Focus.
Michaël Samyn, July 26, 2012
Bientôt l’été may be the most explicit art game we have made so far. And yet is also functions as a transition to the games I want to make after this, “beyond” art.
The key to both is focus. By stripping everything away that is non-essential, even at the expense of realism (perhaps especially so), the mind of the player is allowed to appreciate even minute things. Things that may go unnoticed in a richer context (like the footsteps in 8).
A simple context allows the player to enjoy every element in it, and allows the creator to concentrate on these few elements. To make them beautiful and meaningful and charming. This does not only apply to the environment or the graphics in general. But also to the interaction design.
We have known for a long time that conventional rules-driven, goal-oriented play distracts the player from engaging with the actual content of the piece: the virtual world, the characters, the philosophical theme, etc. But simply removing such interactions, or even taking care that the player cannot engage in any remaining activities in a game-like manner, is not enough.
I believe now that the amount of interaction needs to be as minimal as possible. Perhaps even to the point where the game becomes slow. To create the opportunity to enjoy what is really going on in this world. A lot more processing should be devoted to generative systems that make the world feel alive. It’s much better to play a limited creature in a rich world than to be an all powerful hero in an essentially static decor.
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