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Steampunk games

 
 
Spatula Clarke
20:42 / 05.08.05
Starting this off with a post from Haus, in which he begins by addressing the issue of what steampunk actually is.

Haus: I think the first question there is how you define "pure" steampunk. Answer: you don't. The term was coined in the early 90s, I think to describe Bruce Sterling and William Gibson's the Difference Engine, on which The Chaos Engine was very obviously based. However, although this book then got to define the field, in this case a Victorian setting in which technology was at an advanced level or moving at an accelerated pace compared to our history. However, the same term has subsequently been applied to a grab-bag of approaches, some of which precede the creation of the term itself - the Victorian submarine in Disney's 20,000 leagues under the sea might be a very good example of steampunk aesthetics avant la lettre, as might the Victorian 1960s in Harry Harrison's A Transatlantic Tunnel, Hurrah!.

Anyway, back to games. Why is steampunk not as widespread as, say, its big brother cyberpunk? Part of the answer to that is probably in the question - Cyberpunk is a larger and more successful genre, and so logically more games will be created targeting it. However, I don't think that's a complete answer at all. I'm more inclined to suggest something along these lines:

The steampunk aesthetic requires computers to do things that, at least until recently, computers have not been great at - cloth textures, shadows and flickering light sources, curlicues and high levels of detail (because technology will be handcrafted rather than mass-produced) and, frankly, brass. This is compuned by the fact that the setting does not generally have features that necessarily add value to the "bones" of the game structure - because the advances in technology will in many cases make it play like a modern day/near future setting _anyway_, the gameplay payoff from the setting may well not justify the added complications of the code, especially if by putting in these complications they may actually reduce the appeal, in sales terms, of the product.

Lots to tear apart and disagree with, there, but it's a posit. Now, if I may, let me take a look at a game which I think fits quite neatly into the genre "Steampunk", and which uses that not only as a setting but also as a key part of the gaming experience (albeit with one major structural difference to "steampunk classic" in the Difference Engine Mode): Arcanum: Of Steamworks and Magic Obscura.

This is a Troika game, and like all Troika games shows remarkable attention to detail - which I think makes it a good fit - the manual, for example, is done in a heavily archaicised style which is occasionally wincemaking but kept carefully consistent. It also shows up on of the problems of the style - everything looks muddy and indistinct, because characters and settings eschew bright colours.

Where it differs from Steampunk classic is that its setting is best described as accelerated fantasy - that is, accelerated technological development and Edwardian setting is being appplied to a D&D-type fantasy world, with Elves, Dwarves, Halflings and so on - to steampunk what Shadowrun is to cyberpunk, essentially.

Magic makes technology less likely to work, technology makes magic less likely to work. As such, the player has to balance his or her approach to personal development, moving towards magic or science, which have their own skill trees, applications and so on, which has impacts on their ability to use the other, vulnerability to it and so on. It's also a very pure RPG, which I suspect lends itself better too steampunk as a genre of game because more discursive and based more on explanation and scene-setting, and tend more towards static, two-dimensional screens that can be decorated and detailed without slowing down the game. The social changes brought on by the development of technology are also both a part of the plot and a way of adding detail and richness to the world - so, firearms are modish but most of them are still not very good, but if you follow a weaponsmithing skill tree you can ultimately create technology which is as effective as high-level magic. Probably. I got about 20 hours in and was overwhelmed by the sheer size of the game, but the aesthetics, and the effort put in to create a consistent style, were highly impressive.

So, Arcanum got around the problems I mooted above - if problems they were - by putting the detail primarily in cutscenes, static backgrounds and "character sheet" still pages rather than the objects being used in the world, and by sheer mass of contextualising detail without the need for creating a convincing alternative history of our world - although the weaknesses of the writers (another problem for steampunk - people who work on computer games are likely to be more familiar and more comfortable with contemporary and futuristic milieux than a Victorian or Edwardian setting) at times inserted bum notes.

Can anyone think of a successful approach to steampunk in another genre of game (RTS seems like a promising one), or want to take me up on any of the above propositions? Also it occurs to me that we are limiting ourselves to video games here, which we don't _need_ to...
 
 
Spatula Clarke
21:43 / 05.08.05
I've always figured that steampunk simply applies any alternate history society that has an advanced technology based purely or mainly on the application of hydraulics. The era doesn't really matter, nor do things like whether or not the world includes yr D&D fantasy elements, or is a planet other than our own.

I don't think I've ever seen it applied to a future scenario, but I don't see any reason why it couldn't be. Are there examples?

The steampunk aesthetic requires computers to do things that, at least until recently, computers have not been great at - cloth textures, shadows and flickering light sources, curlicues and high levels of detail (because technology will be handcrafted rather than mass-produced) and, frankly, brass.

I don't buy that. If you look at Chaos Engine, which is probably the one game that everybody associates with steampunk, none of these things are visible in the game itself - when the steampunk elements do come in, it's during cut scenes and static menu/score screens. That's when you get the bronzes and the rivets. The bits you play aren't enormously consistent with these areas of presentation, the link between them largely being forged by the character sprites being recognisable from their portraits outside of the playable sections.

