Archive for the 'musing' Category

Don’t speak.

Oct 19 2012 Published by under musing

Do you wish people to believe good of you? Don’t speak.
— Blaise Pascal, Pensées

Comments Off on Don’t speak.

Honest or popular.

Oct 16 2012 Published by under musing

I’m sure that there are many people who are by nature kind and joyful and generous and happy with just about anything they encounter. For others it takes more effort to be positive all the time. And for yet others, being a cheerful participant would require deep dishonesty.

I’m pretty sure I fall in the latter category. That doesn’t mean that I am an eternal pessimist. On the contrary: it probably means I am more hopeful than most. As such my expectations are high and I am quickly disappointed. I am impatient.

One of the most fascinating things I have learned from Lionhead’s superb first Black & White videogame is that the quickest way to make the player like a character, is to make the character seem to like the player.

I think this process occurs in real life as well. If you like people, they will like you back. And what a wonderful time we live in for liking! Liking is the very basis for our dear persistent and pervasive web 2.0. We are all liking each other 24/7. We have never been more happy.

Comments Off on Honest or popular.

Have our players reached maturity yet?

Oct 15 2012 Published by under musing

I wonder if the people who were wishing for more when The Graveyard came out are starting to feel silly now. It’s been over 4 years now since we released it. And, even though the “official” games industry doesn’t seem to have moved much, a lot has happened alongside of it. A lot of games have been released by many different authors and a lot of talking has been done. And although the hardcore ludic branch of the spectrum is stronger than ever, recently being reinforced by a new popularity of non-video games, there has never been as much acceptance and appreciation for more artistic types of interactive work in the games audience.

Do they feel silly now, asking for more story or for puzzles or -jokingly- for enemies to overcome? Or are we ready, as a group, to engage with pure interaction? With doing things for the sake of doing them. With making up our own minds as to what these things mean. With being the creators of our own entertainment. With using these interactive experiences as tools. Tools for self-exploration, for amusement, for investigation of certain themes. Or do we still need the author to take us by the hand, to make us feel things, to tell us a story? Have we grown up as players yet?

That is a question we seldom ask, is it? We’re often going on about how young, even infantile, videogames are as a medium. But we seldom question the maturity of our players. At least not within the play activity (outside of it, sadly, there has been some lamentable displays of childishness; but many others have commented on this already).

In fact, many of the more mainstream games seem to assume no such maturity exists. The simplistic stories, the excessive tutorials, the extreme hands holding all point to an assumption in the designers that the players of their work are children, or grown-ups with the mentality of children.

Children don’t like art films. Children seldom read literature. Classical music is mostly wasted on children. Children get bored in museums. Do we become children again when we play a videogame?

It takes maturity to appreciate a story by Kafka, a cantata by Bach or a film by Duras. Not just in the sense of having had some life experience to frame the artistic one. But also in the sense of discipline, initiative and endurance. We have to be able to bring ourself to the work, to enter a state in which we are receptive to its beauty, to let go of many of our expectations, even of the expectation to understand or decipher the meaning of the piece. It takes maturity to accept a mystery without feeling the need to comprehend it.

Have we achieved that sort of maturity yet when engaging with videogames?

It is odd to think that the same people who have no problem getting through Beckett or Godard would not be able to deal with an artistic game. And yet that was exactly the situation 4 years ago, when The Graveyard came out. It will be interesting to see how things have changed when Bientôt l’été is released.

Comments Off on Have our players reached maturity yet?

A noble subversion.

Oct 13 2012 Published by under musing

After the experience of feeling out of place at IndieCade, I started doubting whether we should submit Bientôt l’été to the Independent Games Festival as we had planned. Every title in the IGF is selected by a jury and the IndieCade jury had rejected us. IGF does not have an “Official Selection” to highlight works the organizers find important.

But the chance of rejection didn’t matter much. It hurts to be rejected. But since our games are so different, we can always blame any rejection on conservatism in the jury. So we have an emotional shield in place. That’s the advantage of making art. You can always tell yourself that the public doesn’t understand your work.

