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  Steve Swink On The Art Of Experimental Games
by Christian Nutt [Design, Interview, Indie, Console Digital]
17 comments Share on Twitter Share on Facebook RSS
 
 
April 8, 2011 Article Start Page 1 of 6 Next
 

[Indie Fund Shadow Physics developer Steve Swink discusses creative inspiration, the realities of developing games in a fiscally-driven world, and how Braid and Portal profoundly influenced his conception and understanding of development.]

As a veteran indie game developer -- in the current sense of the term -- Steve Swink is making the biggest bet of his career on Shadow Physics. The downloadable game, currently under development by Swink and Scott Anderson, was announced to be one of the Indie Fund titles at GDC. It's targeting the Braid space -- creatively and in terms of its audience.



Swink is a big believer in the experimental gameplay methodology, an approach he's both taking with this title and which he also outlined passionately during a well-received talk at last year's GDC China.

In this wide-ranging interview, Swink talks about the games that cast their shadows on his own creative process, how different developers tackle development -- what works and what does not -- and how going back and examining previous games to understand how they work is essential to progressing the medium.

The reaction you can get from the public makes the act of creation daunting, doesn't it?

Steve Swink: I don't know if it's because games are so new, but I find that everyone thinks they know how to design games. Even more than people who think they know how to make movies, or think they know how to write books.

I'd say that it goes that way: it's like games, movies, books. Like people have ideas for screenplays, before they have ideas for novels, and so on down the line. Maybe it's just the age of the medium, you feel like there's not as much ground covered, so maybe your unique voice would carry you through -- even if you don't have the craft or talent. Or something.

I don't like to make sweeping generalizations, because I feel like nobody actually knows how to design a game. And I feel like if you talk to people who I think are the best game designers in the world, even they will tell you that they have no idea how to design a game really, and they just have some data points, and they feel like they got really lucky with being at the right time in the right place.

I don't know; it's sort of weird. It's like everyone judges games monetarily, in a lot of ways. Because that's the one bottom line of success that no one can argue with; it's like the "take it home to your mom" kind of success. You can prove to your dad that you're worth a damn if your game made a bunch of money, kind of thing.

But I don't think that's necessarily good or positive. Like I think Cactus's games, and Messhof's games, and weird things like Increpare's games, some of those have a lot more interesting things than most mainstream games and most indie games, and they get overlooked because they never really made any money.


Shadow Physics

When it comes to indie games, it's something of a chicken and egg thing. They get overlooked because no one's out there shouting about them. Who's really shouting about games? Usually it's marketing people. Even with indie games to an extent, especially if you end up in XBLA or something, right?

SS: I think we, in the indie scene especially, are very myopic in the sense that we know all the games that are coming out, we have our finger on the pulse, and we are even at the point where we're starting to think certain types of games are tired, and all that sort of thing.

But what we always forget is that even games that we consider massive breakout hits -- like your Minecraft, the Braids and the World of Goos and even Portal to some extent -- are not part of the broader conversation about video games.

The broader conversation about video games is a sound bite on Fox News about Modern Warfare 2 coming out; that's the way that the general public digests games. And so they've never heard of Minecraft except as a story about a game that made $10 million being sold through a website, through no portals, and no consoles. And in some way it becomes self-reinforcing, because that kind of press is really fascinating to a lot of people.

It's like, wait a minute! You play Modern Warfare, you play a lot of PC games maybe, you hear about this indie game that has made $10 million just from the website, you're like "What is this?!" And it sort of balloons up in these little viral clouds wherever one person tries it, it's like, "Oh!", and then all their friends buy it, too.

But I think in a lot of ways, what's driving the publicity of that is the story about how much money it's made once it's crossed a certain threshold. I mean obviously, it has a lot of things about it that are really interesting, and cause it to be shared that way.

Well, one reason is it takes a lot of time to make games, and if you are going to do it -- fully committed to it -- you need money to live, because that's how our society works.

