Game business crept into the game design of Squids, and the game’s creator The Game Bakers will be the first to tell you that its RPG had an identity crisis. It was difficult without being rewarding, which made the free-to-play elements feel like they were necessary solutions as opposed to merely options. Squids Wild West isn’t like this; it’s a premium game, and as a result, it’s a cohesive whole with much stronger and coherent messaging.
This change doesn’t mean Wild West won’t straddle two business models. It has in-app purchases similar to the ones we saw in the original game, but there are no choke points and no pushes to pay real money to solve problems.
Game designer Emeric Thoa tells us that the key difference between the two games is in the messaging. In our e-mail conversation, he brings up a few specific examples. You’ll never be told to head to the in-game store, for instance, whenever you lose fights in Wild West. You’ll also keep all the pearls you’ve earned if your team wipes. And, you’ll get the option to drop the game’s difficulty if the fight you’re on proves to be much too tough. Functionally, we’ve noticed that Wild West is not as linear; you’ll never feel tied down or at the game’s mercy.
The hands-off approach makes this a better game, and as we play, we wonder if the overall design wasn’t informed by the decision to keep IAP pushed into a corner. Tougher fights seem to net higher rewards. Pearls seem to flow more freely. Back-tracking has a point now, too, as you’ll get similar rewards to the first time you went through a level.
These are important changes that make Wild West feel much more like a game, as opposed to a cool game with a bummer business model. During our session with it, we never even considered its IAP functionality, which speaks volumes.
Outside of the business model, Wild West is a faithful follow-up to the original Squids, as it combines the same free-flowing action model of the first to turn-based action. It doesn’t have grids. Instead, environments are open and boast real-time hazards that can affect you or the enemy in disruptive ways. Also, movement is chaotic. You fling squids instead of move them space by space, bashing them into and off of enemies and walls. A beefy physics engine informs the way you approach conflicts; as a whole, you can think of borders like backboards and your heroes as pinballs. It’s an interesting mix, which makes for much more fluid and unpredictable action.
Action in Wild West comes at a steadier clip and richer scenario design bolsters its increased pacing. The game’s first chapter, for example, really gets into the positive and negative relationship you’ll have with the game’s environmental hazards. Levels in the late game just functionally do more, as they present objectives or just offer much more to do in terms of raw design. Another mission in the first chapter, for example, has you pulling levers while fighting off bad guys. Another has you using sea horse mounts to knock shelled enemies onto their backs so you can damage their squishy middle parts with your other, unmounted, multi-armed heroes.
The sea horses are just one new element in a game full of iterative additions. There’s boss fights, new enemy types, and many more squids with different abilities, to name a few minor examples. But more interestingly, it feels like The Game Bakers are really stepping up how you use in-level items. They’re scattered everywhere now, and they tend to regenerate at a steady clip. Identifying and getting to these items can have massive impacts on how battles progress. For instance, if you grab a shell, you can’t take hits at the end of your turn. Picking one up on the way to a confrontation is huge.
There’s also an inventory mechanic. At the store, where you use your pearls to level up your dudes, you can buy single-use items to use in battle. These range from health and resurrect items, to even summon monsters. Having problems? Whip one of those bad boys out. You can also find them in in-game treasure chests, if you’re the exploring type.
If you’re wondering what’s up with the theming like we were, by the way, know that the Squids universe is split into seven kingdoms. The Wild West is one of them. In this, the black ooze is still spreading and blotting out the Squids underwater haven. You follow the team, and a few new members, as they venture into this western world to find answers and hopefully stop the ooze from progressing.
There’s a lot more to note with Wild West, but we didn’t spy a single thing that felt more important than its new, clearer business model. Wild West is a fresh canvas and instead of doubling-down on a flawed monetization strategy, The Game Bakers is backing off and doing something even better: it’s making a fluid, normal-feeling game.
Wild West is due out very shortly on iPad and we’ll have a review for your eyeholes soon. Stay tuned.


"While these basic game mechanics and rules are not protectable, the court determined that Tetris Holding is entitled to copyright protection for the way it chose to express those ideas, particularly with respect to their expression in the look and feel of the game as represented by its audiovisual display."
I'm REALLY happy about this. Gameplay mechanics are not IP. If it was, almost every classic we hail today couldn't exist. Pong wouldn't exist because of Tennis for Two, Asteroids would not exist because it was based on SpaceWar, Marathon would not exist because of Doom (and Wolfenstein)...
On the other hand, I think the "look and feel" of a game - which, I admit, is a bit of a nebulous term - should be protectable. I'm interested in the outcome of this case, mainly to see how the court defines where basic mechanics end and the "expression of those" mechanics begin.
Please don't make the mistake of thinking Tetris Holdings LLC is particularly different than a patent troll: http://en.wikipedia.org/wik...
There is also no reason to believe this will help small developers that don't have a lot of money, and a lot of reason to believe it will only help large publishers with an expensive legal team. Large publishers that probably just cloned another game to begin with.
I hear what you're saying, Scott, but that's not really what's happening here.
There's nothing to legally stop today's game developers from adopting concepts and ideas from 30 year old games (or 30 day old games, for that matter). What they can't do is crib the look and feel of a pre-existing game to the point where they've stolen the original expression, rather than the idea behind that original expression.
The Tetris case is at one end of the spectrum. The folks behind Mino basically copied Tetris cover to cover. Their argument was that there's just not much in the game that's legally protectable by copyright. The significance of this case is the extent to which the court did a Hulk-smash on that argument.
This doesn't mean that original game developers will begin to start cracking down on clones overnight. And it doesn't mean that game developers seeking inspiration from older games should feel hamstrung for fear of litigation.
But I do think it means clones need to pay attention and realize that there are limits to the extent to which they can rip off someone else's ideas. If they are going to engage in a campaign of mass producing knock-offs, there will be legal risks.
Does this mean hasbro could have a case against the creators of words with friends and dice with buddies for ripping off scrabble and yahtzee?
"and we'll block-quote its article"
Oh ho ho ho.
Don't copy Tetris!
Tetris FTW
I bought Mino back in 2009 and loved it. It had great controls and finding an opponent never takes too long.
Even until now, I'm still hoping for online battle tetris on my iOS devices.