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If you did a cell phone
game, would you want to do something small and original for it, would
you want to do an extension of Tabula Rasa, would you want to
use an old IP that you have sitting around?
RG: I would do something original,
but probably familiar. Here's what I mean. When I describe the Runes
of Virtue on the Game Boy as my favorite non-PC game that we did
-- when we tried to translate Ultima onto consoles, when we tried
to create the Atari 1600 version of Ultima V or whatever, those
games were terrible.
And the reason why it didn't
work very well was because the PC is a very big platform, we shoehorned
it into the 8 or 16-bit console. The graphics looked worse, the game
was kind of stripped: it became a clearly inferior shadow of the original.
And so I don't think it was really very fun.
When we went to make a Game
Boy version, you really couldn't shoehorn one in. It was so much smaller
that really all you could go is, "Well, what is the essence of
an Ultima?" and "Let's go make something that's
Ultima-like, but is really designed for this platform." And
that game was actually a really good game. And it felt like an Ultima,
it was clearly an Ultima in my mind. But it was designed
from --
You built it from the platform
up, instead of trying to reduce it.
RG: ...the platform up. And
so that why I probably wouldn't do any translation onto [a smaller platform].
Even if we used an IP like Tabula Rasa, that would only give
people some familiar grounding of visual style.
It would be the same logo.
RG: Yeah, exactly. But
otherwise it would be completely different, ground-up game.
GS: I wanted to ask you
about areas of familiarity. What do you keep up with, and what's
off your radar?
RG: As a gamer, I'm actually
surprisingly ignorant of what's going on... many of the popular products
I've of course heard of, a few of them maybe even purchased the box,
like I have a BioShock box on my desk, that I've never installed
for about three months now.
But I bought it because I saw other people
playing it and it looked like something I'd be interested in so I actually
went out and bought one. I just haven't even found the time to put it
in.
There's occasionally things, like the Portal game in The
Orange Box is one that I've observed and think that it would be
interesting -- I've watched it be played -- but I've never played it.
And so it's really only one game every few years that I actually manage
to get to play.
Does that concern you? And
this is the story for developers across the board -- they never actually
have time to play games, they only have time to make them?
RG: Not really, because I think
that, at least I have found, that by observing other people play, and
then these little windows, brief windows of time that you get to play
the games, you...
When I do play games -- with the exception of the
ones I already mentioned like Myst, and Abe's Oddysee,
and American McGee's Alice, which I played because I really enjoyed
them, and I played them to completion -- most of the time when I play
a game, I play it for like two hours.
And I play it to really get
the gist of "what is their big advancement," UI theorem, what's
their render pipeline operating like, what is their mission cycle organized
like. And so I'm studying it. As soon as I think I've got the gist of
it, I'm done, I move on.
But isn't this like the
Great American Novelist who reads thirty pages of Nabokov, then thirty
pages of Tolstoy, then thirty pages of Faulkner --
RG: Oh, totally. But here's
what's interesting is, I'm very much what you might describe as a non-reader.
I've read Lord of the Rings multiple times. I've read the
Chronicles of Narnia multiple times. That's about it. The other,
even fantasy or sci-fi works that I've ever read in my whole life, I'm
sure numbers less than five books total. Even through school.
You might think of that as
a big deficiency, and it probably is, when you're trying to do something
artistic or literary, I'm sure that's a deficiency. But what's interesting
is, as I grew up as a game designer, I instead have become a devout
researcher.
And so I have a whole research
library now. On every subject I try to tackle in games, I go buy --
not just a few books -- I buy a shelf of books on the subject, whether
that's philosophy, symbolic languages, architecture of various eras
and countries. While I don't read it cover-to-cover, I do study it and
find passages and paragraphs or chapters that are exactly what I need
to digest in order to become quasi-expert on a subject.
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It's not a question of having enough time for me ( and, I think not for RG either really), it's just that I want to salvage as much as possible and then move on. And I started to play like this even before I started to make games on my own, but now it's worse.
/reallyjoel
He gave the example of the symbolic language that he wrote for Tabula Rasa, for which he researched many ancient languages, and it paid off. The symbolic language in TR gives the game a whole new level of depth and back story for those that are interested.
I just wonder how many players actually notice.