Interview with Maaike Lauwaert

Tale of Tales interviews

Maaike Lauwaert

I will always remember Maaike Lauwaert as an enthousiastic tester of our very first game project, 8. The thing was full of bugs and had a navigation system that only half worked. But she didn’t seem to mind. She carefully explored what we had built and was able to discover many important aspects of the game. That’s when we fully realised that there’s different ways in which people play games. And that there might just as well be an audience for the non-violent, non-demanding and non-competitive forms of play we wanted to create.
Later, Maaike did something not many game researchers have dared to do. She challenged the theories of Roger Caillois (of the Holy Trinity Huizinga, Caillois and Sutton-Smith) publicly, claiming that they were not sufficient to cover computer games fully. Next to the familiar “competition, chance, vertigo, and simulation”, she added a “fifth dimension“, encompassing discovery, narrative, and progression as vital elements of a computer game.
She has developed a unique vision on games, leading her to sometimes condemn games that most people would consider perfectly harmless and embraces concepts that may surprise at first but that end up making a lot of sense. Join us on a journey full of unexpected turns and vistas.

Rules, rewards and capitalism

Tale of Tales (ToT): According to many developers and academics, games are competitive rules-based systems. And the fun that people experience in games is the result of overcoming challenges. Do you agree?

Maaike Lauwaert (ML): Sure I agree. But I do because these competitive rules-based system games are the predominant genre on the market. So it is a self-fulfilling prophecy. If other games, not centred on competition and not so overtly rule based would be available, people would in fact enjoy them. (e.g. Katamari). I don’t think games, in order to be enjoyed, should be about overcoming challenges. But players, gamers are sort of conditioned into expecting a system of play that is based on missions, replays, challenges, ‘victories’.

ToT: Some people would argue that the challenge/reward structure in games is an expression of the conflict that, according to them, is essential for games to be dramatic, for them to be artistic. Would you agree with this?

Many contemporary, successful computer games reinforce our late-capitalistic societal and cultural modes.

ML: No. I think that the challenge/reward structure in games is an expression of a larger cultural structure that is overtly economic and based on ‘candies after school or work’. I think we need to seek explanations of predominant gaming systems not only within the world of these games but also outside of it - the larger cultural context of computer games. Many contemporary, successful computer games reinforce - both in their structure of challenges and rewards and in their focus on collecting/gathering/accumulating - our late-capitalistic societal and cultural modes. (Katamari does this too in a sense - a bigger ball is better. But you are reminded by the king that your ball exists of human waste and debris. So it is also a critique on over-consumption. )

ToT: How important are rules in games?

katamari damacy

ML: There’s two types of rules: the rules in the game and the rules of the programming code (object ‘a’ leads to action/behaviour ‘b’). Although there are some games that are looser about rules in the game (again Katamari or of course Ico or what you guys do) there are hardly any games that are loosening up on this coding level.

ToT: A lot of these programming rules are built to increase the believabilty of the virtual environment (object ‘a’ falls over when you hit it with object ‘b’). Are you advocating surrealism?

ML: I think a certain surrealism in games would do us all some good. Mainstream games are so conventional - even though they foster their ‘bad-boy’ or ‘enfant terrible’ image - there is nothing truly challenging about these games in terms of play practices. Players are not prompted to ‘draw outside of the lines’. And most players obediently ‘draw within the lines’.

Humor and power

ToT: The popularity of military games strikes me as especially significant in this respect. Those are typically games in which a higher ranking officer tells you what to do. And the fun is in doing as you are told. It’s not very far-fetched to see how this trains a certain behaviour in the youths who play these games. Do you think game designers are conscious of the fact that their games are, well, propaganda for the powers that be?

ML: I think there are two sides to this. On the one hand, I think they don’t see it as their ‘job’ to challenge things but simply to make games that sell. On the other hand, many military gamers are rather focused on realism - so then you have to reinforce existing power-patterns and ways of doing things. And it is probably a huge compliment when the American army approaches your company wanting to use your game as training material.

