|
As someone who's an outsider, what attracted you to getting involved in games?
AH: I just thought I could do it. We thought we could do it. We were making digital art anyway, and then we were playing games just for relaxation. For kicks. We could rent games. We were renting games and movies at the same time. I don't know why. We just did it, because we thought it was like, "Okay. Well, there's this thing in the video store. Let's do this."
It's not that I never played video games. I played Mario as a child once or twice. We had a Game Boy -- somebody had a Game Boy. I played Tomb Raider 1. I wasn't a gamer, but a friend of mine had a PlayStation 1, and I ended up going, "What's that?" And I played that. But it sort of stopped there.
And I moved to CD-ROM games, playing Myst and loving that and loving games like that, that sort of genre of full-motion video CD-ROM games that was happening in the '90s. I played several of those, without really thinking they were video games. So, I still didn't "play video games."
MS: And I think when we started working on the web, those kinds of things influenced us.
AH: Yeah, I specifically wanted to remake games like Myst on the web, but that was impossible at the time, because it was so slow. You couldn't have big images. You could make image maps, I remember.
I experimented with early web 3D stuff, just because I was like, "I could make this environment where you're walking through this..." But then all that sort of disappeared for a long time. When we met, we were working on the internet. And when we started playing games again, after I moved in...
MS: Doom II has been on my mind with every web site I made. Doom II, specifically -- that experience of being in that space, not the shooting and all that -- has always been on my mind with any interactive project I have made.
AH: But I think we still thought of games almost subliminally like, "Well, this is just this thing that people do." Like, it wasn't one of those things where we were really passionate about games, as such. It was just another thing, like, "We're renting a movie. Let's rent a game." Okay. They're sitting right next to each other.
MS: Yeah, exactly. And we also didn't want to make movies.
AH: And we would just look at the back of the box and go, "Well, that sounds kind of interesting!" Like you read a video. And it was interactive. Since we were already interested in interactive things, we're like, "Well, this is interactive."
So, when we were playing all these games, it suddenly dawned on us, "Well, this is interactive, and this is art. Why don't we make a video game?" It was such an innocent and naive thought that I laugh about it now, but it was really like that.
We were like, "Well, you know, how hard can this be, to get Sony to put this on a disc?" We literally thought that if you make something nice, you just go talk to Sony, and they go put it on the PlayStation. You know what I mean? It's, like, so mind-blowingly naive. [laughs]
MS: The transition happened when sort of the early signs of Web 2.0 started to appear, and suddenly this web was changing as a medium, and it suddenly felt a lot less comfortable to us, to make these kinds of artworks we liked to make.
AH: But we also just felt like we wanted to level up -- doing something more formal. I mean, the internet is a very casual thing. Anyone can make a website. We were like, "It's like making a movie, and then you have somebody distribute it, and it's on a disc, and people can go to the store and they buy it." We wanted it on store shelves. And we thought that this could just be something you could do, like, "Start a company, we make a game."

MS: That's true. And that's, actually, sort of personal. Because at that point, we were sort of done with talking about ourselves, only. [laughs] So we wanted to make something for other people.
AH: So, we started thinking, "Well, what kind of game can we make?" We had this little moment where we were doing design research at a postgraduate thing, so we had two years that we could use to learn how to make video games that were basically free years. So we were like, "We can learn how to make this." We already knew a bit about programming, a bit about 3D. We knew we wanted to make 3D games, so we just did it.
But the first thing we did was all the research, of going to GDC, meeting other developers. Because it's like, "Who makes these things? And how do they make them? And why are they made like this?" And reading all kinds of things online.
And sort of, then, that's when my first misunderstanding happened, because the first question I asked is, "Why do games all seem so similar? Why are there these genres? Why is it, like, RPGs and FPS? Why are these genres there?" There's no way to understand that as an outsider.
So, all I saw was that there were really delightful things in video games, and lots of opportunities, but people weren't taking them. So, I really thought all game developers were stupid. I literally thought, like, "Were they just really geeky, and into shooting stuff, so that's why it's always like that?" It didn't occur to me that this is what they wanted to make, yet. I still thought that they were trying to tell stories. Because there was so much story in it.
MS: And in all these conferences, people are always talking about that, too -- about wanting that. About wanting more.
AH: Yeah, I mean, we're strictly... I'm not talking about puzzle games, like Tetris and stuff. We really wanted to make this sort of immersive, narrative, 3D thing happen. So, all those immersive, narrative, 3D things were usually about shooting stuff, or fighting, or blowing shit up. I was like, "Why is it always like that?" I can see you want that to exist, but why is it almost exclusively that? Or even in RPGs, why is it always this battle arena, with a random battle?
