About Inner Space
Operation: Inner Space is a unique game. Here's how
and why we created it.
| Credits | Testing |
| Product
Design, Programming - Bill Stewart Additional programming - Garret Gallant Music - Doug Blackley Voice Effects - Jim Stewart & Nancy Stewart |
Thanks
to all our in-house and external testers who collectively put in
thousands of hours testing every game feature and helping us make
Inner Space the best it could be. |
The Making of Inner Space
Fourteen years ago in 1992, Inner Space was conceived
at Software Dynamics as a natural progression from our previous products. The
world of software was different in 1992, so remember this was written from that
perspective. Inner Space is now the oldest computer game still sold and played in
its original version on all Windows platforms from Windows 3.1 to Windows XP.
Yes, we still sell Inner Space because people keep buying it.
In 1992, after creating the Windows screen saver genre with our
Magic and After Dark products and producing more than 60-70 unique screen
savers, we wanted to break new ground again. Although screen savers were useful
utilities, users often told us how much they loved toying around with them.
The next step was to go all the way and actually make a game. At the
time, we saw a lot of games, but not much real fun. There were racing games,
boring strategy games and lots of games where you just kill everything you see. We
thought games should be fun delivery systems. The problem is that most
games didn't deliver much fun, just impressive graphics and at that time, there
was almost nothing to play for
Windows.
The Problem with Games
From Space Invaders to Doom & Quake, the premise of
action games has always been to kill everything you see. The only thing that has
improved over the decades is the graphics and sound. Cool audio-visuals are
great and many action games are visually impressive, but they are also mindless
and dumb. Only very recently have more games evolved into a social context and
included more open-ended scenarios for player imagination.
Computer opponents in games are the intellectual equivalents of mosquitoes,
except rendered in 3D to look like space ships, people or monsters. Claims of
artificial intelligence are exaggerated so that the term AI has lost its true
meaning. All computer opponents ever do is try to kill you or some other
simplified task, they have no reasons
for their actions and they aren't subtle about it.
Real Opponents
This is the usual argument for playing against
human opponents. Playing with other people is good, but then the only games
available to play are ones where you kill everyone. So, if you're playing head
to head with other people, you just go in, search around for the other player
and then blast each other until one or both of you die. It's boring and
unrealistic because it's not playing with an opponent, it's just killing them.
It reduces the human mind to a simple killing machine which is a horrible waste.
Play is more fun.
While playing with other people is good, the vast majority of game play is solo
against the computer. Therefore, our idea was to program real players into
the computer. We're not the first people to think of this, but we were the
first to apply some serious AI to computer gaming. Real AI has a proper model
for a computer player. A computer opponent has to feel hunger, anger, fear,
tiredness, loyalty and be flexible in it's outlook on the world. It has to have
a reason that makes sense for every thing it does and it has to have goals to
achieve in the game world beyond killing the human player. This level of depth
had not been done in action gaming before.
The model for Inner Space was a virtual world inside your computer where you fly
around, collect icons to get stronger, fight enemies and hazards, do favors to
build friendships and computer players do all the same things. Computer players
would have drives to refuel (hunger), take refuge from danger (fear) and repay
favors (loyalty). Human and computer players all start out with allies and
enemies, but depending on what happened in the game, attitudes and loyalties
evolve. For example, if an enemy ship is in distress and you help it, he
will like you a little and his allies will, too. If you kept helping him, you
could make him your friend. Consequently, friendly computer players that you
attack would become unfriendly and all their allies would start disliking you
too. With such a model, computer players in Inner Space really are just like
playing with real people.
Uniquely Personalized for Each User
Inner Space is also the only game to create custom
game worlds for each individual user. We thought this was an important concept
because people are not clones and they like things that are customized just for
them. Therefore, Inner Space dynamically generates a unique game world
with all the programs installed becoming prizes to be captured and
destroyed. What could be more cathartic for computer users than safely
blasting or torching Word, Excel and other apps in a game?
Just to push Inner Space over the edge, we designed it as an open-ended
game system so that users could create their own ships with custom graphics,
sounds and behavior for use in the game. In this way, Inner Space was a
game, but also a tool for creating ships to add to the game.
