Aug 9, 2013
The orange jump-suited felons of Prison Architect have escaped, and are causing havoc around the home of the Humble Weekly Sale. It's Introversion's turn this week, with a pay-what-you-want offer that will secure their back catalogue, including Uplink, DEFCON, Darwinia, and Multiwinia. And, for the next few hours, you can pay $20 to get their early access prison management sim for 33% off its regular price.
The Prison Architect deal runs till 7 pm BST (11 am PDT), today, (the 9th August), after which the game's wardens will round up the fugitives and lock them more securely - only accessible for a still discounted $25 purchase. The bundle also comes with a variety of extras from the Introversion vaults, including soundtracks, source code, and tech demos from the indie developer's cancelled game Subversion.
What it doesn't come with is a fetching, and indie-centric issue of PC Gamer UK. Only the free Introversion Bundles that are placed inside said issue of PC Gamer UK will also give you access to that issue of PC Gamer UK. THIS IS THE END OF THE SHAMELESS PLUG SECTION.
The Introversion Humble Weekly Sale will run until Thursday, August 15th.
Dec 23, 2012
A couple years ago we gathered three shadowed men in our secret, extremely leet lair to discuss 2001's Uplink, the film-inspired hacking sim by Introversion Software. In 2006, Uplink came to Steam, where it's still humming away today for $10 (or only $2.49 during the Holiday Sale!). Though it's over 10 years old (and actually takes place almost three years ago in 2010) and our panel had a few issues with it, there's a strong case to be made for retreading the rise from script kiddie to black hat hacker one more time.
Logan Decker, Editor-in-chief: I know that crime is bad. I understand that it’s wrong to steal. And I realize that the reality of computer hacking and subsequent criminal conviction is not as easy or as pretty as it is in the movies. But the truly awesome achievement of Uplink is that all of that gets turned on its head. Being a sociopathic criminal with the l33t3st skillz this side of Angelina Jolie in Hackers is high stakes, low-risk and fun as hell.
Robert Hathorne: Knowing nothing about Uplink going into this, I was blown away by how minimalistic everything is. The game is nothing but a fake OS interface. There’re no cutscenes or mood-setting graphics, just some programs and the next job. What I was surprised by is how quickly I became comfortable with it. I didn't need high production values to be immersed; that was taken care of by great design. Shut the door, turn the lights off and hunker down in front of the monitor—you’re a hacker.
Erik Belsaas, Podcast Producer: Yeah, a rookie hacker. Your first email introducing you to the mysterious worldwide hacking organization “Uplink” makes you truly feel like a part of something bigger than your own computer. Unfortunately, working your way up from the bottom means your first job of changing a kid’s grades isn't exactly thrilling.
Logan: And that’s the game’s worst crime: repetition. Many of the missions—OK, most of the missions—are essentially the same thing: back and run a few more of those tedious missions before you can crawl out of the little leagues. But that’s not a terrible trade-off. It keeps the risk at the right level: low enough that rewards are worth the danger of getting caught, but not so high that you want to quit.
Robert: Uplink really gives me that “just one more turn” feeling; it has to do with the upgrade system. As I began a new job, I always had my next upgrade in mind, which would lead to another, then another. There’s always the next big thing to earn, and getting there is so fun you hardly notice how quickly you’re burning through missions.
Erik: It captures the hacker movie vibe so well—an alternate title for Uplink could be Action Typing 2001. I love the pressure of setting up a fake proxy server to get through a firewall. The overarching plot of (spoiler alert!) an ominous corporation developing a virus made to destroy the very internet adds a dose of drama, too. Yes, it’s cheesy, but it makes the game more interesting. The story keeps you on your toes, 'cause who wants to be responsible for the end of the internet?
Robert: There’s something to be said for a game that drops you right into an interface with a brief tutorial that you have to find and execute in order to use. You’re given all the tools necessary to get the job done from the start—you just have to figure out how to use them. This isn't a drawback at all. If tool tips walked you through the whole thing you wouldn't feel like a hacker, just a hack.