And I thought they were just dumb. You can not do that, too, you know! It's like, I just want to go up and shake somebody -- "You know, you can not do that!" They kept doing it. Or an adventure game, where it's always like some pre-rendered background point-and-click. It's like, "Why is it always like that?" For years. [laughs]
And so, that's why our games turned out the way they did. Because we immediately decided we were not going to do any of that -- because we don't like that stuff. We're going to do all these other things that we do like.
Things like in Ico, where you hold hands. Like, Ico was one of those perfect games for us. Because it was just like... Yeah, you have to battle shadow monsters, but that's so minor, to everything else.
MS: I couldn't do it. [laughs]
AH: You couldn't do it. I did those parts! But it was still like, that's so minor compared to everything, and you were so overwhelmed with the beauty of it, and everything. I said, "That's where he put the emphasis." I was like, "That's what I'm talking about. You put this emphasis on these things that you're really talking about, that you really want."
Or in Silent Hill 2, I gave it a pass because you don't have to fight at all. Well, except for the boss rounds. But it's like, for the most part, you just run away. I was like, "That's brilliant." Or you get the knife, but you never use it. I'm like, "Fuck! Mind blown. That's beautiful."
And those are the things I'm thinking about. The fact that that happens so rarely, I couldn't understand it until years later, when I realized that they like first person shooters. And then that's it. So they make another one.
|
I just love their perspective and agree with them. I want MORE. It's there... please, let's take it, let's write it, let's make it. Let's make FPS and RPG's and also all those games that we have been wanting for years.
Every time I imagine a new game, I always try to remember what I wanted as a kid and didn't get. And I see our present and all those things that I wanted to play back then haven't been done yet. I still want to see those games...
About the "bad" criticism they receive... I've been thinking a little about Nintendo. I'm a Nintendo fanboy so I'm very partial to them, but still, I feel like they get a lot of hate because they try to make some changes. And I feel like they got even more hate because they got a successful with something thy weren't supposed to (the Wii and the DS). I remember reading year after year "Nintendo is going down this year for sure" with some kind of ingrained resentment. Like they were angry that Nintendo tried something they didn't like and Nintendo proved that they were wrong about it not being possible and that you could actually make a great console without high-end graphics. And now we see all those articles of people thinking that Nintendo will go puff... finally. And that's talking about a huge company that takes some risks but it's still actually very conservative. So, my point is... there is so much hate and conservatism. Let's hope they grow up as well... it would be good it that happened.
I have 2 mentors with polar opposite opinions.
One believes games are money making machines and you shouldn't reinvent the wheel.
The other believes you should be in the games industry to create something amazing and would be crazy to make a game for money.
Thank you for this article which gives insight into both sides from experienced and informed opinions.
But I think the distinction needs to be made between interaction and interface. Interaction relates to how the player emulates the fictional world in their mind and in a sense affects it and how it affects them. Whereas what they were describing has more to do with interfacing. I think the problem with Heavy Rain is that the interface tries to be used as a literal and explicit aesthetic element. It shouldn't be about how the player presses buttons, it should be about how the player interacts with the world. Because the fictional world that the game aesthetically represents are where the ideas are transmitted and where the key concepts are explored, rather than the mechanical parts of the media itself.
Why design the aesthetic aspects of the interaction at the interface level? When it is approached that way, the aesthetics of interaction are consciously analyzed by the player, which simply drags them out of the experience.
Just love her saying that :)
That said, I respect the style of the article, because it really outlines the importance of narrative in video games.
And when you talk about expressing meaning, they often take that a little bit too literal. [laughs] As in language -- I have an idea, and I tell this idea to you. That's not really what happens in a lot of art. It's often a lot more intuitive, and artists play with the aesthetics. They don't know exactly what this message is."
Wow, Michaël Samyn defined myself! I love art, but I can't create it. I can do gameplay, game mechanics, I can design how the game works, how to challenge the player. But I can't portray art, I can't do a game make you feel anything other than "it's too easy, it's boring", "it's hard but I can win" or "this is impossible, I can't win".
About graphics and technical stuff: I see games have fallen into the "technology" trap, since they have "indulged" (for the lack of a better word) with the ideas of "graphics are everything." It takes but a small visit to Youtube to see how many self-proclaimed "hardcore gamers" will argue about games based on which one has the better graphics, or which engine is better, based obviously exclusively on the graphics, since we don't have access to all the game engines out there (I recall an argument some youtubers were having about how the internal use only Frostbite 2 was better than UE3 purely based on the frostbite 2 demo reel DICE showed at E3).
