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  Hanging in Limbo
by Christian Nutt [Business/Marketing, Design, Interview]
10 comments Share on Twitter Share on Facebook RSS
 
 
February 24, 2012 Article Start Previous Page 3 of 6 Next
 

Whenever the little boy dies sometimes it can actually be quite funny, with the rag doll effects. But it also looks so painful. Is there an intentional sense of black humor about the game?

AJ: Yeah, definitely.



That's what I thought. But I don't think a lot of people took it that way.

DP: I think it's definitely Arnt's black humor.

AJ: Yeah, but it's fun.

DP: It's definitely something about you, I think.

AJ: It gives a good tension to the player, because you know you can die in an instant. [Snaps fingers.]

DP: There's a thing about combining calmness with brutality.

Yeah, sometimes it's peaceful for a second. Well, you never think anything is going to be okay, though. Actually, one of my best friends who played the game, she hates it because nothing ever improves for the main character. There's never a feeling that things are going to get better. They're going to get worse.

AJ: Oh, but it does, in the end.

DP: Oh, but you get better as a human, playing it, because you learn how it works, and you solve all these puzzles, I think. You expand as a human being.

But if you're a very empathetic person, it can be a bit stark, right?

AJ: It's supposed to.

It's supposed to be stark?

AJ: Yeah. [laughs]

Obviously it conveys something, but it's ambiguous. The message, or meaning, or anything about the game is ambiguous. Was that a goal, or was the goal to be more atmosphere and gameplay-driven?

AJ: [Asks for the definition of "ambiguous" in Danish]

DP: [Translates into Danish]

AJ: Ohh. Yeah, yeah. I think it's supposed to be... Hmmm. I think it's great when you're done playing it, you're still thinking about it. It's not supposed to be, "It's like that, and that's how it is." I hate that. In everything -- in movies and books.

I really like this, that you have to think by yourself, and you have to talk with people about it. We enjoyed reading all those forum posts on the net, people talking about, "What is happening? And what does this mean?" Some people have a pretty clear idea, and others think it's bullshit. And pretty funny, all these in-betweens. [laughs] So, it's been great.

I definitely spent a lot of time thinking about it and talking about it afterward. I know that you like the ambiguity, but did you find that people were really getting the message you wanted to portray? Was it more about just giving something people to play with in their minds?

AJ: Yeah. I get a little upset when people say, "It was a stupid ending, and I don't know what was happening." All those people who enjoyed the open ending, that makes me happy, because it was supposed to be an open ending. What it means, I don't want to talk about.

DP: You told me that you think somebody got close.

AJ: Yeah, very close. [laughs] Sometimes scary.

DP: Scary close! To things we've been talking about in the office. Things only Arnt has in his head.

Is it scary that somebody would correctly interpret your vision?

AJ: Yeah.

Really?

AJ: Yeah, it is. Because then there's too many clues. It has to be... [falls silent]

Have you talked at all about the next game? I mean, that's kind of the luxury, I guess, of indie developing, is that you don't have to follow what you did with the sequel, you don't have to do anything the same the second time.

AJ: No, but I think we got the same approach to it. It's still going to be a puzzle-platformer-adventure-action game. Yeah. It's going to be very different, and we're going to iterate on what we already know, so it's going to be some of the same stuff. In a way, it's a sequel with a lot of new, more ambitious ideas. It's not going to be a first-person shooter.

DP: It's more like a company sequel than a game sequel.

It goes back almost to the band thing I was saying earlier.

DP: Oh yeah. Exactly. We have a lot of the same people as Limbo. We have new -- not better, but very good people on the next one.

AJ: Better. [both laugh] One of them is better.

DP: [whispers] You can't write this.

I can write anything. [laughs] I think that hopefully the sense of humor will come across. Just like with the game, it might be ambiguous, though.

DP: I think it's a company sequel.

Were you surprised by the popularity of the game?

AJ: I was a little concerned that people got it. [laughs] Is this stuff only in my mind? People, do they really want to be this involved in a game? I had my concerns about it. At the end of playtesting, and when we showed it to people, people were so impressed, we knew something would happen.