High Performance
In 1992, Solitaire was the most popular Windows
game. Only DOS games were actually fast. Another of our goals was to get
unprecedented performance in a Windows game. We wanted to optimize Inner Space
so much that it would play at 36 frames/second full screen on most 386 PCs,
which was supposed to be impossible. By making the game that fast, anybody with
a Windows PC could run the game and users could even run other programs like
email and fax in the background while playing without a noticeable slowdown.
Nobody had written a decent native-app Windows action game before Inner Space
and we were aiming for performance that most DOS games would envy.
Funny is Good
We definitely wanted the game to be eclectic and
funny. We originally made severe military-looking space ships and a straight
command structure of missions, but once we made
the Ship Factory and it was easier to make ships, we couldn't resist going
wild. So we made Ducks and Dolphins and Tigers and Teddy Bears wearing jet
packs alongside Mig 29s, F16s, and Flying Saucers. Even the weapons, fuel
cans that turn into tea cups at tea time, messages sent from ships and other
features had funny elements. My favorite whimsical weapon is the Wildcard
defense. If deployed, it turns all threatening nearby objects into random
fruit.
A Self-Consistent Game World
Part of the idea of making the computer players
real was making the game world real. The concept of flying around inside a
computer is pretty unreal, but what we were driving at was to model every object
so realistically that users would think of them as real objects, not just
computer generated graphics. For example, there are rocks floating around in the
game. If you shoot a rock, it heats up. If it hits something else while
it's hot, it causes more damage than if it were cold. If you make anything
explode, the shock wave can come out and damage you, too, so it's best to keep
your distance.
Strictly speaking, this sort of realism is overkill, but it allows players to do
things that wouldn't be possible otherwise. For example, with the
lightning weapon, you can charge up a rock so that it will discharge on the next
ship that comes by. When objects are that realistic in a game, the user can make
up new things to do that the game designer didn't even foresee. It's an
open-ended world where you can do anything, as opposed to most games where a few
things look or act realistically, but everything else is just pretty graphics
that you can't do anything with.
Fun Graphics and Voiceovers
Finally, we wanted the game to have interesting
audio and visual elements. Since the game is strategic in nature, it's
very helpful for players that it has a top-down view with the player's ship in
the center of the screen. It lets you see what's going on and who's doing what
nearby. We had almost as much fun with the audio as with all the weird
ships and weapons in the game. The sound effects and music are good, but
it's the voiceovers that are really interesting. We spent endless hours
recording and refining voiceovers that present useful information in a sultry
and oddly evocative way. I think we get more positive feedback about the
voiceovers than anything else in the game. They not only sound cool, but they
make the game easier to play by rewarding users with positive encouragement any
time they successfully accomplish something.
Putting It All Together
We weren't sure it was possible to make a fast,
simple, intelligent Windows game in 1992. Many colleagues told us point blank
that it couldn't be done when the standard PC was a 15Mhz 80386. We worked hard and ended up with an addictive,
funny game with exciting action and unparalleled performance that gives each
user a unique experience. Inner Space is incredibly easy to play despite
having complex computer AI that makes computer players really interesting
opponents and allies. Even after thousands of hours designing, programming, and
debugging, we still enjoyed playing the game ourselves.
14 Years Later.. It's Retro and We're Proud of It!
Our fans are people of all
ages from hard-core gamers to white collar workers to people who never played a
computer game before. We are amazed at the longevity of Inner Space as a going
concern. Even though it was built for Windows 3.1 a decade ago, it continues to
be ordered by new customers with the hottest newest computers as well as played
by some of our original customers a decade after they first bought a copy of the
game. Many users go through 4 or 5 new computer upgrades but still love playing
our game. We're proud to have made a truly fun game that stands the test of
time. Inner Space is now the oldest computer game still
sold and played in its original unmodified version on all Windows platforms from
Windows 3.1 to Windows XP.
On behalf of the development and testing crew, I'd like to thank each and
every user who has paid for a full copy of Inner Space. Knowing that people
enjoy our work is very rewarding.
Bill Stewart
| We appreciate your interest in Inner Space. It's a great game and the oldest computer game you're likely to ever play. We've built a lot of great products since 1989 including Magic ScreenSaver and After Dark, the world's most popular screensaver and a worldwide pop icon still featured on TV and movies. These are all good, but our best products are newer. Check out www.dynamickarma.com for newer award-winning work from us.. |
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