — populating it with Act-specific conversations, characters, functionality, content and player options. JSONs were built from spreadsheets where the data for each Act was plugged in. So far, so minimalist — and so good But eventually, the wheels came off. Regimented systems are, by definition, uniform and unbending, so they're also brittle. To tell the stories we wanted to tell, we started to make exceptions. The 8 solution pre-fabs — where the players take the specific actions needed to move the story down the different narrative paths — turned into 17, and then 22 and then shot up north of 50 as we figured out that the modular structure limited the range of player choice too severely to tell our stories. They were hardly “pre-fabs” at all when many of them were built and used only once… They were just "fabs," I guess. Some practical considerations also reared their ugly heads as we got further into the weeds. Data about the choices players made in each Act — choices which change the course of the story — were difficult to carry forward. Eric also tells me that stringing together the branching story Acts with this system would have been very challenging — not to mention getting the game to save a player's progress… And in the end we were still making compromises to get content to fit within the rigid structure. So we took a moment to step back, retrench and retool. Instead, we’re going old-school. We’ve created unique Unity scenes for each Act in the game, which can be proofed and tailored to our heart’s content. It’s more work maybe to plug all the content in manually, but it promises to make the implementation easier in the end and the functioning of the game more predictable. Plus this kind of “plug-in” work is dumb enough that even I can do it, freeing Eric for the more programming-savvy tasks. Wish us luck as we move into the final phases of development. When the idea for a game is fresh and everything is possible, it’s a good idea to start with some sort of structure — any structure really — to help you and your team get your hands around the scope and complexity of the project you’re planning. We were fortunate that HRO came with a story structure built in… Many early television writers followed a classical three act narrative structure. It usually boils down to Act I “uh oh, here’s the trouble we’re in,” then Act II “oops, the trouble just got way worse” and finally Act III “the heroes triumph over certain death.” This three-act format lent itself well to the organization of the individual stories in our branching sci-fi adventure. And, when it came time to structure the overall sweep of the game experience, we also looked back to out source material for inspiration. HRO has been put together as a “season” of “episodes” in the classical TV sense — ie without a “season arc" and in individual modular story units. This allows us to order and re-order episodes on the fly and to insert (or delete) unlockable episodes without impacting the overall flow of the experience and without the player seeing any of the behind-the-curtain juggling. Additionally, it means we can release the game with a first “season” of episodes and go back later to develop and release new content as new seasons using the same framework. Of course, we have to account for the consequences of the player’s actions. Unlike a classic TV series, characters in HRO do die, people leave the crew or are revealed as villains, and later HRO episodes need to acknowledge those variables. This has mostly been resolved through (a) a combination of avoiding calling attention to the timeline variations and (b) custom work-arounds to fill in the player-created blanks. So if an episode calls for the participation of the ship’s doctor, but for some reason the doctor is no longer on the ship, we either refocused the story so the nurse fills the doctor’s story role (avoiding the problem), or we wrote in a substitute doctor’s worth of content -- which only some of the players would see in that story (the players who caused the doctor to be absent in the first place in that earlier episode). It sounds complicated. Let’s hope it works in play testing. One of the things I appreciate most about working with Eric and Worthing & Moncrieff is all the cool stuff I get to learn. As a professional in an adjacent field who was in that role for decades, I had run out of new challenges in my old career. I had a niche there. I had the skills I needed. That was pretty much it. But then Eric asked me to join him in W&M and I was delightfully at sea. Suddenly I needed to know stuff about UI design, trade show graphics, branching narratives, community engagement and dozens of other areas of competence. All new stuff for my lazy brain to work out. I love it.
