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Editorial The Binding of Isaac Postmortem at Gamasutra

Crooked Bee

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Tags: Edmund McMillen; The Binding of Isaac

Edmund McMillen, the developer of Super Meat Boy and The Binding of Isaac, has penned a 4-page postmortem article for Gamasutra in which he "discusses how he added religion to The Legend of Zelda, mixed it with a roguelike, and came out with a surprise hit." It's well worth a read in its entirety, but here's an excerpt:

The Binding of Isaac started in a weeklong game jam. Tommy Refenes (Super Meat Boy co-developer) was taking a vacation, so I decided to do the game jam with Florian Himsl, who programmed a few of my previous Flash games (Triachnid, Coil, and Cunt). Florian is the kind of guy who is up for anything; he wasn't worried about his reputation, and was basically down with whatever I wanted to do in terms of content. This was good, because I had two clear goals when I started designing Isaac: I wanted to make a roguelike game using the Legend of Zelda dungeon structure, and I wanted to make a game about my relationship with religion. [...]

1. Roguelike Design

The roguelike formula is an amazing design plan that isn't used much, mostly because its traditional designs rely on alienatingly complicated user interfaces. Once you crack the roguelike formula, however, it becomes an increasingly beautiful, deep, and everlasting design that allows you to generate a seemingly dynamic experience for players, so that each time they play your game they're getting a totally new adventure.

I wanted to combine the roguelike formula with some kind of real-time experience, like Spelunky, but I also wanted to experiment more with the traditional role-playing game aspect of roguelike games Crawl and Diablo. Fortunately, using the basic Legend of Zelda dungeon structure as the game's skeleton made it easy to rework almost all the elements of a traditional roguelike formula (procedurally generated dungeons, permadeath, and so on) into a real-time dungeon crawler format. Almost every aspect of the game seemed to fall perfectly into place with little effort.

Let's start by looking at the Legend of Zelda dungeon and resource structure -- it's simple, and really solid. Keys, bombs, coins, and hearts are dropped in various rooms in the dungeon, and the player needs to collect and use these resources to progress through each level. In Isaac, these elements were randomly distributed and not required to progress, but I included them to add structure to the experience.

I also pulled a lot from Zelda's "leveling structure," where each dungeon would yield an item as well as a container heart to level up the character and give the player a sense of growth; in Isaac, each level contains at least one item, and the player can get one stat-raising item by beating the boss. These items are random, but still designed in a way that made it so your character would have some kind of physical growth as you progress through the game.

I approached the roguelike design from many different directions with Isaac, but at its core, what made Isaac different than most roguelike games (well, aside from its visuals) was how I dealt with the difficulty curve. Instead of using traditional difficulty settings, I simply made the game adjust to players as they played, adding increasingly difficult content to the game as they progressed. This made Isaac feel longer, richer, and gave it the appearance of a story that writes itself. Using this design also allowed me to reward the player for playing and playing well, with more items that would help aid in their adventures and keep the gameplay fresh and exciting.

Once the player finally overcomes Mom, they usually assume the game is over, but instead get a new final chapter, six new bosses, a new final boss, and new items that shuffle into the mix. When the player beats the final chapter, they unlock new playable characters and items, and when they beat the chapter with each new character, they'll unlock even more content that makes the game even deeper still.​

Have a look at the full article.
 

felipepepe

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Not saying he didn't deserved it, I played hours and hours of Isaac; and if the guy manages to make in 3 months a better game than AAA companies take 4 years to do, he surely deserves the money, but still...
 

CSM

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But still he's an asshole that refuses to put the proper amount of work in his projects, and implement basic things like being able to change the controls.

Nonetheless good games.
 

felipepepe

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But still he's an asshole that refuses to put the proper amount of work in his projects, and implement basic things like being able to change the controls.
Read the article and find out why?
Because flash sucks, so now he is gonna remake the game for consoles, with a new expansion even...

The whole thing now hangs on what will happen to PC users... will he thanks us for the support upgrading everyone to "Rebirth Edition", or just launch it on Steam for $10 and fuck you? Everything points for the later, and if so, he is an asshole.
 

Haba

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I don't really care so strongly on the subject... but you seriously expect him to do that for free? From what I've seen, they've been quite active in providing owners of the original game updates and free content for the past year. So the purchaser of a 5€ premium good should be held in such high regard that they automatically deserve everything for free?

Fuck, even with real luxury goods (with luxury pricing), you don't get that level of customer service those days.

Like said, I don't really care that much. I just find the attitude quite baffling and hard to justify.
 

felipepepe

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It's a unique case, since it's not really a DLC or expansion, but the reworked base game you purchased like a year ago... CD Projekt was kind enought to do this with Witcher 2, offering the enhanced edition free to all previous buyers after their console release.

I'm not saying that the second expansion should be free, but upgrading everyone to the new version and then offering the expansion for purchase would be a gentleman's way out, instead of simply packing all together on a single "rebirth" game that is mostly what you already own.
 
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The little FAQ on his blog says there will be a pre-order discount for people who already own the game at least. And my understanding the same guys that did the VVVVV game remake are doing BoI, and I think they upgraded previous game owners for free. Not totally sure though.

Good article, by the way, even if I think he underestimates the appeal of an accessible, roguelike type game with a good form of progression compared to the art and themes.
 

Johannes

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We finished The Binding of Isaac after about three months of part-time development.
The Binding of Isaac has sold over one million units on PC and Mac in its first year on Steam
Tough life. :M
Shows how hit or miss game design can be. Sometimes you get a great idea and mechanics, sometimes you only think you have and end up polishing a turd for months or years.
 

Metro

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It was a great game and he sold it for dirt cheap. Hat's off to him he deserves all the money he got.
 

WalmartJesus

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Edmund McMillen is pretty bro for listening to SunnO))) and the Melvins.

Whoever listens to Sunn is a gigantic faggot. One of the most overrated bands ever and definitely O'Malley's worst.

Are you one of those people that were a fan until they became a "posterband" for hipsters? or did you never like Sunn?


And Burning Witch is actually my favorite of O'Malley's bands.
 
Self-Ejected

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This game defines buyer's remorse. I leave it on my games list as a reminder that one day I paid for a flash game.
 

FeelTheRads

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Are you one of those people that were a fan until they became a "posterband" for hipsters? or did you never like Sunn?


And Burning Witch is actually my favorite of O'Malley's bands.

Actually I'm just being extra edgy. But I never liked them and think they are overrated.

Burning Witch on the other hand: :salute:
 

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