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The Soul of a Game

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In reading game reviews and listening to players talk about their favorite (and least favorite) games, you often hear a particular word bandied about. It's not something you would normally attribute to an inanimate object, much less a game, but it's always there in the undercurrent of conversation. That word is "soul".

"This game is soulless." Or, "This game has soul."

As a game developer, one of the worst things you can hear from a player is that they feel your game has no soul. But what does that mean? Is there a clear way to replicate the feeling of a "soul" in your game? LET'S FIND OUT!



What is a soul?
First, let's take a step back and think about what exactly a soul is, when used in its most common form. In general, a soul is a religious or spiritual idea. It's the essence of what makes a person a person. Having a soul is what separates us from rocks. When you look into someone's eyes and you sense the spark of life in them, what you are witnessing is that person's soul. It's even said that the eyes are the "window to the soul."

But what does all that mean? At its core, it's a feeling we have. We feel that there must be something more to ourselves than just a physical body, a bag of chemicals. There's consciousness, and history, and emotions all bundled up in each and every person. When we look into a person's eyes, we get a sense of all of those things at once.

Side note: Whether you believe in the spiritual concept of a soul IS IRRELEVANT TO THIS DISCUSSION! So keep a lid on it, Steve.

The Uncanny Valley
On the flip side, we can tell when something has no soul. When it comes to humanoids, we refer to this feeling as the "uncanny valley." It's when we see something that looks very close to human, but something feels wrong about it. And the closer it gets to human-looking, the more prominently the unusual features stand out. The movie Beowulf is a great example of this. All of the CGI characters are clearly human, and at first glance, they're so photorealistic you might even mistake them for human actors. But if you look for more than a split second, you feel that there's something missing.

DON'T LOOK INTO ITS COLD, DEAD EYES. IT FEELS NOTHING! (Screencap from the movie Beowulf)
Games, too, can fall into the uncanny valley. This is when you hear comments about a game having no soul. People are playing it, and they might even be enjoying it for the most part. It'll have all the mechanics in place, things will be balanced well, it'll have a solid economy, and it has tons of loops and player progression. In other words, there's no denying that it's a game. All the pieces are there.

But still, something about the game feels... wrong. It feels empty. Something is missing. Even though it has "all the right junk in all the right places," players quickly lose interest in the game. WHAT IS HAPPENING HERE?

The Two Requirements
All right, now this is where things are going to get a bit dicey. We're talking about souls here, which by definition means everyone is going to have their own opinions. But I'd like to propose my own idea of what it means for a game to have a soul. If you disagree with these, go write your own damn blog post!

For a game to have a soul, it needs to do TWO THINGS:
  1. Give players a sense of adventure.
  2. Maintain immersion.
LET'S DIG IN.

1. Adventure
The first rule of infusing a soul into a game, is that the game must provide a sense of adventure.

First off, you might be thinking, "HOLD UP THERE, SETH. Not every game is an ADVENTURE GAME." To that I say, SHUT UP. Yes it is. Look it up! The first definition of adventure is, "an exciting or very unusual experience." An exciting experience is easy. But an unusual experience -- that's where the meat is.

What kinds of unusual experiences could you have in a game? It could be going up against a boss you didn't think you could beat, but doing it anyway. It could mean scaling a mountain to find a treasure at the top. Or even scaling a mountain to be disappointed in finding nothing at all. Or it could mean telling Clementine, with your last dying breath, to be sure to keep her hair short (damn you Walking Dead).

When you have an adventure, you feel something. You feel something because it's out of the ordinary. Bundled into those unusual experiences are strife, pain, victory, joy, sadness, anger, and everything else you can imagine. And when you feel those things, that's when you're looking into the window of the game's soul.

These glimpses into the game's soul generate memories and stories. They become experiences embedded into your own personal history. In fact, you could argue that when you play a game that has a soul, that game becomes a part of your own soul. It's an amazing experience that you're going to carry with you for the rest of your life. When you've played a game that has soul, and you meet someone else who has played the same game, you have stories to share with each other. You can connect deeply with that person over that shared experience, even if you have literally nothing else in common. And all that, even though it happened in a video game -- a world that doesn't even exist.

Soul-Crushing Convenience
Of the many types of features developers can implement into their games, one category is relevant to the issue of adventure: convenience features.

I'll define a convenience feature as a feature that removes a journey, in whole or in part.

Let's say you have a game that has a big, open world, and the player is required to travel over a long distance to get to the Marshmallow Palace. If the player has to travel on foot, or horseback, or by hoverboard, what might happen on the way? Perhaps the player would encounter some gumdrop bandits, or a chocolate town being besieged by licorice dragons, or a giant swirling vortex pit of death filled with rabies spiders... also made of candy. And by the time the player sees the Marshmallow Palace on the horizon, HOLY CRAP. It's like a squishy beacon of hope in the distance. The player has been through so much just to get there, that just the act of walking through the gates at the Marshmallow Palace fills the player with a sense of joy and wonder.

But then again, it sure is a pain to have to walk from place to place. You know what's more convenient than walking? TELEPORTING. Let's do that instead! BOOM! Your player can now instantly travel to any town she wants, Marshmallow Palace included.

You know what your player is going to feel when she arrives at the Marshmallow palace this time? Nothing at all. What kinds of stories will she have to tell? NONE. What memories will she have about that time she went to the Marshmallow Palace? NONE. She feels nothing. She remembers nothing. She has no stories.

If you haven't caught on to what I'm about to say, I'll say it here in bold. Convenience features degrade the soul of a game because they remove possible adventures.

And even beyond games, the Lord of the Rings trilogy is a perfect example of this. In the Two Towers, it is revealed that Gandalf is apparently friends with a large number of frickin' huge eagles that can easily carry a full-grown man. So people often ask, "Why didn't Gandalf just have the eagles pick Frodo up at the Shire, fly him over Mount Doom that afternoon, and have him drop the ring into the lava from 2,000 feet up?" That would definitely be convenient, and there is no good reason why this didn't happen. Oh wait, yes there is... because that would be the shittiest story ever.

