Posts Tagged ‘Darwinia’

Intelligent Demise: The End Of Darwinia

By Richard Cobbett on February 10th, 2012.

They crash them, and their bodies may BURN! They smash them, and they won't return! In new games!

They say you should always be prepared to kill your darlings. Darwinia creators Introversion have taken it one step forward, creating nothing short of a Darwinian snuff movie to mark their transition from little computer people to… prison architects. Yeah, that’s still a little weird. But never mind. Help them celebrate this glorious new age of Not Darwinia by enjoying 2:36 minutes of burning, shooting and stabbing that really puts the ‘aaaaargh!’ into ‘carthasis’.

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Minecraft Hellshot, Plus Darwinian Invasion

By John Walker on October 11th, 2010.

It's a bit gloomy, eh?

I was worried that people haven’t had an opportunity to complain that we write too much about Minecraft for a bit. So here’s two Minecraft things at once. First up, yesterday developer Notch released a screenshot of the Hell dimension that’s appearing in the Halloween update. You can speculate for yourself what the various block types in here might be – there’s five new ones being added overall. Click on that pic above to see it all biggerised. And below, there’s something special. A video of the biggest Darwinian you’ve ever seen.

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How A Steam Promotion Saved Introversion

By Kieron Gillen on August 23rd, 2010.

Presumably Chris is still using me as a character in Introvresion demos. Plus, Terry VVVVVV and Eskil Love

When Introversion do one of their sporadic candid posts, it’s normally worth reading. Mark Morris’ latest one is no different, talking about their last six months. They knew within an hour Darwinia+ hadn’t done well enough, and eventually they realised they couldn’t go on. Instead, they ended up selling the office, going back down to 3 staff, selling tables and chairs and working from their bedrooms again. However – and for me, the key thing in the story – they still needed some operating funds. Defcon had Steam achievements added, in hope that Valve would let a promotion go ahead. And they did…

This was the game-changer. When we started Introversion we’d had a string of successes and believed we were undefeatable, but it was a long time since we’d had a victory and we really needed one. Right on cue, Valve delivered. The promo exceeded all of our expectations and when combined with our low burn rate (no office or staff now) we had gone from being fearful about paying our mortgages to having a year’s operating capital in the bank.

In other words, on with Subversion. And Chris is continuing his development diaries here. It’s the second time Steam saved Introversion, of course, with Darwinia’s original launch there changing the course of a game which seemed to be not finding an audience.

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Be Beside The C-Side: Darwinia Source Code

By Kieron Gillen on July 10th, 2010.

Happy=HP=HP Sauce. Does that work? No, clearly not. I'm going to write a new title line gag. And it doesn't even fit! Man! I suck!
Lewie, when marching into the purely-conceptual RPS office to deliver his beautiful Bargain Bucket also brings news that Introversion have made their source code for Darwinia and Multiwinia available. For thirty quid at the Introversion store you gain access to the full source code to nose at and mod to your heart’s delight, the ability to add your own branches to share, access to the dev-forum. Also, there’s going to be a meta-server for Multiwinia. I have no idea what that means. I hope it means there’s a superpowered server. That’d be amazing. Anyway – good news, I think. Those interested can buy here.

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Subversion Unveiled

By Jim Rossignol on February 20th, 2010.


Last night at BAFTA in London the handsome men of Introversion sat on stage to chat about their more recent launch, that of Darwinia+ on XBLA. It’s Darwinia and Multiwinia combined for console-dude fun-times. What was a little more interesting, however, was that they did a demo of their next game, Subversion. Chris admits cheerfully that it’s probably a year until they should be doing a demo… but they did it anyway.
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If Only We Could Talk To The Introversion…

By Kieron Gillen on January 20th, 2010.

Now, that would be something. AND IT WILL BE. While the 360 release of Introversion’s Darwinia+ isn’t RPS’ business, their launch event at BAFTA crosses over into our world for three reasons. Firstly, it’s a developer Q&A whose topics include “Which is better, Xbox or PC?”. Well, PC, obv. Secondly, I’m actually the chair and will be both prying truth from the Introversion boys and selecting raised hands from the audience. Thirdly, you get a free drink if you buy a ticket. Yay drinks! Anyway, it’s on February 19th and tickets are available now for a fiver each. Do come.

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RPS Interview: Introversion’s Chris & Mark

By Jim Rossignol on March 3rd, 2008.


