Interview on Gamedev.net

There’s a little interview with us on Gamedev.net as part of an article about IGF finalists (featuring, next to The Path, Audiosurf, Battleships Forever, Clean Asia! and Noitu Love 2: Devolution).

We have always liked working with old texts (mythologies, legends, religious texts, folklore, etc), even before we were making games. Fairy tales are fascinating in particular because they come from an oral history. We like to think that digital connectedness is very similar to that pre-print society. It’s not so much about the truth of story but about the way it is being told and experienced by every person differently.

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Hardcore reviews of softcore games

I enjoy playing Endless Ocean. Not as much as reading a good novel or attending a nice opera. But more than any game that has been published in the last few years. I realize that this tells me more about the quality of those other games than it does of that of Endless Ocean.

Eurogamer’s review of Endless Ocean once again shows how inadequate games journalists are in reviewing games that are different. Within the context of a hardcore games publication, it probably makes sense to almost exclusively talk about the gameplay. And I think that anybody who judges Endless Ocean on its gameplay would arrive at the same low score (6). But is gameplay really the only thing that matters in a contemporary game? Have we come this far, developed all this technology, spent all these millions, just for some mechanic?

Perhaps Eurogamer’s audience consists exclusively of hardcore gamers. And Eurogamer may feel an obligation to view everything through the eyes of a hardcore gamer. Even if the majority of people who end up buying and playing the games they review do not fit in this category. But this is also a self-fulfilling prophecy. If you only talk about games from a hardcore perspective, other players will simply not be interested in what you’re saying. Or they would have to be as cynical as yours truly and scan for the word “boring” as an indication of a game that they might like.

Endless Ocean

Meanwhile the majority of gamers have no place to go. Mainstream magazines don’t have the space. And specialist magazines cater to the small hard core exclusively. With the ever-expanding reach of the games medium, the need for a non-hardcore games press becomes more and more urgent. The audience is ready. The publishers are ready. The developers are ready. But the press is lagging behind. This is holding back the industry because we all still care about what the press says. Even if we think that they only half-know what they are talking about. And even if we know that game reviews and game sales are two entirely different things. We still care. For one thing, press has an enormous effect on a publisher’s greenlighting process.

It’s amusing to hear Eurogamer express the exact same sentiment about Endless Ocean as I have felt when playing Bioshock or Portal or Zelda or Mario or World of Warcraft:

After sitting for minutes at a time, gently shaking the Wii remote to and fro over a digital rendition of a Red Gurnard or Bigeye Trevally, you do have to ask what you are doing with your life. As a hobby, brass-rubbing makes more sense.

Brass-rubbing. Or pretending to run around as a space marine in a science station on an alien planet? Or hitting endless series of excessively large insects on the head so that a number in the corner of your screen would increase? Or making a little dwarf jump from one platform to another so that he can jump on another and sometimes on another character’s head?

When a game makes you feel that you are wasting your time, is when you stop playing. But the point where this happens, is very different for different people.

It seems to me that hardcore gamers are well aware of the futility of the games that they play. But they want the game’s design to continuously distract them from this fact. It is the purest form of escapism: a game that absorbs you completely and doesn’t allow your brain any time to reflect on what you’re doing. Eurogamer literally complains about the fact that the designers of Endless Ocean are too gentle in this respect.

But what if you like being treated gently? What if you don’t hate your life and you don’t want to be knocked unconscious by your entertainment? What if you just want to relax in front of the television set, doing not much of anything, spending some time with your family, experiencing a story or looking at pretty moving pictures?

Eurogamer talks about a games’ pull, about it being compelling, about goals and gathering and collecting, incentives and rewards, and mini-games. But is this really why people play Endless Ocean? Why they like playing it? Reviews of games like this need to go a bit deeper. Or somewhere else. Just saying that the hardcore gamer will not like Endless Ocean -which is essentially what the Eurogamer review does- is not very informative or helpful.

And it’s not like they don’t realize this:

It’s an honest relief to play something that doesn’t shout in your ear, set any time limits, or feature a single explosion; a game whose raison d’ĂȘtre is just beauty and peace. Playing this game is almost like taking a holiday from gaming.

It’s that they don’t appreciate it. And apparently don’t care that other people do.

Interview on Gamasutra

There’s an interview with us about The Path on Gamasutra.

The Path grew from wanting to tell stories about ephemeral things, like footsteps on dry leaves on a moonless night, being in the dark and wondering what you are afraid of, is there anything to be afraid of? What scares you most is in your own mind. I was most interested in that aspect.

Telling stories about growing from a girl to a woman and different ways of dealing with men and dealing with darkness outside, darkness inside.

Read the whole thing here.

There is hope

Quote from a Letter To The Editor of Gamasutra on GameSetWatch:

I am so impressed by the excellence of your website and your enormous technical and creative skills, but am shocked by the underlying assumptions of your games. They revolve around win/lose, zero sum, might makes right thinking, and a tooth and claw view of nature, while there’s a whole new effort out there to raise consciousness on new paradigms for conceptualizing life.
(…)
I encourage you to use your considerable talents to change and evolve people’s views, to create games which engage people’s moral awareness, and connect with our highest aspirations, rather than repeat the ordinary win/lose thinking and pessimistic assumptions which can be seen everywhere.

Hope Benne, Professor of History at Salem State College.

While the author seems to be keen on replacing one fanatical doctrine with another, I do think she has a point. It is time that we start paying attention to the content of our games. Contemporary games have become so much more than just games. And we shouldn’t be surprised that non-gamers don’t even see or appreciate the game aspect of their design. They see stories and themes and ideas. It’s about time that we, designers, do so as well.