DP: Yeah. I still think it's crazy, somehow. We still get a couple fan mails each day. We got a lot in the beginning. We get so many requests, and offers, and so on, from different places.

AJ: They keep coming.

A lot of people like games in different ways. Is it okay to you that people just play it? They play it for the puzzles?

AJ: Yeah, of course. I hate games, so of course.

You hate games?

AJ: Yeah. Most of everything, I just hate it. It's hard to convince people of that.

DP: But when you say you hate games, you mean...

AJ: I love games.

DP: You mean you love games.

AJ: Yeah. But there's so much crap. That's the problem.

DP: There's so much crap. [laughs]

AJ: It's only every second year there's a good game, I think.

What games do you like?

AJ: It's obvious, I think. It's everything that has a personal touch in it. It's Braid, and Ico, and Half-Life. Stuff like that.

I was surprised to see a Dead or Alive poster in the office. That would not be my first guess.

AJ: No. That's another fanboy in here. [laughs]

That was not my first guess for Playdead's top list of beloved games.

DP: We allow people to have their own interests and opinions. It is allowed.

Obviously, a lot of the games you don't like are probably liked by a lot of people who play Limbo, right?

AJ: Yeah. [laughs]

And that informs their approach toward your game. In a sense, I think that enhances the likelihood of your game standing out, because to people who like regular games, it seems like a breath of fresh air.

AJ: Yeah, probably.

 
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Comments

E McNeill
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These frank, free-flowing interviews are the best part of this site. Especially with indie designers! Thank you.

Jacob Pederson
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A lot of what makes Limbo so impressive is that character; the amount of AI and animation and physics that's in him is NUTS. It's not something super flashy, but its so important to the life of the character. I'm always surprised that when I go back and play Shadow of the Colossus again, Agro (the horse) is still the best NPC of all time. In Skyrim, the horse feels like a series of animations. Agro feels like a real horse . . . a character!

This is the kind of work that went into the boy in Limbo. They just never stopped working on him. You can't say, "ok, horses can gallop, canter, idle, spin, and mostly not clip into the terrain . . . horses are done now!" You have to get up every day and say, "what can make this character even more alive?"

Looking forward to Playdead's next game!

Victor Rohrer
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I attended a private showcase at their offices in Copenhagen of the engine that they used for the game. It was a very innovative and flexible way of making an engine, but one of the interesting things that they said about it was how it exclusively worked with the boy character. So not only has there been put a large amount of work into the animation of the boy, but almost all of the functionality of the game was tied to him. I think this shows how much focus they had on him and making him work as a complete character.

Bryn Bennett
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I agree. I keep going back to play Limbo and am constantly amazed by how polished the boy is.

Joel S
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Thanks for the article, good read.

I love the animation on the boy, the fluidity of climbing ledges is just great.

Jake Shapiro
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The animation of the boy is beautiful, whether it's reaching out for things before he gets to them or the way he pulls himself up from ledges.
I wonder if the game's stark minimalism comes in part from a legacy of Scandinavian design. I feel like Limbo couldn't have been made by an American or Japanese developer.

Jose Resines
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Loved the look and the physics, but hated what they did with it. And the ending. Open ended my ass, it was just lazy.

Pieterjan Spoelders
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Great interview! Keep 'm coming!Good that they are now fully independent.
Quite glad to see a studio that focuses so much on the creative aspect as well and rather care about a good product instead of maximizing profit selling crap and advertising.
Wish 'm all the best and can't wait for their new game to arrive.
By the way, one of the coolest moments in Limbo for me was with the critter, which you lure, running in a wheel and when you block the wheel the world short circuits and it starts to rain.. very well done. Loved the game and it was a bit too short for me but at least it was very polished.

Yuan Zhang
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The game is a work of art which you could appreciate by engaging yourself into the gameplay or by simply taking a pause and putting yourself in the mood setup of Limbo. Thanks for sharing the interview.


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