Tuesday, May 4, 2010

How the West Was

I must confess that although I have designed a game about cowboys, I am no cowboy. I am not even a fake cowboy like Owen Wilson. Some people might say you don't need to be a cowboy to design a game about cowboys. A cowboy wouldn't say that.

I had to discover the essence of the cowboy. Now, what does "cowboy" actually mean? If you ask a dictionary, the cowboy is simply a man who drives cattle. But if you had asked Roy Rogers, cowboy inventor of cherry cola, he would certainly say that a cowboy is more than a man who drives cattle. But how much more? And how do we make it into a video game?

And so I turned to the only surviving historical records from the days of the cowboy: the Spaghetti Westerns. Researchers have termed this collection of films the "Cowboy Rosetta Stone", for within it is the key to deciphering the cowboy language, or "Code of the West". I watched. I understood.

Recreating the Spaghetti Western became my chief design goal. It would be the cowboy experience, straight from the source of all cowboy experiences. Well, delivering that experience turned out to be no easy feat. A game typically needs to be highly interactive and rely on the player's input. Out in the Spaghetti West, fights are hardly common and when they do occur, they are over in the blink of an eye. Usually the entire movie is spent building up to one single fight, and the majority of the fight is a non-interactive five minute panoramic shot of the combatants with guns holstered. This was the experience that enthralled so many, but it did not readily lend itself to the game format.

Or so we thought! The quick-draw aspect was expertly replicated using a modified Duck Hunt pistol with a pressure sensitive holster. Retinal scanners were used to detect if the player blinked or maybe just wasn't glowering hard enough. The player could control the pacing of the fight by simply increasing or decreasing the intensity of the background music. If done with an artisan's touch, the player might be able to delay the draw indefinitely. We had done it. We had broken the barrier between man and motion picture. We had deciphered the Code of the West.

But in the West, stories don't always have a happy ending. I had a few testers take the rig out for a spin. The legal staff recommended we suppress the findings, but I suspect they'll leak one way or another. I watched a man stare down that screen for five straight minutes, pale as a ghost, sweat beading up on his forehead, teeth clenched so hard it'd make your dentist cry. Five minutes. Five minutes of the most intense focus you ever seen in your life. And after five minutes the poor bastard forgot to draw his gun. Talked it over with some of the boys in R&D, said it was probably a fluke. Few more testers later and we had a whole lot of flukes on our hands.

The truth is, people may have wanted the Spaghetti Western experience, but they sure as hell couldn't handle it. When you make the player a cowboy, you quickly discover that a cowboy he is not. And that's how we arrived at Johnny Outlaw, the top down shooter. Now the player is only a hero by proxy; we leave the actual shooting and staring to a professional. The third person view constantly assures the player that he is not actually the cowboy, and helps alleviate the high levels of stress that accompany such cowboy situations. Sure, the fundamental problems of translating the Spaghetti Western style into a game emerged again, but this time we did not take chances; we just added more fights.

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3 comments:

  1. Hey man! I just discovered your site now, and I'm gonna go back and read your whole archives, but I know EXACTLY what you're talking about. Me and my friends just finished a Spaghetti Western Concept Rap album, called "Showdown at the BK Corral." It's basically an epic Spaghetti Western over 9 tracks - very influenced by Leone and Morricone. We went through the exact same thing: trying to conjure the cowboy in us New York City folk to translate something that in many ways is a dead on match - from the bravado to the lawlessness to life or death hinging on raw skill, rap has been telling tales of the Wild West forever. On the other hand, tho, Cowboys are steely eyed and silent, like the prairie at night, and telling a story through rap in the words of the main characters requires lots and lots of talking.

    Anyway, I'd love to hear what you think of the album, you can download it for free at sunsetparkriders.com and your game looks AWESOME, and I'd LOVE to talk about your project on our blog - could you shoot me and email so we could discuss further? Maybe we could schedule an interview or something?

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  2. man I can't get enough of pistol grip :D

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  3. AWESOME! Thanks for checking it out! You can friend/follow us on facebook or at myspace.com/sunsetparkriders and feel free to embed! Thanks again -Dave aka Kid Vengeance

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