We’re super excited that Swarm is finally about to be released on PlayStation Network. The genesis of the original idea for the game stretches all the way back to 2006, shortly after we started Hothead. There was an indie video game developer contest we wanted to enter, so we brainstormed a ton of ideas on what to submit. Dr. Mike Hayward, Hothead’s resident Ph.D., brought forward a concept based on his doctoral research in artificial life. He called it Swarm and it had plenty of science cred. We thought this was our contest winner, so we came up with a cute adorable character to go with his tech, the swarmite, and got to work on a prototype.
In the end we did very well in that contest, placing in the final four, winning the people’s choice vote, and garnering $300,000 in winnings. Every time we wore a Swarm t-shirt in public, invariably someone would ask us about the character. People really seemed to like it. So we knew we were onto something. We just had one problem: what we created wasn’t really a game.
The prototype was cool. 50 pudgy, blue swarmites milled around and waited for you to act. You took control of a single swarmite and the rest watched attentively. You’d take some action, like picking up a rock, and the rest of them would frantically run around, trying to find rocks. There were never enough rocks to go around, and so the swarmites would absentmindedly pick up other items or even their fellow swarmites. Then you’d throw the rocks at a target and they would all follow. Every time you did something, they learned, and as you progressed through the level they used all their learning to move you forward. So the tech was very cool and the way the swarmites behaved was funny, but because you were teaching them, the further you progressed through the level, the more time you spent simply watching and the less time you spent playing.
Our response to this was to park the uber-smart Dr. Mike in a corner and let him play for three years or so. “Turn it into a game!” was our direction. He kept at it, finally hitting a big turning point when he started playing with the idea of directly controlling 50 swarmites at once. Suddenly Swarm started looking like an action game and a platformer. And there were cool examples of emergence that he kind of stumbled on. For example, if you huddle the swarm together and then jump repeatedly, they stack on each other’s heads and form a tall totem. That wasn’t planned in any design document, it just happened by accident in one of Mike’s prototypes.
Armed with some cool new control schemes, we put the game into production and set out to make the coolest PSN game ever. Then we hit our next obstacle. Turns out if you move 50 characters at once and put them in a ridiculously dangerous world with explosives, fans and other things that tend to blow them all over the place, it can get a tad confusing for the player just what is going on and where their swarm is when all hell is breaking loose. So to address this, we did what we always do: lots and lots of playtests. We’d bring in four or five fresh players that have never seen the game before, put a controller in their hand and let them give it a go. Certainly it can be a humbling experience when you watch players get frustrated with your game, but we persisted at iterating and improving it a little each week. It wasn’t long before we had something that users reported was intuitive and fun to play… no small feat for a brand new type of gameplay mechanic!
With our deadline quickly approaching, we turned our attention to replayability. What would give players a reason to want to go back and replay levels they’ve already completed? The epiphany here turned out to be our scoring system. Swarm has multipliers, multipliers on multipliers, checkpoint bonuses, time bonuses and lots and lots of shiny pickups. The upshot of all of it is that whether you’re a beginner or a seasoned player, you can always work to make your score better. There is no natural maximum score on any level. And the great benefit of that is it makes the leaderboards in the game naturally quite competitive. We put your results right in your face as frequently as we can so you always see how you’re measuring up against your friends on each level. We even have the game automatically facilitate a bit of smack talk.
We’re proud of what we’ve made in Swarm: it was wrought from our indie blood, sweat and tears. We’re confident you’ll like what you see when you play it.
















14 CommentsAdd Yours
1
Posted on 21 March, 2011 at 2:10 pm by LycanGav
“Download the demo now and see for yourself!”
Misleading
Would if I could, been looking forward to this for a while.
Posted on 21 March, 2011 at 5:01 pm by Joel DeYoung
Sorry about that. To be 100% clear the game will be out on March 30 and there will be a demo to download on day 1.
2
Posted on 21 March, 2011 at 2:14 pm by KAP
“I spit on your grave” lol.. Wow
Best. Trailer. Ever.
This game actually looks really fun and interesting, and coming from it’s me that’s a massive compliment guys.
3
Posted on 21 March, 2011 at 2:21 pm by Mikal_Drey
hey hey
looks pretty fun. ive seenthe trailer before but im looking forward to this.
slightly digressing . . . .
