listen.
artists need to make money to eat and to continue to make art.
artists used to rely on middlemen to collect their money on their behalf, thereby rendering themselves innocent of cash-handling in the public eye.
artists will now be coming straight to you (yes YOU, you who want their music, their films, their books) for their paychecks.
please welcome them. please help them. please do not make them feel badly about asking you directly for money.
dead serious: this is the way shit is going to work from now on and it will work best if we all embrace it and don’t fight it.
Author: Michael
The first ever Tale of Tales in a store!
Behold!
This the edycja specjalna of The Path, published by the great guys at Topware in Poland. It is the very first Tale of Tales product that has been published for retail. We’ve had some great reviews in the Polish press, so hopefully The Path will do well in the stores in Poland.
The Path for $5
Direct2Drive is celebrating its 5th birthday and for the occasion they’re having a big sale of games, all at 5 Dollars. This week, a number of indie titles have been added to the party, including The Path, Mount and Blade, World of Goo and Gish. So now there’s no excuse anymore!
Our friend Paul Eres’ Immortal Defense is not included in the celebration (despite it being his own birthday). But he lets us know that you can get it for $3 by entering BMCN000H7 as Discount code.
Fatale Audio Trailer
We’re delighted with the audio that Jarboe (voice acting and ambient music), Kris Force (sound effects) and Gerry De Mol (dance music) have created for Fatale. So much so, that we are releasing a trailer that only contains audio! Have a listen:
One of the cornerstones of our approach to design for interactive entertainment, is that all elements in the production are of equal importance. We do not single out any element above any other: 3D artwork, animation, interaction, text, sound and music all contribute in equal parts to the multi-sensory experience. Our aim is to communicate on many levels simultaneously and offer many different forms of amusement and delight. Traditionally, videogames tend to be a very visually oriented medium. But in our work, sound is of equal importance. And somehow it felt fitting to release an audio-only trailer for a project about a man who loses his head.
An MP3 version of the audio trailer can be downloaded on the project’s gallery page.
We’ve also finished the cistern area where John the Baptist is held captive. Here’s a screenshot:
The Path selected for IndieCade festival
Our short horror game ThePath has been selected for the IndieCade festival. The award ceremony, exhibitions and conference take place from October 1 to 4 in Culver City, Los Angeles, California, USA.
Sadly, we will not be able to attend the event -because we are w o r k i n g– but it looks like it’s going to be great!
Italian interview about Fatale
Not that we’re able to reveal a lot yet (if only because were still working very hard crunch crunch, trying to get as much stuff in as possible while keeping an eye on that damned framerate ) but it was fun talking about our new project with Claudio Todeschini. The interview has been translated into Italian. Part one is here. Part two here. Buona lettura!
Tale of Tales in Shangai
Sculpture by Nick Ervinck
Today an exhibition entitled “Fantastic Illusions” opens in the Shangai Museum of Contemporary Art. It’s a “Media Art Exhibition of Chinese and Belgian Artists.” Which means that it features The Endless Forest (Tale of Tales’ Michael Samyn is Belgian) and Flower (Thatgamecompany’s Jenova Chen is Chinese)! A second leg of this exhibition will take place in the fabulous Broelmuseum in Kortrijk where we will confront our work with ye olde Flemish Masters.
The theme of the show is actually very close to our hearts. Here’s a quote from the concept description by curator Christophe De Jaeger:
The title of the exhibition alludes to the human desire to be admitted to a world that is out of the ordinary, a world of fantasy. Considering the philosophical developments in the 20th century the least of the tasks of the critical artist is to create illusions. However, history shows that both artists and spectators have a constant desire that can be described by the romantic phrase Die Sehnsucht im Bild zu sein: the desire to dwell in the image.
Who of us has never experienced the uncontrollable urge to step into the world of a painting? Take a Dutch landscape by Jacob van Ruysdael; our gaze is irresistibly drawn to the path that runs through the landscape until it can go no further. What a disappointment that we cannot get beyond the horizon or feel the wind raging over the countryside!
Sadly we couldn’t go to Shangai because we’re too busy with Fatale, which happens to address the issue described above directly. But Jenova was there! And we’ll be in Kortrijk!
Other artists include Anouk De Clercq, Bart Stolle, David Claerbout, Hans Op de Beeck, Heidi Voet, Nick Ervinck, Hu Jieming, Teddy Lo, Peng Yun, Xu Wenkai and Wu Juehui. Guess which ones are the Belgians! 😉
The show in Shangai runs until 11 October. The show in Kortrijk starts on 13 November. We’ll probably report on it again then because we plan on doing something special in the Forest for the occasion…
Critique of The Path
Red is the colour of blood, and therefore signifies both life and death. We never see the mother at the beginning of the story, but in a sense she is there nevertheless, because the red room from which all the girls start their journey can be interpreted as a womb-symbol.
British writer Edward Picot, well known to us for his wonderful exploration of computer games as art, has published an in-depth review of The Path both on Furtherfield and The Hyperliterature Exchange.
It’s a remarkable article because it goes a lot further in analyzing the content of the game than most reviews have so far. There’s quite a bit of fair criticism as well, which only contributes to the article’s much appreciated sincerity.
