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Blurring the Lines
An interview with Stephen Lewis, Game Designer

Posted February 1st, 2008
by Gamer-girl
Read our review of Chocolatier 2
Try Chocolatier 2 for an hour, free!
Stephen B. Lewis is co-founder and Chief Creative Officer of Big Splash
Games, LLC, where he serves as a game designer, art director, artist and
animator. He has over 16 years experience in the game industry,
including prior employment at Linden Lab where he helped design and
create the avatar system of Second Life, SEGA of Japan/America for
coin-op arcade and Dreamcast titles, Acclaim Entertainment for their
arcade division, and Epyx (when it was a bankrupt shell of its former
self) creating PC games in 16 colors. Stephen lives in San Francisco
with his wife, two young children, a cat, a frog, and two saltwater
fish. He is also an urban beekeeper and is learning to play the ukulele.
G-G: Thanks for taking the time to talk with us!
Stephen: It's my pleasure, Tanya. Thank you for inviting me.
G-G: So how did the Chocolatier series come about?
Stephen: In late 2005 my two business partners, Michael Wyman and Jon Blossom,
and I formed Big Splash Games to create a game we thought would be a
good fit for the casual space (it /wasn't/ Chocolatier). We were all
pretty busy with our real (paying) jobs so we worked on it in what
little spare time we had. We each came from many years in the game
industry, but this was our first baby step into the casual space. A few
months later we had a playable prototype that we shopped around to a
couple publishers to see if we could get some funding, or at least
encouragement, to finish the game.

Playfirst was one of those publishers, and while they didn't want to
move forward with the game we showed them, they did respond with a
Request For Proposal (RFP). They were guessing (correctly, it turned
out) that there was room for an economic simulation type game in the
casual space and were hoping we might have another game idea more along
those lines that we could submit.
The next morning, half-awake and daydreaming in the shower, I tried to
imagine what could make something as dry as an economic simulation into
something especially appealing to the casual game audience. Then I
happened to remember what a little bird once told me; that many people,
especially women, have an almost religious connection with chocolate (my
wife being proof positive of that notion). Lightning struck and I
quickly wrote up a game proposal and sent it to my partners. With some
collaborative brainstorming we all agreed that we had come up with
something that at least satisfied the requirements of the RFP. We sent
a write-up of the concept to Playfirst, who responded with the news that
we had hit the nail on the head. Chocolatier was born!
G-G: It feels really different than most 'casual' games for sale. Did the relative innnovation of the title make it difficult to market and publish?
Stephen: Well, it's not the only casual economic sim, though there still aren't
too many out there. I think the innovation we made, and perhaps what
made the game riskier to produce and market, was adding the arcade
shooter element of chocolate production. We needed something to break
up what could easily become a monotonous mechanic of buying low and
selling high. The chocolate production mini-game serves to give the
player a break from the long term economic strategic planning of the
main game with something quick and fun that exercises a totally
different part of the brain. But it does kind of muddy the water in
terms of how to classify the type of game Chocolatier is. We probably
spent as much time designing and tweaking the mini-game as we did the
main game, so it was certainly a drain on our limited resources and
budget. But looking back it was the right decision to make it an
integral part of the overall game.

G-G: What concessions, if any, did you have to make in your design to satisfy the target demographics?
Stephen: I'm not sure I would classify any of the design decisions we made as
"concessions." We were targeting the casual demographic from the start,
so practically every decision we made was based on how it would help or
hinder the casual audience we were trying to please. I think the
budget, more than anything, constrained the direction we took the game.
The original game we designed would have likely cost 2-3 times the
budget we had for Chocolatier, so we had to do some creative pruning
early on.
There are certain design guidelines to keep in mind when creating
casual games, and I suppose you could call those concessions since they
relate to making the game easy to learn, easy to play, and maybe even
relatively easy to win, at least compared to games that are made
specifically for "hard core" gamers. A concrete example of such a
guideline would be to limit the player's interaction with the game UI to
mouse inputs only; no keyboard. While those types of constraints can
make certain design decisions difficult to execute, they do increase the
size of the potential audience for the game, so it's important to keep
them in mind.
