Why Toejam & Earl Are Bringing Back the Funk
Imagine if a game was designed based purely on your desires. It's a fantastical exercise, yes, but play along for just one second. Is your imagination tickled as you envision the digital wonders that would surely unfold? In a sense, that's the direction Greg Johnson is taking with the newly announced Toejam & Earl: Back in the Groove. Even though the franchise has been dormant for more than a decade, Johnson isn't trying to tempt people who have never heard of the funky duo, nor appeal to those who thought their comedic escapades forgettable. No, he only cares what the most people devoted want. “This is a game for the Toejam & Earl fans,” Johnson said. “If I can make something that hits the mark for them, then it's 100% a success for me.”
It's much easier to say you're building for the fans than actually achieving that goal, especially in the case of Toejam & Earl. There are three games in the franchise (four if you count the light-gun spinoff), and there are only the most tangential similarities linking them. Funk is omnipresent, as is some element of randomness, but the core action has veered wildly. From the original's slow-paced walking tour to the exegetic Panic on Funkotron's platforming before settling on the kitchen-sink cacophony that was Mission to Earth, it's hard to know what each new outing will bring. Johnson acknowledges this dilemma. “I want to please everyone, but I can't, and so I'm paying a price because those first three games had so many different features.” Which is why he's used the seminal first entry as the foundation for Back in the Groove.
The perspective, for example, returns to an isometric vantage, and that shift causes a ripple effect that changes other design elements. Precise jumping is out of the question when you view characters from a tilted angle, which means much of Planet on Funkotron's dexterity demands will be shelved as well. In its stead rises a new place to harness the second entry's boisterous energy. “You can do things to change the terrain dynamically,” Johnson explained. “If you make a hill and you have rocket skates, you can use that to go sailing over some space to get somewhere else.” So there's a convergence of ideas on display. Exact features aren't being borrowed so much as the emotions that each game engendered.
Back in the Groove isn't going to be a Frankenstein's monster of competing ideas, though. “I don't want to over-complicate the game; that's one of the things I think the third game suffered from.” And so he's walking the tightrope of balance that could ultimately be the more important factor determining the game's success. “There's a real strong urge to add stuff I want to,” Johnson point out. “But the thing I'm most worried about is finding that balance between simplicity and including all the features I want.” So we have to hope that he hits that fabled sweet spot between tediously simple and achingly complex. “It's a matter of moving all of the pieces around constantly, trying them out,” Johnson said.
One place Back in the Groove won't skimp on new ideas is in its emphasis on teamwork. There have been tastes of co-op powers in the past--Toejam could high five Earl in the original to regain health--but those instances will be more common, and more imaginative, the fourth time around. “I want you to be able to jump on your partners' shoulders so you can shoot the tomato gun while they walk around,” Johnson said. Or maybe you would be able to help a less-skilled teammate. “I want you to be able to distract the earthlings so they'll come after you, so you can get them away from your partner.”
That last idea ties into to what Johnson envisions of Back in the Groove. The franchise started as an accessible adventure that was so slow, and demanded so little in the way of fast reflexes or quick planning, that just about anyone was able to enjoy it. That family-friendly approach diminished as the series grew, and eventually things became so complex in Mission to Earth that only a select few could coral the duo. Johnson believes that wide-spread appeal is part of the reason why the original was so beloved. “It was a bright, cheerful, multiplayer experience, and it was accessible to a lot of people who weren't hardcore gamers, so it brought people in, and let you play with family members,” Johnson said.
It may be easier to achieve his goals without a publisher breathing down his neck. “If I was working with a publisher, they'd want me to get that new market, but my goal isn't to maximize sales,” Johnson pointed out. His independence is why he could design with his fans in mind. Both Panic on Funkotron and Mission to Earth suffered from people outside of the development team steering things in a certain direction. With the shackles now off, Johnson doesn't have to worry about the powers that be dictating his every move, but there's one other hurdle he has to overcome: funding.
“When you're working with a publisher, they hand you a pile of money and you bury yourself, and they are who you're trying to please all the time,” Johnson explained. But his current situation is very different. “One of things I didn't realize about being an indie developer is the need to connect with fans more, because you need their support,” Johnson said. When word spread on Toejam & Earl's Facebook page that he was working on a new game, he was inundated with suggestions. And he's been reading them thoroughly, which makes sense given that Back in the Groove is supposed to appeal to those same people. As an indie developer, “you get a much stronger, direct connection” Johnson said, and he's relishing that input.
Trying to separate myself from Back in the Groove is impossible. Toejam & Earl is still one of my favorite games, and a piece I wrote last year demanding a new entry helped convince Johnson to get cracking. “Believe it or not, that article tipped the scales and got me going down the path to making a new TJ&E game,” Johnson said. But I'm still nervous. As fun as the second and third games were, they couldn't reach the heights of the original, and it's been 23 years since that magic was unveiled. But I'm still optimistic, in part because Johnson has such a strong idea of how to bring back those warm feelings. “I want to spread the love,” Johnson said. “Make people happy, smile, and say 'Finally, I got what I wanted.'”