Erik: But if you spend too much money upgrading hardware and not enough on programs, you can dig yourself into a rut and get stuck. Something not too fun I've done more than once.
Logan: Agreed. The lack of information provided to make good judgements on upgrades is frustrating. It takes a lot of trial and error to understand when it pays off to upgrade, but that part is so tedious that I eventually caved and consulted a guide. And I've played the game before! The same goes for the software, which isn't clearly explained and takes a lot of painful stumbles to get the hang of, thus further extending your tour through the minors.
Erik: Totally forgivable in my mind, though. Introversion changed what I thought a game could be. Instead of blowing stuff up or crunching RPG stats, games can create entirely new genres. Uplink even had a secret IRC chat you could execute to talk to other people playing!
Logan: Lots of game developers at the time rocked us silly by crushing the barriers of what was possible on PC hardware at the time. But Introversion’s genius was to match its game—the concept of hacking as entertainment and the simple “terminal” style of its graphics—to the hardware and its own resources. That it’s still enjoyable now—and I don’t mean in the novelty “retro” sense—is proof of that. You could never fairly adapt this game to a console; it just wouldn't have the tasty verisimilitude.
Dec 15, 2012
This article originally appeared in issue 247 of PC Gamer UK. Written by Owen Hill.
As a game designer and co-founder of Introversion, Chris Delay is a respected, successful indie developer. He and his partners, Mark Morris and Tom Arundel, won the grand prize at the Independent Games Festival for their virus-infected strategy game, Darwinia. They’ve haunted a thousand multiplayer servers with the spectre of global thermonuclear war in Defcon. They’ve also established themselves as a cornerstone of the independent developer community.
But before all that, there was just Chris and an idea.
“By the end of sixth form I had the idea for the game. It was going to be like Frontier Elite 2, in which you fly a spaceship around and visit starports and upgrade. I wanted to do that, but in the online world.” He called the idea Uplink.
When it was released, Uplink was an austere, menu-driven hacking simulator, where players navigated electric blue interfaces to manipulate mainframes, race against progress bars and escape without trace. It took place in a murky, cyberpunk world where the act of electronic pilfering was fast and panicked, sleek and cool. A world viewed through a computer screen within a computer screen, where the player was always seconds from detection.
How did Uplink get from that Tron-like idea of flying inside your computer to a slick vision of hacking?
Chris calls his Uplink notebooks ‘bibles’.
The first problem was that real-life hacking is boring. Really boring. Chris explains: “The first thing you’ll probably do is a port scan on a device. You scan every single open port. It’ll probably have a hundred open ports; you need to look at every one. It could be hours of work to get there and it might not even work. Even I can’t be arsed with command prompts.”
Uplink was inspired by classic ’80s movies like WarGames, where Matthew Broderick cracked into government computers with a tape deck and a few typed command lines. Whatever the game was going to be, it had to be similarly streamlined. Even when removed from the dull slog of real hacking, Chris was sceptical that his game would ever be commercially viable.
“I wasn’t even planning on releasing it publicly,” he admits. “It seemed that the subject matter, lack of 3D graphics, and dominance of the big-name publishers would make this game impossible to sell.” This was in 2001, a short while before indie game development became popular, or minimalism was an accepted game design choice. Given that it’s the simple, 2D menus that keep Uplink timeless today, we’re lucky it turned out that way.
Early in development, Chris’s hacker vision was clouded by a slightly more modern movie. He was drawn to the futuristic world depicted in 1995 cyberpunk action flick Johnny Mnemonic.
In fact, his concept for Uplink was cluttered with misguided influences: “You would be able to enter your own computer and see the CPU as a soaring skyscraper, and you would routinely be attacked by a virus that you would have to destroy. Target computer systems looked like small cities. The game originally looked more like a surreal flight simulator than anything else.”
The ideas they contain are surprisingly cogent and recognisable.