Quick side note: Convenience features are not to be confused with quality of life features, although the line can be blurry between then two sometimes. A "quality of life" feature is one that takes a mundane task which offers no opportunity for adventure (like manually sorting your inventory) and streamlines that task (like installing an auto-sort button). For example, in Fallout 3, you must travel to a location on foot before you can "fast travel" there again (insta-teleport). This would probably be considered a quality-of-life feature, because you still had to make the journey once, although it is in a gray area.

2. Maintain Immersion
All right, so you've got a lot of potential adventures and interesting surprises in a game. But still, something feels off. WHAT'S WRONG? Chances are... the game isn't immersive.

BUT WHAT DOES THAT MEAN? When people play an immersive game, they don't feel like they're playing a game. Instead, they feel like they're exploring, or building something, or surviving, or fighting, or trying to reach the top of a mountain. If you've ever sat down to play a game and ended up playing for hours and hours upon end, and wondering, "WHERE DID THE TIME GO?" You've been immersed.

When immersion breaks, it means the player has been reminded that they're not really exploring, they're not doing a quest, they're not trying to defeat a boss. They're just playing a game. The more they are reminded that "this is just a game", the more they can't shake the feeling that "none of this is real," and it gets harder and harder for them to care about something that doesn't technically exist.

Immersion is the foundation of a game's soul. Without immersion, any emotional impact your game might have made is muted. Your players can't bring themselves to care about the characters, or the story, or the world you've created, if they feel that none of it is real.

In our podcast (episode #6), we talked about how the puzzle game You Must Build a Boat is more immersive than Blizzard's Heroes of the Storm. How can this be? You Must Build a Boat is "just" a matchy puzzle game, while Heroes of the Storm pulls on some of Blizzard's most powerful characters across all of their franchises.

All throughout You Must Build a Boat, it feels like you're really adventuring, and you're actually hammering your weapons to upgrade them, and you're really building a boat. Everything you do reminds you that you're on an adventure, and that all of this stuff really matters. So even though the gameplay mostly just involves sliding tiles around a puzzle grid, it still weirdly feels like you're not playing a puzzle game.

On the other hand, Heroes of the Storm undercuts immersion right at the outset. During the game's tutorial, Uther the Lightbringer tells Jim Raynor how to defeat the enemy team. Jim Raynor asks, "Why are we doing this again?" And Uther simply says, "It's best not to think about such things." The game hasn't given you a reason to care about anything, nothing matters, and you are constantly reminded that "this is just a game."

Immersion in Quadropus Rampage
In Quadropus Rampage, you collect "orbs" from defeating enemies. When we first created the orbs, they were a placeholder until we figured out what they were really supposed to represent. All we knew was that they were used to upgrade your character, as a sort of currency.

As we continued development, we created the upgrades screen where you could spend the orbs. It was originally conceived as a bunch of progress bars, floating above a sandy ocean floor. You'd go to that screen, spend your orbs, and BOOM! Back in action!

But something felt really "off" about this. It was hard to get excited about upgrading your character for some reason. Not knowing why, we tried a bunch of different iterations on the upgrades screen, and we eventually settled on an image of Tack (the main character) meditating, with his various traits floating around him, waiting to be upgraded.

Suddenly, the orbs made sense. HOLY CRAP. After seeing Tack meditating, we realized that those aren't "orbs"; they are an abstraction of Tack's ability to reflect on his experiences to become stronger. Defeating enemies gave you orbs, which allowed you to meditate on your fights so you can do better the next time.

So rather than having to come up with an elaborate explanation of what the orbs were, we just left them as vague glowy objects, and we let the upgrads screen do all the explaining. And now the game is internally consistent, and immersion is maintained. HOORAY!

Final Thoughts on Soul
In games, soul is tangible. It's not some elusive concept that we can't explain or grasp. It's very real, it can be created or destroyed, and it can make or break a game. Don't underestimate it. As a developer, you can stay on the right track by always looking at your games with a critical eye, and keeping the two big questions in mind.

Are my players having adventures?
Am I maintaining immersion?

I hope this was helpful! And, as always, feel free to discuss this post on our forums.


Greenlight Crashlands and watch the new trailer!

Crashlands Creator: Developer Preview (part 1)

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In our fifth podcast we announced the Crashlands Creator, a tool that we are using to build the game and that we will make available to players so they can build THEIR OWN stories and games. The tool is in progress, but I made a 30-minute developer preview video that digs into the functionality of the thing. Check it out!

Crashlands Greenlit in 42 hours!

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WOOHOOOO!

Flux, Juicebox, and Q will be making their way to PC and Mac through the Steam platform! We couldn't be more pumped about this, or about how fast it happened. Thank you to everyone who voted and has continued to support this game and our studio.

If you missed out on the trailer or just want more Crashlands info, check out the new website and read up on Crashlands Lore and Design with some of the articles below!

Design logs
Lore

Podcast #8: Indy Pop Con and Crashlands Greenlight

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In this episode we talk about going to Indy Pop Con, our successful Steam Greenlight campaign for Crashlands, and answer some player questions. Discuss this cast of pods in our forums. Quick outline:

The Road to game Dev: Adam's story

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Adam is one of the three brothers making up Butterscotch Shenanigans. He is the resident scientist and data nerd, and the developer of BscotchID.

A few weeks ago Seth told you the story of how he became a game developer. There he noted that there is no one path to game development, and no one kind of developer, as our twisting career paths surely demonstrate. So I'll skip that preamble and jump right into my own (long) story.

Unlike Seth, I did not have a burning passion to become a game developer. I wanted to be a scientist. More than that, I wanted to be a capital-S, Platonic-ideal, Scientist who attacked all claims with furious skepticism and was comfortable living in the realm of the unknown. And now I am the web developer behind a tiny indie game studio. How did I get from point A to point B?

Choosing Biology

My dream universities were MIT and CalTech because of their approaches to hardcore-but-practical science and engineering. But I did not get into those schools. Instead, I got into my third dream university that, while less pragmatic in its education, is hard to beat when it comes to learning how to think. This was the University of Chicago. But there was a big caveat. The school focused its education on theory, and my small-town public-school education was simply insufficient to prepare me for the rigors of theoretical work.

