ID:116116
 
Keywords: appeal, retro, retroquest
It's interesting to see that a BYOND game is having some mainstream success. Congratulations to Silk & company!

I came back to check out what's been going on with BYOND after the success of Terraria on Steam caught my eye. A lot of people have been trying to figure out Terraria's appeal (or trying to deride it), but for me, that game is simply the exact sort of thing I imagined when I was growing up, playing late 8 bit and early 16 bit games.

When I was younger, I'd be playing a game and imagining what it would be like if it had open-ended play, a sandbox (though we didn't have that term back then) world, destructible/constructable environments, shared worlds, etc., and of course the technology just wasn't there. The processing power just wasn't there, the networking wasn't there.

Of course I dreamed of 3D and realistic games, too, but... well, if somebody had told me in the 80s or early 90s that there would be a game called "Ultima Online" in the early 21st century, I wouldn't have pictured anything like the game Ultima Online, even with its original 2D client. I would have pictured something like Ultima (or Ultima III or IV), online. And I would have thought that was an awesome idea!

Sure, Terraria has graphical glitz that SNES games lacked... and it'd be hard for a console game to match the pure point-and-click joy of mouse-based firearms... but it gets a lot of extra mileage out of keeping things simple and stylized, and I think this adds to its appeal by making it look like the childhood imaginations of those of us who are in our thirties.

It's retro appeal, pure and simple.

And of course, the most popular BYOND game right now is one with a similar (but much more explicit) retro appeal: NEStalgia.

There are apparently a few noisy voices who want to kick up a big fuss about the future direction of BYOND and how it'll never be a respectable game design system if it can't incorporate all the latest modern gaming advances, but you know what? BYOND's MUD roots mean that it was dated before it began, and as much as it grows and evolves and as much as NEStalgia's success involved customizing its look until it's almost unrecognizable, I think retro is always going to be a big part of the draw, and a big part of BYOND's repertoire.

Other systems are better at doing just about everything else, but if you want to make a game with tile-based roots BYOND does a heck of a lot of the work for you.

And here we come to why I'm back. The heyday of my BYOND posting/playing/developing days disappeared when my creative energies shifted more to writing, but I've always drifted back... always started new projects or (more often) tried to revitalize an old one, and then realized that I don't have what I need to make it happen. Not with my focus on my writing. Graphical games take... graphics, text-based games require their own special kinds of more work and eat into my reserves of writing brain.

But I note with interest that the current version of BYOND has native support for different icon sizes, and for stretching icons in the client. Why is this interesting to me? Because one of the main obstacles I found as I worked on the various versions of RetroQuest (my "Ultima... online" game) was that to achieve the look I wanted, I had to make 16x16 icons and then double their pixels up, which led to finicky extra steps in what would have otherwise been an incredibly basic bit of icon making.

With the newer version of BYOND, I can just make 16x16 monochrome icons. How simple is that? Well, I've been trying it out and the answer seems to be "simple enough".

So let's see if anything comes of this.

Edit To Add:

On the subject of "retrospective", I just glanced back to see what my last posts were... ah, Endless Lands. I made some decent progress on that version of the game, but when my laptop of the time crashed, it took my zeal for the project with it. I recovered my files but not my enthusiasm.
Welcome back! I hope you get the chance to play around with this iteration of BYOND a bit. We've got some neat stuff in the works, including a Flash client and more native icon support. I agree that the niche here is largely appealing to old-school gamers; BYOND will never be able to compete with the fancy console games, but if we can make it easy for the serious hobbyist to make polished games with interesting gameplay, we'll always have a place in the gaming community.
Double up by making a game with your current IPs. =)

Your name recently popped up in a Webcast Beacon podcast. Any plans to appear on Webcast Fiction?
So let's see if anything comes of this.

Why must you do this to me?
Tom: but if we can make it easy for the serious hobbyist to make polished games with interesting gameplay, we'll always have a place in the gaming community.

I totally agree. I think that's half the missing perspective among the "IF YOU WANT BYOND TO BE TAKEN SERIOUSLY ARGLEBARGLARGLE" crowd (though I'm not sure how big said crowd is, or if it's just noisy), and the other half is that even if the vast majority of the projects undertaken in BYOND are non-serious hobby or failed attempts... meh. That's the way it goes. Open internet-based publishing platforms let the whole world pick through the slush pile and the rejects, they don't necessarily create them.
Wow, welcome back. It took me a moment to figure out who you were... I think that you're on your fourth or fifth BYOND key now!

It's great to see such a talented BYOND developer return. I was fortunate enough to catch a few of your unreleased games online during short testing sessions years ago, and they always jumped out at me as being incredibly solid and well designed. I'd really look forward to playing your new incarnation of RetroQuest, so I hope that you stick with it.


AlexandraErin wrote:
The heyday of my BYOND posting/playing/developing days disappeared when my creative energies shifted more to writing, but I've always drifted back...

As a writer myself, I've come to the conclusion that storytelling and game design are very closely related. Whether you're making a simple arcade shooter or a deep RPG, you're creating a world and inviting people to come experience it. A good storyteller inherently understands how to lead players through that experience, and what tools they need to make it their own.

At any rate, now that my "real work" has been on hold for several months as I focus on NEStalgia development, I've stopped worrying about the struggle between my writing and game design ambitions and finally just embraced both as being two sides of the same coin.


AlexandraErin wrote:
I found as I worked on the various versions of RetroQuest (my "Ultima... online" game) was that to achieve the look I wanted, I had to make 16x16 icons and then double their pixels up, which led to finicky extra steps in what would have otherwise been an incredibly basic bit of icon making.

I feel your pain on that one. NEStalgia still uses 16x16 sprites manually up-scaled to 32x32. I think that the ctrl+W keys (the keystroke for resizing in MS Paint) are worn out on half of my keyboards.

Anyway, I know how much of a drain making all of your own art assets can be. If you find yourself in need of assistance in that department, please feel free to make your way over to the Artwork Contributions board on my site and start up a new topic for RetroQuest. There are some really talented people there who have made a lot of great retro artwork for NEStalgia, and I'm sure that they'd love to give you a hand. Best of all, they work for free.