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Q&A: Bizarre Creations on Developing Geometry Wars Mobile

We spoke with Bizarre Creations Community and Web Lead Ben Ward about the decision to create a mobile port, and how they overcome the unique challenges faced during the development process...

Geometry Wars: Retro Evolved became a surprise smash hit for developer Bizarre Creations on Microsoft's digital-distribution platform Xbox Live. When the Xbox 360 was released in November 2005, many gamers considered the small, $5 download to be the system's killer app, not the massive, next-gen retail releases.

Despite the game's arcade nature and 2D shooting action, it's not as obvious a choice for a mobile translation as it might initially seem. Since the game uses one analogue stick for movement and the other to fire, it was extremely easy and intuitive to be moving in one direction and firing in another - a difficult feat to pull off in a mobile game.

We spoke with Bizarre Creations Community and Web Lead Ben Ward about the decision to create a mobile port, how the medium's unique challenges were overcome, and what's next for the franchise.

Modojo: First off - Why mobile? Who came up with the idea for a mobile translation, and how did it come about?

Ben Ward: Well we were approached by Sony BMG who really had the idea to bring Geometry Wars to phones. They've been doing some interesting things in the mobile space, and they convinced us to give it a try. It was them who introduced us to Hardcore3d Wireless, who have really done a great job adapting the game for the new platform.

MO: The game is nearly finished and is shaping up rather well, but at first blush it doesn't seem like an obvious choice for a mobile port. Was there any worry or fear that the dual-analogue control scheme couldn't successfully be modified for handsets? Were other control setups tested before the final result was chosen?

BW: Sure, initially there were a lot of concerns about the controls. You're absolutely correct when you say the dual analog configuration would be a challenge - it was! The guys over at Hardcore really handled most of what had to be done as far as changing the config and getting everything spot on. In the end we wanted to make sure the controls were simple, fun and intuitive.

To simplify things we've made the ship autofire, so you really only have to control aiming/movement (which are essentially the same thing). We also included a double tap feature to strafe, which should make up for that lack of second analog stick.

There is the option for full keypad control (numbers control direction) as well as 4 and 8 direction pads (standard on most phones today).

MO: Many console to mobile ports make sacrifices, while working to maintain the "essence" of what makes a game what it is. Would you agree with this assessment? Were there certain GeoWars elements that HAD to be maintained, to ensure that this was still fit to be called "GeoWars"?

BW: Well obviously some things had to go. You're not going to see the same sort of graphics on a mobile device as you do on the world's most powerful video game console, so they've had to be scaled down. Fortunately, the gameplay is pretty simple; kill the enemies, and don't collide with them. Geometry Wars Mobile has all of the original game's enemy types and gameplay elements, meaning that it's still pretty close to its big brother.

Naturally the controller differences have forced a change in gameplay. You'll see that Geometry Wars: Retro Evolved Mobile plays a little slower, and handles a little more deliberately than the 360 version. This is so that the game is always 100% user-friendly and playable. Keeping the originals frantic speed of gameplay on a phone is just going to frustrate gamers... the gameplay has been adapted appropriately.

MO: There's something like a dozen various high scores that can be submitted to a global leaderboard. Do you anticipate that leaderboard competition will be a big driver of gametime, like it is on the 360? Could Retro Evolved Mobile have existed without a networked leaderboard?

BW: We see massive competition online for the top spaces on the 360 leaderboards, and I don't see any reason why the mobile version will be any different. People love competition; it's a natural human urge!

Including online leaderboards into a game isn't going to make or break a title. It's nice to have - especially in a score-based game like Geometry Wars - but I think Geometry Wars: Retro Evolved Mobile can stand on it's own quite well. There are some nice game types in there, and enough of a challenge to keep people playing without the added incentive of the network leaderboards. It's just another one of those "nice to have" features which Hardcore3d have managed to cram in there! ☺

MO: Tell about the biggest addition to the franchise - the challenge modes.
They seem like challenges gamers would normally try out with their friends on their own to increase replay value. Why include them "officially?" Were there any other challenges considered that didn't make the cut?

BW: Well we've got the 360 achievements in the console version, so the equivalent mobile feature is the challenge modes. These are nice areas where you can compete in areas outside the main game. Some of them mirror the 360 achievements, like Pacifism/Untouchable.

With a game like Geometry Wars you can spend all day thinking up great challenge modes. There were definitely some thought of which weren't included in the final version, but this just means that there is more scope for gamers to go ahead and invent their own games!

MO: You and I (and most of our readers) know that mobile games can be compelling and addicting in their own casual, usually one-thumb way. But a comparison to the console experience isn't really fair. Is there any fear that big Xbox 360 GeoWars fans will be turned off by this mobile release, even though it hangs right up there with other mobile shooters?

BW: It's horses for courses really. I can't see anybody expecting to have a huge, high-powered entertainment experience from the mobile phone version. It's not designed for that. It's built more as a time waster for when you're on the train, or stuck at a bus station. It's got that "just one more go" factor, but it really is a different type of experience to the console version.

If people are turned off by a mobile experience, they've missed the point of it.

MO: What was the biggest challenge in translating GeoWars to the small screen?

BW: As I mentioned before, getting the controls and gameplay just right for the platform took the most amount of work. The gameplay was tweaked, as were the enemy and player movements. It took a lot of dedication to get this just right, but Hardcore and Sony BMG seem to have nailed it.

MO: Is there any desire to further expand the GeoWars franchise? Could we see GeoWars on the Zune or iPod/iPhone, or even a system like the DS?

BW: We've just announced a version for PC, and we do have plans for future platforms and releases. Beyond that, you'll just have to wait and see!

MO: Thanks for your time & insight, Ben.

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