It set development off in the wrong direction, and it took two months before he jettisoned the idea of a 3D world. “I think 2D’s brilliant. I love 2D to death,” Chris says with the benefit of hindsight. Far from discouraged, though, the setback made him focus more. He grabbed a notebook and started writing down every idea he had for Uplink.
“Once you’re two years into the project, that’s when you realise you have to write things down at the start, because you forget what the point of the game was. Being able to open up the original book and figure out what it was that excited you in the first place is a great guideline, a really good touchstone.”
Chris calls these touchstones his bibles, and it’s a fitting name. The notebook pages you can see in this feature are an uncannily accurate representation of the final game. They aren’t a set of notes, they’re synoptic gospels. There were three of them in total, used to store Chris’s ideas before they evaporated. He’d jot them down in university lectures, or moments of inspiration. “It was probably 12 months before what you see on those pages ended up on screen,” he says. As a kind of tribute to their importance, Chris even made the books available in-game, on a secret server.
Even though 3D graphics had been scrapped, Uplink was still vulnerable to feature creep. At one point, Chris had the player organically linked to his computer, cyberpunk style: “You were totally immobile but you could install security such as cameras and laser trip wires to defend yourself. You had a couple of helper robots under your control, which could run around your room performing maintenance on all your hardware.”
The original Revelation Virus, which still features in Uplink in a different form, would trap hackers, keeping them fixed to their CPUs and starving them over time.
“I hit on the idea that it was going to be a piece of Total Fiction – capital T, capital F. The idea that it never admits to you that it’s a game,” he says. It’s easier to suspend your disbelief when there’s no art and very little story to criticise, and eventually every extraneous idea was boiled away. “Uplink had become a rather silly cyberpunk romp, which wasn’t what I intended. It can be hard to make decisions like this, but in the end I just hacked it all out – weeks of work spent writing the ‘bioware’ was simply torn out and thrown away. I think it was the right thing to do.”
Chris worked for 18 months before he shared his first build. “It can be very difficult to expose yourself to that kind of risk – when a close friend could demolish months of hard work and late nights with a couple of off-hand comments.”
Eventually, Chris’s flatmates and future founders of Introversion, Mark Morris and Tom Arundel, got to see Uplink in action. The interface was brutally unforgiving, but it showed promise, and impressed them enough to invest.
Mark and Tom created a business proposal. “The gestation was that in Imperial College in the final year there was a business competition, and the premise was you had to write a business plan and submit it. So we wrote a business plan for Introversion before the company really existed.” The plan didn’t place in the top three, but it was good.
“They estimated that we would need maybe £200 each to get the company off the ground – a tiny amount of money,” Chris says. So they did it. Introversion was formed on £600, and no more cash has ever been injected into the company aside from earnings from game sales.
An uncannily accurate picture of the final game.
“None of this would have happened if it wasn’t for them; I would have given the game away probably. It would have been donationware – send me some money if you like it – and no one would have ever heard of it again. They were really, really fearless and really pushed it.”
The three friends spent £100 on legal fees to register Introversion. The other £500 was spent on printers and blue ink, so they could print the game’s now iconic artwork. “We had no advertising budget to speak of, no money to pay for production, and no formal training in any relevant areas such as marketing or advertising. We didn’t even have a proven game concept,” says Chris.
Fortunately, they had the smarts to send the game out to the press. One copy landed on a desk here at PC Gamer, where Kieron Gillen awarded it 80%. Uplink started to sell. Chris, Tom and Mark were burning the game to CDs, printing their own labels, and packing the parcels in their living room.
Uplink was Chris’s creation, but it was Mark and Tom who pushed the game out to the world. “They were talking about doing a shop version,” says Chris, “What? Get it in the shops? Next to FIFA and Warcraft?” They managed exactly that, with a lesson in distribution from the manager of a local HMV.
“They went into HMV with a copy of the game and asked somebody behind the till ‘Can we start selling our game in your shop please?’, and they basically said ‘What planet are you from?’. They stayed there and spoke to the manager of that HMV store. He told them that they would need a deal with a major distributor.”
