Not a game at all.

Michaël Samyn, 27 September 2012

I’m very sympathetic to the attempts of people like Chris Bateman to make use of the term game in a broad inclusive way. Much more sympathetic than I am to the nitpickers who have contracted the meaning of the word to only the kinds of activities that they enjoy (usually rigid formal games with specific rules, goals, challenges, conflict, competition and victory conditions). But when I play Bientôt l’été, I find it difficult to think of it as a game.

Walking my avatar on the beach doesn’t feel like playing a game. Even if the controls are very similar as in other videogames. Bientôt l’été is about doing something. Imagining being somewhere.

This has nothing to do with games at all. Unless maybe games of make belief. But even then. We don’t really believe we are there. It’s a game of imagination, of what if. It has nothing to do with formal games. In fact, it is so different that I can add chess without causing any confusion (just as one could mention chess in a novel or draw it in a painting).

Playing Bientôt l’été is about how it makes you feel to imagine being in such a situation. On a beach, in a café, in love, or not. On a space station, in a simulation, with a virtual creature. It’s not about the fiction, or its meaning. It’s about the emotions and memories triggered in you while you’re playing. These emotions are real not fictional. It’s not about empathy. It’s about you. Not how you feel about somebody else.

I guess the closest equivalent to pretending to walk on a beach in Bientôt l’été is actually walking on a real beach. Not a game. Not a fiction. Just something you do. Something that affects you emotionally and makes you think.

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Alpha 3.

Michaël Samyn, 26 September 2012

We have (pre-)released a new test version of Bientôt l’été, just in time for IndieCade. Yes, Bientôt l’été has been selected for the festival. Which is not the same as nominated -apparently the IndieCade jury didn’t appreciate our piece- but the only difference is that we can’t win a prize. This version of Bientôt l’été will be playable at the festival. And we will give a short presentation about it at the conference.


— Press button to collect —

The biggest change in this alpha version 3 is the replacement of the unintuitive stand-still-to-fade mechanic for collecting chess pieces, by a simple button that you see when you close your eyes in the direction of an Apparition. Clicking it starts a short cut scene, showing the object, after which your avatar picks up the chess piece.

This final simplification motivated the removal of the Hints from the screen. We figure that the interaction is now so easy that Hints are not necessary any more. They are still available when you close your eyes.


— Hiccups —

Another reason for removing the Hints was performance. Remember those weird hiccups that would happen all the time in alpha 1 and 2? Most of them were caused by drawing text on the screen: Unity3D’s infamous GUI system. To further reduce the impact of this system, we replaced all OnGUI calls by a single one.

We have also transcribed the music mixer from the visual language of Antares Universe (in which the entire game logic is created) to text-based Javascript. This has greatly reduced the frequency of the hiccups that happen in the game. So now we can finally listen to Walter Hus‘s wonderful music without interruptions. Almost. Still a bit of tweaking to do.

Some new music tracks have been added, by the way, to the ambient music of Femme, the female character. Pretty surprising at times!


— End of the World —

In principle, the beach in Bientôt l’été could be endless. It stretches. And the waves and the gulls follow along with the avatar. But in response to various reactions to the previous test versions, I have added an end to the world. To symbolize that end, there is a bench: beyond that bench you will find nothing new. Your avatar can sit on that bench and enjoy the scenery. Should you walk further anyway, an invisible wall will become visible and stop you.


— Gamepad controls —

I changed the mouse controls from conventional point-and-click to “hold down to walk, release to stop”. This feels a lot nicer, I think. Plus it removes the implication that the target where you click would matter.

The major addition, however, is gamepad controls. I wasn’t going to add this until Steam announced its Big Picture feature and I realized how much I enjoy playing videogames from the couch. It was quite a nightmare to make Unity3D play nice with different game controllers on different platforms. But it was worth the effort. The gamepad has become my favorite interface to Bientôt l’été.

A direct result of the implementation of gamepad controls and the dominance of Microsoft’s XBox 360 controller is a change of the letter keys that you press to play the game with the keyboard. Instead of the first letter of the English name of the function, we’re now using the same letters as on the buttons of the controller: A, B, X and Y.


