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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 Previous Page 6 of 6
 

When you're making Tony Hawk -- and I'm just using this example because you worked on it -- you need a certain amount content, but it's also well defined what that content's going to be, so you just sort of set people about generating it, right?

Whereas with you, you're talking about the fact that you only want to generate enriching things. And you're experimenting a lot, so I'm sure you throw away experiments.



SS: We throw away more than we keep.

And you don't want to keep things that are just there to fill time for the gamer, right? You'll end up with a game that's more...

SS: Cohesive and tight, one way to describe it.

It's very different than commercial game design.

SS: It's sort of fundamentally opposite to the idea that a game should take a certain number of hours to finish, and its inherent value to the consumer is based on how many hours it takes to finish, as opposed to the quality of those hours.

I mean I'd rather play a game that takes five minutes, like Passage, that I find really thought provoking, interesting and memorable, than I would want to play a 200 hour JRPG where I didn't find any of those things true.

Though it's also, I think, a cultural question in a sort of a broad level. America is the culture of bigger, better, all-you-can-eat. I mean, how much would anyone think Passage is worth?

SS: I don't even think you can apply that kind of value judgment to it in a lot of ways. And I think that's a reason why a lot of people are attracted to it, because it's like, "What is this? I can't put it into a bucket that I already have, so how do I cope with that?"

And it's not a product -- he later sold it for iPhone for a dollar or something to have money to live or whatever -- but it's not inherently a product and it wasn't created to be a product, obviously. It was created as an expression, so how do you make a product that also retains that beautiful creativity?

Well, maybe you can't.

SS: So Braid's proved that you can, I think.

Some of the artistic payload of Braid, I think, is of lesser quality than the mechanic exploration and brilliant puzzle solving. Although that was kind of part of the payload, too.

It's literately impossible to make a living writing poetry in America right now. No one does it.

SS: I never thought of that.

If you know poets or you read about poetry, you have to teach -- essentially have to be an academic -- and write poetry in your own time. And it does feed into your academic career, but it's indirect.

SS: Isn't there still like an American poet laureate or whatever, or someone holds that position as being the poet of America?

That's one person.

SS: So it's not like people are living off of being poets.

I have a friend who's a poet and she is also an optometrist.

SS: Ha! That's awesome.

It is awesome, but... I guess the analogy I was making is that Passage is a poem.

SS: Yeah, I guess that's true. I'm obsessed with movie trailers, because so many movie trailers are so much better than so many movies. And I find it really fascinating that it's so much easier to strike emotional chords in a movie trailer -- or so it seems -- to give you that sort of choked up feeling or that visceral feeling in a very short form than it is to make a really great movie that sustains itself all the way through.

But I feel like if you watch Apocalypse Now and you get done with it, that's a lot better than watching the trailer for Apocalypse Now, where you never get the same depth and quality and feeling. So it's sort of like what do you want to go for? And that's the answer to why you would try to make a larger form -- although still shorter than most games, indie games -- there's a greater possible depth there.

And it's like the difference between Passage and Braid or whatever, although those two don't compare that well, because they're very different; but you sort of see what I'm saying. That's the point of exploring the mechanic really deeply -- it's like you mine deeply enough that you find that, but context is so important, too. It's like you have to have all these other things leading up to it and you have to be controlling what the player is focusing on and what they're thinking about in a very intelligent way to give them that experience, to build up to that experience.

The guys who made Portal thought a lot about what people were learning when, but also what GLaDOS was saying and doing, relative to what people were learning when. And that's how they kept it from getting really tedious, so they just kept throwing new mechanics at you. Now all of a sudden you're pushing back against GLaDOS and getting free of the test chamber and so on.

Yeah, the moment in Portal where you get out of the test chamber and go in the back of the compound is perhaps the coolest thing that happened in a game this generation that I played.

SS: Yeah, totally. And what's amusing about that is that it's sort of a narrative thing. In the Source engine, it's the changing of some wall textures and placement of objects, right? It's not anything to do with the novel mechanics but it was they decided that that particular point they watched a bazillion people play through it, they decided at that point people were starting to get really bored of the mechanics and learning the mechanics -- "Okay, we're gonna let them break free" -- and now you're pressing against this antagonist.

And that is what motivates your action for the rest of the game. I don't know, just brilliant the way it all fits together.

 
Article Start Previous Page 6 of 6
 
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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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