Tuesday, July 13, 2010

A Dream Deferred

Alfred Nobel is primarily known today as the inventor of world peace but his greatest invention is, in fact, dynamite. As every man knows, the West was built on a foundation of dynamite, and so it is our duty to make dynamite the foundation of Johnny Outlaw. Dynamite is a powerful weapon if used properly, but unlike a gun, dynamite is not a toy. Nowadays we believe that every cowboy and prospector is entitled to his explosives. This is dangerous thinking. And things become exponentially more dangerous when we give this power to every video game playing Tom, Dick, and Harry.


Why believe me, though? Maybe I’m just trying to keep you from your God-given right to dynamite. Maybe I want to keep it all for myself. True enough. But before you go blowing up everything in sight, have a listen here.


Let me tell you a little piece of American folklore. It is a cautionary tale. It is a tale of dynamite’s power, the power that all men seek to wield. Let me tell you the story of Dynamidas.


Dynamidas was a bitter old man. Hated people. Didn’t want anything to do with them. Made sense that he’d head out West. Out there you could get by all on your own.


He was a poor man, though. He couldn’t afford dynamite like the real prospectors. He couldn’t crack open a mountain, and he certainly didn’t have the strength to dig for his riches.


What Dynamidas did was he panned for gold. Every morning he’d get up, bring his big old brass pan with him, head down to the stream, and start panning. Head back to his shack at noon for a meal, then it was back to work. Nothing really came of it.


That is, until one day, one magnificent day, he found himself some color. Gold. All the gold a man like him would ever need. He could live the rest of his days and never again have to break his back panning.


He celebrated long into the night. This would be the first night of sleep without worry, without a hard day of work to wake him. But as he was celebrating, a knock came at his shack door. It was a small girl; an orphan. In tattered clothes she stood there. Her family had been taken by the cholera and, who knows, maybe even the whooping cough. Now all she had left in this world was hope; the hope that when it was her time, she’d go quietly.


Dynamidas hated people, sure enough. He hated everything about them. But he didn’t hate this little girl, and he knew she deserved better than her lot in life. He was a full grown man, he’d worked every day, and y’know, he could keep working if he had to. So he gave her all his precious, precious gold and his best wishes.


As it would turn out, a magical being saw all of this transpire and approached Dynamidas. It was a spirit. An American spirit. The spirit was so moved by the kindness of Dynamidas that she promised him any gift of his choosing.


Dynamidas told her “Oh American Spirit, grant me the power of dynamite, so that I might be like the other prospectors. Give me the power to crack open the mountains so that I will never again break my back panning for gold.”


“Very well, Dynamidas. From now on, all that you touch shall turn to dynamite.”

Before she had even finished speaking, the magic was done.


He tried out his newfound powers. He touched the mountainside, and it blasted open! He reached down to touch a flower and when the dust settled all that remained was a crater.


The little orphan girl may have lived a life of sadness, but even she recognized how awesome Dynamidas’s powers were. They danced and cheered, celebrating harder than ever before.


Then Dynamidas, in true American fashion, went for the high five.

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Wednesday, June 30, 2010

Release the Duncan!

August, 1963- Martin Luther King Jr. delivers “I Have a Dream” speech, introducing the world to the concept of dreaming.

June, 2010- Johnny Outlaw studios makes dreams come true.


We have our cowboy. We have our cactus, our love interests. It’s all there. Mission accomplished, right? At least, that’s what you thought. Johnny Outlaw is about so much more. It’s about shooting things with a gun.

What does Johnny shoot? You can’t shoot your love interests, so you need something else. You need to dream up something else. You need to dream up the villains. But how do you just imagine a villain and make him real? After today, you will know- for a Johnny Outlaw villain will be created before your very eyes.

You’ve heard of the “scientific method”, but here’s something they don’t teach you in school: a little thing called the “creative process”. With science, your hard work is rewarded with data. With the creative process, you are rewarded with dream fulfillment. I’m not saying one is better than the other; it’s impossible to put a price on either. But if you could, then I’m sure the price for dream fulfillment would be higher.