While at GDC ’08 I met up with Mark Morris and Chris Delay from Introversion. We talked about their forthcoming games, Multiwinia, Subversion, the state of the industry, and their aspirations towards being indie publishers.

RPS: Busy year?

Chris: Yes, lots of projects, lots of stuff. Multiwinia is the big one, with Subversion being the longer one. Multiwinia is really good, really there. Well, Mark says it’s not there, he keeps saying “Chris, you still have to finish it,” but it is actually there and it’s great fun to play and watch the anarchy unfold. So much stuff going on on the screen, many things collide and explode.

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Strafe Left: The Formative Years #12

By Tim Stone on January 13th, 2008.

From PC Gamer UK’s Darwinia review issue.

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There’s No Point In Posting This

By Jim Rossignol on December 18th, 2007.

Because you all already own copies of Uplink, Darwinia and Defcon, right? So you won’t care that there’s an Introversion Anthology pack up on Steam containing all three games for just $20…

Hmm.

Yeah, that’s a videogame.

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Games and DRM: Introversion’s Thoughts

By Alec Meer on November 23rd, 2007.

In case you didn’t spot Introversion Software’s Chris Delay kindly popping in on one of our stories to share his own feelings on copy protection and the retail versus online distribution dilemma, you should head over to Introversion’s site and read the full version of his post. Detailed insight straight from the horse’s mouth, taking a remarkably honest middleground between the Piracy Is Killing Games and DRM Is Killing Games camps, and offering up some potential solutions to the pirate problem:

Developers need to shift their view of piracy and digital distribution, as much with games as with film, music, tv, or any form of content. We can’t complain that people copy our games, then go home and comfort ourselves by watching series 2 of the West Wing on DivX. Any stance that criminalises the majority of our customer base (10 out of every 11 Uplink players, for example) should be ringing alarm bells in our ears. We need to rename “pirate users” to “customers who’ve yet to be convinced”, and consider the pirate copies that will INEVITABLY appear as extended demos of our games. Then we need to offer something more when they upgrade to the full legitimate game.

Again, read the rest here. Cheers for your thoughts, Chris.

And here’s a picture of Darwinia (or rather its upcoming multiplayer semi-sequel Multiwinia – which has recently picked up the endearing tagline ‘Survival of the flattest’), because frankly I never get tired of pictures of Darwinia:

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RPS Talks To Introversion’s Chris Delay

By Jim Rossignol on September 11th, 2007.

One of the PC’s finest features is its ability to allow small, eccentric development teams to create great games without constraints. The spirit of the bedroom programmers of the ’80s is just about living on PCs across the world. One such home-grown PC team are the British IGF winners, Introversion, who have been something of an inspiration in their attitude towards game development: the kinds of games they have decided to develop appeal to something basic about gaming. It’s not a Retro appeal, so much as timeless. Uplink, Darwinia and DefCon each have their own encapsulated, deliberately self-contained idea, and each sits just outside the commercial comfort zones. These titles do what indie games do best: surprise, entertain, and challenge.

So how does Introversion’s central programmer, the superbly-named Chris Delay, feel about independent game development in 2007? “Alive and well! PCs are still the best place to play genuinely indie games made by very small teams. It’s worth keeping up with events like the IGF – a lot of teams that do well show up later as serious game developers. I think people’s interest in indie gaming has been slowly rising and this is definitely a good thing.”

Introversion came away from the IGF as stars, but are now somewhat distancing themselves from their indie roots, with increased commercial success thanks to their exposure on Valve’s Steam sales platform: “We’re big fans,” says Delay. “Of course we’d say that, since all three of our games are now available to buy on Steam. But it’s such a convenient system. I recently reached the end of my patience with Vista and wiped the hard disk, and installed XP from scratch. After installing Steam I had easy access to the latest versions of every game I’d bought over the system. From a company point of view Valve offer a direct link to a huge number of customers who might otherwise never have heard of our games. Certainly with Darwinia, Steam was kind of a saviour for us and sold Darwinia in quantities we’d never seen before. With Defcon (and all of our future games, we hope) we released the game on Steam and on our website and in the high street simultaneously. We’ve found that players like the choice – some people want the convenience of Steam, some people want it direct from the creators and not tied to any system, and some people like to walk into town to buy.”

And some of us just want to get rid of the towers of CDs and DVD boxes that currently dominate our tiny box-room offices…

Read on for thoughts on Multiwinia, Subversion, and the future of Introversion.
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