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In terms of that pitch,
and in view of what you've just expressed about games being such a complex
hybrid set of skills, how do you begin to describe what it is that you
want to make?
MH: We had a playable prototype
that captured the essence of what we were trying to do.
AE: The interesting thing is
that there almost was no 'before'. It wasn't playable in a polished
way. Basically, Kareem would sit down and sketch while there was a conversation
going on, and capture ideas.
Before you had the prototype,
how did you know what you were going to
make?
MH: I remember the first moment
when we talked about this game, actually. We went to the cinema to see
Howl's Moving Castle, and I was chatting with Dave and saying how
it would be cool to have character controls -- a bit like Rag Doll,
but on a console -- and we had a notion of how it would control.
AE: It was a combination of
some very quick conversations, a few sketches and a quick playable demo
where you could hold a PS2 pad, plug it into a PC and try it out. I
wrote a program with Dave that allowed you to run through concept art,
so you got the feeling of being in control of the game, you could feel
the kind of inertia and sense the kind of art style.
KE: The great thing about this
industry is that it makes people become more hybrid. Alex isn't just
a coder; he's a great artist. Mark isn't just an artist; he's a coder
-- that kind of hybrid practitioner working on something really helps
to create a great hybrid product.
AE: One of the other things
about the pitch process was that we were pitching ourselves partly,
because we didn't have much to show at such short notice.
Mark's been
in the industry for 15 years, I've been in it for ten, Kareem has enormous
experience and brings in all these other skills. So the first half of
the pitch was the story of Rag Doll, where we built up to showing
the demo. An important thing to note is that we always use our own tools
to show our work -- we never use PowerPoint. So you can literally have
concept art side by side with data side by side with the actual character
running around.
MH: I think that was one of
the big things that impressed them; that we showed something actual
we could make while pitching.
AE: One of the things Sony
really liked about Rag Doll is that users were able to express
themselves so easily. That was something they really wanted to preserve
and develop. The other big question was, "how do we translate the
mouse-driven physics of something like Rag Doll onto a controller?"
Conveniently, that was one of the things we were able to answer first,
from Dave's prototype. If someone just asked that question and we showed
them a piece of paper explaining it, it wouldn't really make sense.
They asked the question, and seconds later we were able to hand them
the controller to pass around and they were able to feel it. Obviously,
it's a million miles away from anything you'd ever ship, but it allowed
them to understand what we were aiming for.
Then when they asked what the
visual style of the game is, the character was able to walk through
the concept painting that Kareem had just done for us. Then, when the
discussion was about feature-sets, in our case it's about online features,
and although we couldn't plug the demo into the Internet, we could visually
show what we were planning.
That's something we've always tried to do
since -- make: a demo to that level -- which I haven't seen many other
people do. We tend to commit early to prototypes rather than go into
documents. The prototype is actually about proving the really simple
and most important questions. Then we start trying to structure it.
MH: The interesting point for
me is that how you present something is hugely important. We could have
gone in with a Word document or something, but people don't want to
have to imagine that much. Making something that's really slick and
fun is really important. It's not enough to just have a great idea in
your head and tell people "trust me! It's going to be cool!"
[Further Media Molecule-related info, including images from throughout
the development of LittleBigPlanet, as
well as other interviews and insight from Keita Takahashi, Michel Ancel,
David Braben, and other creators, is available in Simons' book Inside
Game Design.]
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