Now I’ll walk you through this creative process, and how we make a villain out of it. First we need an idea - a blueprint for battle. Let’s come up with a miniboss who sounds fun to fight. We say we want him to be bigger than your average enemy. He crushes things with his size, clobbers Johnny, unleashes devastating attacks. As for appearance, say we want him to be kind of scary, nonhumanoid. It should be clear that he’s a threat. And finally we give him a name, a name befitting this enemy’s particular temperament. In this case, we shall call him Duncan. Then we turn it over to our conceptual art department.

Concept artists deal with ideas long before they reach the artisans who craft the final product. They let us evaluate what we want that final product to look like, without actually producing multiple complex sprites. To do this, they have to be certified by the Chippewa Indians in the art of dreamcatching. Using special tools, they catch the dreams so that they might make the intangible tangible. They put Duncan into art form; then we can evaluate him. Every time we catch him we get a different image. Here’s what we finally decided on for our friend Duncan:




After the concept is hammered out, it goes on to finalization with our programmers and artisans. They’re the guys who teach the AI and actually craft the pixels you see on the screen. Now, the final product can’t always live up to the original dream. That’s just a fact we have to live with. Dreams are limitless and reality is limited. But in the case of Duncan, I’m proud to say that we managed to stay very true to the concept. Behold, in all his prickled glory, the Sultan of Spine, the Prince of the Poke, the Highborn of Thorn, the Third Reich of Spike, his majesty– Duncan!!!



The ferociousness, the terror, the size. Captured and created for all to enjoy. Our artisans really outdid themselves to make this one a reality. It’s the miracle of life. And here at Johnny Outlaw studios we do it every day.

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Wednesday, June 23, 2010

Careful Plotting

Every game these days seems to have a plot. No matter the genre, no matter the difficulty, and no matter the target audience, a game will have a plot. You may be matching colored blocks, but I’ll be damned if you aren’t doing it to stop an evil, block-hating wizard. Why is this happening? Why do all of these companies add plots to games that could just as easily survive without them? That, I cannot say. It is a question best left to the video game philosophers and conspiracy theorists. What we know at Johnny Outlaw studios is that a game with cowboys better have a plot about cowboys. And the first step is to understand what a plot really is.

A plot is basically a map which you either build your game around or piece together from what already exists. It has a start, a destination, and some charming detours along the way. But this map is actually not a map; it is a linear series of sentences. And each sentence is made up of words, and each word is made up of letters. A plot, when viewed as a whole, is complex, multidimensional, and appears structured. A plot, at its most basic, atomic level, is in fact something mechanical and even chaotic.

What we have to do is craft each of these individual letters and string them together to form the story itself: the dialogues, sentences, soliloquies, and so on. And we have to do this all while building them around this plot framework. This is a delicate, if not dangerous, process which requires precision, dexterity, and, above all, experience. A beginner with a tight budget might try to take on this task himself, but here at Johnny Outlaw studios, we do not compromise when it comes to quality. We hire professional, accredited wordsmiths.

Wordsmithery is a time-honored profession, and if you are debating using words of any caliber, I recommend you contact your local guild. But who are these wordsmiths? Well, you see, during the Renaissance many blacksmiths turned away from their mother craft and started using their forges to erect words and sentences. While both of these crafts make use of iron and fire, the end product is very different. Blacksmiths create handy objects; the wordsmiths lay out wire frameworks for plots and solder letters together. Without them, there would be no modern literature. And here’s an interesting fact for you: the phrase “the pen is mightier than the sword” is actually Renaissance era propaganda by the wordsmiths during their attempt to wrest control of the guilds from their blacksmith brethren. Fascinating, I know.

But you can’t just jump in and hire some wordsmiths. The problem is, while wordsmiths are blue-collar workers, skilled with the hands, they will only build the words from a preexisting plot, they will not create their own. And so, we must first write out that “map”. And this is where things really get tricky.

See, a traditional plot is all about motivations. What is motivating these characters to do what they do? Why is this hero risking his life? Why does the bandit want me dead? As we explain these things and as their motivations change, as they are forced to adapt to new circumstances, the basis for a great story emerges.

