Tale of Tales in Shangai

Nick Ervinck
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…

Play “And Yet It Moves”, win The Path

Our friends at Broken Rules have been arranging contests within their game And Yet It Moves for awihle now. This week, players of their game can win The Path!

And Yet It Moves is a platform game that looks like this:

And Yet It Moves Wii Teaser from mml on Vimeo.

Looks like that Wii version is going to be BIG 😉 The game is currently available for Mac and PC.
See more details of their contest here!
They seem to be making it a special challenge for the occasion, you can only win by not walking but rotating to navigate! o.0 sounds difficult!

The Endless Forest featured in an Opera

2009-08-29 at 17-55-43 2009-08-29 at 17-55-24
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Last weekend we were invited to Antwerp to see a performance of Muziektheater Transparant’s new opera Solitude which is based on the music of baroque composer Henry Purcell. A description from their website:

Solitude plays on the boundary between reality and fiction. It tells the story of He and She, each in their own room and looking for the other and themselves. Staring into the other world through their webcam, or perhaps not? On the other side of the door is an escape route, a way that would lead them to each other, a virtual world with its own laws and boundaries. Lost in the game, He and She ultimately return to their rooms.

In this annual summer project organised by Muziektheater Transparant, a group of young singers and instrumentalists take up the challenge of creating the first performance of an extremely unusual opera after a short but intensive rehearsal period.

Not only were the young musicians involved highly talented, they made a fascinating exploration of the multiplayer game experience; The emotional attachment we have to these type of games and to the people we play with in them. Yes, an Opera about playing MMOs! Scenes from many different games were projected, often superimposed over the faces of the main actors. The costumes were made of various found objects, like a suit of WoW armor made entirely of pastic drink bottles. Very odd sounding but it really did work. It was an honor that The Endless Forest was chosen for the finalé when actors and musicians donned antlers and sung a song of blissful reconciliation. =) The lyrics went something like: “Let’s play this game, as a pleasant dream. Let’s forget about everything…”

UPDATE: we were sent better photographs of the performance, taken by Koen Broos…

Unveiling Salome

FATALE: SALOME (gold version)

This is a first look at the first character from FATALE, Salome. And we can tell you now who the artist that we previously listed as “secret” on the Fatale website is! She was designed by Takayoshi Sato, who also modeled her (and another of the characters who we shall introduce at a later date.) As many of you know we have been huge fans of his character design work for years, thus it has been a true joy to be working with him on this project.

We’ve started a gallery on the project’s website. We’ll be publishing more images, along with more information, in the weeks to come. We’re gearing up for release on October 5th! :)

GEE loves the indies

Get your hands on the September issue of Germany’s GEE Magazine! There’s a unique feature story, that we are particularly happy to be a part of. It is documentation of a Skype audioconference that took place between Jason Rohrer, Kellie Santiago (thatgamecompany), Aleksey and Nikolai (Ice-Pick Lodge) and us, Michael and Auriea (Tale of Tales) where we all discussed art, life, each other’s work, and game design philosophy. It was a very honest and frank discussion between developers in drastically different circumstances and with overlapping/contrasting motivations. Should prove insightful to anyone curious about “why do we do it?”

GEE Magazine, Sept. 2009

GEE Magazine, Sept. 2009

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.

The Quantic Dream Lecture

Theres a lot to be said about the Keynote speech that David Cage made. But I feel like we’ve said it all before. Basically, when Michael writes the things David said, everybody yells at him and insists what we want to do is game-dev heresy. Maybe they will listen to someone who is making a multi-million dollar project for Sony instead? ha!

read the summary of this talk on GameSetWatch.

ToT @ GDC EU: free posters!

GDC Europe

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! :)

Poster of RobinPoster of RosePoster of GingerPoster of RubyPoster of CarmenPoster of Scarlet