I should point out here that I have no affiliation with MadPea Games, other than that I bug Kess Crystal for information. However I find myself sat in a chair watching images of previous MadPea Games productions, which are being displayed to me on a screen.
I’m in a cinema at the new home of MadPea Games in Second Life, Kess Crystal has been eyeing me suspiciously. I’m awaiting news from the great storyteller herself, Kiana Writer. In a somewhatWizard Of Oz moment, the curtain twitches and a voice booms out “What do you want to know?”
Well let’s start with an easy question, I think to myself and then ask when did you first start creating games in Second Life?
“Our first game came out in 2008, about 8 months after I joined Second Life.” replies the voice.
I feel a little more comfortable now, although Kess Crystal is making damn sure I don’t see what’s behind the curtain. Next I ponder on an issue that many people may have pondered, Second Life does not have a reputation for being a platform where interactive games thrive, what made MadPea Games decide Second Life was a suitable platform for games?
“I never thought that “Oh, SL is suitable for games!” Most of all, I’m a storyteller and I saw Second Life as a platform where I could bring life to my stories. I was utterly surprised when I saw people actually enjoying them and my hunger started to grow to make the stories into games.
That still applies to our games. The storyline and narrative are the most important part of the adventure,” replies the voice of Kiana Writer.
Next a very important question, thought I, what is the process for developing a game for Second Life? (Do MadPea Games write the story first and then develop the game)?
The curtain twitches, and then I hear “It all starts with an idea or often a dream I have. Sometimes it’s just a vague idea like with BURIED that I started building with Axiomatic and the story was born during that process. I never think “What would people like?” It’s like a nagging idea that takes hold of my brain and keeps growing and growing, with characters starting to talk to me and I just need to let them loose.”
Next thing on my mind is how big a team does this all require, how many full time staff are in the MadPea team? Kess Crystal is making me a cup of tea by now, so I feel a lot more relaxed.
“It’s hard to reply to this question as it is after all, Second Life. Most people in the team have their full-time real life jobs, some work part-time in real life and others are not working currently. Everyone is putting different amount of hours into MadPea. Some are putting in more than they would even dare to admit to anyone. In the end, it’s truly the team effort that matters as everyone’s role is important.
Our staff currently consists of 18 people from all over the world.”
All these games, launches, events, this must require quite a community team, so I ask, how important is having a good community team? Kess Crystal gives me a thumbs up.
I’m sure a head pops out from behind the curtain to see if Kess is feeding me questions, at this stage a tuna fish sandwich would be more welcome, however I do get a reply to my community question :
“Very important. The community is the heart of MadPea. I love that we are able to get instant feedback and interact with the community so easily. I can literally follow the players through their journey on our adventures and identify any problem points that allow us to improve for the next games.”
We are always seeking for excited members to join our Community Team to engage the ever growing number of Peas in our pod. We have big plans coming with a reward system and focus group and hope to have a talented team ready to implement them.”
However what about the future, on the MadPea Games website I’ve seen a teaser for a forthcoming title called “Unia” so I chance my arm and ask if there are any hints on what we can look forward to with that title?
The voice now sounds happy, “UNIA is a very unique game containing first person shooter elements as well as typical point and click adventure puzzles to solve. It’s a dark story with somewhat surreal and picturesque settings. Full of surprises, twists and turns it will keep the players on their toes the whole time.”
On what improvements MadPea Games would like to see in Second Life to encourage game development I am handed a list :
- Animatable NPCs.
- Lower Region Rent Cost.
- Parcel Windlight With The Official Viewer.
- Less lag.
I finish the interview by asking a question that may interest other game developers who may be interested in Second Life, what advice would MadPea Games give to others who are considering Second Life as a platform to develop games on?
The voice answers happily, “For me it all begins with a good dynamic team. You need skilled people who know Second Life and who you can rely on.”
I decide that now is a good time to leave, even though Kess Crystal still hasn’t offered me a Tuna Fish sandwich, I was made to feel welcome, even if I didn’t quite get to see behind the curtain.
Here’s an old video from 2010, but it’s one that gives an idea of the games MadPea Games had been creating within Second Life.
SLURL To Consignment sim (MadPea Games new home) : http://slurl.com/secondlife/Consignment/103/143/26
/me is busy in the kitchen making a huge pile of tuna fish sandwiches!
Thank you Ciaran for the awesome post 😀
Thanks very much for responding to my questions.
Plus, I’ll take those tuna sarnies!