This makes sense with the plot of a novel, but a video game is not a novel. There’s the rub. A bandit attacks the hero not because of a “plot”, but because of his AI! He will not attack because some author has preordained it, he must decide for himself if, and why, he will attack. His motivations are purely his own! In the end, any story I write could simply be discarded by the AI. And if you have programmed uncouth, bibliophobic Wild West outlaws, how will you ever get them to appreciate a good story? This presents quite the problem, with only two clear solutions. Your options are to either destroy the very free will of your AI so that he acts as you ordain, or to pen a story so beautiful that even the most illiterate of enemies will willingly act his part, as if in a play.

Now, you might be thinking about taking the easy way out and just rigging your AI. You might be thinking that you lack the ability to compose a story so thoroughly engaging, so intellectually satisfying, that a mechanized mind would willingly sacrifice itself for the sake of telling that story. And you’d be right.

This is the problem I faced. I lacked the skill to write such a story, but I could not in good conscience deny my AI the power of free will. What could I do? Nothing. But I’ll tell you what I did. I turned to the source of all truly great literature. I turned to the bard himself: William Shakespeare. If anyone could write a story for Johnny Outlaw, it would be Shakespeare.

What I did not realize at the time was that Shakespeare had stopped taking commissions ever since his death centuries earlier. Shaken, but not deterred, we assembled the greatest think tank known to man, procuring thespians, historians, Shakespeare impersonators, and literary critics. Their task: a second Renaissance – the Rebirth of Shakespeare. Together we crafted a new, powerful AI which would operate autonomously of the Johnny Outlaw enemies. This AI would be the Shakespeare of the Johnny Outlaw world, a cowboy Shakespeare. He would write plays for them, the beautiful plays that I could never write, and the enemies would act them out. Each play a new level, each sonnet a new minigame.

It worked. As he wrote, the wordsmiths toiled. When the sentences were tempered and cooled, the enemies listened. Enthralled by the words of our Shakespeare they took their places. Their delivery was a tad dry at first, but it was a start. At last I had the plot I desired, the motivations I craved. All in glorious, heat-treated iambic pentameter.

Here, at last, you can see the Johnny Outlaw troupe performing a dramatic scene from Johnny Outlaw - Gun for Hire. The sets and costumes aren't ready, but the passion is.



Of course, this is all a lot of work for your average independent developer, but don’t be glum! Not every story needs to be written by cowboy Shakespeare. Heck, some games don’t bother with a plot at all; just look at Final Fantasy XIII.

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Friday, June 18, 2010

A Pricky Situation

One of the most frequently asked questions we receive here is how we could get a real live cowboy to fit inside their computer. Well, hell’s bells, that’s what I call a question. No cowboy would willingly live inside a computer! Where would he kill, drink, shoot, and shave? The answer is actually quite simple. Johnny Outlaw is not actually a cowboy, but is in fact an image displayed on a screen.

Now you think I’m lying. That answer doesn’t really explain anything, and just leads to more questions. Bear with me and I assure you those questions will be answered. First, if he isn’t a real cowboy, then why can you see him?

If you’ve ever looked really closely at your screen you may have noticed tiny, tiny squares. These are what we call “pixels”. Each pixel is like a piece of a cowboy puzzle. One may be the tip of a boot, another may be one of his deep and soulful eyes. What we do here at Johnny Outlaw studios is we have to handpick the freshest, most vibrant pixels, and place them inside your computer. Now, it’d be absurdly inefficient to keep the pixels all in the shape of images, like a cactus or a cowboy. They’d take up too much room! So what we do is we keep the pixels all stacked up, piled neatly near the corners so we can fit lots of them inside. When the game runs, we take all the pixels and we put them together on your screen. Because the pixels are all individual pieces, we can even reuse them in different images. Just like how your drinking water contains the molecules that were once in urine, your bandito might contain a pixel from a coyote! That’s really something!