ToT: Given the success of miltary-structured games, one would think that people simply enjoy obeying rules.

the sims

ML: I think many players would love some weird causality systems that are randomised or open to change. Think for example of all those posts on user sites about ‘You know what my Sim just did??’ (And then the Sim farted in the baby’s crib or something).

ToT: True enough. But only certain types of narrative lend themselves to such kinds of playing. You can’t really expect to tell a sad love story and allow for characters to fart in cribs…

ML: I know. And the sad thing is, most of these ‘funny quirks’ in The Sims are in fact programmed. One person reports a weird thing, ten others say they experienced the same.

ToT: Do you think it is in the nature of games to be humorous?

ML: No, and I don’t think most games are funny. I don’t find The Sims funny. I think humour is difficult in a game. Jokes need a punch-line, for example, so they mostly take place within the non-intervention movies. (”You think this is all a game?” or something like that in that horrible boss fight in Metal Gear Solid).

Toys, games and artistic vision

ToT: Is there a difference between digital and non-digital games?
Do digital games offer things that non-digital games do not?

ML: Maybe and yes.
Maybe because I think the difference might be more rooted in the toys - e.g. digital LEGO as compared to physical LEGO - than in the actual playing with these toys. What I mean is, the difference originates from the toy. Digital toys/computer games offer different opportunities for play or for gaming than do analogue or mechanical toys. This difference can be characterised as a widening/broadening of the area of play in digital play. The sites for play are more diverse, larger, offer more options for players to add to this site and also, lots of activities take place in the ‘periphery’ of play: chatsites, fansites, and the likes.


On the other hand, there is also a decrease in opportunities to determine the ‘content’ of your game by players. And this refers back to the reluctance of mainstream gaming industry to open up/loosen up the rule-based programming code of computer games (e.g. you cannot decide to play a environmental family in The Sims, a consumerist approach is decided upon for you). Thus the differences between non-digital and digital play originate from the object with which one plays. And this results in different practices of play and sites for play.

ToT: But is this not where digital games can also distinguish themselves from toys as an artform?
Decreasing the opportunities for the players by creating content could be seen as the work of an author. If Borges had published a list with all the words of The Aleph in alphabetical order, the reader would indeed have a lot more freedom. But obviously it is possible to gain something from giving up this freedom.

The problem is that there are hardly any ‘signature-games’.

ML: True, good point. And I do agree. The problem is that there are hardly any ’signature-games’. Decreased content for the sake of a Borges-like play experience would be wonderful (and possibly truly weird) but off-the-shelf-games are produced by teams and the result not of a vision but of a combination between money/expertise/marketing research/team members/… These games are compromises in the worst sense of the word - they lack a vision.
This is why I like your work - it has vision, it is not a compromise (although everyone needs to make compromises along the way, money and technology wise mainly).

The joys of computer gaming and the dangers of consumer bliss

ToT: You seem to be comparing analog toys with digital games. But how about analog games (board games and children’s games, e.g.)? Many developers claim that computer games are just an evolved version of analog games. But, especially given the disproportionate success of digital games, I have a feeling that they offer something new, something people can’t get from the old games. Do you have any idea what it could be?

ML: If you compare analogue games with digital games and the success of the latter, I think reasons are manifold and very complex. But here is a list of what I think contributes to the success of computer gaming:

  • - they can be played alone. For most analogue games you need other players. It might take ages of nagging to get you parents or siblings to join you in playing Cluedo for example. A computer game is easily enjoyed alone without you having to feel lonely.
  • - they are highly entertaining. Computer games are designed to keep you entertained. After six rounds of Cluedo you get the point and want to move on to something else. Computer games move on to something else all the time without you having to switch cartridges or CD’s. New levels, new worlds, new missions, new objects, new skills all have this effect of keeping you entertained and busy - they signify that the game isn’t over yet. That there is more to see, do, explore, gather. And they combine different analogue forms/modes of play: competition, narrative, immersion, identification, … in one single game. Making it all the more enjoyable and entertaining.
  • - also, the carrot/stick approach makes them very addictive. For the same reasons that capitalism is such a successful principle, computer games based on the effort/victory oscillation are addictive. We get used to this fast pace in which fighting a boss and getting a snazzy new weapon as a reward follow each other. Although I am wary of this game structure and what it stands for/is derived from, I know it is a successful formula.
  • - they are visually expansive. There is so much to see and do so you feel more inclined to keep on playing.
  • - we love technology, and we love playing with it. A board game seems very old-fashioned, dull, slow, creaky,… when compared to these slick and attractive machines.