A stronger deterrent was the realization that even winning the IGF would be completely meaningless to us. Usually, I imagine, people are overjoyed to win, because they have been chosen among their peers as the best. But I don’t see what our work has in common with most of theirs. So any recognition by the IGF would only mean that perhaps the games industry is now a little bit more open to artistic experiments like ours. It wouldn’t say anything about the quality of our work. Because there’s nothing to compare it to.

But while moaning over email, I started thinking about Dear Esther. And how happy I was that it got nominated for so many awards. Not so much because it’s a recognition of the immense talents of its creators. Because there’s no competition for them either: there’s nothing out there to compare Dear Esther to. I realized that it makes me happy because people are choosing beautiful art over fun entertainment.

So you can blame Jessica Curry for talking me into submitting Bientôt l’été to the IGF.

I was reminded of our early position with regards to commercial distribution of our work -long before we even considered independent development. I was imagining the shop shelves in the games stores with all the fantasy games and the gun games and the driving and sports games. And in the midst of all that, there would be our game, a silent, gentle game, a game that was just beautiful, that didn’t challenge your competitive instincts but created space to think, to connect, to feel.

Simply offering the players an option, a choice. That was our goal. We didn’t need to conquer the games industry, we didn’t even need recognition. We just wanted our work to be there, on the shelves, for people who might want an alternative, something different.

That should be enough.

Comments Off on A noble subversion.

Among games.

Oct 12 2012 Published by under musing

IndieCade was a wonderful festival. Happy faces, joyful games, spirited political engagement, parties, fun, everybody loving each other. There was not a single quiet moment.

Not a single moment for silence. For a little contemplation. For some quiet observation. For taking in serene beauty. For allowing the cosmos to flow over you.

However unique IndieCade may be in other respects, it has the energy and noise in common with all other public game events. And why not? Games are fun. Games are for people to have fun with each other.

So why don’t they reject us? The IndieCade jury tried to by refusing to nominate Bientôt l’été. But then the staff made us part of the Official Selection. So our game was there, in a hot tent on a town square packed with computers and humans. The loudest of them attracting the attention. As always. Of course.

It makes one wonder. Would videogames have evolved more quickly if there had been a more serene way of celebrating them in public? The fun party atmosphere obviously benefits loud and colorful games, encourages casual interactions and makes it impossible to concentrate on anything.

Videogames are not games. At least they don’t have to be. But when they are not, they become weak. The beauty of the videogame medium is its intimacy. Videogames are best enjoyed by solitary players, at home, when everything around them is silent. This is a fragile form of beauty, an intense collaboration between man and machine, a strange form of electro-human meditation.

How does one celebrate such a solemn event? How does one celebrate quiet? Peace? Beauty? Calm? Focus? The things that our civilization needs much more of?

Comments Off on Among games.

Good enough.

Oct 10 2012 Published by under musing

For a while, I have been thinking that the lack of massive critical success of our work was due to the fact that it wasn’t good enough. That one day we would make something that would be so good that everyone would appreciate it. I don’t believe that anymore.

Our work is “good enough”. It’s damn good, in fact. It’s just not for everyone. And if we were to make a game that everybody likes, it would simply be another type of work, something that is easier to love. Better made? Perhaps, in that way that widely appreciated things are well made.

But if I search my own soul for things that I love, I don’t see such things at the top. I see messy things, adventurous things, flawed things. Things like, I guess Bientôt l’été.

I’m also in deep doubt whether videogames is still a relevant context for our work. More and more good games are appearing that have nothing to do with what I am looking for in the medium. I cannot deny that they are good. They are just not my taste. They don’t move me. And they take attention away from our work. Probably appropriately so. Because they fit much better in the tradition of games.

I would like to play a “home match” for a change. Present our work in a context where most people appreciate it. There certainly are enough people in the world for that to be possible. They just don’t happen to be united under a “games” banner.

Comments Off on Good enough.

The sea has no meaning.

Oct 05 2012 Published by under musing

The sea has no meaning.

Comments Off on The sea has no meaning.

Say no to nerds.

Sep 30 2012 Published by under musing

I know we’re supposed to be tolerant of all sorts of life styles. And I am. Tolerant. But not encouraging.