The inability of older hardware to create a recognisably steampunk world isn't all that valid a claim, in my opinion. 8bit games (and older) rarely had graphics that accurately represented what we were told they were supposed to be representing. What was important were the supporting materials - the game script, the characterisations, the manual, the box art. The suggestion that steampunk worlds haven't historically been as prevalent as SF ones because past technology somehow made them more difficult to realise holds little water when most pre-16bit gameworlds asked their audiences to use their imaginations in order to help create a sense of reality and solidity to them, regardless of their setting.

A lot of this is due to the lack of steampunk worlds in the media in general. There being relatively few of them in videogames is, I think, probably due to there being hardly any steampunk films, or steampunk novels. God knows that games developers and publishers only tend to focus their attention on things that they already know will sell.

Arcanum does work very well in creating that sort of world. I only ever played it from the point of view of a technologist, so I don't know how effectively it does the fantasy stuff, but what really made the setting was the way that you had to create your own equipment - sticking bits of brass and metal onto gas bulbs or chambers to create cameras and weapons. It didn't just have the steampunk setting as a background to walk around, but asked you to get involved with it, to make use of that technology.

More thoughts to come.
 
 
ONLY NICE THINGS
23:02 / 05.08.05
I've always figured that steampunk simply applies any alternate history society that has an advanced technology based purely or mainly on the application of hydraulics.

Could you expand? In a way comparable to the expansion of a liquid taken through an increase in temperature in an enclosed space, thus generating motive force and, ultimately, the lectric flux?
 
 
Spatula Clarke
23:52 / 05.08.05
Do I look like Fred Dibnah?

The only steampunk game I've noticed this generation has been Sega's Gunvalkyrie on the Xbox, a criminally ignored platform shooter affair. Much like Chaos Engine, a lot of the atmosphere is created by the presentation and storyline. The background is alternate history, hydraulic technology Victoriana. It sets itself apart in its specifics - the passing of Halley's Comet some seventy years prior to events in the game's current time instigated and inspired the sudden rush of new tech, the British Empire has a space fleet, extraterrestrials have been encountered, a crazed scientist (previously a national hero and the man responsible for most of the advances in tech) is trying to force the next stage of human evolution. It's a mish-mash of many different ideas, but that's what makes steampunk so appealing.

The presentation nails it straight from the off, with the title screen featuring a logo of electricity over spinning brass cogs connected to a pendulum. The introduction is told in sepia tones, yellowed newspaper clippings and photographs of recognisable, but Metropolis-styled cities with biplanes and airships in their skies. Options menus slam into the screen to an accompaniment of hisses, whirs and clunks, with a contrast between smooth, futuristic fonts and older-looking flourishes. There's a (mechanical?) pink dolphin with wings that appears when loading, which sounds odd but, to my mind, fits in perfectly with the theme. Steampunk is ill-fitting machinery squeezed and riveted together to form something greater than the sum of its parts, and this goes both with that and the idea of a guy trying to force evolution's hand.

Nice mix of the light (that feeling of a populace which has had its horizons broadened by the implementation of this technology) with the dark (over-reaching ambitions and the tech being pushed too far, too soon), as well.

In-game environments are either indoor areas – in which case the whole steam/brass thing is pushed to the fore, with ornate period decoration thrown about the place (plush wallpaper and rich, deep reds and greens inside installations, for example) – or on alien worlds, which are pretty, highly detailed affairs. Aliens look mechanical. They're not, but it’s an impression put across by their animation and general design. Huge spiders with leg movements that recall pistons firing. That sort of thing. The music fits in with the sense of period, with delicate and intricate tinkling lullabies.

The reason it never received the recognition it deserved isn't so much the setting s the control setup. It's complex, to put it mildly, and requires a fair amount of practice before you feel confident with it – it often asks you to be doing at least four or five different things at once. Once you do, though, you can pull off stuff that looks really elegant, and it's this that cements the feeling of being part of a steampunk world. When your suit is made up of pistons, primitive electrical components and metal plates that are bolted into place, of course it's going to be cumbersome to move at first. Having to press all those buttons puts across the impression that you're actually pulling levers and flicking switches, trying your best to master technology which isn't quite *there* yet and is built on really quite basic principles. I've never checked, but I'd imagine that sitting back and watching the hands of somebody else who's au fait with the controls running around, twisting and turning and boosting and shooting, it must seem as though they're really wrestling with a piece of complex machinery while handling the pad, working at full stretch to move their avatar around in a manner that, on the screen, looks effortless.

Is that also a description of steampunk? A technology shaped from disparate items stuck together in seemingly unnatural ways, but which, once mastered, can look graceful and disguise the amount of effort they require to get working.
 
