[{"content":{"text":"Editor's Note: This was originally published in 2018 by Mike T., a former Senior Engineer at Schell Games and Project Director of the <\/em>I Expect You To Die<\/em><\/a> demo on Oculus Share. He's now project lead on Gorilla Tag at Another Axiom. Photos have been updated, but the rest of this story remains untouched.<\/em><\/p>"},"id":"991e757e-0a9d-47f1-9832-644be1bb086c","isHidden":false,"type":"textBlock"},{"content":{"text":"It was Jam Week, 2013.<\/p>Enemy Mind<\/em> has always been a game with a story to tell. Enemy Mind<\/a><\/em> is a side-scrolling shooter where, instead of playing as a spaceship, you are a being of pure thought that can take over and control any ship that you encounter. It began life in 2013 as a Jam Week project. Jam Week<\/a> is a week-long game jam that our studio runs each year to give folks a chance to work on projects or in roles that they wouldn\u2019t normally get to do.Before the jam started, I had the opportunity to tell people about an idea came to me in a dream. I called it Enemy Mind<\/em> and pitched it as \u201ca top-down shooter like Galaga<\/a><\/em> or R-Type<\/a><\/em>, with a twist. You've got a weapon that allows you to take over any enemy, reorienting the board and destroying yourself in the process.\u201d Fellow engineer Misha, who is a published author outside of Schell Games, saw it as an opportunity to tell a compelling story, and signed up to write one during Jam Week.<\/p>"},"id":"ff26de69-102f-4581-9419-23819715e4c9","isHidden":false,"type":"textBlock"},{"content":{"location":"web","url":"https:\/\/www.youtube.com\/watch?v=GviK98Y4L_s","video":[],"poster":[],"caption":"","autoplay":"false","muted":"true","loop":"false","controls":"true","preload":"auto"},"id":"878506a8-b38a-49f9-9362-194038aeffe5","isHidden":false,"type":"videoBlock"},{"content":{"text":"After only one week of development, Enemy Mind<\/em> already had two parallel stories and a system for showing players different parts of the story at different times based on their actions in the game. We showed the Jam Week game to everyone in the studio and it was generally liked. After that, we worked on a pitch for what the full game could be. The studio got behind it, and we set about making what would become Enemy Mind<\/em>.<\/p>A team of about eight developers was assembled to take Enemy Mind<\/em> from \"jam to game.\" The game was broken up into eight levels, each one comprising approximately 10 waves of attacking enemy spacecraft. We\u2019d planned to have vignettes after each of the eight levels where we would give out pieces of the story as a reward for completing the level. <\/p>We\u2019d have two parallel stories, one that you\u2019d see if you\u2019d spent more time in human spacecraft and one that you\u2019d see if you spent more time in the alien craft. This feature would allow you to play multiple times and discover different bits of the story. In total, Misha wrote sixteen story points for the game.<\/p>"},"id":"cc1b3786-fa19-47f5-ae35-af040f972d19","isHidden":false,"type":"textBlock"},{"content":{"location":"kirby","image":["file:\/\/szkijx9bapip46gp"],"src":"","alt":"Screenshot showing the combat of Enemy Mind with ships firing projectiles from both the left and right","caption":"","link":"","ratio":"","crop":"false"},"id":"ea329a46-b87b-49a4-867f-1890eb3faffb","isHidden":false,"type":"imageBlock"},{"content":{"text":"Over the course of the game\u2019s development, Misha and our lead designer Connor continued to get more and more excited about the game\u2019s storytelling potential. They asked if we could also show story bits between waves as well as levels. Unfortunately, at this point in the project, our schedule was getting a little tight and the story just wasn\u2019t a big priority for me. I was not willing to take on the additional work.<\/p>Luckily Misha is a skilled engineer as well as writer. They offered to write the story and the necessary code to display it. I agreed. Misha then began writing over 200 story nodes, tagging them with various attributes so that each node could be based on things like which ship you were in or whether you destroyed civilian ships. They then worked with Matt K, another engineer, who coded the system for displaying the story, complete with text replacement and text coloring. Basically, they did a ton of work to get the story into the game and make it look great.<\/p>"},"id":"596f97e3-acc8-4450-aba4-bdeb0e046570","isHidden":false,"type":"textBlock"},{"content":{"location":"kirby","image":["file:\/\/ahp7uqujrl3kxepn"],"src":"","alt":"An example of one of the story nodes in Enemy Mind","caption":"","link":"","ratio":"","crop":"false"},"id":"b59eea2b-f178-47cb-a4fe-9b5e8f100074","isHidden":false,"type":"imageBlock"},{"content":{"text":"The story had become a big part of Enemy Mind<\/em>. Misha, Connor and Yotam (another designer on the project) were strong advocates for highlighting the story as much as possible. They urged us to create a \u201cStory Mode,\u201d or at least a way to continue with the story after dying, so that people who were drawn into the story would be able to see the whole thing, even if they didn\u2019t have the skill to play the game through to the end.