— Future cloud —

We have added functionality that will make it possible to load your collection of phrases and chess pieces into a separate client. This client will consist of only the multiplayer part of the game (the café) and I hope to release it for tablets and maybe the web. For free. So after you have walked some time on the beach, you can load your collection on your tablet to talk to another player. Only the back end of this system has been built so far. So this cannot be tested yet. Just know that if you don’t toggle off the “Cloud Name” in the Credits section, your collection will be uploaded to our database.

Private networking has been re-enabled. If you fill in a password at the bottom of the Credits screen, you will only be connected to players with the same password. So for a private session, you need to share the password with your partner in play.


— Aesthetics —

I have mostly finalized the aesthetics of the game now. Added some color correction to the exterior scene. And a shader that I’m particularly proud of. It’s a “masked blur” shader. I hate how 3D always looks so clean and sharp. But just blurring the screen doesn’t feel nice. So I made a shader that only blurs the screen in specific uneven areas defined by a texture. And then I move that texture around. It’s a nice effect. I have also added Tale of Tales’ patented light intensity fluctuation, which gives a nice feel of moving clouds.

Some of you will be happy to see the new foot prints in the sand and the little splatters when you step in the water. The avatars now have a few idle poses. And they move their fingers a bit. Sometimes their spine spirals out of control. So I still need to tweak something there.

The interior aesthetics have also been polished a bit. Some sound effects were added. And smoke! The more you smoke, the more the room fills with smoke. It looks very unhealthy! Especially now that the bot can smoke too, and drink and play music. It still doesn’t have a brain. But randomness seems to work well enough.


Enjoy!

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Faith.

Michaël Samyn, 25 September 2012

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.

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Confidence.

Michaël Samyn, 24 September 2012

I have experienced doubt about Bientôt l’été before. Questioning whether there is any point in making something that only few people will appreciate, doubts about confronting my own modest artistic talent with the genius of Marguerite Duras, wondering if anybody who plays videogames has even heard of Duras or read any of her books, let alone appreciates her work like I do.

And while I’m happy for Bientôt l’été to remain the last “art game” I create for a while in favor of simpler pleasures (a choice based in part on naive hope and speculation and in part on desperation, indifference and disgust), I do feel increasingly confident about this project, as I continue refining it.

There’s nothing wrong with Bientôt l’été in essence (and my definition of successful art is “that of which nothing is wrong”). All I need to do now is polish the diamond so that it becomes easier for other people to discover its beauty. I do believe it is possible to take this process very far. Until many people can enjoy it, absurd numbers compared to how weird of an art piece it is. Just keep polishing the surface until it shines for everyone. No matter what is at its core.

But I don’t know if I will have the patience. Or find it worth the trouble. I have no desire to please everyone. Least of all with Bientôt l’été. I’d rather it remains one of those forbidden fruits, the appreciation of which I can recognize my friends by. Yes, that is how vain and unreasonable I am. If you don’t appreciate my work, don’t call me your friend. My work is my baby. I will chose it over you any day. Love me, love my work. Or stay away.

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Not done with Duras.

Michaël Samyn, 23 September 2012

While Bientôt l’été contains many elements that refer to Marguerite Duras, there still remains something in her work that it doesn’t capture. It’s normal for a game design to deviate from its basic premises. I feel one has to let the design go where it wants to go. Stubbornly clinging to one’s initial ambitions is not only frustrating but it often brings unsatisfactory results.

Not that this particular aspect of Duras’ work was ever really on the agenda. It’s just something I notice when I read her work now. It’s simply inspiring for some other interactive piece.

Duras has a way of describing situations that has great emotional impact on me when I read it. And situations is exactly what I want to create with this technology (not stories, not causal chains, not moral choices). She never describes an entire scene for the purpose of imagining it visually. She mentions only certain elements. But each of them feels somewhat like a metaphor. Not a metaphor that clearly expresses or demonstrates a thought or feeling, more like an emotional trigger that remains more or less meaningless.

There is always a character involved. Although the descriptions may not be observations by the character. Maybe the character is just another element in the scene. But one we feel great empathy with. We are there with her.