I worked my ass off anyway and performed well enough, but over the first two years I sequentially abandoned my dream careers by being weeded out of high-level math, then high-level physics, then hardcore biochemistry. I didn't fail those things academically, but I felt that I failed them personally and would never understand them well enough to keep moving forward. I ended up focusing on genetics and molecular biology, thinking at first that I was settling for what I could do because I wasn't capable enough for what I wanted to do.

Once I got into high level genetics, molecular biology, and biochemistry, my eyes were opened to the awesomeness of those fields and that they didn't have to be the "soft" sciences that so many claim them to be. I loved it, and continued to take courses that were above my abilities. I spent a lot of my time working in a yeast genetics lab, not really understanding what I was doing. I was sipping from a fire hydrant of knowledge; it was always trying to knock me down and most of it went to waste. But I kept my mouth open and stayed standing.

Total Uncertainty

And so I ended up studying biology, but I had no idea what to do with it. I wasn't brave enough to just do my own thing. I needed a path. The only paths I knew about first-hand that were also relevant to my degree were in medicine. I still wanted to be a scientist, but I didn't really know what that meant or how to get started. So instead I began walking the easy road, where "easy" means "obvious and well-defined." I took the MCAT and prepared to apply for medical school.

As the end of college came upon me, I suddenly realized that I didn't want to become a physician. I liked the idea of medicine, and the science behind it, but didn't want to deal with the other stuff. (Had I been less ignorant at the time and known that physicians can also do rigorous scientific research, and that every career is filled with politics and bullshit, my choice might have been different.)

And then I was graduated. My girlfriend (and now wife) had another semester left, and so I stuck around working as a teaching assistant while trying to decide what to do with myself. After my girlfriend graduated, we both continued sticking around, taking on more teaching assistant work. Eventually she decided to go to medical school and I, still undecided, abandoned everything and everyone I knew to join the Peace Corps in Uganda.

While the Peace Corps is an amazing program that should be seriously considered by all unattached college grads, it turned out to be a bad program for me. This was due to a combination of a lot of things: my perception of what seemed to be a disorganized and consequently non-supportive country-specific program (the programs have a lot of per-country autonomy), my fear that refusal to pretend religiosity would put me in real danger in the hyper-religious Ugandan culture, my growing anger towards the people I was supposed to be helping (due to their insane persecution of LGBTQ people and their high tolerance for violence against women and children), my growing belief that the problems I was trying to solve were just too big and so my efforts guaranteed to be futile, and, finally, the realization that leaving my girlfriend behind was a big mistake.

I don't know whether all of those things combine to make a good reason to quit, or if that is just a laundry list of post-hoc rationalizations and excuses for my own failure. In any event, after 3 months in Uganda I packed my bag and made my way home.

(Note to potential Peace Corps Volunteers: the Uganda program changed leadership and most of its personnel right before and also right after I left. My past issues with the program should not be taken as evidence for current deficiencies with it. On the other hand, the human rights abuses of gays in Uganda have gotten decidedly worse.)

I was back home but had cut short, by two years, my brilliant plan to not have to make a plan. While my Peace Corps experience wasn't great, I did grow a lot as a person because of it. Most significantly, I developed a much stronger sense of personal independence, meaning that I felt I could start making career decisions even if they were shrouded in uncertainty. So I started researching career paths for the purpose of choosing a next step. Not the next stepin a long line of defined steps. I wanted to keep moving forward, and to take opportunities as they came.

At the same time I started teaching myself programming (in C++) because it was something I had always wanted to be able to do but had always felt was out of my reach (turns out it wasn't). (Since it's of relevance to this post, the resources I used came from the online Game Institute and were, at the time, quite good.) Finally, Seth and I started our first joint venture, a computer-building company named Mindforge Technologies.

Choosing Science

The key things that Seth and I learned from Mindforge were that (1) we could totally start our own business, and (2) we definitely didn't want to sell hardware for a living. We spent a summer on this project while I continued learning C++ and researching careers, and it all ended with Seth going back to school and me deciding to become a Scientist.

I had an entire year before the next round of grad school sessions would begin, so I used that time to take the GRE, apply to PhD programs in various biology disciplines, and continue self-teaching computer programming.

Prior to a visit with Sam at WashU, I searched for researchers there whose interest seemed in line with mine. I found a geneticist, Justin Fay, for whom I ended up working as a lab tech over the ten months prior to grad school. This was the first time in science that someone didn't tell me what to do, but instead gave me a problem to solve and just expected that I would figure something out.

Biological science can have a lot of down time while experiments are running. Good biologists spend all of that time reading research papers to stay current. I spent all of that time converting my programming abilities in C++ into abilities in Python.

I did so on the advice of a college friend, himself a computer scientist, who told me that if I wanted to be a programmer who understood what I was doing, then learning C++ first was the way to go. That would force me to understand the how and why of programming. But, his advice continued, as soon as I was competent I should abandon C++ forever and use Python instead.

That may sound like weird advice, but C++ and similar languages are for computer scientists and people who truly need high efficiency (e.g. for you goofballs making game engines from scratch instead of using ones that already exist and, you know, making actual games). Python is for practical people who just want to get something done quickly.

Anyway, as I was becoming a proficient programmer I started to notice all kinds of problems around me that were solvable using programming. I hadn't even realized before that they were problems because, until then, I didn't have the tools to even perceive them as such. I started automating as much of my experimental and analysis work as possible, until eventually I was more robot than human, physically carrying out instructions generated by my own computer programs.

It was amazing. I would spend a few days or a week working on a program. After that, every time I needed to run an analysis I could literally just double-click a program and then wait for 20 seconds. It seemed crazy to me that anyone would work in any other way, and that we aren't all expected to program as proficiently as we are expected to read. I became a programming evangelist (as nearly everyone who knows me will agree, possibly while rolling their eyes). I decided that, wherever I went to grad school, I would find a lab that would give me support to do both bench biology and computer programming.

Becoming a Scientist

The grad school decision became easy when I met my future mentors, Steven Altschuler and Lani Wu, and a few other key faculty during my interview at University of Texas Southwestern. The Altschuler/Wu (A/W) lab was exactly the kind of thing I was looking for. The mentors themselves were mathematicians, and the postdocs in the lab included a physicist, electrical engineers, and biologists from a variety of disciplines. My girlfriend was already at the same university for medical school, and that cinched the deal.