<\/p>I refused to accommodate any of these requests, partially because the project timeline was very tight, but also because I was stubbornly attached to the idea of making a \u201chard game.\u201d I had such fond memories of dying over and over again in games like Gradius<\/em><\/a> and Contra<\/em><\/a>. I wanted to give that experience to Enemy Mind<\/em> players, too. <\/p>The problem, which I didn\u2019t see at the time, was that I wasn\u2019t content to offer it to players; I wanted to force it on them. In one of our discussions, I actually said, \u201cthe story doesn\u2019t matter.\u201d Let that sink in for a minute... I told a person that their contribution to this game didn\u2019t matter. They\u2019d poured a ton of time and effort into it to make the game better and I said it didn\u2019t matter. That\u2019s not cool. That\u2019s not even slightly okay. I have apologized more than once and I\u2019m still embarrassed by it.<\/p>"},"id":"a59b3358-0fb6-4efa-ba2e-fb5bcf79f2a5","isHidden":false,"type":"textBlock"},{"content":{"location":"kirby","image":["file:\/\/9a8hifjqidqfbhhs"],"src":"","alt":"An example of this game catering to harder difficulties instead of story or accessibility","caption":"","link":"","ratio":"","crop":"false"},"id":"994433f1-6eae-4db7-bb45-bb5de76cd454","isHidden":false,"type":"imageBlock"},{"content":{"text":"Every so often I\u2019ve gone back to replay Enemy Mind<\/em>. Playing it now with fresh eyes and listening to folks that have played it, I have realized that the story is one of the best parts of the game. More than that though, it\u2019s integral to the game. The story and the game mechanics go hand in hand. It\u2019s a really well-written, engaging story. Sadly most of the folks who\u2019ve played Enemy Mind haven\u2019t been able to see very much of it.<\/p>Enemy Mind Too<\/strong><\/p>Shortly before Jam Week began this year, we were discussing accessibility in games, specifically whether or not difficulty settings should be considered an accessibility feature. I mentioned I now believe that it is, and that I make sure to add a \u201cNo Stress Mode\u201d to the games I\u2019ve made outside of Schell Games, most recently R-COIL<\/em><\/a>.<\/p>"},"id":"e2e5b375-3660-4713-bb83-89c5aecc5c1d","isHidden":false,"type":"textBlock"},{"content":{"location":"kirby","image":["file:\/\/6eizqglot8duwjvq"],"src":"","alt":"A Enemy Mind player ship firing a laser blast at an enemy","caption":"","link":"","ratio":"","crop":"false"},"id":"780c1fca-4f2c-4a2e-abd7-ea98f3706428","isHidden":false,"type":"imageBlock"},{"content":{"text":"This conversation reminded me of my whole regrettable \u201cEnemy Mind<\/em> is a hard game! Story doesn't matter!\u201d episode. It occurred to me that it wouldn\u2019t be that difficult to take the original story and art assets from Enemy Mind<\/em> and remix them into a visual novel. My hope is that it would allow more players to see the awesome story, and serve as a tangible apology to Misha, Connor, and Yotam.<\/p>In Enemy Mind Too<\/em>, you\u2019ll encounter the same spacecraft you see in Enemy Mind<\/em>. This time, instead of having to fight for your life, you\u2019ll only have to choose an action and watch it execute. Just as in Enemy Mind<\/em>, the action you take will influence the bits of story that are revealed to you, so you can explore the different story paths just like you could in the original. The only difference is you can\u2019t lose. Even if you die, you are simply asked if you\u2019d like to continue. You never have to go back, unless you just want to make a different choice.<\/p>Also, a nice bonus of not being in a constant battle to stay alive is you can stop and enjoy the beautiful background art.<\/p>"},"id":"787c2b4f-ca8c-41b7-ac2e-d4ec63f36566","isHidden":false,"type":"textBlock"},{"content":{"location":"kirby","image":["file:\/\/be2b4yn2tbgtdpop"],"src":"","alt":"Screenshot of Enemy Mind","caption":"","link":"","ratio":"","crop":"false"},"id":"564dcaca-b604-454e-96ee-79eedf6eab09","isHidden":false,"type":"imageBlock"},{"content":{"text":"If you\u2019d like to try Enemy Mind Too<\/em>, you can check it out here<\/a>. It\u2019s a free download or playable right in the browser. The original Enemy Mind<\/em> is on Steam here<\/a>. If you play either, I\u2019d love to know what you think.<\/p>I\u2019ve learned a lot in the time since we made Enemy Mind<\/em>. I\u2019ve learned that there are ways to enjoy games beyond the way I enjoy games and that they\u2019re every bit as valid. I\u2019ve learned that becoming obsessed with a project and working on it for 16 hours a day can turn you into a monster who just might say something terrible to a friend. I\u2019ve learned that everyone\u2019s contribution matters. Finally, I\u2019ve learned that the story does matter.<\/p>"},"id":"47af324e-708f-4811-b401-b3927403df15","isHidden":false,"type":"textBlock"}]