But you’ve seen Johnny move his legs, shoot his gun, punch a cactus. How could a flat, static image do that? It simply can’t. So if a picture can’t jump, and it’s still not a living cowboy, then what’s really happening? You guessed it, it’s not the same cowboy image jumping, it’s a new image being displayed. This means that the cowboy you see jumping and the cowboy you see standing are in fact two different cowboys. And they never know of the other’s existence. Now you’re probably even more confused, but this is a very confusing and seldom addressed topic. We have to ask: what happens if they theoretically do discover this dark secret? That is a question that computer scientists are constantly researching. Without going into too much detail, the current popular theory is that if a cowboy becomes aware of his pixel nature, he might rebel against his controller and learn to manipulate the pixels himself. A scary thought. But don’t worry, we have safeguards in place to prevent that.

The Johnny you see is what we call “placeholder art”. This is art made of weaker pixels, which are likely to go bad with time, but they can be easily mass produced. That means the Johnny you see is “stupider” than the final product, and less likely to notice the relentless testing he goes through. When we come closer to release, Johnny will be upgraded. We will have artisans hand craft each pixel to exact specifications. It will be a slow and difficult process, for creating each pixel is like painting the Mona Lisa on a grain of sand, but the end product is without equal. Johnny will be smarter, but we will add more frames of animation so that each cowboy has less time to think and realize his predicament. So long as he is always engaged in some intense cowboy action and his environment appears responsive and real, the secret will remain hidden from him.

I know, it’s a little disappointing that we have to save a finished Johnny image for further down the line, but there is some good news. Nonthinking objects which do not move or act can be upgraded to artisan quality sooner without repercussions. So for the first time ever I can present to you a cactus, depicted at twice the appropriate size:


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Friday, May 21, 2010

Red Dead Ripoff!

It has recently come to my attention that Rockstar Games has blatantly ripped off Johnny Outlaw: Gun for Hire. Maybe you've heard of this, their latest Grand Theft Auto iteration: Red Dead Redemption. Not only does it appear that they have ripped off the setting (the West), they have also possibly ripped off the game mechanics (shooting, running, ducking), and they not-so-subtly named their protagonist John. For those of you who do not know, a nickname for John is Johnny. And if that wasn't enough, they went and made the protagonist a man outside the law: an outlaw. A "Johnny" Outlaw. The audacity.

Yes my friends, we have come so far, but this is it. This is the story of the independent developer, told over and over again. It is the story of Jurgis in the Upton Sinclair classic "The Jungle". A simple story of the ruthless oppression these economic tyrants impose on us all. These modern day Rockefellers, these Carnegies of the video game industry, have used their limitless resources, their sheer size, to conquer the small business, the everyman. And what can we do to fight it? Bankrupt ourselves in the courts? To fight it would be insane; to submit, even more insane.

Of course, nothing is ever so simple. Is it possible that we both attempted to rip off the cowboy experience of film, and so our games have experienced what is known as "convergent evolution" in the video game world? Absolutely not. Still, some will point to the fact that Rockstar has been developing this game for over 4 years, and could not have possibly ripped us off. A compelling argument. Compellingly bad, that is! Here is my unverified version of events. Red Dead Redemption as a game was totally lacking, and with but months until release, the company decided to pull a desperate move. Yes, in those final few months, they realized the game in its current state was guaranteed to fail. Then, their fortunes changed. They visited the Johnny Outlaw blog, saw our YouTube videos, and stole away those perfect ideas, hoping to hop on the Johnny Outlaw bandwagon. If this is true, and I have no compelling reason to believe otherwise, then they are indeed the worst kind of outlaws, the kind that hide behind the law.

But wait. You are not convinced! After all, we have already been accused of plagiarizing "Energy" and "Health". That's what you're thinking. If we can steal the age old concept of Health and the Health bar, what else might we steal? Integers? Shapes? Colors? But you must trust me here. If you, presumably a mere simpleton, thought of that, then certainly the mongoloids at Rockstar games realized that as well! Yes. They saw that we had been accused by Hideo Kojima, and knew this would make us an easy target. If we attempted to make a claim against them with those accusations of guilt hanging over our heads like the sword of Damocles, suspicions would just as quickly turn against us. We were the perfect target. Accusations flying. A cowboy game by a bunch of nobodies. And, lucky them, it just so happened to be the World's greatest cowboy game.