GDC Europe -impressions
We left Cologne just when the Gamescom spectacle was getting started. We were there for the Game Developers Conference. We did take a stroll through the fair but were not impressed. It was just a lot of big, fancy and loud booths advertising videogames that are half-broken, outdated and badly designed. Last year’s Independent Games Festival winner Petri Purho made the depressing observation that you could fund development of 20 indy games for the price of one of those booths. Indeed. For the price of one booth at Gamescom, you could revolutionize the entire games industry! But who cares?
While there were not many independent developers presenting at the conference, the few that were there quickly found each other. It’s nice to know that there is a little underground group of people who all resist the big games machine. Together we can look down on the suits with a big grin while they are desperately trying to keep their multi-million Dollar enterprises afloat.
We had a little booth at the GDC, thanks to the efforts of Elfya van Muylem at IBBT, where we were showing The Path (on the iMac, by the way, that also stored all of the production files of our upcoming project Fatale -but nobody saw it). Lots of people came up to us. Players of the game, people who had read about it, students, journalists, game developers, business people. It was fun to talk to them. Made us feel our work really means something to some. So thanks to all of you, in case you’re reading this (leave a comment here! ).
As a result, we didn’t see a lot of lectures. But of the few we saw, David Cage’s sermon about the future of videogames probably made the biggest impression. If only because he was almost saying word for word, the kind of things we have been talking about on this blog for years. But in a “for dummies” kind of style, which wasn’t to the liking of all attendees, but still managed to irritate a few sufficiently to make them leave the room.
Basically, Mr Cage was pointing out that the games industry is on a crossroads. Depending on the choices we make now, it will continue to be a successful children’s toy production industry or it could become a mature medium on the level and with the diversity of cinema. His references to cinema were perhaps a bit excessive (personally, I think, we can surpass cinema with a medium that is much more adequate to talk about complex contemporary issues). But in the light of his own work, this is understandable. And his continuous praise of thatgamecompany‘s Flower made it clear that he is broad-minded enough to recognize applications of the theory that are very different of his own.
Speaking of Flower, we also attended Kellee Santiago’s post-mortem presentation of the PSN game, which had drawn quite a decent crowd. She showed several prototypes of the game, made in Processing, Flash, XNA and on the Playstation 3 itself. And she finally explained why Flower changes so drastically half way through -something that had always mystified me.
We had a hell of time hanging out with her in a typical German brewery/restaurant with fellow indies (where the Koelsch beer eternally flows) and on the roof of Microsoft’s fancy new building (witnessing the joint attempts of suits and nerds to combine coolness with opportunism) where we met Steven -Slow Gaming- Poole too. That was nice!
The next day, Miss Santiago reappeared in a panel awkwardly called “Designing Women”, also featuring Tracy Fullerton and Sheri Graner Ray. It’s quite sad that women in games (both as players and as creators) continues to be an issue, even if most of the women on the panel do see it in a broader context of lack of diversity, both in development teams as in the games being produced. Which connects the issue quite neatly with David Cage’s plea for greater variety as a requirement for maturity. Ergo: more femininity in games equals more maturity.
It remain a question if anyone in the games industry even listens to these voices. We have heard the same comments and ideas for years now, and if there has been any evolution, it seems to be an evolution further away from diversification, and deeper into the niche of games for 16 year old boys (or grown men pretending to be). The few exceptions that exist (Wii & DS, independent games, casual games, iPhone games) always clearly manifest themselves as different, as a break with the industry to some extent, as an alternative, while the “mainstream” continues to dig a deeper and deeper hole. Perhaps GDC-founder Chris Crawford will finally be proven right. He has always maintained that the realisation of the potential of the interactive medium will happen outside of the games industry.
The last session we attended was Peter Molyneux’s presentation about choice in (Lionhead’s) games. The thing that bothered me about his otherwise amusing presentation, was that he focussed so much on the formal aspects of game design. Which was confirmed by him calling choice a mechanic. He doesn’t seem to be interested in the meaning and content of the particular choices presented in his games, but only in their emotional effect. Seeing choice as a mechanic does nothing to change one of the major flaws of videogames (and one of the major elements that reduces the target audience to teenage boys): the fact that games are power fantasies where apparently insecure humans can get the illusion of control. I can’t help but find that a sad situation.
Which reminds me of the pathetic display that is grown-ups pretending to play music to the antique tunes of the Beatles on plastic toy guitars. Instead of learning an actual instrument and experiencing the pure joy of interpretation, we can now happily be reduced to sacks of skin and bones that can pretend to be a star with no need to learn any useful skill whatsoever.
This is what the games industry seems to have become: a pacifier for the powerless. No inspiration is required, no imagination is desired. You don’t need to be able to do anything, be anyone. Just connect to the machine and it will make you feel like you are a hero, in control of an empire, on top of the world. You and the legions of pathetic nerds, too lazy or timid to actually do something with their lives, content to just sit there and pretend it all away, proud of the billions upon billions that the industry spends on keeping them sedated.
ToT @ GDC EU: free posters!
We will be attending the European Game Developers Conference in Cologne on Monday and Tuesday. We’ll be presenting our work in the Flemish Pavilion (booths 162, 163, 168 and 169) in the GDC expo.
We’ll be bring some posters of The Path with us to give away for free. We’ll bring 6 posters of each girl for every day. So if you catch us at our booth (we won’t be there all the time, we also want to attend lectures and meet people), be sure to ask for a poster of your favourite girl!