My point here is how developers add too many complications to the technical side of the games (as they said on this interview) but I think this is a part of some sort of vicious circle where you do that because that's what gamers want. You want to pushthe technology, and gamers want tech to be pushed because "that makes games better" (which is completely false). I've experienced that with my just-released indie game SteroidS (developed using UDK), a lot of comments go into "how dated it looks and how it doesn't take advantage of Unreal Engine," this last comment meaning "it doesn't take advantage of the graphic capabilities to make it look as good as Gears of War 3" (little they know I did take advantage of UDK's features, I just happened to take advantage of Unreal Script and Kismet, and that doesn't show in the visuals).
This also relates to how gamers (as well as some developers) make claims on how we desperately need new consoles, while this sometimes can be translated as "we want better graphics." Then come those claims on "how the PC offers a better gaming experience," and the reasoning behind that is basically the latest graphic card can display better graphics than the current generation consoles. In the meantime, there's still a lot that can be tried with devices such as the Kinect to create different kind of experiences. Unfortunately many of those would end up being ignored or would become a part of a "niche" because Modern Warfare 3 looks so much better than *insert fictional very original kinect title here*
About games being able to be a narrative/storytelling medium: We all know the "videogames are art" argument. We can debate whether or not games are an artistic medium or not, what merits do they have (like storytelling). However, how much importance those elements have if games will most of the time be judged based on technical aspects? I for one like the FEAR series a lot (not because they are FPS, as I'm not into FPS, for example I've never played CoD, nor I plan to), but I couldn't help to be very upset when I read this quote on the IGN review: "In terms of aesthetics, F.E.A.R. 3 provides passable graphics that look slightly dated but still get the job done."
You never hear film critics say "In terms of aesthetics, Shutter Island provides passable visuals that look slightly dated but still get the job done." A filmmaker can decide to shoot in black and white and everything is fine because that was an "artistic choice." A game developer decides to use Final Fantasy VII style graphics, gamers and reviewers alike will yell "this looks too obsolete for current standards."
But then the same people start arguing about why games aren't considered art and why Rogert Ebert is wrong when he states videogames are not art.
I for one think developers should start looking into games in a more creative ways and not just focus on make the most photorealistic games possible, and also not just give gamers "the best graphics money can buy" but make them think of games as something different. That's what many indies are doing, but the truth is indies will not change the way the world perceives games.
About the state of the industry in general: I sometimes feel certain gamers (specially the so-called "hardcore gamers") are not into gaming for the love of gamers anymore but because they like top of the line technology, and they can even feel insulted if someone suggests an indie/social/casual game. It turns out that, while "hardcore gamers" should be those that crave for videogames for the love of videogames, they are in reality "big budget games gamers" that want pixel-perfect precision and visual realism (no wonder why CoD 8 sold so many million copies last week, even if it's pretty much the same game as the other 7).
The media doesn't help either, with so much attention given to big budget games because that's what's "hardcore" and smaller games are pretty much ignored. Again, I can talk about this based on my experience with SteroidS, being ignored by many gaming sites because right now MW3 and Skyrim are the only things worth talking about (as well as Minecraft, but for the sole reason that it has a huge user base, as it was completely ignored by the same sites during almost an entire year until it gained momentum... but many brilliant indie games will not get the chance of gaining momentum because they are simply ignored).
I think the clearest example of this could be EpicBattleAxe as they provide "Gaming news and features that cut through the crap..." Visit their site and what you'll see right now is Skyrim, MW3, Uncharted 3... I'd like to know their definition of "crap," maybe low-budget, social, casual, less-known indie games?
I think it's important for people to criticize junk games, junk science, junk food, junk products, junk anything, but I don't think we need to feel frustrated at anything the industry is doing or anything end users are doing. Just keep spreading awareness and eventually there will be a wholesale return to quality and values and honesty. There's growing opportunity to create the equivalent of organic sustainable free range pesticide free high nutrient games and earn a living.
n_Tale_Of_Tales_Dark_Journey.php
I do take issue with some of AH's comments generalizing the industry and what people want to make. It's a huge industry with many people, ma'am. And please, do not judge others for what they want to make either. You're lucky enough to be able to do what you do for a living, so let others do what they do for a living as well. If they want to make COD6 - Post-Modern Warfare, let them. It's less competition for you.