G-G: What were your goals with Chocolatier and/or Chocolatier 2? Do you feel you met those goals?
Stephen: I think our primary goal for Chocolatier was to produce a game that
would be well-received by a wide audience, since a success would mean we
as Big Splash Games could continue our business and make more games!
It's one thing to design a game on paper, but it's another to actually
execute that vision, especially on the typically tight budgets and short
production schedules of casual game development. Even if by a few small
miracles the game is finished and released to the public there is
certainly no guarantee that it will be any good, or that people will
want to purchase it. So in reality I think that was a pretty lofty
goal. It probably helped that we didn't know just how difficult it was
going to be when we started out.

The goals of Chocolatier 2 were a bit different. We had proved the
concept's viability with the success of [the original] Chocolatier, which let us and
the publisher dive into the sequel with a little more confidence. Our
main challenges were to finish the game on an even tighter schedule than
the first one while at the same time make the game "bigger and better."
There's a delicate balance when creating a sequel in that if it's too
similar to the original the audience might not see the need to purchase
it, while if you veer off too far from the original you might alienate
the very folks who would be looking forward to a playing a sequel. In
the worst case you could destroy whatever magic led to the original
success. Based on the player reviews of Chocolatier 2 I think we found
a happy medium.
G-G: What are you busy with these days? Any tidbits of Big Splash news/gossip?
Stephen: I'm not supposed to reveal our secret plans for dominating the world
through casual games. I can tell you that we have several,
non-chocolate themed games at various stages of development. Only one
of them could be called an economic sim. We are hoping to broaden the
notion not only of what we can do as a development studio, but of what a
casual game can be. Rather than stick to safe formulas we're going to
mix it up a bit and hopefully produce games that offer original play
experiences. So I doubt you'll be seeing any match-3 or seek-and-find
type games from the Big Splash crew. We're currently trying to figure
out the best way for us to manage our own expansion so we can get our
game ideas made and released sooner, rather than ... never.
G-G: How would you describe the state of the casual games industry right now?
Stephen: It's certainly still in an expanding phase, with some big entertainment
and media companies starting to invest serious dollars towards
developing a presence in the casual space. To be honest I'm concerned
that, even though casual games as an industry is young, there seems to
be little stomach for innovation. Casual games are still relatively
inexpensive and quick to produce, which one might think would lead to
more variety and originality in terms of game mechanics, themes, and
visual styles. But how many ways can you fry a match-3? Unfortunately
I think we're going to find out!
G-G: Where would you guess it's headed over the next ten years?
Stephen: I believe we're going to see the lines between casual games and "core"
games blurring to the point that they're indistinguishable. The Wii
platform offers many great examples of traditional games and game
mechanics being introduced to folks who may not have ever played a game
before. Casual games are reaching across from the other side of the
isle to core gamers with games that provide accessible, quick, fun, and
original experiences. Personally, I'll be happy when the terms "casual"
and "core" are retired for good.
In the next couple years I think we'll see some major changes in the way
games, and especially casual downloadable games, are bought and played.
Right now for every 100 try-before-you-buy free downloads of a casual
game only 2 are eventually purchased. And that's for the more
successful games. It's a business model that kinda sorta works, but the
publishers are all trying to figure out how to make money from some of
those 98% of people who never purchase. So I think we'll see more
"free" games that include in-game advertisements, micro-transactional
add-ons, and probably some other business models that haven't been tried
yet, but that will become the standard way for the casual game industry
to survive and flourish.
G-G: What is it about casual games that most interests you, from a professional perspective? So many gamers seem to look down on them for whatever reason.
Stephen: I alluded to it above, but I have a little anecdote to share that
illustrates what gets me excited about creating casual games.