ToT: Can you explain your wariness of game structures a little bit?

ML: In games: I don’t need snazzy new weapons or funky helmets every two steps down the road. I’d rather have some strange experiences - like the flowers on ‘my’ antlers [in The Endless Forest]! Boy, did that take me by surprise and it made me so happy!!! - or weird encounters than the endless sequel of ’struggle’ > ’success’ > ‘reward’. Especially because they seem to have programmed these games so that you only succeed after the umpteenth time. I hardly finish any game because I simply don’t like the final challenge: ‘twitch your fingers just a little bit faster’. I didn’t even finish We Love Katamari because I wasn’t fast enough with that ‘world-ball’.
In general: as long as games and the structure kids are internalising through their play is based on the carrot/stick approach, I think we will have a hard time trying to raise a generation that is going to be a little less obsessed with consumer bliss than the previous generations clearly have been. In the 19th Century and beginning of the 20th Century, they clearly saw the educational benefit of training children in being a successful consumer in a consumer culture that was then still relatively new. I think the challenge for game companies today is no longer to train young people in successful consumerism but to make them aware of the effects of over-consumption (both on their personal health and that of the world in general).
That is, if you would want to make games that ‘convey’ anything at all. Not that I think games are training devices per se and should always be useful and educative (please not). But if so many games flood the market and the living room that reinforce a late capitalist system that glorifies consumerism even down to the level of its internal system of struggle+success=reward, I think we are facing a problem that needs to be addressed.

The Sims versus Katamari Damacy

ML: I realise I come along as a cultural pessimist. And maybe I am. But that’s not the point here. I think computer games would benefit from a diversification. I know that the challenge/reward structure in games is here to stay but I think it would be useful/enjoyable if games based on other principles would be produced on a larger scale.

the sims

ToT: People always suggest The Sims as an alternative: an open-ended world with goals that you invent for yourself and the freedom to play however you want. I know you don’t agree with this. Please explain why. And how is a game in which a father shoots at his son when he didn’t finish something in time (Katamari Damacy) superior?

ML: The Sims is not an open game in the sense that you cannot but play along the lines of this suburban household game. You can choose between wanting to become rich or wanting to become famous - that does not constitute a choice. I want to add a quote here:

“But the interactive enthusiasts need to take a closer look at the degree and kind of ‘active’ participation of young audiences in the construction of their ‘own’ digital culture. Choosing a corridor, character, or weapon (…) can be very absorbing. But it is hardly a matter of radical openness or deep decision about the content of play. Gamers[’] (…) actions consist of selections (rather than choices) made between alternatives that have been anticipated by the game designers.”
Kline, S., Dyer-Witheford, N., & De Peuter, G. (2003). Digital play: the interaction of technology, culture, and marketing. Montreal; Ithaca [New York]: McGill-Queen’s University Press. pp. 18-19.

The popular view on Wright’s games is indeed that they offer endless and borderless practices of play with unlimited freedom to experiment, act out, create, destroy and reinvent. Almost every review of Wright’s games, every manual or official game description will state that the game allows you the player to create the city, the household, or the relationship of your dreams. And there is considerable freedom on the level of form, especially in SimCity and The Sims. Nevertheless, actual practices of play will almost always take place within the framework of what is intended, hoped for and can be capitalized by the game industry.

I’d rather be slavishly rolling a ball through a child’s messy room than doing virtual dishes.