There will always be a place for games. And the odd Tamagotchi will probably affect society at large. But when it comes to learning about life and enjoying its depth and complexity, we need something else.

Hardcore journalists & the other games

As the audience for games is become bigger and more diverse, criticism of the hardcore games press is getting louder. We’ve complained about this issue concerning artistic games, but apparent it’s a problem for casual games as well.

On GameSetWatch, Simon Carless discusses the situation with Joel Reed Parker, realizing that perfectly fine casual games sink to the depths of mediocrity on sites like Metacritic, simply because they are not appreciated by hardcore game journalists:

Who can I trust to tell me whether my mother would like specific Wii games, other than me? And what if I don’t know anything about Wii games? This is a major problem.

Jay Barnson argues on Tales of the Rampant Coyote that it’s fine for game journalists to have a bias. But that they shouldn’t all have the same bias:

The real issue is this – who is the audience for these games? I get really tired of reading damning comments by hardcore gaming reviewers for games that were really never intended for them.

The problem seems to be similar to the one pointed out by Kellee in the comments of a Grand Text Auto post, talking about getting innovative games selected in the Independent Games Festival:

Those are the games that typically polarize people. A game will receive either high mark or low marks, and so its final score will be average.

In the games press, the situation seems to be lot more straightforward, though. It seems like games are graded in an almost objective way. Much like teachers in schools, the journalists seem to already know all the answers to the test. And then it is up to the game to deliver. It’s like a checklist of features and the more boxes you check, the more points you get. As a result, perfectly fine casual games cannot possible get a high score because they don’t have explosions, HDR lighting, bumpy monsters, character classes, complicated sphere grids, etc. This checklist attitude also means that journalists are absolutely incapable of dealing with features that are not in their list, or in the school test analogy, answers to questions that they didn’t ask (aka creativity).

On Lost Garden, Danc complains about Super Mario Galaxy, which was praised to the high heavens by the press but ultimately turns out to be much too difficult for the unsuspecting Wii player:

Each player has their own distinct playing style and many of these preferences are rarely captured by the hardcore journalists who review most games.

I disagree with Simon Carless that

this may be the moment in the history of games where the reviewers start diverging from the mainstream in a major fashion

as happened in movies some time ago. Simply because I don’t consider hardcore games to be on par with art films, culturally. But I am glad that we are starting to notice the discrepancies between the rhetoric of the games industry and the reasons why many people are actually playing games.

Noir games?

What we’ve got left is a huge gulf between popular, full-experience 3D action/adventure games that need to be financial blockbusters to survive, and marginalized casual/handheld/movie licensed games that don’t register on the mass consciousness radar.

We need our B films. We need that freedom to explore truly meaningful new avenues of interaction, quickly and nimbly, without the pressure of an eight-figure budget and multi-year dev schedule weighing down on the whole enterprise. Noir already scouted this territory for us.

Noir begs game developers to reign in the scope of their production budgets, and the conflicts they depict. The noir approach promises games wherein the player isn’t saving the kingdom, world or galaxy; wherein the ubermensch doesn’t mow down a thousand men; wherein we can experience familiar settings in a new way, and infuse the everyday with the extraordinary.

Steve Gaynor on Gamasutra

I’m glad the writer isn’t satisfied with what somebody in the comments calls “indie/mini/flash/casual (whatever) games” but is calling for a kind of game design that is still ambitious while finding budget-friendly ways of using the technology. I also like his suggestion of certain themes, popular in film noir, that are easier to portray than epic, massive war stories. And I share his belief that this type of production can lead to revitalizing the medium and lifting it up to a higher artistic standard.

More resources for prototypes

Senior producer at Sony Computer Entertainment America Santa Monica, Rusty Buchert, in an article about game pitching by Brendan Sinclair, GameSpot on Gamespot:

The biggest change [Mr. Buchert would] like to see is more resources given to developers to create functional prototypes for their game ideas.

“That’s where we’re hurting,” Buchert said. “Somebody needs the time to test out this new idea and see if it pans out without committing to a full development process and discovering halfway in that it isn’t going to work.”
[…]
Such an outcome is bad for the industry, Buchert believes, because it winds up producing bad games that don’t deliver on their early promises. This hurts gamers because it both produces a game that isn’t as good as it could have been and makes them more apprehensive about buying games in the future because they don’t want to get stung twice.

Makes sense to me. And it seems that Sony is taking a leading role in this, especially via the Playstation Network. We’ve talked with Sony people over here ourselves, and they seemed quite interested in investing in prototyping.

I can sympathize with publishers being uncomfortable with taking big risks. Developing and marketing a game can be very expensive. Greenlighting the entire project in one go, based on an idea, a design document or even a preliminary demo, would make me quite nervous as well. Taking one step at a time seems like a much more sensible approach.
Greenlighting every step of the process separately, starting with the prototype, makes the initial investment much smaller. As a result, publishers will be much more comfortable with taking risks. And they also won’t run the risk of missing out on an opportunity that they didn’t recognize in a first round. The developer, working through the process with a publisher, will also understand much better why a game is ultimately considered a good investment or not.
Developers also would get burnt a lot less frequently if the greenlighting process was more gradual. Now we are expected to be enthusiastic and passionate about our ideas from the onset. And while that’s easy from an artistic point of view, it’s quite difficult from a commercial one (since developers obviously know less about about the market than publishers do).
A tight collaboration between publisher and developer in the production of a commercial game, sounds like a good idea to me.