The A/W lab had several robotic microscopes and all the equipment and reagents necessary for doing large numbers of tiny experiments where microscopy images of cells were the output. I learned Matlab and image analysis methodologies so that I could automate the process of converting images of cells into data about those cells. I discovered that certain image deformities caused by microscopy optics aberrations were tainting most published datasets, and found (and published) a reliable computational method to fix it. I wrote Perl and Python scripts to process genomic data, and learned R to generate beautiful summaries of the data I was generating.

In short, I learned a ridiculous amount, became even more obsessed with using programming as a tool to solve all problems, and had a blast. I finished my PhD rapidly in no small part due to how much work I was able to automate.

Leaving Science

Given the above description, it might be even more surprising that I left science to become a game developer. There were three major reasons for this decision.

First, it is nearly impossible to be a successful capital-S Scientist. To secure funding and publish in top journals, you have to sell your work. While that doesn't require lying, in practice people come close enough to lying (usually unintentionally) that there is no meaningful difference. In the best case science requires an absurd amount of politicking and PR. I did (and do) love Science, but the deficiencies in the way it is practiced left a lot of room for me to entertain leaving. Add to that the likelihood of Republicans defunding even more science than they already have (even well-known labs are closing with surprising frequency) and the abundance of new PhDs compared to available academic positions, and a tenuous maybe-future of practicing science didn't seem so enticing.

Second, I realized that it wasn't doing scientific research that held my interest, it was more generally about solving problems. Science is a toolset for solving problems, and grad school provided me with that toolset: I could solve problems scientifically, but that didn't mean that I needed to be solving "scientific" problems. More importantly, all problems are science problems when you get down to it. I realized that I'd be happy doing anything, so long as that thing was solving an interesting problem and I was given maximum autonomy to do so.

Finally, by making games I would get to work with two of the very few people I truly trust to get things done and do those things well. Sam and Seth started Butterscotch shortly after I started grad school and I watched, amazed, as they started from positions of complete ignorance about the industry to becoming leaders in their own right. When they started, I didn't believe it was possible to compete in this insane industry, at least not without infinite financial resources. I did (and do) believe that if it was possible at all, then those guys could do it. I just didn't think it was possible at all. But after observing their first two game launches, I realized that it wasn't just possible but inevitable for them to be successful making games.

Being a Game Developer

In the end, the decision was easy. I got my PhD and then, five days later, joined Butterscotch full time. My bank account slowly drained since the studio could only afford to pay Sam, but I was not (and still am not) worried in the slightest. My passion is still with solving problems, not with video games themselves. But now video games are the problem, and my interest is a transitive property.

We didn't know what I would be doing when I joined, just that I would probably be useful given my approach to problem-solving and my experiences programming in a lot of languages. When I joined, I used my lab-gained knowledge of image analysis to quickly figure out how to make 2-D shaders for Crashlands. It turned out that mobile devices often gave pretty shitty results with shaders, so I fiddled around with solving otther problems as they cropped up and then eventually found my niche in web development. At that time, both Sam and Seth had to work (more than) full time on their own respective niches to complete games, and so web-enabled games were not an option. To me that capability was essential to the studio.

So now I had an interesting problem to solve -- how do we build a community around our games using web technologies? But that required the solution to a lower-level problem, which was that I didn't know anything about web programming. For me, that was great news: more problems to solve. I proposed to Sam and Seth the concept behind BscotchID, noted that it might take me a while to figure it out and that I'd be useless in the interim, and they said, "Go for it."

As a consequence we now have BscotchID, which ties all of our games together with cross-game content and ties our community together with the BscotchID-enabled forums and Bscotch friends. It paves the way for future multiplayer games. The existence of BscotchID allowed me to propose the upcoming Crashlands Creator to Sam and Seth, and for them to believe I could make it. As of writing, we have over 30,000 registered community members, and I get to spend my time thinking up cool new web tech for our players to enjoy.

In Conclusion

There is no way that I would recommend my own path to someone who wants to go into game development. That would be nuts. The important takeaway should be that getting from where you are to where you want to be just requires that you continue moving forward. You don't even need to know where you are trying to go. Be ready to pivot, and be comfortable with uncertainty and disarray. Most importantly, take opportunities as they come and never stop moving.

My Advice

Given my byzantine career path it probably isn't fair for me to provide advice, tough there are exactly two things that I am comfortable saying.

Thing One. Develop True Grit. Never turn failure into despair; turn it into a data point. Strip the emotion from it and analyze what it is telling you. What went wrong, and why? If you aren't sure, what experiments can you do to find out? If you must look back, do so with the cold stare of Reason. Then take a breath, and KEEP MOVING.

Thing Two. Learn how to program. Even if you do not want to become a programmer, knowing how to do basic programming will change how you think and how you approach problems. You'll realize you're smarter and more capable than you thought. You'll suddenly be aware of unsolved problems that, with a little more work, you'll be able to solve yourself. At minimum you'll be better able to communicate with programmers working on a game (or other project) with you. And, programming is one of the few things that you can become adept in without spending a penny (assuming you already have a computer and the Internet). I suggest starting with Python, but if you're going to make games anyway then jump right into Game Maker.

Crashlands Preorders & Podcast #9!

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We're super excited to be working with Humble to sell preorders for Crashlands on Steam for PC and Mac! You can preorder your Steam key using the Humble Widget below!



We also just wrapped up our 9th Coffee with Butterscotch episode. This week we talk about our trip to Indy Pop Con, our 3rd place finish in the Reboot Indie Game Awards, and answer a fistful of questions from the community. If you've got questions, pop over to the podcast hub and ask them (you can even do so anonymously), and as always, discuss in the forums!