Katamari Damacy is not an open game either. But it doesn’t pretend to be so. I loved playing this game because it was weird in a nice way, and playful and naive and it was not conventional or normal and because the father shot at the prince which made me really identify with him (”oh no, don’t do that! he is suffering!” and you cringe along with him). I’d rather be slavishly rolling a ball through a child’s messy room than doing virtual dishes.
Why I think this game is a successful diversification of the game industry’s output has to do with its ‘otherness’. I do realise this might have to do with the simple fact that it is not a Western game and that it is weird only to me/Western players.

Anyway, Katamari Damacy also has a success/reward structure (you get this really neat little prince to wear on top of your prince’s head for example) but it is less pressing and the pleasure is not the rewards themselves but being able to roll ever bigger things in your ball. And most rewards are ‘accidental’ (You just rolled another weird little creature into your ball). Meaning that you are not playing for these rewards. You don’t need that special sword to fight the ultimate boss fight and finish the game. They sort of come along.
In other words, why I think KD is different (at least for Western players) from mainstream computer games in a good way:

  • - surrealism: both content-wise and design-wise (the drawing-like character, the colours,…).
  • - other emotions are evoked: humiliation most notably
  • - humans are ridiculed as spending machines
  • - not a rigid ‘you have to do A first before you can get to B’ -structure
  • - it turns something rather simple - rolling a ball - into so much fun

The author’s vision versus the players’ creativity?

ToT: Given the success of the compelling challenge/reward structure in most computer games, how feasible is a less demanding and more creative form of play, in your opinion? Is there an audience for these types of games?

katamari cake

ML: I think so yes. Especially given the fact that increasingly new innovations or new approaches to existing innovations are user-driven. With the right amount of community building, open source ethos and the opportunity to let users create and implement their own content, such a new form of play could certainly catch on. I think simply dropping it on the market would prove unsatisfactory.

ToT: Earlier you spoke in favour of artistic vision, condemning excessive compromise in design. But putting the responsibility for the content onto the shoulders of the users seems like the worst kind of creative compromise imaginable.


It’s probably a lot of fun for people to create their own content. But aren’t you pushing games even further into the toy category this way? What about the dream of games becoming a new entertainment medium, a new cultural force, the art form of the 21st century?

ML: Okay, i think i have mixed up two ideas of where we want to go with games:

  • - the designer signature, 21st Century art form games with clear artistic vision
  • - the creative play games that loosen up the causal structure of challenge and reward.

These two things can go together but they can also be separate things.

You can have really creative games with a clear vision but also with a clear challenge and reward structure. I think Ico would fit into this category: amazing game, really fun to play but not really innovative in terms of gameplay. The design of the game world, the story are the most important assets of this game. Or this really neat SketchFighter 4000 Alpha game: on the level of form really creative, not so much on the level of gameplay.

You can also have games where the most important assets are another gameplay structure, not based on challenge/reward. These are harder to come by. If you want to achieve an innovation on the level of gameplay rather than on the level of form, you might want to tap into user created content to give body to this form. I think it would ease the acceptance of new forms of gameplay when user communities are involved, created, heard…

But that is simply an answer to what I interpreted as a ‘commercial-feasibility’ question. I don’t think everything should be commercial - please not.

And of course you can have a game that does both: like The Endless Forest and 8.

ToT: [blushes]

ML: Having said that, I realise i haven’t answered your question at all. Only from a certain perspective and point of view. So let’s retake this one…

ToT: Okay: “Given the success of the compelling challenge/reward structure in most computer games, how feasible is a less demanding and more creative form of play, in your opinion? Is there an audience for these types of games?”

ML: I think there is an audience for more creative forms of play. If you look at how fed up people are getting with the serialisation of games, the ‘the new jacket for the same old tricks’ sort of thing. The question is whether the industry can take it. When Wright could not sell his SimCity idea and thus started his own company - Maxis, the game industry was a different place. Although there are a lot of conservative gamers, the industry is the most conservative player in the field.

ToT: Disregarding the economy of things, how far do designers need to go? Does Katamari Damacy present a perfect balance between play and joy? Or should the designers evolve structures that deviate even more from the typical game?

