How Invisible, Inc. Taught Me Not to Fear Early Access
Shalem-11 slipped out of the service elevator smoothly, adjusting his tie and checking his corners, like always. This evening he was after secret R&D info held deep in a Sankaku Robotics facility. Shalem linked into the building’s security system and smirked as he deactivated a nearby camera. “Another easy payche- Wait, what the hell is that?”
Right around this time last year, Klei Entertainment was putting the final touches on its first public release of Incognita. The pitch was solid: Squad-based tactics a la XCOM, but with cyberpunk megacorporations and supercomputers, and a dash of Cold War-era style and flair. James Bond meets Johnny Mnemonic meets high-tension, turn-based decision making. On paper, it was ideal. But I was concerned, because unlike Klei’s impeccable Mark of the Ninja, this new project would be released as an “early access” game. Sure, Klei had found lots of success with early access for another one of their titles, the Tim Burton-esque survival game Don’t Starve, but I remained skeptical for a host of reasons.
My caution was tied to a sort of purism. I wasn’t sure how I felt about how early access let players influence a game. What if the fans drove the devs to make bad decisions? I also didn’t want to pour hours into an early build, burning out on the game before I got to play the launch release. I could be patient, I told myself. I had practical reasons to wait, too. Early access games can be bad: unbalanced, buggy, and often unfocused. At the early access stage, some games are little more than tech demos or proofs of concept. Worst of all, some games never leave early-access, being dropped entirely by their devs, left as an unfinished husks of unbalanced mechanics and programmer-made art.
But… cyberspies. Incognita was going to have cyberspies. I devoured the promotional streams, watched hand-held footage taken at last summer’s PAX Prime, and read the forums. I signed up for the newsletter. And when Klei quietly offered fans buy-in early access to the game last fall, I put aside my reservations and jumped in. Now, nearly a year later, they’ve added the game—now renamed Invisible, Inc.—to Steam’s ever-growing list of early access games. As I’ve watched the game grow, the devs interact with the community, and new players dive in, I’ve come to develop a new, more positive opinion of early access—though still with a degree of caution.
From Incognita to Invisible, Inc.
For months, Shalem had been infiltrating corporate outposts, slicing into their security systems, and sneaking away with the loot. But this time, unexpected things kept happening. The security systems had learned to bite back.
Week after week, I put hours into the game now called Invisible, Inc. The initial release was a bit thin; there wasn’t really any “metagame” to speak of, just an endless parade of corporate HQs waiting to be busted into. But every few weeks a new build would hit, and things would fill out a bit more. New characters, new equipment, new bad guys. The core of the game, though, rarely changed, and watching the devs try to figure out how best to stay true to that was an insightful experience.
While other tactical games might be about positioning (XCOM), unit synergy (The Banner Saga), or even relationships (Fire Emblem: Awakening), Invisible, Inc. has always been a game about information. From even their very first live-stream, designers Jason Dreger and Jason Lantz have emphasized the role that that information plays in Invisible, Inc. The corporations have assault rifles, armored turrets, and roving deathbots, but those are no match for your ability to peek through doors, hack cameras, and send out little pings of misinformation. You might be outnumbered and outgunned, but they’ll never catch you if you make informed decisions. Combat would happen, of course, but it was meant to be costly and unattractive.
One of the things that early access helps to illustrate, however, is exactly how hard it is for designers to meet their own standards. While there are countless differences between that original version of Incognita and last week’s Steam early access release of Invisible, Inc., nothing has changed as much or as often as the combat system. In some builds, players crossed their fingers and hoped for critical hits. In other builds, Klei experimented with cover systems and different damage types. There was a time when some enemies had seven or eight health points. Now, every unit has just one, with an easily understandable armor and trait systems allowing for different sorts of resiliency. Invisible, Inc. was almost always fun, but it took a lot of experimentation to make sure it was the sort of fun that Klei wanted it to be.
Being part of the community during development meant seeing the devs explain each of these experiments, engage with community members, and brainstorm new solutions. Some players helped to show how a design decision made combat a too-attractive option. Others in the community identified “abusive” strategies which made success a sure thing. The devs frequently engaged with the community, and I was pleased to see how willing they were to both take harsh feedback and to draw a line in the sand to stand by their design principles. “Sorry,” they’d explain, “but this just isn’t that game.”
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