Coffee with Butterscotch #9 Outline
  1. Life/Studio Update
    1. Adventures at Indy Pop con
      1. CARDBOOOOOOOOARD
    2. Met a lot of awesome devs. In particular:
      1. Happy Badgers (Smuggle Craft)
      2. Trinket Studios (Battle Chef Brigade)
      3. Willy (Relativity)
      4. We Are Chicago
      5. APT
    3. Holy moly youtubers are a thing
  2. Crashlands Update (14:00)
    1. Awesome reception at PopCon
    2. Humble Store widget and preorders
    3. First draft of the tutorial complete
    4. Working on the quest/story engine
    5. Internal deadline update
  3. Questions (21:15)
    1. Ulnarevern With all the Steam refund stuff, what is/would be your position about it? [ED NOTE: refunds can be requested for any reason up to 2 weeks after purchase and before 2 hours of gameplay have been completed. Does not extend to 3rd party sellers (e.g. Humble)]
    2. Meakitty Who's the real head honcho bossman of you 3?
    3. Gafferman With most mobile gamers on average only playing in bursts of a few minutes, your focus on snappy gameplay and light/skippable narrative makes total sense - but do you see yourselves doing a narrative focused game on mobile?
    4. Ulnarevern Did you already have such an intricate background before making Crashlands? Apart from all your games being in the same universe, was it already developed before (but we couldn't see it)?

Let's Art! Crashlands art timelapse

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Heyo! It's our tri-weekly ART FRIDAY, and you know what that means: IT'S TIME TO WATCH SOME ART BE BORN. 

This time around we've got a PIPING HOT TIMELAPSE of inkscaping a life-pod into existence. In the video I discuss the "Good Enough" principle and how we use that to make a huuuuuuge volume of art, without fretting over perfection. Check it out and leave your comments on the vid, or the forums!


Extreme Slothcycling - The Endless Runner we didn't make

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Before working on Crashlands we were waist deep in a game called Extreme Slothcycling. Its existence was inspired by platforming levels that require the player to constantly keep tabs on a moving platform while navigating an environment. Except in this case, the platform is an ab-rolling sloth.

We plan on revisiting this title after Crashlands' release, but in the meantime, take a gander at the Let's Play we did a short few weeks before ditching the project and picking up Crashlands. Laughs abound, and the epic play at 3:40 might just leave your body clenched for days.


Podcast Ep. 10: We have no lives!

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Episode 10 of Coffee with Butterscotch is live! In our 30 minute podcast we cover why we no longer have lives (hint: Crashlands), changes to the world generation algorithms, and answer a bunch of community questions. This one is more of a dive on Crashlands design, so be sure to take a listen if you're into that SORT OF THING and, as always, discuss on the forums and ask questions for next week at the Podcast Hub.


Coffee with Butterscotch #10 Outline
  1. Life/Studio Update
    1. OH GOD WE DON'T HAVE LIVES
  2. Crashlands 1:40
    1. We now have SUB-BIOMES!
    2. Sam finished ALL OF THE ART (except for bosses)
    3. In the news: Polygon etc and Sam’s Crazy Media Blitz
    4. NEARLY DONE with the Creator
  3. Don’t Starve is coming to mobile [implications for Crashlands?] 18:10
  4. Questions
    1. bragbirch66 What were your orginial Ideas when creating Crashlands; and how have they changed? 24:00
    2. MAP5597 With the BscotchID perks making you update every game with each new game you make, will you ever stop adding things to old games? Will there come a time for a game where you just don't update it any more? 27:50
    3. jfrank what has been the thing you spent the most working on in crashlands? what took the longest or what was the hardest thing? 29:16
    4. MAP5597 Why did you guys decide to have Crashlands' crafting system take time to produce the resulting items? Is it just more fun/satisfying to have to wait?30:25

Dev Chat: Building Crafting Systems in Games

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As we've fleshed out the world and systems of Crashlands, one of the biggest hurdles we've had to overcome is how to balance the game's crafting system. We have over 800 things in the game, 470 of which are craftable. Each recipe can have up to four unique types of components, and those components are all obtained in different ways, in different places in the world, at different rates. HOW DOES ONE MAKE SENSE OF IT ALL?

Simple(ish). WITH THE POWER OF AUTOMATION! Check it out.


Would you like to know more? Hit up our forums and drop us a line!

We also talked about this very problem in our latest podcast episode, so be sure to give that a listen!

Coffee with Butterscotch #11 - RADIOACTIVE KITTIES

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Episode 11 of Coffee with Butterscotch LIVES! This time we dive into PET Scans and cancer, say thank you to Satoru Iwata, and dive into community questions with UNCOMMON ZEAL. Discuss this podcast on the forums and ask questions for next week at the Podcast Hub!


Coffee with Butterscotch #11 Outline
  1. Life/Studio Update
    1. PET scan. CROSS THOSE FINGERS.
  2. Crashlands 2:30
    1. Eric Hibbeler's new Crashlands painting, INCOMING!
    2. We got in PCGamer, Destructoid, and others 3:35
  3. Satoru Iwata was the best 8:30
  4. Pluto got photo'd 10:30
  5. Questions
    1. Ulnarevern Will you had some voicing to characters in Crashlands? Or do you plan on doing it in one of your next games? 14:15 (Rated E with Elspeth)
    2. jfrank what would be your nightmare launching bug? 18:05
    3. Gafferman Looking back at the handful of games you now have to your name, what was the biggest, MOST SOULCRUSHING mistake you ever made in development?
    4. Gafferman So, you guys (and your games) are pretty funny - what are your comedic influences? 29:25 (actual answer at 31:25)
    5. racing4thefinish What is the best song(s) to listen to while in the midst of the worlds longest and most epic programming binge? 33:40

    Telling stories in Crashlands

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    Adam is one of the three brothers making up Butterscotch Shenanigans. He is the resident scientist and data nerd, and the developer of BscotchID.


    Crashlands has a lot of things going on: its core progression mechanic is crafting but you can fight/tame creatures, battle bosses, harvest crops, go fishing, etc, etc, ETC. While we've put our own spin on each of these diverse gameplay mechanics, so that they are uniquely our own, we knew there would be the inevitable, "nice clone of [insert crafting or cartoon-style game here] lazy devs, HURR HURR!" We needed something new that would so completely separate Crashlands from games similar to it that people would actually play the game before passing too much judgment. That something is STORY.



    (Miss this week's Podcast? Go give it a listen!)