We were nearing the end of developing [the original] Chocolatier, making some last
minute tweaks, and doing a lot of informal testing on anyone we could
grab and plunk down in front of a computer. My parents were visiting me
from out of town and so I had them play together while I observed,
silently taking notes. My parents turned out to be great test subjects
for casual games because neither of them plays games at all. If they got
stuck at some point I knew that was an area requiring adjustment.
As they played they argued and bickered over next steps and strategies,
but between the two of them they were making pretty good progress. My
mom especially seemed to "get" the game. All the hooks we had designed
into that first hour of play seemed to be having their intended effect
and she really was enjoying herself.
My dad, on the other hand, while understanding what was going on, didn't
seem to be having much fun. He's technically not part of our target
demographic, but I was still disappointed that he didn't seem to be
affected by the game. Then, about 30 minutes into the test, they made
their first big sale of chocolate, racking up several thousand dollars
at once. I witnessed his attention physically shift into gear, like a
switch was thrown. It took a big (virtual) cash payout to hook him, but
suddenly even he was engaged!
To me, this illustrates the potential power of casual games in a very
personal way. People who would never envision themselves as "gamers"
can understand and enjoy a game as long as they are given the right
instructions and rewards along the way. I think the emergence of casual
games is part of the evolution of the game audience from a small niche
of 11-year-old boys towards a broad, mainstream audience similar to
moviegoers. As a game maker I derive much satisfaction knowing that I'm
entertaining a wide audience with something I created, and if my
non-gaming parents are entertained then I must have done something right.
As for some gamers looking down on casual games, I can only guess that
the games they do like requires them to devote hours learning the
complexities with the goal of eventually becoming an expert. They're
part of an exclusive club with associated bragging rights for their
hard-earned mastery and "pwnage." Casual games, intentionally designed
to be quick and easy to learn by even the most novice players, won't
necessarily satisfy that particular desire. Or maybe it's just too
unsettling to know you could be outscored by your own grandmother!
G-G: What about the market particularly frustrates you, as a designer?
Stephen: As mentioned above, the lack of innovation is frustrating. More
frustrating than the lack of originality, though, is a kind of careless
attitude by the industry as a whole towards crafting polished games. So
many games released seem half-done, incomplete, or under-tuned and
tested. The pressure to crank out title after title in hopes of
stumbling to the next big hit becomes so great that I think quality
suffers.
I guess it's an industry wide tension between commodity and craft. As a
designer I'm striving to craft a quality game experience. But it is a
game /industry /after all, and games are probably seen more as a
commodity by the bean counters. As part-owner of a small game studio
trying to make it big, I have to admit to wearing the bean hat on occasion.
G-G: What games do you most enjoy playing, personally?
Stephen: As you may have guessed, I appreciate games that have some spark of
originality and are well-crafted. In terms of casual games, lately I've
purchased and enjoyed Home-Sweet-Home, Build-a-Lot, Turbo Subs, Platypus
2, Grimm's Hatchery, and Farm Frenzy. I download and try as many casual
games as I can which usually means I don't get to sink my teeth into the
good ones as much as I would like. On my Wii I've been playing Tennis
with friends and family, Mario Party 8 with my daughter, and just bought
Geometry Wars: Galaxies as a guilty pleasure. On my PC I'll occasionally
fire up MS Flight Simulator X and Battlefield 2. And my all-time
favorite game is the space shooter arcade game Galaga. Now I'm showing
my age.
G-G: If you had unlimited resources and creative control, what game(s) would you want to design?
Stephen: It's an interesting question, but I'll side-step a specific answer by
saying I don't think it would be a very good game! Game development
is a collaboration of different people with different skills, and I'd
never profess that only my ideas are the best. I also believe that
unlimited resources would be a curse. Working within time and budget
constraints forces creative choices to be made, and usually those
choices lead to a better game, at least in my experience. A game with
unlimited resources would never get finished, and there are plenty of
examples in the history of the game industry to support that!
G-G: Thanks again!
Stephen: Thanks for the opportunity to rant and ramble, Tanya!
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