Most recently, I’ve been working to improve my animation skills. Mostly with the Adobe suite of software. Adobe AfterEffects is similar enough to Adobe Illustrator — a package I have had a lot of experience using — that I grasped the underlying mechanics quickly, and then spent a ton of time trying to refine and get the software to do some cooler stuff. it’s been a wild ride. Eric and I also spent some time last year working on Rhubarb integration, which is an awesome tool. Plug in eight images of mouth position art and an audio file and Rhubarb will automatically create the mouth movements to make the text look more-or-less right. Which is way easier and less time-consuming than the more traditional methods of lip syncing. Of course, the downside of getting to learn all this new stuff is that we are sometimes ill-equipped to reasonably predict how long some of these novel tasks might actually take to perform. There are times when this lack of foreknowledge isn’t a big deal — a day or two lost here and there — and sometimes it is a big deal. Take the animation I was talking about in the last paragraph. We had allocated two months to create, animate and lip synch about 97 pages of dialogue. Which, now that we’re in the thick of it, turns out to have been wildly optimistic. So, despite good intentions, a rock-solid work ethic, a plan to streamline and re-use animation assets and the illusion of clear-headed planning, it looks like our production pipeline has temporarily gotten the better of us. This is all a long-winded way to say that we’re probably not going to meet the original projected December release date for HRO (shocked! shocked!) It’s a little disappointing, but it’s also a little exciting. Because the final product will only be richer for the extra time and care that a solid execution will give us. We hope you’ll bear with us and we look forward to keeping you updated on our progress in future posts. I have to stipulate here that I am older then my partner in Worthing & Moncrieff, Eric. And way back when I was growing up there were only three major broadcast networks, so our choices of what to watch were pretty limited. The world they showed us was very white, very straight, and very boring. Growing up gay in a working class mill city, this conspicuous lack of representation was probably not great for my self-image. If nothing else, it told me that I was alone (which turned out to be not true, of course) and that I didn’t matter (also, hopefully not true). I can still remember the thrill of even the suggestion of gay subtext on prime time, and my probably unhealthy obsession with “Bosom Buddies.” All this is a long-winded way to explain our personal commitment to diversity in the games we make. Representation truly does matter. In this respect, HRO has some advantages over the Jane Austen project we produced a few years ago. Some of the inspirations for this project were pioneers in diverse casting and racially-aware storytelling as early as the 1960’s. The futuristic setting and the perception that sci-fi programs like the original “Star Trek” weren’t “serious television” gave visionaries like Gene Rodenberry some cover to push the boundaries. And they used that opportunity to bring ground-breaking social change into our living rooms hidden behind paper-maché rocks and rubber masks. But even they weren’t grappling with doing justice to the fullness of human society back then. It would be decades before the first LGBTQ character showed up in the Federation universe. So it was with a sense of joy and purpose that we set out to populate our science fiction universe with as broad a cross-section of humanity (humanoidity?) as we could muster. Of course—in a game like HRO — there was the question of aliens. We had conversations about how the aliens in the game fit into the calculus of balanced representation and whether they could be misinterpreted as stand-ins for minority groups we didn’t explicitly include (spoiler alert, they’re not). What we didn’t see coming was the effect this would have on our cast size… In the end, the final tally was forty-two characters, including recurring cast members and “guest stars.” Great for representation! Terrible for cost-efficient voice-over actor casting! Generally, a studio of our size would plan to hire six or seven actors to each voice multiple characters. Efficient. But tough to execute if you’re also looking to make opportunities available to a diverse range of cast members to voice your diverse cast of characters. In the end, we found a delightfully flexible pool of actors who — in addition to being amazingly talented — were willing to be hired for smaller chunks of time each so we could bring in more total voices. We hope you’re as excited as we are to play in a universe where everyone has a seat at the table. The ship’s conference room table that is. Where the senior staff is gathered to brainstorm last minute schemes to save the ship from being sucked into — say — a Dark Grey Hole whose trademark Crushing Gravity Well would surely kill them all! Yay diversity! |
AUTHORWorthing and Moncrieff, LLC is an independent developer of video game stories founded in 2015. ARCHIVES
December 2022
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