 
ONLY NICE THINGS
09:53 / 06.08.05
Possibly - I think that hydraulic (or more precisely, steam-powered) is certaiinly an elemtn, but how that transitions into gameplay is interesting. Theoretically, as you say, a "steampunk" robot suit hould logically be very complex to operate, as all the technology allowing it to move would be anallogue, and a game that reflects that difficulty sounds very cool. Also, the idea that everything is hand-tooled - so, you have the Rolls-Royc armoured suit, which I think is in part where the graceful part comes in - the technology is inappropriate, but it is also beautifully made. Possibly I've overestimated the technical challenges of creating such a world, although I think that there's a lenghty period between The Chaos Engine and Deus Ex, say, where you would expect the aesthetics to be consistent at least to a reasonable extent between cutscene and action. I bow to your greater technical knowledge, however.

Good point about the lack of steampunk mainstream media - League of Extraordinary Gentlemen, God help us, is the most obvious recent film I can think of.

Maybe it's redundancy? Because less popular, fewer products are needed to glut the market - I remember Space: 1889 from GDW, which started as a board game and was then adapted to an RPG (or the other way round) - that was floating battleships over Mars stuff - as much John Carter as steampunk - but the altered-past stuff then led to envisionings like this ... did GURPS have a steampunk setting also? I have a ticklish feeling that the setting leads to an emphasis on character - the interface of Victorian manners and social attitudes with unexpected technologies - which computer games would not be as good at recreating.
 
 
charrellz
21:47 / 06.08.05
Why has no one mentioned the Thief series? All three games have a huge steampunk feel, especially the second game with its clunky steam powered robots (god, how I hated those damn robots). Those three gamess are a definite must-play.

Dungeon Siege had some steampunk elements in it, namely the robotic goblins. Also a rather enjoyable game.

Not a game, but the Wild Wild West movie with Will Smith was quite steampunk as well.


Despite many of my favorite games steampunk, I've always found it unappealing. Granted, the airships of Final Fantasy are cool, but I just think they would be cooler with jet engines or magic than steam powered hydraulic thingamajigs. Just my opinion though.
 
 
STOATIE LIEKS CHOCOLATE MILK
21:56 / 06.08.05
I'd take issue with The Chaos Engine being obviously based on Gibson/Sterling's The Difference Engine- other than a similarity in title (which, to be fair, wasn't made up for the book) they have very little in common plotwise, other than a love of shiny brass.

Does anyone remember Transarctica on the Amiga? That was a fairly unique game- a failed experiment, sure, but a very brave one. Steam engines travel the land after some kind of apocalyptic winter has descended- it was kind of an RPG cum Elite/Pirates!-style game, with the player's movements constricted by where there were tracks. (And yes, there was a lot of shiny brass. Well, and steam, obviously, but I guess that's par for the course when you're in steam trains). I'd love to see someone revamp that concept for today's machines. It had a wonderful, grimy, Jules Verne-type feel to it, which for me made it quintessentially steampunk.
 
 
ONLY NICE THINGS
09:21 / 07.08.05
Why has no one mentioned the Thief series? All three games have a huge steampunk feel, especially the second game with its clunky steam powered robots (god, how I hated those damn robots). Those three gamess are a definite must-play.

Well, Charrelz, the Thief series is mentioned in the topic sumamry. I personally haven't mentioned it because I haven't played it. Why not tell us a bit more about it. What was the setup for the clunky steam-powered robots? How did it feel to have them introduced into what as far as I can tell is otherwise a mediaeval setting? What did it do to the balance of the game, and the experience of playing it?

Anyone else with thoughts on the Thief series, hop in.
 
 
charrellz
16:25 / 07.08.05
Elaboration? But I'm lazy... Even before robots show up, the Thief games give showy flashes of giant mechanical cogs grinding at work and electric lanterns next to gas lamps, plus the main character gets a mechanical eye, so it doesn't seem too out of place when the various machines show up. In fact, you wonder how you didn't see it coming.

More later, must go fix the parents computer.
 
 
charrellz
14:04 / 08.08.05
So, does it still count as Steampunk if there is magic in addition to giant hydraulic stuff, or is it a new entity to itself. For instance, Thief has robots, but it also has zombies. Steamyundeadpunk? Magisteampunk? Any thoughts?
 
 
I'm Rick Jones, bitch
14:18 / 08.08.05
Well, Final Fantasy VI uses steampunk-looking robots actually powered by extracted magic (magitek armour) in addition to swords and shields.

One of the characters is a machinist though, so he can use chainsaws, drills and auto-crossbows. His castle can transform and burrow underground - he's an inventor. The last dungeon is made of steampunk-esque debris.

One of the problems FFVI has in meeting the strict definition is that it's set in a completely self-contained world and universe - this is not our earth. It's not an "alternate history". FF games predating the birth of SP as a phrase used airships and even spaceships in a fantasy context.

I think it counts as Steampunk though, same as Thief 2 - since videogames don't require complete consistency from level to level and often embrace variety in their motifs they aren't exactly bound by the same genre conventions books are.
 
  
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