ML: I think designers should go as far as the technology allows them to go. According to design theorist Manzini, design is that which takes place at the intersection between the thinkable and the (materially/technologically) possible. So we have all these amazing technologies at our disposal, at reasonable prices, with a public willing to spend serious amounts of their income on these technologies. I think we should simply push on the side of the possible. I have often lamented in my work the fact that ‘playing outside of the box’ is hard in commercial computer games. I think that designers need to start thinking and designing out of the box too. This would allow for more diverse practices of play on the receiver end of things. More over, with a gamer public that is not only technologically savvy but also willing to spend their time on thinking with the designers, to create content, new levels, patches, and mods, I think designers can actually push the thinkable further with player’s help.

Interview conducted via email by Michaël Samyn in June and July 2007. The text has been reformatted a bit for readability.
Images of The Sims (EA/Maxis) collected via Google Images are from a Sims Torture experiment. The Katamari Damacy (Namco/Bandai) wallpaper used as an illustration can be found here. And the yummy looking Katamari Cake was made by thesingingleaf and was found on her flickr page.

  1. Lemming 10 July 2007, 2:19 pm

    Preaching to the choir, aren’t we? :-P

    I think one of the bumps in the road is that the game creators themselves are bound by a carrot/stick system. Produce a game that will sell to the current market = get paid.

    Perhaps collaboration between these creators and users WOULD lead to innovative games… but wouldn’t pay the bills for the creators.

    I’ve had some great ideas, but don’t know how to program, and never developed my 3D modelling/animation skills. Yet if a programmer and artist were to work with me on that project and make it come to life, chances are they’d have made a perfect game for an audience of one, as opposed to a mediocre rehash for an audience of tens of millions of players.

    A mindless democracy created this market, and like any democracy, we’re lucky if we have ONE vote… and one vote doesn’t make a difference on its own.

    Bring on the revolution? :D

  2. Michael 10 July 2007, 4:07 pm

    Consumerism is not the same as democracy! Or at least it shouldn’t be.

    As far as I know, there are in fact many more copy-cat games that fail to bring in money for their creators than successful ones. Originality, if done well, is often rewarded by the market. But there’s many ways of being original. Some work for the mainstream, some only for the hardcore gamers, and others for an even smaller niche. So matching production budget with potential sales is the real trick.

    But, as Maaike points out, the fear of innovation leads to a self-fulfilling prophecy. The more you train your audience to play only a very narrow range of games, the less likely it becomes that they will experiment with something new.

    By the way, very few games reach an audience of tens of millions players!

  3. axcho 11 July 2007, 1:50 am

    It’s an interesting interview, though I am frustrated by the lack of concrete suggestions. How can we go beyond challenge/reward? It seems to me that challenge/reward is not just some capitalistic invention, but fundamental to the working of the mind and of all intelligence! Though in that case I would call it prediction/feedback. Is that the same thing? Do we have to make games about it?

    The link in my name here goes to a post I made several months ago about reward structures. I’m curious how you respond to it.

    Is the reason my game failed because it lacked interesting reward structures? Or does it just need a tutorial?

  4. Tom 11 July 2007, 9:52 am

    Nice interview Michael. You obviously chare much of the same perspectives but its nice to hear them restated in another framework too. I have always agreed that the sims is of course a simulation of western consumer culture and as such we should be wary of lending it too much acclaim. I totally agree with the idea that we need more individual artistic vision in games production rather than the clone/factory production line thing that is so depressing (and as you point out rarely even profitable). As axcho says though, It might be nice to hear more concrete ideas for how to work/produce outside this loop. You are trying this with your work, as are others perhaps it would be good to have some sort of post outlining ways in which this might be done? Should we all be looking for arts funding rather than industry funding? What is a realistic ambition and scale etc. In my experience most of the people I know who work for mainstream dev houses all yearn to make more interesting games but cant find the support/production/distribution network to allow them to try.

  5. rinkuhero 11 July 2007, 9:55 am

    “It seems to me that challenge/reward is not just some capitalistic invention, but fundamental to the working of the mind and of all intelligence! Though in that case I would call it prediction/feedback.”

