Indie darling Aquaria may be best known for its serene underwater setting and gorgeous hand-painted artwork, but its genesis lies in one of the most twisted, most violent video games ever created, I'm O.K. That game, designed in part by "attorney" Jack Thompson, was part of the self-described school shooting expert's "A Modest Proposal" an ultra-violent game concept that was supposed to elicit a $10,000 pay out from Thompson, should someone be bold enough to make it. Jack, as expected, welshed on the promised charitable donation when I'm O.K. hit the web, but the freeware shooter garnered the attention of Aquaria co-creator Alec Holowka.
At GDC today, the two creators walked attendees through the undersea exploration game's development, from Yu's and Holowka's early programming experience with BASIC to early stabs at freeware. It was Holowska's Deep Sea Adventures, an early oceanic summer project, that bears the most resemblance to the final game, more so than any of the co-creator's other games.
The two creators hooked up after the release of I'm O.K. when Holowka praised the game in a Slashdot thread on the subject. Yu, who says he was very cynical about the idea of indie games and their potential nonetheless partnered with Holowka on what would eventually become Aquaria. Holowka, spurned by the prospect of a career in marketing, began working with Yu on an unreleased role-playing game known as Eminent Kingdoms.
"Everybody has to start working on a project that was just way too huge for them to handle," said Yu, with Eminent Kingdoms being that oversized project. Intended to be a procedurally generated RPG, building "a new Final Fantasy every time you ran the game" it didn't appear to get far before the two dropped the concept.
"Most of the inhabitants were drunk," Yu explained, illustrating just how far development got on things like NPC speech filters before the duo realized they were in over their heads.
Aquaria work began soon after, with the two showing off an early iteration of the game, a tutorial nearly a year in the making. The development process that followed was a throwback to Yu's elementary school days, with hand-drawn maps including characters and landmarks acting as early design templates.
When the two got funding, then decided to target the Independent Games Festival as a deadline, things got serious. "We got some money," Holowka explained, realizing "Now we have to finish this."
The game was becoming increasingly complicated, packed with characters and lacking in focus. Yu and Holowka, who ultimately became the entity known as Bit Blot, shifted focus on purifying what made Aquaria stand out—a focus on protagonist Naija and exploratory gameplay. They also reworked the interface, making it HUD-less, and decided to go with a fully voice acted script.
"At the time I was playing Dungeon Siege II and it had the most godawful voice acting ever," Yu recounted. "Just terrible. I thought 'These guys have big bucks behind them, if they can't get good voice actors, what can we hope to do?'"
Determined, they posted about the Aquaria gig on a voice actors job board, which met with sometimes disastrous, if often comedic, results. The two played a trio of some of the most overacted, most poorly executed script reads, often to hilarious effect.
"I really loved that," Holowka explained "I had so much fun hearing all these middle aged women reading my lines."
Eventually they settled on one of their first choices, actress Jenna Sharp, a "super talented amateur."
When they submitted Aquaria to the Independent Games Festival, it still wasn't actually finished. Faced with a game that "still didn't feel perfect," they playtested with friends and family, tweaking gameplay with new additions—new flora and fauna, more landmarks, a map system (finally) and a new cooking recipe concept.
The Bit Blot pair ended their talk with a helpful and familiar illustration that laid out their design philosophy. Using the Triforce from The Legend of Zelda, they explained the three aspects critical to game development: technology, business and art.
Lead with business force, they warned, and you'll get nothing but a me-too title that cashes in on the latest trend. Lead with technology and get games "like Quake, which are designed only to show off an engine." But lead with art, the force at the top of the pyramid, one can have games that follow a vision, with the marketing and technology helping to support that vision.








Comments
Awesome read behind the best indie game of 2007 hands down.
I highly HIGHLY recommend downloading the trial. You will fork over the purchase easily.
A low-mid rig can run it beautifully.
A great game...
but why isn't it already up on XBL or PSN?
Come on Sony and MS show us some indie-love!
Nice overview... Liked it a lot.
Seeing the kotaku pointing fish only makes me realize how much I miss it when it isn't around...
There's actually an interview up at [www.gamer-girl.org], which interviews both Alec Holowka and Derek Yu.
Need this on XBLA, very, very soon.
I approve of the GDC fish.
@Garo: "and"... say "and" instead ;)
I agree with above posters, I wanna see this on XBLA, psn and Wii ware, yes all 3. Or 1, pick 1. Come on Publishers!
This is phenomenally pretty.
...I would like to add that they interviewed the creator on The 1Up Show episode a few weeks ago and he did show interest of wanting to bring it to Xbox LIVE though I'm not sure where they are with that.
I definitely need to play this game.
30 bucks seems a bit steep.. But I'm downloading the demo now and we'll see if it wows me enough.
Otherwise I'll wait for the inevitable (hopefully) XBL version!
Hmm, interesting. Somewhat want.
I really hope it comes to Wii.
@okenny :): Something tells me that they're probably trying to move it onto all the systems they can, would be a good way to start showing off the hard-working small budget-small team output with this on the XBL/PSN/Wiiware.
...It was on 1up Show episode 116 but he didn't mention Xbox LIVE... I got it mixed up with something else. Sorry :(
WiiWare, please!
Love this game! If the cooking and recipes wasn't so tedious I would like it even more.
I got stuck on a boss that didn't seem to want to die and I couldn't swim past it, so I stopped playing it altogether.
@Evilmonkey7: seems monsters are killed based on "puzzles", so you are tryiing it wrong.
Thanks for reminding me about this game, I was meant to be keeping track of it's progress so I could play it when it was done.
Yeah, most bosses are NOT "shoot until dead" style. Including the big one at the end of the first temple. You must find another way to hurt it.
I love Aquaria, it's my favorite game of 2007.
Played it...didn't really like it.
@Coyotegrey: Are you a Facists? j/k! grats it's your opinion,
But I don't see the game making the PSN/Live jump since mouse input is pretty crucial to the game. They might get creative with the input and do it anyway.
really really great game, half ecco, half metroid exploration makes 100% awesome imo
... This game will suck.
Wow. This game is pretty awesome.
I've been playing for like an hour. Definitely worth a purchase.
Someone said Ecco meets Metroid. That's basically a perfect comparison.
The singing element is great. And the actions possible with mouse movement. This seems like it would be perfect for the Wii.
I can only imagine the great puzzles to come.
Oh, and here's the link from the old Kotaku post with the trailer for the game in case anyone is too lazy to click the "Aquaria" link in the above article:
+ Watch video
(Ps. I love this new youtube embed option) :)
@Molbork:
Actually the controller option works quite well, and I've used both the ps3 and the 260 controller on it.
My only issue is is that you can't move when casting spells which would be quite easy to solve using the 2 analog sticks controllers have.
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