SS: Right. But I mean I think you need a lot less money to live than a lot of people think. It just depends on how you…

Want to live?

SS: Right. The standard of living to what you have become accustomed to, I guess. So right now, I'm basically living like a college student. I don't buy anything except for food and travel, and I try to cook food for myself because it's cheaper, and my big expenditure is, like, having a guy come clean my pool so I don't have to do that. [laughs]

 
Article Start Page 1 of 6 Next
 
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Comments

Andrew Grapsas
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Wow. Insanely good interview. A lot of meat in there. I can't wait to see what these guys build :)



Scott Anderson was a great programmer when I worked with him at Kaos. Very excited for him!

Steve Swink
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He is still an insanely good programmer :).

Alexander Bruce
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Excellent interview Steve. Really enjoyed reading it.

Steve Swink
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Cheers! Oh, and I owe you an email reply. Poke me on Skype if I don't get back to you in the next day or two.

raigan burns
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best quote: "it just really fires off my idea bone"

(it works better if you imagine a *sproing!* sound effect happening)





p.s - yes to the shower time. shower time rules!

Steve Swink
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Yeah, that was a misquote. Should have been "idea boner."

Carlo Delallana
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Shower time, commute time, toilet time, zoning out in a long line for your morning coffee...I find that i'm much more receptive to creative ideas

Dolgion Chuluunbaatar
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Was at one of his talks. Shadow Physics already is DAMN AMAZING. There's tons of gameplay potential in there. Also, Swink's stance on game design is really inspiring. Great interview1

John Mawhorter
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Good interview. I'd like to make the note that accessibility and depth of gameplay are opposites in many ways and that people trying to make good games should lean in the direction of depth. Not all of the indie audience is hardcore, but a lot of people dumb down their game for no reason. So your shadow mechanic is complex and makes for some difficult puzzles? Well, that's the kind of thing you should be doing.

Steve Swink
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I think the x-factor that's hard to appreciate until you try to make a game like this is that there are types of complexity. There is definitely a "right" type of puzzle, one that is difficult to figure out for the right reasons and is highly rewarding to solve. It's relatively easy to make something so complex that people can't figure it out. It's very difficult to make puzzles that people are intrigued by, engaged by, challenged by, but which feel fair and satisfying after they're solved. Finding those is what's taking (us at least) a long time. They sit at a weird intersection of mechanics, rules, game objects. 100s of tiny decisions must be made and everything is this sea of ambiguity. All you can really go by is your intuition. Is this cool, basically.

Lance Burkett
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On the theme of success, enjoy a quote;



"Success isn't about making lots of money. It's about making lots of options."

-Chris Rock

Lance Burkett
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For me, shower time is completing lots of monotonous mathematics homework. Something about the monotony makes it a nice time to meditate on creative ideas.

Tim Carter
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Hate to push the whole "let's-adopt-the-film-model" agenda again, but I'd like to point out that it's common place in the film model to fund a creator while he is in the earliest stages of creative - even if only sketching things down on paper - so that he doesn't have to "basically [live] like a college student..."

Steve Swink
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I see what you're saying. I do think that the monetary constraints are a motivating factor in pushing development forward, however. Many of the most successful indies (World of Goo, Braid, Meat Boy etc...) would tell you that crushing financial pressure helped them get their games out and helped shape what the games became and the kinds of decisions they made in development. I think they would tell you that that pressure was positive for the quality of the games they created.



I guess the other thing is, funding a creator at the earliest stages implies being very comfortable with that creator's output. Indie Fund is still taking a huge risk in funding the game. They just want to see a gameplay prototype before they commit, which is completely reasonable. Funding a wild-eyed design sketch on a napkin just doesn't make sense. And making a prototype is not that difficult or time consuming, all things considered.



So in this case it's more about how much funding rather than when the funding occurs.

Roman Campbell
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Pure genius! Thank you Swink!

Joel S
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I want shadow physics! Where is it?


none
 
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