The freshly-formed company picked UK game distributor Pinnacle Software to publish Uplink. And sure enough, HMV ordered a batch of 10,000. “We kind of did the shop deal in the same way as the game. It was all absolute first principles: start from nothing, then figure it out,” explains Chris.
The first copies of Uplink were burned, packaged, and sent out by the gang.
Introversion was formed with a clear agenda – to make money – and it did that without any advertising. “So far, everything we’ve done with Uplink has happened because of word of mouth. It’s a very simple principle: somebody likes the game, so he tells his friends.”
Chris reminisces about the moment when he realised the game had become a success in his essay, The Genesis of Uplink: “The moment when I knew Uplink had been a success was when I stepped into Tom’s living room and saw the stacks of CDs that we’d ordered. Boxes and boxes of them, piled up to my waistline. As I sat down and admired the sight, Mark informed me that this was half the order, and that the other half were in the back of the garage.”
Chris had turned his old idea into a finished game, with help from three notebooks and two friends – but no marketing budget, no contacts and no experience. The money Uplink brought in allowed Introversion to start planning for the future, and Chris could start working on his next idea: Darwinia.]
Today, Introversion are working on a new game, Prison Architect, the paid alpha for which has already made it a success. But if you want to go back to that first idea, Uplink still stands up, as slick, tense and fun as ever
Minecon wasn’t only about Minecraft. Mojang were good enough to invite along the bright lights of the indie dev scene to give a series of inspiring, funny lectures, describing how they got into the business and what they’ve learnt along the way.
Taking to the stage in chronological order: Hello Games, purveyors of deceptively chirpy stunt-biking game Joe Danger; C418, Minecraft’s maestro of electronica; Introversion, creators of Uplink, Darwinia and the tremendously tempting crowdfunded clink-sim, Prison Architect; Suspicious Developments, aka Tom Francis, aka maker of Gunpoint, aka PC Gamer writer, aka man sitting two metres two my right as I type this and looking rather dashing too, I might add; Mike Bithell, the dev behind clever platformer Thomas Was Alone; and Mode 7, creators of simultaneous turnbased-tactics masterpiece Frozen Synapse.
Hit the jump for the videos of each talk, and watch out for our PCG-helmed indie dev round-table which we'll publish in the next few days.
Hello Games / Grant Duncan
Hello Games' supremely talented artist, Grant Duncan, takes the mic to talk about conjuring Pixar-like delight from pixels and polygons in Joe Danger (and also to tease Hello Games’ next aesthetically divergent title, quite possibly coming to PC, currently going under the codename of Project Skyscraper).
C418 / Daniel Rosenfeld
The effervescent Daniel Rosenfeld, also known as C418, talks about the production of Minecraft’s electronica score, game music in general, his album, and the soundtrack for the upcoming Minecraft documentary (teaser clip within) - all in some impressive technical detail. A must for electronica nerds and aspiring musicians.
Introversion / Mark Morris & Chris Delay
British indie-dev double-act, Mark Morris and Chris Delay discuss the long and bumpy road they’ve taken, from early hits Uplink and Darwinia, to the calamitous production of Multiwinia and the aborted Subversion. But - spoilers! - it has a happy ending with the hugely successful crowdfunding of clink-building sim Prison Architect.
Suspicious Developments / Tom Francis
PCGamer’s very own tame indie developer, Tom Francis, discusses how being mean to games professionally has helped shape his development practices on Gunpoint, and how becoming a developer has changed his perception of the games he writes about.
The supremely affable creator of Thomas Was Alone discusses its origins as a rough-hewn Flash experiment and how the curiously emotive reaction to it - which saw players ascribe human thoughts to its simple cuboid avatars - snowballed into a project capable of attracting accolades and high-profile voice-actors.
Mode 7 / Paul Taylor
Paul Taylor, the co-director of Mode 7, who heroically multitasks as a musician and creator of hilariously terrible PowerPoint slides, tracks the company’s evolution, from its early swordfighting game Determinance, to the terrific tactical tour-de-force which is Frozen Synapse.