Eugene
Jarvis
Defender/Robotron/Stargate
– how did you get those games to FEEL so right? Incredibly
challenging, but not unplayable? - It’s a process
of successive refinement – like cooking a soup. You put
a little pepper in, maybe add some salt, decide that’s too
much salt... The difference is, with programming, it’s easy
to pluck out an ingredient that doesn’t work and try something
else. Defender was my first videogame, and, like any crazy kid
who wants to design a game, I started out with unbelievable ambition.
I wanted it to be everything – the player can fly, he can
drive, he can go underground… After a while, I thought:
‘I’m never gonna finish this. It’s too much’.
You have to stop and ask yourself: ‘What is really the meat
of this thing?’
Was it almost a good
thing that you were limited by the technology? - Designing
videogames is all ABOUT limitation. It’s not about doing
everything that’s possible, just because you can. It’s
about finding some small subset of something that’s FUN
and building on that. With fighting games like Mortal Kombat or
Street Fighter 2, you can go back and forth on this barely two-dimensional
line, but you have all this richness of being able to execute
a big variety of moves within that simple framework. The backbone
of the game is simple – it’s a small world, but the
trick is how you work it to make it a rich and exciting world.
You should be doing a few things very well, rather than a lot
of things poorly.

Euge (R) and fellow Vid Kid Larry
DeMar in beardier times.
At a time when videogames
were quite static and samey, was Defender a bit of a reaction
to that – something more brash and dynamic?
- Oh, yeah. You have to think – what am I doing that’s
cool that no-one else has done before? Otherwise, what’s
the point? With Defender, I knew that I wanted to do a game where
you fly around. My only option at the time was 2D, so I thought,
okay – you fly around in 2D, but, because the screen is
so small, you’re gonna be bouncing off the walls and that
isn’t much fun. So I thought of the screen as just one window
on this expansive universe, and, the scrolling came from wanting
to get a sense of speed and motion. All the best videogames are
about survival – it’s our strongest instinct, stronger
than food, sex, lust for money… You have to create a survival
story – to tap into the raw energy and adrenaline and get
people naturally excited. Sounds obvious, but that’s why
you need a LOT of very nasty bad guys trying to kill you.
Noisily.
- Yeah! And in a really cool-looking way, too. People love special
effects. They love to see things blow up, they love shiny, cool,
sparkling stuff. At the time of Defender, we had a gifted nineteen-year-old
programmer called Sam Dicker, and he was the particle effects
genius – although at the time we didn’t know what
the hell they were. We just wanted to blow stuff up in an attractive
way – and I wanted everything to respond accordingly to
how fast you’re flying, what you hit, how you hit it…
Whenever I played Asteroids, I was always disappointed that, when
you crash into a boulder, your ship just does this little rotate-and-collapse
thing. That isn’t very exciting. I wanted those moments
to feel more interactive – like, if you get hit by a bigger
rock, something bigger and more spectacular happens than if you’re
hit by a small one.

The game what he wrote.
Your games are good at
creating a sense of relentless hostility and danger – urging
the player to go into battle against seemingly impossible odds.
That's particularly true of Robotron…
- Well, with Defender, you can fly around and, to some extent,
find a little safety. But with Robotron, you’re stuck in
this confined little space. That confinement is the key element
in what makes Robotron feel the way it does. The constant feeling
of being cornered and having to fight your way out of that corner
– fight or flight. There’s no choice. You’re
ALWAYS making a last stand. A lot of people tell me that Robotron
is the only game that makes them physically sweat. It’s
the same for me, too.
How long did it take
you to be happy with Robotron?
- It was designed in six months. Going back to your original question
about how to get it to ‘feel’ right – we designed
all the graphics and animation in about two weeks, because there
wasn’t much technology to play with. Today, you’re
never really finished with your graphics because there’s
so many options – reflectivity, alpha-shading, shattering
systems… By the time you have the luxury of being able to
focus on your gameplay, the deadline is looming. Then, we spent
four out of the six months of Robotron’s development PLAYING
the thing. We played the living hell out of it. We kind of got
good – but not great – and somewhere along the way,
we just developed a collective sense for the general feel and
difficulty. I like to make things harder and harder for twenty
or thirty waves and then roll things back a bit, recycle some
stuff. It’s more fun to renew the player and give them a
reward for everything they’ve been through, rather than
just have the game get harder and harder. Today, players would
expect – demand – more complexity. Robotron had around
ten main bad guys and threats. Today’s players would want
a hundred or so.

A squirrel. Drinking beer. With
a straw. Yesterday. For Christ’s sake.
There’s a wonderful
moment of tease at the beginning of the Brain Waves, where you
get to survey your plan of attack and drool over the potential
points from the masses of humanoids wandering around.
- It’s like when you’re feeding a squirrel. You hold
out a nut and the squirrel comes close and he’s thinking:
‘My God – this guy has a wonderful nut in his hand…’.
But, he’s also worried that you could easily kill him, too.
That’s the feel at the beginning of the Robotron Brain Waves
– those two motivating forces pulling you in opposite directions.
The lust for the rewards and the fear of the danger.
Is it true that the dual-joystick
design came from you breaking one of your hands in a car crash?
- Partly. Some guy jumped a red light and the shock of the impact
through the steering wheel completely shattered my right hand.
I was out for about six weeks. At the time, I loved Berzerk, but
it was frustrating because my broken hand meant I couldn’t
press the fire button any more. The limitations of the movement
in that game were also annoying – you had to move towards
the bad guy in order to fire a shot in his direction. So, both
those things combined to give me the idea for a dual-joystick
control where you could move in one direction and fire in another.
Of course, with today’s console controllers, dual joystick
control is quite normal.

