At 20 years of age, Agila is a young warrior and hunter of the Mangatiwala people. The son of a highly respected Datu, the tribal word designating a chief, he has seen most if not all of the islands that make up the land of Maroka while accompanying his father, who frequently traveled among them as he worked for years to maintain the uneasy peace between the cautious native bands and the more recently arrived foreigners known as the Senastille. A year younger than her brother, Maya seems to blend elements of both cultures. Like her forefathers, she is both intuitive and passionate - there are some who think she possesses spiritual abilities such as clairvoyance. On the other hand, she also exhibits practical and sometimes rather cynical moments; in these instances, her manner almost resembles that of the newcomers.
The sudden and completely unexplained disappearance of their father, Datu Maktan, is the event that sets the stage for developer Anino Entertainment's Anito: Defend a Land Enraged. The first computer game we can recall from a Philippines-based team, it is described as a single-player title combining elements drawn from the adventure and RPG genres, with two intertwining stories, those of the above-named Agila and Maya, as they set out on a quest not only to find their missing parent but also to prevent the entire land from being destroyed by war. Released last November, the title is a finalist in the open category of the 2004 Independent Games Festival, which takes place at the Game Developers Conference this week, making this the perfect time to learn about it from Designer Gabby Dizon and Producer and Programmer Niel Dagondon.
Anito was started by our founder, Niel Dagondon. He began designing and researching the game with a bunch of friends while still in college. Afterwards, he started to hire professionals to continue work on the game. Thus, Anino Entertainment was born - and created the first locally made computer game.
The Team Gabby Dizon: For the first two years of Anino Entertainment, the Anito team was the whole company. It is made up of seven 20-something people, all with no previous game development experience. All of us, however, have a deep passion for games, which is the primary reason that we all set out to make our own. The team had two programmers, two artists and three designers (two of the designers serving as the respective writers for Maya and Agila, and myself serving as overall level and scripting designer). We also had one person working remotely, doing all the music and sound effects for the game. During the last two months of development, we hired two people to work on quality assurance full-time, and one to do QA from home. We also gave the game out to around 20 beta testers, with varying levels of participation.
High-Level Goals Niel Dagondon: Our primary goal for Anito was to provide the best of the adventure experience and integrate it into an RPG. We combined the thinking / puzzle-solving and item interaction elements of adventure games, while at the same time preserving the more established (and engrossing) norms of a CRPG. This is an element we sought to continue from the likes of Quest for Glory. We also experimented at integrating some action elements into our game, such as the unique battle system of Anito being controlled by the WASD keys. The last feature got both praises and objections from traditional gamers.
Storytelling-wise, we made the game a little unique by doing so from different points of view, which we think makes for a more exciting story. We got inspiration for this from books with similar concepts, such as Anne Rice's Queen of the Damned. I don't think this has been done to such an extent before.
12:00 am PST March 25, 2004