    Why story? Well, Crashlands was originally Sam and Seth's way of dealing with someheavy shit. It's meant to be nothing but a joyous experience, and while the game was fun as f**k already, it lacked JOYOUSNESS. Our prior games use "flavor text" for that purpose (e.g. the goofy words that explode on screen when you hurt enemies in Towelfight, or the nonsensical weapon names in Quadropus Rampage). Crashlands already has that, too, in the form of goofy item/creature/recipe descriptions.

    But flavor text didn't feel like enough, because after 8 hours of gameplay the inevitable crafting-game existential crisis would begin: "Wait, I'm just building things so that I can harvest/kill things so that I can build better things so that I can harvest/kills harder things... WHAT AM I DOING WITH MY LIFE!?" We fought this crisis fairly successfully by introducing new game mechanics at a steady rate, but we wanted more depth.

    And so story. Then the problem was how to build a story into an adventure-crafting game.

    Water and Oil

    "Crafting" as a genre falls squarely into the "sandbox" side of game types. Sandbox games provide a handful of over-riding but loose goals (like "don't starve to death" or "collect/build/craft/see all the things") but then give the player an immense amount of freedom to decide what to do at any given moment. In effect, these games tend to be tools for players to make their own games.

    Stories and narrative, on the other hand, tend to drive the player to the next thing they are "supposed" to do. Narratives can also have complex, branching stories, but HOLY CRAP are those hard to keep track of and balance with respect to other game mechanics. Yet linear stories seem totally antithetical to the free spirit of crafting games. Further, crafting games already have a progression system: you keep working your way up the tech tree until you can build the most powerful things. How can a designer possibly balance both crafting and story?

    A good model for a sandboxy narrative/questing game that feels complex and branching, but is actually quite linear, is found in Bethesda's Fallout 3 and New Vegas. In these games there is a core, linear storyline that takes the player from the start to the end, providing story-based and in-game incentives all the way. This story is relatively short, and the large majority of gameplay takes place between moments of narrative. Story, in this case, interjects every once in a while to remind you why you are out adventuring and stealing caps, and to gate your progress through the game so that you achieve goals in a sensible manner. Otherwise the story gets out of the way and lets you continue adventuring.

    The apparent complexity of the Fallout narrative comes from the huge number of side quests. Those side quests are also quite linear (though many may be spokes from the same hub a la Moira Brown). The side quests are fun, introduce more world background information to the player, and give access to unique content that is not required for gameplay but that certainly makes the game more awesome (and sometimes unbalanced).

    We love the Fallout approach to mixing a narrative with a sandbox, and decided that it was the perfect way to mix crafting and narrative into a delicious salad dressing.

    A simple questing system can yield complex results

    We were then left with the practical problem of actually building a system like the one in Fallout. After an immense amount of brainstorming and abandoned ideas, we settled on one that is actually quite simple. The key was to come up with a fundamental building block of story that would allow us to then tell stories of seemingly-endless variety and complexity. We call that building block the "Quest" for obvious reasons, though we use the term in a narrow, specific sense.

    A Quest is a modular and flexible building-block for storytelling. It consists of:
    • A list of other, pre-requisite Quests that must be completed before this Quest is available;
    • Consequences of accepting the quest (changes to the game world, addition of items to inventory, etc);
    • A set of tasks to complete;
    • Consequences of completing the Tasks.
    The above list is all that you need, though maybe with bells and whistles like dialog, with an important caveat: any of those components can be set to nothing.

    Say you want to use this system for pure storytelling. In that case you can chain together Quests that consist only of dialog, perhaps blocked at various points by Tasks that the player must complete. Chain those together, perhaps with some Consequences thrown in to change the world as the story unfolds, and now you have a narrative!

    Or maybe you want some classic achievements? Simply make a Quest that has no pre-requisites, but that does have Tasks for the player to complete. Once the Tasks are completed, the Consequence could include unlocking of the relevant achievement.

    Which is to say that a unique and diverse set of Tasks and Consequences are what makes the system interesting for any particular game.

    Allowing for multiple pre-requisite Quests allows for complex storytelling. By allowing any number (even none) of required Quests you can chain your narrative building blocks together in as complex a way as you want. If a Quest requires completion of Quests from multiple storylines, you'll have created a narrative bottleneck. If a single Quest is a pre-requisite for many others, you'll have created a hub-and-spoke narrative. By chaining these together you can create an arbitrarily complex narrative web. Finally, you can make independent Quest-webs (side-quests!) simply by having one storyline never require Quests from another.

    Putting Story and Crafting progression together

    At baseline, every craftable thing in Crashlands has a recipe associated with it, and those recipes are discoverable out in the world. This means that, in the absence of story, you progress through the game purely as a consequence of adventuring.

    We set up the Crashlands story system (which includes a few other components besides Quests; namely, Characters, Bossfights, and Outposts as described in a previous developer video) so that if a recipe is used as a reward (e.g. from Outpost chests, Bossfight loot, or Quest consequences) it can no longer be discovered in the game without directly earning that reward. What this allows us to do is design a well-balanced crafting game at base that works without story, where we can then gate crafting progression using story elements wherever we want.

    By wrapping all of this up into a high-level web tool that anyone in our studio can use (and any Crashlands player will be able to use) we ended up with a perfectly flexible system that allows us to create as much and as complex of story content as we want. In addition, by using an external story editor to make automatically-downloaded story files, we can fix quest-related balance issues and bugs without having to patch the game code on every platform. (You can discuss the Crashlands Creator on our forums).

    And so, like in Fallout, Crashlands will have a core storyline that blocks crafting progression behind quests here and there. The player can mostly just play in the sandbox, but the story will pop in every once in a while to give a reason for the adventure and to bring story progression and crafting progression back into alignment. Finally, also as in Fallout, most of the questing will be in the form of "side quests," external to the main storyline. Completing these quests will yield access to awesome recipes and items that are not required for progression, but that do make gameplay more fun.

    [Ep12] Coffee w/ Butterscotch : A pint of ice cream to the lizard kingdom

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    How can you use cat bodies to make a recording studio? How might a pint of Ben & Jerry's provide a portal to the Lizard Kingdom? This week we tackle the big questions in life and try not to become dreaded Hyper Humans along the way. Listen, ask some questions at the podcast hub, and discuss this episode on the forums!