”Humanoid must not pay ‘homage’
and design much better game…”
Do you think the Cruis’N
games get the credit they deserve?
- Well, they were incredibly successful – we sold about
70,000 of ‘em. Probably one of the most successful series
of arcade driving games. They were accepted among the arcade gaming
masses, but the nerd types wanted more challenge to the actual
business of being on the road. I wanted them to be more about
fun and avoiding the traffic and less about fighting a bad control
or difficult terrain. A lot of designers seem to believe that,
when you try to turn right in a driving game, you shouldn’t
actually turn right, you should go into a skid and blow up and
flip over, otherwise it’s not ‘realistic’. I
believe that if the player tries to turn right, then you should
let ‘em – rather than messing around trying to make
the game some ridiculous simulation that’s not very much
fun.
What other elements/cliches
of videogame design bug you?
- In PC and console games in particular, I hate it when I just
can’t figure out what the game IS. It’s like the designer
never really found out what was fun about the design and just
tried to give the player lots of fancy options – you can
drive backwards, have a camera up your exhaust pipe, lots of different
kinds of gravity, whatever. If feels like they couldn’t
quite find the point of the game and so they’re asking the
player to design it for them. It’s as if they’re just
trying to check as many boxes as possible. They think that if
it takes a player two years to experience all of the options,
then it’ll be two years before he figures out that it’s
a bad game. I like it when a designer finds a strong, fun, cool
aspect and transmits that with confidence. Like how, say, Spielberg
tells a story with his movies. I want to be entertained and have
a good sense that the entertainer knows what he’s doing.
I want to feel like I’m in safe hands.

”Doubles, mate?”…
“Suuuuuuuuuuuuuuure…”
How come you haven’t
designed anything for home consoles?
- Well, almost every arcade game I ever did has ended up on a
home console in some form or other. My games were always hard
on the guys trying to port them over because of the controller
quirks. It’s difficult to take these games with custom controls
and make them work with more standard kit. I love the freedom
of designing arcade games – if I want another button, I
drill a hole and wire it in. With consoles, you’re stuck
with a standardised system. I want to be thinking about what would
make a cool game, without having my creativity clouded with all
these technical issues.
Your new game –
Target: Terror – is deliberately contemporary. Are you worried
about it being swept up in some kind of moral panic?
- I’ve never been one to shy away from controversy –
NARC was all about blowing up drug dealers, TT is about blowing
up terrorists. I’m tired of games where you have to go out
and find some sword and sharpen it and find some evil guy and
collect the special treasures. Particularly those tedious online
games where everything is set in 1584 or whatever. I want to play
games with subject matter I can relate to more. Terrorism is our
current scourge, and I want people to experience strong emotions
when they’re playing the game. It’s extremely, brutally,
realistic. I just want to entertain people and make them feel
emotionally connected to the thing that’s entertaining them.
There is lots of humour, too, though – there’s a terrific
action movie-style shoot-out in an airport bathroom.

mmmm, thrills!
Which games do you play?
- I’m totally into the Age Of Empires series. I love the
fantasy of being in charge of EVERYTHING. There’s something
really satisfying about the multitasking you have to cope with
in those games – building your castle, growing your crops,
keeping everyone happy… It’s totally the game for
the attention-deficit-disorder generation, because there’s
always something happening. But it’s the omnipotence I enjoy.
I guess it is a bit of a God complex. I do play quite a few first-person
shooters, too – Quake, etc. I play with my eleven-year-old
and I always, always get my ass kicked.
What did you think of
Jeff Minter’s remake of Defender on the Atari Jaguar –
Defender 2000?
- It was great. Pretty brutal – wickedly fast and hard.
From what he was trying to do – he did it, no question.
There might not be too many players in the world who could deal
with it, but he certainly nailed it. It was an extreme action
version of Defender.
If you could remake any
of your early games, would you change anything?
- I don’t think so. Within the 2D perspective, those games
are just about as good as they can be. They’re so well attuned
to that 2D world. They certainly wouldn’t translate into
out-and-out 3D – which, I guess, would be the expected progression,
these days. It’s that God’s-eye view that does it.
It makes the game immediately tactical and strategic when you
can see everything – either on-screen at the beginning of
a wave in Robotron, or via the scanner in Defender. Games today
have kind of warped into two different things: immersive first-person
shooters – which can be great in their own way – and
more strategic, God’s-eye view things like Warcraft or Age
Of Empires or whatever. A game should be one or the other. If
you try to mix things up and turn games that are naturally 2D
into 3D, you get problems.
Are you good at your
own games? What are your highest scores?
- I’m poor at Defender, but I’m a pretty good Robotron
player. Anyone who’s serious about Robotron should be playing
on difficulty level ten – with 25,000-per-extra-life setting.
I’m an above-average player – but not great. So I
can identify with both the crappy and the great. If I was a great
player, I don’t think I could design good games –
I’d end up making ‘em too hard.
Target: Terror debuts at the Las Vegas ASI game
show, in March.
SICKBOY, February
2004.
Comment
Here. (Its working again).
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Things to 'Make' and 'Do'.
Raw Thrills.
Not much there, yet. But, y’know…
Scary Squirrel
World.
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Also, we've just spotted that Midway
Arcade Treasures is out in the UK today.
It's got Eugene's Defender, Robotron
and Stargate on it - As well as
loads of other stuff. I only hope that Mr Jarvis still gets a
royalty. Oh, and amazon are doing it with a fiver off too. Click
one of the links below and go play!
Midway Arcade Treasures (PS2) - £14.99
Midway Arcade Treasures (Xbox) - £14.99
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