    I think I agree with this. There was reward for succeeding at challenges long before there was money, let alone capitalism. However I think the difference now is that most “challenges” today come from other people, they’re more like jumping through man-made hoops others have set for you, whereas the “challenges” of the past were the challenges of nature.

  6. Michael 11 July 2007, 10:17 am

    Also, it’s not because something is “natural”, that it is good or that we should accept it. We all carry umbrella’s in the rain, wear clothing, try not to burp too loud, etc. Civilisation is about correcting the inconveniences of nature. Preferably in a harmonious way, of course.

    As for concrete ideas, I think we should start by accepting that this is an entirely new medium. What is needed is not more answers but more questions: we need to research this technology, discover what it is capable of, see how far we can go with it. Step one would be to not do certain things, things that we’re used to.

    Not implementing features that we expect in games has really helped us in our own design practice. I’m not sure why. Simply removing certain “normal” game elements opens up a world of possibilities, where the imagination can flourish. When you remove the puzzles from the game, you can suddenly start enjoying the soundscape. For instance. It’s funny how that works.

    So if we want to find an alternative to the carrot/stick design approach, we should start by removing any carrot/stick-like structures. Then we will get a field of opportunities to exploit. Which is always better than a problem to solve.

  7. Lemming 11 July 2007, 3:36 pm

    The carrot is often in the form of progress itself. The stick being the time spent striving towards some measure of progress. That’s how a lot of current games achieve their longevity. Without repeating some element, the game would just be a matter of playing WITH it until the novelty wore off.

    I can always fall back on trustworthy (and wretched) old WoW as my example. The game quickly becomes tedious to anyway who stops to notice. The insidious “grinding” ends up replacing what was novel and interesting the first few times, but by putting meagre rewards at the end of each quest, with a view to future, bigger rewards (one of which is literally a carrot on a stick), millions of players (and I’m not exaggerating this time) are enticed into spending money over and over without ever having a truly novel experience. (Click click click kill. Click click click bigger kill. Click click GET killed by a bored player of opposing faction.) I look back and cringe, but a big slice of market still feeds the machine.

    So… WoW and the Sims are prime examples of what NOT to do. >_

  8. Lemming 11 July 2007, 3:41 pm

    I DID however have months of great (and economical) entertainment at the hands of GTA: San Andreas, which does have a lot of carrot/stick side quests to while away the time one should be studying. Maybe I’m just antisocial, and the challenges met in a world peopled by… well, people, were too infuriating for me. Keep my games single player, thank you very much. :)

  9. Michael 11 July 2007, 3:48 pm

    Without repeating some element, the game would just be a matter of playing WITH it until the novelty wore off.

    I must admit that this idea attracts me a lot. A game that you just play once for half an hour or an hour and then never again. Or perhaps later, you play it one more time. No huge investment in time, no commitment. Just a short and perhaps single play session that is satisfying in and of itself. Sounds perfect to me!

  10. Lemming 12 July 2007, 2:36 am

    Some of the better quality flash games fulfill that roll admirably. Thanks to Newgrounds.com for that.

    Also juggling might be an enjoyable way to while away some time. :D Click my link for a source of good quality juggling and twirling gear. ;)

  11. axcho 12 July 2007, 3:19 am

    That’s pretty much how I play free and shareware games. Most games really. (though I do come back to them every so often)

    Anyway, I really like this idea of trying to explicitly avoid doing typical game things, in order to learn more about what games are and what’s important. Like making a game that purposely has no replay value, or a game with no explicit reward structure, or even a game that attempts to avoid giving the player any sense of reward, like Victi apparently does.

    I think it would be a lot of fun to try brainstorming elements that seem important or standard in games, but could be interesting to omit. I just started a thread in the forums where we can post our ideas. Click my name for the link.

  12. rinkuhero 12 July 2007, 8:13 am

    Of course I agree that we shouldn’t just accept natural things as good. But in the case of challenges, I’m not sure that’s one of those things. It’s not like mosquitoes or something: a life would be fine without mosquitoes, but it’d be boring without challenges. If we could have anything we want without effort or problems on the way, I’m not sure that would be such an interesting life.