    [Ep12] Coffee w/ Butterscotch outline
    Life/Studio Update
    1. PET scan was CLEAR! WOOHOHOOOHOOOO!
    2. Seth & Sam were on the radio, over here (Parts 2-4 for maximum Butterscotch)
    Questions, ANSWERED
    1. Jaymz 5:20 How many people have defeted Pete in Pete's Reckoning??
    2. luckystrkeguy2 12:12 When i heard Zelda and Crashlands in the same sentence life became meaningful soooo Will there be puzzle elements like block pushing or pressure switches?keys ????? Anything ? 
    3. gycot 13:40 (actual answer at 16:50) Pouring yourself into Crashlands is SLICING OFF A PIECE OF YOUR SOUL that can sit on a pedestal for millenniums and HyperHumans can appreciate it in 4312 AD. Besides "have fun", what else are you saying through Crashlands that you want to last forever?
    4. Fweebers 18:52 When Butterscotch Shenanigans becomes famous and Ben & Jerry's make a flavor called Butterscotch Shenanigans, what will be the ice cream flavor and the ingredients?
    5. MadHat 24:00 What are you doing for vacation? Do you even take time for vacation or is all your energy going towards Crashlands? I'm so hyped for Crashlands btw
    6. Thypen 26:00 What language(s) did you use to code most of Crashlands?
    7. Ulnarevern 27:30 Do you already have plans for post-Crashlands and post-Narwhal Online (I'm almost certain I already saw the answer somewhere)?
    8. kevin888 29:40 How is crosplatformness going to work if Crashlands is pay up front? Will you have to buy on both mobile and Steam to transfer saves?
    9. racing4thefinish 32:54 So, when you record the super fantastic awesomeness that is "Coffee with Butterscotch", is it done all in one take, and is the intro random/funny snippet planned? Thanks for being so funtastic and excellently excellent!

    Art Timelapse - Totem

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    This week we dive into the creation of a creepy Smashblossom Totem, which is a furniture piece available to players in the late-game of Crashlands.

    I've always found that I'm a better editor than creator which makes Inkscape, my tool of choice, perfectly suited for the work I do here at Butterscotch. Creating art assets in Inkscape is more like sculpting than drawing. It makes asset creation more like a series of hundreds of tiny tweaks than an attempt to draw something right the first time (which never happens for me).

    This makes it easier to experiment, iterate, and ditch bad ideas; all of which lead to more work efficiency and greater creativity! Check it out in the 5 minute video and feel free to ask questions on the forums.


    [Ep13] Coffee w/ Butterscotch : THE UN-DONUT?

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    Things get deep quickly as we field questions of why flaming, disease ridden cows make wonderful throw pillows and how to not live a life with regrets. Discuss this episode over on the forums, and head to the Podcast hub to throw your own questions into the ring for next week's episode.



    [Ep13] Coffee w/ Butterscotch outline

    1. Life/Studio Update
      1. The creator PWNS 1:00
      2. Throw Pillows 1:50
    2. Questions from the Community
      1. Gafferman 5:45
        1. Having carved out your own niche on the app store, what iOS games/developers do you feel deserve more attention? 7:45
      2. scotchste
        1. Whilst making a game do you ever get fed up playing it ad infinitum? 24:15
      3. Thecactigod
        1. What was the best purchase you have ever made? 26:28
      4. Thecactigod
        1. What is one thing you have always wanted to learn but never got motivated enough to do? 30:52
        2. James Rhodes comic on ZenPencils
        3. Our interview over at Super Philip Central

    [Ep14] Coffee w/ Butterscotch : Dude 52

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    Broken joints, huge biceps, and a ton of Crashlands info gets dropped in this week's episode. Join the conversation over on the forums and head to the Podcast hub to throw your own questions into the ring for next week's episode.


    [Ep14] Coffee w/ Butterscotch outline

    1. Life/Studio Update
      1. Seth's riding the GAIN TRAIN 0:50 
        1. (Actually called the Protector, here's the scene)
      2. Family reunion in Iowa 6:24
      3. Interview with Techli 7:00 (interview link coming soon!)
    2. Questions from the Community

      1. 8:37bragbirch66 How did you first think about the story; Art; Ect of Crashlands?
      2. 12:25Ulnarevern You already talked about (somewhere) releasing books from your experience. What is the first book you would do? (a precise subject or a global book?)
      3. 17:19cbigsby Since Crashlands is going to be pay-upfront (counter to a previous blog post) on mobile, will you have any sort of demo or lite version to entice new customers?
      4. 22:59Ulnarevern Will the beta be both on mobile and PC or will you focus only on one platform?
      5. 27:08Thecactigod Will you implement Google play achievements into crashlands?
      6. 32:14Thecactigod What amount of Crashlands players that buy the game would you be happy with?

    "Process" - How Game Design and Life Collide

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    Sam recently gave a talk at the PKSTL #17 event. The PK format for a talk is one in which speeches are given in 6 minutes and 40 seconds, with a deck of 20 slides that move automatically every 20 seconds. It's a pretty grueling pace for a presenter, and we're pumped to say it's the first standing ovation that the PKSTL series had through its 17 events and more than 100 speakers.

    Sam presented on the concept of Process, and how it applies to good game design and to life. If you're stuck on a work project or just need some plain motivation to get things done today, give the short speech a listen, and tell us how you're processing your work over on the forums.



    [Ep15] Coffee w/ Butterscotch : The Balls Ball

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    Sam shares a harrowing tale of testicle pinching, Coca Cola's life gets a lot less sweet thanks to SCIENCE, Donald Trump's hairpiece fails to produce a valid birth certificate, and we talk Crashlands beta and ideation.


    You can discuss this episode over on the forums and come up with your own questions for us at the podcast hub!