I love the muteness of these situations. Not silence, as I feel a lot of ambient sound. But muteness, in the sense that something is palpably not being said. Something that cannot be said. Something that is either too horrible or too fragile to be spoken.

I want to create such a situation in the realtime medium. I’m not sure how to go about it. Maybe I should literally follow a passage in one of the books. And simply build in 3D whatever is described (and leave the gaps open?). Or maybe I should just aim for the atmosphere created by such passages and invent the situation (which is how we usually work).

Temps couvert.
Les baies sont fermées.
Du côté de la salle à manger où il se trouve, on ne peut pas voir le parc.
Elle, oui, elle voit, elle regarde. Sa table touche le rebord des baies.
A cause de la lumière gênante, elle plisse les yeux. Son regard va et vient. D’autres clients regardent aussi ces parties de tennis que lui ne voit pas.
Il n’a pas demandé de changer de table.
Elle ignore qu’on la regarde.
Il a plu ce matin vers cinq heures.

I love how Duras gradually introduces descriptions of the scenery or the situation, precisely at the moment when they feel metaphoric (even if their precise meaning is unclear).

Aujourd’hui c’est dans un temps mou et lourd que frappent les balles. Elle porte une robe d’été.

These quotes are from the first page of “Détruire dit-elle”. Maybe that’s what I should do. Just take this first page and make a videogame out of it.

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In Duras’ footsteps. Walking. And drinking.

Michaël Samyn, 22 September 2012

Taking long walks is the main activity in Bientôt l’été. As it is in many of the novels by Marguerite Duras. Her protagonists roam beaches, the cities they dwell in, in one case they cross an entire country on foot. They walk and walk and walk. Tirelessly. Daily. For months, for years. With no purpose, no goal. Sometimes it seems like they are only half conscious of the act. As if the walking is a kind of physical ritual necessary to engage in a certain mental activity. If only forgetting.

And of course, inevitably, one day the walking is interrupted. An event happens and as of then, the ritual loses its pointlessness. The body of Anne Desbaresdes cannot resist moving towards the seaside café to encounter the body of Chauvin, in Moderato Cantabile. The embarrassed waitress turns up the volume of the radio (also in the game!) while Desbaresdes and Chauvin order one glass of wine after the other.

Alcohol. Another recurring theme. Duras writes about what she knows. Long walks, love and drinking. She was an alcoholic. Probably for most of her life, judging by the frequency of heavy drinking in her novels. She died at age 82 and continued to write highly lucidly to the very end. So she far from drank herself to death.

Drinking, like walking, must have been a kind of ritual -only far less healthy. A way to order thoughts, control the mind. For the Great Work that she was engaged in. Or as Anne Debaresdes wonders in Moderato Cantabile.

Si on ne buvait pas tant, ce ne serait pas possible?

If we would not drink as much, this would not be possible?

Duras was far too clever and sophisticated to draw any simplistic moralistic conclusions about human behavior. She was an observer. She did not judge. Human life in all its variety and with its different kinds of weaknesses. And she realized that it is not despite of these weaknesses that people could be beautiful. It was because of them. I will be forever indebted to her for that insight.

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In Duras’ footsteps. Café music.

Michaël Samyn, 21 September 2012

Someone playing the piano is a recurring theme in Duras’ work. Several of her novels have a particular song that keeps being heard. Either a classical tune, or a dance, or a mysterious droning and chanting.

There’s a virtual jukebox in the café in Bientôt l’été and one of the songs it plays is Hervé Vilard’s Capri c’est fini. This was apparently one of Duras’ favorite songs. She mentions it in her novel Yann Andréa Steiner.

Quelquefois c’est au bord de la mer. Quand la plage se vide, à la tombée de la nuit. Après le départ des colonies d’enfants. Sur toute l’étendue des sables tout à coup, ça hurle que Capri c’est fini. Que C’ÉTAIT LA VILLE DE NOTRE PREMIER AMOUR mais que maintenant c’est fini. FINI.
Que c’est terrible tout à coup. Terrible. Chaque fois à pleurer, à fuir, à mourir parce que Capri a tourné avec la terre, vers l’oubli de l’amour.