    It’s worth trying out to see, though, there’s the chance I’m wrong, and maybe this quote from that movie/book is actually correct:

    Willy Wonka: But Charlie, don’t forget what happened to the man that suddenly got everything he ever wanted.

    Charlie: What happened?

    Willy Wonka: He lived happily ever after.

  13. Michael 12 July 2007, 8:28 am

    If we’re talking in universal terms -always a bad idea- then I’d say the human mind craves challenges just as much at it craves peace. Life without challenges might be boring. But life without rest would be equally unenjoyable.

    But it’s alway good to question one’s own assumptions. Think of it as a challenge. ;)

  14. Michael 12 July 2007, 9:41 am

    Maybe there’s also an issue of balance. Perhaps virtual experiences like games complement our lives. If our life is easy, we may seek challenges in games. But if we have a challenging life already, perhaps we will look for some peace and quiet in virtual reality.

    There’s also different kinds of challenges. It’s one thing to want to go hunting and kill the biggest elk you can find. It’s another to find a lost kitten and nourish it so it grows up into a friendly companion. Both are challenges. But for different personalities or moods.

    A challenge doesn’t always need to be an aggressive in your face “do you have the guts to do this?” kind of thing. Nor does the reward for facing up to the challenge always need to be explicit. And we should not forget about the narative potential of failing to face up to a challenge and of being rewarded without deserving it. Games are always fair. But life is hardly ever…

  15. axcho 12 July 2007, 8:01 pm

    Maybe that’s why I don’t like challenging games anymore. :p

    Nurturing a lost kitten sounds like fun - though maybe not in real life. I once spent at least an hour coaxing a kitten to let me come close enough to pick it up and put it in the hayloft with the other cats so the people’s hunting dogs wouldn’t kill it. That was a memorable experience. (while visiting some relatives who live on a farm)

    Perhaps a decent possibility for a play-once game?

  16. rinkuhero 13 July 2007, 10:48 am

    “There’s also different kinds of challenges. It’s one thing to want to go hunting and kill the biggest elk you can find. It’s another to find a lost kitten and nourish it so it grows up into a friendly companion. Both are challenges. But for different personalities or moods.”

    Yes exactly. Like I said before, I’d prefer if games had challenges and goals more like those, more relevant like the kinds of challenges and goals we have in real life; most people won’t ever shoot someone, but most people probably will raise a pet. Princess Maker is a game somewhat like that (about raising a daughter to be a good princess). It’s simplistic and it still had a few RPG style battles if you want to train your daughter to fight but it was a nice attempt.

  17. Tom 13 July 2007, 4:11 pm

    Isnt it shenmue where you can actually take care of a stray kitten. I remember neglecting it as I was too busy stacking crates in my day job at the factory by the docks. :)

  18. Maaike 30 July 2007, 4:25 pm

    Hi all,

    Sorry for not responding sooner but I was on holiday. Very interesting discussion! I do realize that I rave and rant a lot without giving any concrete strategies. Maybe that is because I’m a writer and have never attempted at making games. Michael’s ‘omitting-strategy’ is, I think, absolutely spot-on. For example, when you read certain books or watch certain movies you can simply see what sort of elements will make it into the game. As if writers and producers are sort of pre-adapting their material to the standard game format of, say, boss-fights, puzzles, and tricky trajectories. What would be real fun and also rewarding I guess would be to take such an example – the Harry Potter books or the Spiderman movies – and think up a game that omits all those elements that seem to be in the book or movie for the convenience of the game-adaptors.

    For now, cheers and thanks for the interesting discussion!
    Maaike.

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Tale of Tales is a game development company founded by Auriea Harvey & Michaël Samyn. We make interactive projects that often take place in virtual spaces. Our motivation is mostly artistic. We want to discover and exploit the enormous expressive potential of realtime technology. more…

This web log was begun in February of 2007.
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