    Outline
    Life/Misc
    1. Next 4 podcasts going to be just Adam and Seth 0:40
    2. The Balls Ball* 2:20
    3. Coca Cola is buying scientists to say that diet is less important than exercise for weight loss 8:10
    4. TRUMPWATCH: Donald Trump is now at 22%, leading JEB BUSH by 10%. 11:48
    5. Rocket League. It’s amazing. 15:50
    6. Crashlands update 19:40
    Questions
    1. Gafferman Having made mostly games with a light approach to story + characters mostly there for comedic quips, how do you approach writing the story and characters for Crashlands? And how challenging is it putting a narrative into a game with procedural generation? 20:55
    2. the1truemichael Would you guys ever consider extending your episode length? I understand why you want to keep them short and sweet, but I'm pretty sure we all need more! 30:35
    3. Aggravatus Where do you get the inspiration for the characters in your games? 32:36
    4. Gafferman Now that you're opening up for user generated content with the Crashlands Creator, I'm curious what other games that allow users to create content (be it a level editor or a hat creator etc.) that you've found the most fun and/or interesting? 36:20

    Crashlands: Progress Report and Beta plans

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    This post was written by Seth (the game programmer) and Adam (the web programmer).

    HEY, HUMANS! We've been getting a lot of questions about the Crashlands Beta, and so we decided that it's time to give you all a general update about where Crashlands is and what comes next.

    Our original target was to have the game ready for Beta when Sam went in for his one-month hospital stay for his next (and final) stem cell transplant. We set that target about 6 weeks ago, and Sam starts his hospital stay this very weekend. We had a MOUNTAIN of things to get done, and we did indeed finish most of those things. But not all of them.

    That means we aren't starting the Beta yet, and Sam's cancer therapy is going to cast a lot of uncertainty onto the upcoming month. (Because there are only three of us, and Sam is responsible for all of the art.)

    Despite all of that, we have a new target and want to let you know what we've been up to these past 6 weeks.

    Game Progress

    Crashlands mechanics. Seth does all of the programming and has had an ever-growing to-do list for Crashlands since development began two years ago. For the first time ever, just two weeks ago, that list started to actually shrink. There were a ton of small bugs, and a few major ones, that are nearly all fixed. Otherwise he's been adding layer after layer of polish to the game.

    BscotchID integration. Game saving has been fully converted into a bandwidth-friendly binary format and so we are ready to get BscotchID hooked up to allow all that good cross-platformyness we've been talking about. There are a lot of complicated issues we have to plan for, and we'll need to do a bunch of testing, but even still we intend to finish that project next week.

    The Crashlands Narrative. 6 weeks ago we hadn't even started putting the Crashlands story together. We did have an external outline, but story mechanics had not yet been built into the game and Adam was still building the Crashlands Creator, a web tool for building stories in the world of Crashlands. 3 weeks later the Creator was done, Seth had hooked up most of the in-game mechanics for it, and Sam got to work building the story. A mere 2 weeks later Sam finished, in game, the first draft of the entire story. And just a few days ago he finalized the core story and most side quests for the Savanna, the first of the three biomes.

    So what's left for the story? For the Savanna we just need a few more side quests to fill out the content, and need to animate two more bossfights. With all three of us working full time we would need a week to do that, and probably 2 weeks for each subsequent biome to finalize the core story, add side quests, add a handful of bosses, and complete internal testing. With Sam stuck in the hospital we aren't sure what is going to happen, but we will be working as hard as we can!

    The Crashlands Creator. As already mentioned, Adam finished the Creator a few weeks ago. It will need some changes to allow for use by the public, but the Creator is not blocking completion of the game. Otherwise Adam has been building the Creations Browser, which is a website that players can use to find, mark for download, and comment on creations made by other players. The Browser is nearly complete, needing only a few more days of work (we'll put up a developer preview for it in the upcoming weeks).

    Non-English support. To date, our games have always been English-only. We haven't had (and still don't have) the resources to localize our games, but now that BscotchID is a fully-fledged thing and Adam has learned enough webdev, we're going to take a first step towards non-English support. This is going to take two forms: (1) the Creator and Browser will have support for the most common languages so that players can make stuff in their native languages, and (2) Adam will build a web-based community translation tool (the Translation Engine) for the Crashlands Compendium and parts of the user interface. These will require some time and testing, but they do not block completion of the game.

    Some of you are aware that we originally wanted to extend the Translation Engine for translating the official Crashlands narrative. Unfortunately we will not be able to do that, for a large number of practical reasons. We'll continue looking into localizing the official story, but for sure it will be English-only at launch.

    All of the above stuff should sound like a lot of stuff, because it is. But we work fast!

    The Beta Test

    Okay, so we just dumped a ton of info on you about where we are and what's left. But we know that all you really care about is what that means for the beta test and the launch date. As for the launch date, we're not even  going to hazard a guess. We don't think we're too significantly delayed from our by-early-fall goal, though anything can happen in the upcoming weeks. As for the beta, we're now close enough to make a plan. AND HERE IS THAT PLAN:

    How the beta will work. Testing will begin on Windows only, and once the incoming bug reports change from a fire hose to a trickle we'll start adding platforms. Testers will have free access to beta copies of the game, but only during the beta. The beta versions will require online verification and will become non-functional after the test is over. All progress will be deleted after the beta to prevent versioning issues and balance problems.

    Beta timeline. Once the Savanna is completely done and tested in-house, we'll start the beta. Our target date is in 2 weeks (August 28), but it could be earlier if things go well or later if Sam's hospital stay slows us down. So think of that date as more of a rough guesstimate. While testers are working through the Savanna, we'll be finishing up the next biome (the Bawg) with the goal of letting players into it 2 weeks later. We'll do that one more time with the final biome (the Tundra). We'll let in a new batch of testers at the start of each of those phases. After the beta is complete, we'll open up the Crashlands Creator and Browser for player use and testing.

    Beta selection. Sometime next week, we'll start the selection process for beta testers (you can still apply at crashlands.net). We're working out the details, but what the application said is basically still correct. We'll likely send out a secondary application to potential testers to get more details about how much time they can commit along with detailed platform information.

    Beta embargo. In this age of the Youtuber, we know that many of our tester applicants will want to post early-look Let's Plays of Crashlands. We will not give permission for this, as the Beta is for testing only (not publicity). We'll give more details to selected testers.

    Questions or comments? Head over to the fourms.
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