I think the world, and especially the technology and videogames related parts of it, could do with a bit less patience with nerds. They are just too comfortable. They more or less retreated from the world to form a cocoon around them where nothing can harm them. I understand that for some people this is a matter of survival. I imagine that nerds are weak and insecure. And I don’t blame them for seeking comfort.

But we really shouldn’t pay so much attention to what people like that say. Life in an artificial womb has made them extremely protective of their fragile situation. Which means they are ultra-conservative in the literal sense: intent on conserving the state of perfection that they inhabit. As such they are not open to new ideas. Nor do they have any particular concern for the rest of the world. All they care about is their own little bubble.

Technology has traditionally drawn nerds. It supports a solitary existence where empathy is an unnecessary luxury. Technology may even require nerd levels of concentration to develop. And I’m sure a lot of technological progress only happened thanks to the dedication of nerds.

But while we owe them respect and gratitude, we should ignore them when it comes to envisioning the future, broadening ideas. When we think about ways in which we can make the medium of videogames more accessible, or more varied, so that people of all kinds can find something of beauty in it, we really should not consult with the nerds.

Their message is simple: things are fine the way they are. Don’t change them. If videogames are not appreciated by everyone, that’s just because of what they are. They cannot change. And then they get aggressive. Because they feel that the changes we propose will happen at the expensive of the things that they love, the things that make them feel comfortable, the things that help them cope with a strange world.

Let’s just ignore them. It’s not like suddenly technology will stop being a haven for nerds. They will always find a cozy little nest in it. But the rest of the world needs to live as well. And we have our own needs and desires.

Comments Off on Say no to nerds.

No revolutions.

Sep 28 2012 Published by under musing

An article about us like this makes us seem like insane, arrogant, revolutionary, etc. And while I cannot deny any of the words in such an article, I don’t really recognize myself much in the emotional tone of it.

I’m a hardworking rather boring person. My only real vice is an obsession with work. But I schedule it very well so that it all feels orderly and controlled. There’s no chaos here, no surprises.

Maybe the way in which our work deviates from the norm makes it seem revolutionary. But that is hardly the spirit in which it is created. We simply try to make beautiful things. And we are continuously frustrated by our lack of talent and skills to really realize our dreams. So we work hard and learn all the time.

We have no desire to make things that other people are already making. But that is not the same as actively going against the grain. We can’t help it that we both don’t like most games and really love this medium.

Comments Off on No revolutions.

Faith.

Sep 25 2012 Published by under musing

We were complimented on our faith in videogames. It felt nice to hear at first. But then I wondered why should this be a compliment? Isn’t it normal to have faith in videogames? Doesn’t everyone see how wonderful this medium is and how great its potential?

And then I looked around me, at the social platforms that we share with our friends and peers. And I noticed that many people talk about games, regular games. With great enthusiasm. As if it is any news that they had fun playing a game. Imagine a large gathering of grown ups continuously raving that this or that candy tastes well. Welcome to the world that Tale of Tales exists in!

It seems like even people with a good head on their shoulders are obsessed with games these days. It’s trendy. They are certainly intelligent enough to realize that these games are all Skinner boxes that just trigger the release of certain chemicals in their brains and condition behavior. They even sometimes criticize some of these -the ones that their parents play on Facebook- but then they go on to sing the praises of yet another simplistic twitchy puzzle or another kitschy murder simulator.

At Tale of Tales, we still have faith in videogames as a medium. Why does that sentence suddenly make us sounds like dinosaurs? Is it over? Has the window of opportunity for videogames to become a medium closed? Is it all panem et circenses as of now? No more art? No more joy? No more wonder about the beauty of existence? Just endless “depressed fun”? Because we are entitled and we are “free”? Nietzschean bacchanals until the end of times? Voluntary regression to some earlier state of our species’ evolution?

No matter really. That is not a world I want to live in. At the risk of sounding melodramatic, this is a choice between continuing on my path or death. Either I continue with hope for humanity, and in support of those who make our species worthy of such hope, or I stop. If there is no hope for this world, if there is no beauty, if all that is left is fun and games ad infinitum, I do not want to live.

Comments Off on Faith.

« Prev - Next »