Making Life: Waking Mars and Non-Violent Gaming
Tiger Style Games’ recent iOS release, Waking Mars, is the rare adventure game that doesn’t require you to kill. Instead, your scientist character must cultivate a variety of strange plantlike lifeforms to progress through the subterranean passages of the Red Planet. We asked designer Randy Smith about the challenges and opportunities of having the player create life in his “action gardening” game.
Paste: Most “life”-themed games take the form of simulations of some type — Spore, SimEarth, etc. Why did you choose to make Waking Mars an adventure game?
Smith: Playing Waking Mars is a bit like reading a sci-fi novel. We wanted it to have a personal touch with real characters and a strong narrative that the player could control. We wanted to tell the story of alien life having evolved on our neighboring planet and cast you in the role as the scientist who makes first contact. What would it feel like? How would you interact? What decisions would you make? Given these goals, an adventure game is a better match than a simulation or god game, which tend to be remote and distant in feel.
Paste: Were there any particular challenges involved in working within this genre, given your theme and central mechanic?
Smith: Adventure games tend to have fairly fixed stories that support only a handful of branching decision points, or maybe the ability to play portions in different sequences. Most sci-fi video games have combat as the central mechanic, which means the stories tend to play out like action scenes from Aliens or Star Wars. As with our first game, Spider: The Secret of Bryce Manor, we made an explicit point of omitting combat. Fundamentally, we wanted the player to have a deeper experience with the ecosystem than a movie or book could provide, which required creating a functional simulation for the player to interact and experiment with. In Waking Mars, you really set yourself to learning how to build, grow, and manipulate an ecosystem to repair the cave and bring the planet back to life and learn its ancient secrets. To me, [this] feels significantly different than killing all the bad guys so you can get to the next room to watch the cutscene about what the bad guys are doing next.
Paste: But you also included some familiar genre conventions. For example, the gating mechanisms, the Cerebranes that block the exits to other rooms, are straight out of the Metroid playbook. But instead of finding a new weapon to destroy the gate, you have to create life (“raise Biomass”) in the current room to move on. What did you intend by tweaking this well-known mechanic?
Smith: The Cerebranes are another element of feedback to give the player clarity about whether they are succeeded or failing. It’s a pretty common type of mechanic for gating further exploration, almost a chestnut, but that was important to us. We didn’t want to reinvent the wheel when not necessary, and we felt leaving in some familiar structures would make an unconventional game easier to get into. I was a little concerned about it seeming like a contrivance, but if you’ve gotten far enough into the game you’ve probably seen that Cerebranes are tightly integrated into the fiction and themes of the game.
Paste: Playing Waking Mars, I was struck by the fact that I wasn’t destroying things; killing has become such an ingrained action in games that I only notice it when I’m not doing it.
Smith: Haha, that’s a great observation. That design grew out of our company mission to create innovative interactive experiences by making “games without guns,” meaning that we never use violent conflict as the central premise. When starting a new project, we actively spend time thinking, “what’s an engaging and fascinating activity other than destroying?” So “creating” is an obvious alternative.
Paste: Was Waking Mars intended as a comment on the use of violence in videogames?