Not Really a Postmortem
June 27th, 2008 by KungFuMonkeySince there’s been a bit of interest in the forums lately about the design decisions made in Hyperbol, I’d figure I would discuss them in a blog post. I’ll be the first to admit that some of the design decisions we made weren’t ideal, but we were still learning how to be a team, and I was learning how to be a designer. That being said, here’s an insight into my mind and why I designed some things the way they are and how I came up with them.
The birth of “ThreadSpace: Hyperbol” occurred some time after we showed off Hyperbol at the IGF in 2005. Hyperbol was our student project polished up with shiny textures and with a gameplay mechanic of flicking projectiles off of a launch pad. After seeing how people reacted to the controls and gameplay, it was clear I had to think of something better if we wanted to make this game commercially viable.
The first thing I attacked was the “Launch Pad” by changing it into an actual ship and letting the player fire directly by clicking on it instead of dragging the mouse over it and flicking it. Based on tester feedback, this was definitely a step in the right direction.
The next thing was a stronger emphasis on multiplayer since we didn’t have the resources to pull off a single player campaign. I conjured up “Starport” as a way to increase player involvement and bring about a sense of progression in the game. I think this was my WoW development experience seeping in. Certain aspects of Starport I think are awesome. Other parts, like the Sector Map, makes me wonder what the heck I was thinking.
Level progression and itemization was pretty formulaic, mainly due to development constraints. While it did help to give players a sense of progress, it singled out the inexperienced players too quickly and allowed higher level players to pick them off as “easy kills”. Even though the player’s level only determined how long they’ve been playing and how extreme they could take their ship, the visibility of weaker players was like a giant bullseye on their ship. Since the game is more skill based than item based, a player that has been playing longer would be at an extreme advantage over a new player, regardless of the ships they were using. We set out to make a skill based game, and even had skill restricted servers, but since the player base was so small, matchmaking only served to divide the community further.
The camera system was another big complaint we heard. It was too unintuitive and awkward for new players. Once players got used to it, they loved it, but it was too foreign for some players to get into, so it really failed in my opinion. A camera system needs to be familiar to players and simple to pick up and use.
For a game released by 4 college students on no funding, I think we did okay. A lot of mistakes were made, but to me the important thing is that the team learned from them and we’re applying that knowledge to future games…and maybe even an upcoming patch for our current game ![]()



