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Features

How The West Will Be Won: Michael
Bayne on Bang!
Howdy
Michael
Bayne is the Project Leader for Three Rings Design’s
new game, Bang! Howdy, currently in its beta stage. After
entering the casual games market nearly a decade ago as the founder
of PlaySite.com,
Bayne worked with Hasboro to build Games.com, and went on to form
Three Rings with co-founder Daniel James. He also led the engineering
on Three Rings’ last hit, Yohoho! Puzzle Pirates.
Gamasutra: Where did the idea for Bang! Howdy come from? What
inspired you to combine real-time strategy and the Wild West?
Michael Bayne: I was taking a sabbatical after our three and a
half year push to get Puzzle Pirates out the door and was thinking
about new gameplay ideas. One day, on a hike in the forest, I had
the idea to make a strategy game where the units were different
kinds of bugs. It seemed to me that people had an intuitive idea
of bugs' capabilities and they'd make a natural mapping between
their idea of a bug and the unit it represented.
For example, an ant could be a basic soldier unit, a wasp a powerful
air unit, a spider a ground unit and so on. Further, I wanted to
work in their natural special abilities. An ant could carry leaves
and use them to build bridges over small gaps. A caterpillar could
eat through grass creating blades to be carried by the ants. Spiders
could spin webs to lay traps for other insects. A stink bug could...
well you get the idea.
At the same time I was thinking about a way to get around the
problems I saw with both real-time strategy and turn-based strategy
mechanics. I felt that RTS’s had become overly complex and
too fast-paced and had lost the approachability of turn-based strategy
games where things were discrete and easier to understand. On the
other hand, turn-based strategy games tend to suffer from the problem
of being no fun when it's not your turn.

Michael Bayne
With both these ideas in mind, I started working on a prototype
that involved these insect units and the discrete cool-down timer-based
mechanic that we're using. The game mechanic was working great
but I was getting bogged down in the details of turning the insect
world into a balanced set of strategy units. So I decided to give
the bugs a rest for a bit so that I could explore the game mechanic
and rewrote the prototype using a standard set of war game strategy
units: soldier, tank, helicopter, artillery, which I called "Bang!" because
of all the shooting. The first prototype was called "Bugs!" I
guess I had a thing for punchy names with exclamation marks at
the time.
We played the prototype at the office a fair bit and it was a
heck of a lot of fun. There were a lot of things we wanted to experiment
with in our next game after Puzzle Pirates, and trying them in
the context of a casual strategy game that would hopefully not
take too long to bring to market seemed like a good idea, so we
decided to move ahead and turn the prototype into a real game.
None of us were particularly interested in propagating the same
tired strategy game themes: war and men-in-tights fantasy. So we
brainstormed for a while on what sort of theme would provide a
rich source of inspiration. After thankfully rejecting ideas involving
Atlanteans versus mermaids and Santa's Elves versus the Easter
Bunny, one of our artists, Jon, suggested combining cowboys and
steam-punk robots in a sort of
fantastical Wild West. This immediately made me think "Bang!
Howdy Pardner," a line from a hilarious Peter Sellers movie
called “The Party”. We later shortened the name to "Bang!
Howdy" after deciding to go with the theme.
GS: Would you say the premise for Puzzle Pirates was thought up
in a similar way--i.e. mechanics first, theme second?
MB: Not entirely. Daniel first had the idea of combining casual
puzzle games with a massively-multiplayer virtual world and the
pirate theme followed soon after. But everything else was designed
with those two ideas already firmly in mind.
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