Other music that comes straight out of Duras’ work is India Song. It appears as an instrumental in several of her novels and films. But she also wrote lyrics for it, sung by Jeanne Moreau.

Chanson,
Toi qui ne veux rien dire
Toi qui me parles d’elle
Et toi qui me dis tout
Ô, toi,
Que nous dansions ensemble
Toi qui me parlais d’elle
D’elle qui te chantait
Toi qui me parlais d’elle
De son nom oublié
De son corps, de mon corps
De cet amour là
De cet amour mort

The remaining songs in the jukebox come in part from my own childhood memories of my parents’ fondness for French chanson. And from Bientôt l’été composer Walter Hus’ suggestion, whose idea it was to play this kind of music in this scene in the first place. They are just wonderfully sentimental songs. Sometimes I wonder what pop culture would have been like of not the Anglo-Saxon but the French had dominated it.

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In Duras’ footsteps. The black in the white.

Michaël Samyn, 20 September 2012

The piano in Bientôt l’été comes straight out of Marguerite Duras’ novel Moderato Cantabile in which the young son of the protagonist is learning how to play when the incident happens in the café. But there’s also a piano in Agatha. A black piano in an abandoned villa where the brother and sister make love.

One of the incarnations of the exterior of the café on the dike in Bientôt l’été is an abandoned building. The ruin of a colonial mansion refers to the many stories by Duras that take place in former Indochina, where she grew up, not as one of the idle rich she often describes but as a poor white person. The colonies are always a place of conflict in her work, romantic conflict, racial conflict, cultural conflict, class conflict.

The pile of coal in Bientôt l’été refers to the lower classes, back home, in Europe. The workmen in the factories. Working in the mine, digging for black gold. The rock is something else. It’s a symbol of pride, of majesty, of stubborn resistance, of faith, for me.

A black piano, blackened ruins, black coal, a black rock and a black lamppost. That calls for a rainbow, the ultimate symbol of naive hope.

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Untold stories.

Michaël Samyn, 19 September 2012

There is no story in Bientôt l’été. But there are elements that could be featured in stories. It is possible to imagine stories about them. This possibility brings a kind of joy. Not the imagining as such, let alone the execution of such fantasies, but the pure potential.

There’s something beautiful about a story that isn’t told. We see the object, it looks like it could mean something, but we do not know what. We don’t need to know. In fact, knowing would destroy the pleasure. If only because this would collapse the possibility space.

An untold story is richer than a told story. This must be why this medium seems so suitable for the kind of art I tend to create. We can just create existences. We don’t need histories, stories, explanations, meaning. Just things. In all their mute mystery. The beauty of being.

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Never finished.

Michaël Samyn, 18 September 2012

Contrary to my ambiguous feelings concerning the multiple deadlines I’m setting myself during this late phase in the production of Bientôt l’été, I actually really like the idea of a videogame that’s never finished.

I think this harks back to my earlier love of the website as an artistic medium. A website is a living thing. It’s always up but changes all the time. As such it’s never finished. To finish a website is to kill it. A website is not built with finishing in mind. It keeps changing, sometimes from the top, by adding new content, sometimes from the bottom, in response to user interaction.

I wish videogames could be the same. Publishing early alpha versions feels a little bit like that. This process could go on forever. I would keep making changes and see how people react. Not, as now, with the purpose of refining the design towards some ideal state, but just for the sake of change itself.

Working like this could take the project in many unexpected directions. At some point I could introduce a storm. And then that would be the state of the game. And at some other time, perhaps a taxi arrives in front of the café, and we would go travel somewhere else. Or a giant wave hits the shore and throws us in the air where we develop wings.

To some extent, perhaps, the Apparitions in the game are crystallized suggestions of such possibilities. What if questions. What if this black rock would become a main feature of the game? How would the experience change? What if somebody would actually come and play tennis? Could we meet them? Join them? Have drinks with them after the match, in the café? What if the dead dog was actually a dog I had seen before, alive, and I would have petted it, or been afraid of it, or ignored it?

Possible worlds.

Maybe it’s for the best that practical reasons prevent this sort of endless production. But it’s a nice fantasy.

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