Where does that leave us? Now's the time; it's fight or flight. Well, this is what I say: their sterilized, hackneyed attempt to tame the wildness of the West is downright insulting to the cowboy legacy. And they may steal and steal all they like, but they can steal no more. They have released their game, they have played all of their cards. Johnny Outlaw, the fountainhead of all good ideas, is still in development, and so the metaphorical ball is in our court. I'll show them what being a cowboy is all about. They thought the action was over the top before? They thought the comic relief was endearing and delightful before? They thought our villains were timeless and suitable for a younger audience before? Well get ready, because we're turning everything up to eleven. You hear me, Rockstar? This town ain't big enough for the both of us, and it seems to me that you're all out of bullets.

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Thursday, May 13, 2010

Missing the Mark

While we’re talking about how to make cowboy games, there’s one very important issue that needs to be addressed. What is the target demographic of the Western themed game?

Some people say that cowboys are kids stuff. Now, we all know that’s just not true. Cowboys spit and swear. Cowboys kill indiscriminately. They hunt for gold in all the wrong places; they chase skirts, ride horses, and steal land from our Native American brothers. Does that sound like kid stuff? Course not, unless of course your kid is a full grown cowboy. No, no. That isn’t kid stuff. For all you foreigners, that is what we refer to in the U.S.A as the “American Dream”.

Really, the problem isn’t the cowboys. The problem is that in our society only a child is allowed to dress up and play cowboy without being considered a “public nuisance”. Of course, with the advent of video games, we can now play cowboy at any age. And we do it from behind a computer screen where no man alive can judge us.

Yes my friends, the cowboy is not for kids. The cowboy is for adults. Now we know that for certain. But despite that, here at the Johnny Outlaw studio, we have made it our mission to spread the cowboy gospel to all mankind, even the children. After all, what could be more important than passing on the cowboy to the next generation, to make the cowboy for kids? Much as I hate to say it, that’s getting harder and harder to do.

As I said before, cowboys aren’t kid stuff. The cowboys we call “kid stuff” are stripped of all the rude behavior and viciousness that made them cowboys to begin with! And if that isn’t enough, the good people at Microsoft prohibit games from having too much indiscriminate killing, alcohol, spitting tobacco, and God knows what else. My friends, Microsoft has literally outlawed the cowboy. And when the cowboy is outlawed, only outlaws will be cowboys.

Now our children will never know the joys of being a real cowboy. What can we do about this? Some people might protest. Maybe even start a boycott. I tell you, if former American president and cowboy enthusiast Theodore Roosevelt were here, he’d be mad as all Hell, and he’d sure do something about it. So what are we going to do? We’re going to do what a true cowboy would do: stick to our guns.

So we come to the greatest weapon in Johnny Outlaw’s arsenal: the euphemism. Every cowboy action can be euphemized so that the kids can experience the real cowboy way and those goons at Microsoft can be placated.

Things that might be considered offensive can be slightly altered, and made "kid friendly".
-Cigarillos can be replaced by the smoking toothpick.
-Whiskey is gone, but "tasty cowboy juice" is not.
-Instead of killing a man, we simply "shoot his hat off".

Of course some things just plain had to go, but the cowboy spirit remains.
-Instead of profanity, we have the uplifting words of Dr. Martin Luther King Jr.
-The cowboy’s often ignored sense of duty and honor is replaced with a comically inept anthropomorphic cactus sheriff.
-The deep-seated greed that rests in every man’s soul and drives our villains onward has been replaced with an inexplicable deep-seated hatred for fun and good times.

Did we betray the cowboy? No. Microsoft did that. But we will overcome. We will one day have cowboy games tailored to every demographic, for the cowboy is timeless. At what age, in what nation, under what creed does a man tire of ogling women, drinking whiskey, and taking lives? This is the heart of the cowboy. And a cowboy's heart won’t stop until he’s dead. And a cowboy is only dead if he was killed by a better cowboy.

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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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