We’re going to jump right into the second segment of my awesome talk with this amazing dude pictured above: Colin Northway. If you missed the first part of the Incredipede interview, go digest every yummy murmured morsel Colin said there first. Then come back and join in the fun!
In part two, I particularly LOVE how Colin tells it like it is when it comes to people needing to get “better” at being excited– not just at conferences, but everywhere. I also love hearing about Petri Purho’s “rule of ten” in effect, and the bittersweet nine prototypes that had to die so that Incredipede could be born.
DIY: To clarify from earlier, there will be no procreating with the life-like Quozzles in Incredipede?
Colin: Nope. Evolution is a common thread in other games I’ve tried to design but not in this one. That was one of the big “aha” moments in the game’s design actually. Originally you were playing as “life”. Every level you took evolution’s hand and made a new species to populate a specific niche. As you played you would populate a garden with more and more creatures eventually creating a functioning ecosystem.
That idea died when the nervous system went away. There’s really only so much you can fit into one game and the creature creating took center stage pretty quickly. It’s nice to have such rich material for a potential sequel though.
DIY: Do you find that some games don’t live up to their potential because they have a predetermined finish line? I imagine this could be the case with sequels especially?
Colin: I think a lot of games with budgets and many people working on them have set finish lines. This makes perfect sense when you’re gambling people’s mortgages on the game. I think that makes development easier but it’s not how you get new interesting games.
Unfortunately for new and interesting games Petri Purho’s [Crayon Physics Deluxe developer] “rule of ten” applies. That is, for every ten games you start only one will be good.
It took me two years to get through my ten and find Incredipede.
DIY: So the other 9 are dead dead or parts of them are in Incredipede?
Colin: I spent six months on a game called Clutter. I playtested it and got a lot of feedback from other devs. It even has some art (I can get you a screenshot if you want) In the end I just couldn’t make it go. And in Honduras I abandoned it. Parts of it have made it into Incredipede but there were a lot of good ideas that had to be left behind.
DIY: So, we saw your awesome talk at SOWN. Anything you want to add or share about your experience at SOWN?
Colin: SOWN was an amazing event. For me the best part of indie events like this is the people. There’s such a rich feeling of camaraderie whenever indies get together. Interesting games tend to be made by interesting people and just sitting down and having a beer with that group was inspiring.
I’ve always wished games were a thing you could preform live, like music, but I think SOWN is going to be as close to that as I ever get.
DIY: Any improvements to the SOWN event itself or pavilion you’d suggest?
Colin: I think if anything needs to change it’s us rather than them. The games that were shown at SOWN this year were _fantastic_. Some of them were truly mind-blowing. Yet a lot of the presenters didn’t seem that excited about them. For some reason the kind of people that write games aren’t the kind of people that will get up in front of a crowd
and jump up and down with excitement.
So while they have this amazing game happening behind them they talk about it in this very reserved, intellectual way. We need to get better at being excited. This isn’t just true for SOWN, this is true everywhere.
DIY: Other than trial and error, what skills can people employ to make the “right” creatures?
Colin: Mix and Match. I’ve been reading a lot about the human brain and human problem solving. I even set up some experiments at a collaborative indie workspace in San Francisco. It seems like a lot of problem solving comes down to metaphor. Realizing suddenly that your problem is just like the problem of getting ketchup out of a bottle, or the problem of finding the perfect birthday gift.
So my aim is to provide people with some simple building blocks. “This is one way to get from a to b”. “This is one way to reach a high place”. Then when they have to walk from a to b to reach a high place they aren’t totally in the dark, they have some ideas to build on. Of course if you want to be dropped into the deep end I want to let you do that too. After all, that is how I learned to play it.
DIY: In your blog you said you are “vehemently anti-cloning”?
Colin: Yes! It took me two years of hard work to find Incredipede. It took six months of hard work to make the game fun. It’s not like great games just appear in your head one day fully formed. It might seem that way to outsiders but that isn’t how it works and it’s not ok for some cloner to come along and steal all that hard work.
DIY: You mentioned Andy Moore helped spread the word of Fantastic Contraption. At what size do indies need an “Andy Moore” and what functions does he serve?
Colin: Andy Moore was Fantastic Contraption’s only employee. He did community management, which meant answering emails and moderating/interacting with the forum. He was and is really great at that job. But unfortunately for me he’s gone on to making his own games. He made the wildly popular Steambirds series and is now going back into prototyping mode to bring us some more great and original games.
So my loss of a community manager is a net gain to the world because we get these new cool games that he makes. It does leave me kind of caught out in the spotlight though. People paying attention to your game is very important. Too many great games don’t get the audience they deserve because the creator isn’t willing to engage with the public. But engaging with the public is a scary thing. Scary enough that I ran screaming from it when Fantastic Contraption was released.
This time around I’m determined to get myself out there and engage myself publicly. Just go easy on me internet, go easy!
[I hope our discussion was easy enough on you Colin! Of course, I look to my peers in the fields of journalism, development and the great gray area between to help spread the word of Incredipede! Thanks so much for the interview, and I look forward to sharing soon what the wife, Sarah, has cooking up at Northway Games!]





