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At
Slamdance 2007 in Park City Utah, I heard filmmakers describe games as
"active, while films are passive" about fifteen times, and the phrase
"yeah yeah" about forty. The rest was less predictable.
Looking
at the initial program for the games competition, I was struck by how
strong a line-up it was. Each title read with prestige and
anticipation, one day consisted of flOw and Everyday Shooter, another of Braid and Castle Crashers, with Super Columbine Massacre RPG! bringing it to a close. But that program, due to controversy earlier in the month, was not to be.
The screenings began on Saturday, with Jason Rohrer's Cultivation
setting a fine precedent for an independent game. Rohrer lives with his
wife and child in a small cottage in northern New York, where a
combination of organic gardening and home insulation allow them to
survive on $800 a month. He's a designer that codes every part of the
buffalo. He presented Cultivation as being inspired by local
disputes over Wal-Mart, and cited Koster's theory of fun as an impetus.
His goal: tell a story through the game's mechanics and metaphors.
The
result is a gardening game where altruism, environmental politics,
unprotected sex and generational transcendence unfurl from genetically
generated content. It's art, it's free, it has a positive message; you
can almost see the "If/Then" logic in the festival's programming.
Cultivation
The Base Invaders presentation laid out a stark contrast from Rohrer's. While Cultivation was the experimental work of an individual with an academic background, Base Invaders
was designed around the "tower defense" sub-genre of real-time strategy
and produced by an extensive student team. The game involves cartoon
invaders parachuting and marching toward a central tower, with the
player controlling a disembodied hand capable of manually dispatching
invaders.
I missed the Toribash
presentation, but I did get a chance to talk about it with Hampus
Soderstrom, its creator. The game takes a turn-based approach to
fighting, which coupled with a robust physics engine allows for a great
variety of calculated maneuvers. The game has been selling well for an
indie game distributed solely online, and Hampus' Singaporean team is
already working on a sequel.
Toblo did not have a presentation, because the DigiPen students who produced the game were absent in protest of SCMRPG!'s
removal from the festival. Because DigiPen automatically owns the IP of
whatever students design and implement (teaching a sick, implicit
lesson for working in the industry), the game was entered despite their
protest. They were seeing films at Sundance.
Steam Brigade's
presentation was complimented by a well done video, set to the 1812
Overture, romanticizing the trials and breakthroughs of creative design
with a three person team. Their design presentation touched mostly on
minimalizing the patterns of real-time strategy games, which most of
the audience didn't get. Their presentation on the art and writing,
however, seemed to go over well with filmmakers in attendance, in part
due to my guerrilla promotion minutes before the presentation began.
The presentation had the highest attendance of the entire festival.
An
interesting point was raised about people skipping the cut-scene
narrative, I countered that you'll always have a split audience that
likes the narrative or skips it to game out the system - it's clear,
however, that the prior is an under-penetrated audience. Over the happy
hour blocks, many commented on the game's art, incidentally done by a
guy with story boarding experience for Universal pictures.
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