DEATHSPANK III (the prequel ?) pretty please with sugar on top with whipped cream and cherries.
Posted on 21 March, 2011 at 5:01 pm by Joel DeYoung
*Ahem* http://www.hotheadgames.com/blog/?p=179
4
Posted on 21 March, 2011 at 2:37 pm by tunnoton
To be real honest, I hope the article would have ended right before “Turn it into a game”. Seemed interesting till that point – maybe not so much cool, but speaking of cool I’ve never been one myself.
5
Posted on 21 March, 2011 at 3:21 pm by Tridentmorph
Looks like this could be fun, any idea on pricing?
Releases next week so would like to plan for this one.
Posted on 21 March, 2011 at 4:59 pm by Joel DeYoung
£9.99 / €12.99 is the pricing.
6
Posted on 21 March, 2011 at 4:23 pm by HazelAM
so, is the aim to kill the little blue guys or save them?
i know which would be more fun. >:)
Posted on 21 March, 2011 at 4:59 pm by Joel DeYoung
The answer is both.
You need to make it through the level without losing all 50 of your guys. But there are spots in the level where you’ll get a bonus for having a minimum number. In addition, you keep your score multiplier alive by killing swarmites. So advanced players going for the high score get to learn where in the level you should off almost your entire swarm.
7
Posted on 21 March, 2011 at 4:34 pm by obiadekanobi1980
why remove my post it was a critisim of the game.
so ill ask again why is XBLA gettin it on the 23rd
when we getting it on the 30th……..
it was a simple question and i findthe release date wrong
why post it on here just give it to the xbox [Deleted] i wont be buying it
Posted on 21 March, 2011 at 5:19 pm by Joel DeYoung
Unfortunately we’re not 100% in control of the release date of the game. Once it’s finished the game has to be submitted through certification processes (to both Sony and Microsoft) in each of the various regions. It’s a pretty complex thing to get through and sometimes some regions or platforms can take slightly longer than others. That’s the reason for the one week difference in Swarm’s case.
It shouldn’t be much more of a wait now though, and I’m confident it will be worth it!
A note about the PSN version: it is the only one to feature a global swarmite death count on the main menu. It’ll be a live count of how many swarmites have died worldwide. We expect the number to get pretty large pretty fast!
8
Posted on 21 March, 2011 at 5:18 pm by FnlD
That movie kind of scared me…
9
Posted on 21 March, 2011 at 5:28 pm by sevorg2
can you please get this for playstation plus people for free like you did with the game stacking?
Posted on 21 March, 2011 at 6:01 pm by Joel DeYoung
I believe there will be a discount for PlayStation Plus people.
10
Posted on 21 March, 2011 at 6:07 pm by moss022
so its pretty much lemmings from what i can gather
Posted on 21 March, 2011 at 6:25 pm by Joel DeYoung
Well, it is like Lemmings in that there are a collection of clueless little creatures that sometimes have to sacrifice themselves for the common good. The differences though? They die A LOT instead of every now and then. Also, the game is much more of an action-platformer whereas Lemmings is a puzzle game.
11
Posted on 21 March, 2011 at 7:02 pm by Talon-000-333
You probably get this often but,will there ever be Penny Arcade On The Rain Slick Precipe Of Darkness Episode 3?!
I have a key I can’t use and a hunger for hobo.
Posted on 21 March, 2011 at 8:09 pm by Joel DeYoung
Unfortunately the answer is no. Here’s where we wrote about it: http://www.hotheadgames.com/blog/?p=130
12
Posted on 21 March, 2011 at 9:54 pm by Talon-000-333
I knew it…I just didn’t want to believe it.
And with those words Talon-000-333 flung himself from the highest cliff in all of Sparta…
13
Posted on 22 March, 2011 at 1:07 am by VitalogyPJ
“Dear, you know swarmites aren’t real” MUAHAHA epic XD I just hope the game is as good, if not better, than the video because €13 is way too much for a PSN game and it’s a price I haven’t payed for any psn game before and I have lots of good ones.
14
Posted on 22 March, 2011 at 1:38 pm by whereismax123
so you have berk in the game . but where is drut the spider and boney the skelton head . do you get to fight the thing upstairs that allways wants his breakfast….
do you get to go down the trapdoor at all .
:D:D
i hope some people will know what im reffering to
if not
http://www.youtube.com/watch?v=f-dapSswWTQ
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