|
It
seems like you're trying to go for emotional response from people without the
use of narrative -- or traditional text-based narrative.
JC: Friday I am going to be in the [GDC] roundtable,
and I am going to talk about how games, most video games, have a lack of intellectual
content. It's not like there isn't -- Metal
Gear Solid is very intellectual, you know, and BioShock, and Shadow of the
Colossus; they all have very intellectual content, but I think most of the
content is through the story.
I can watch Metal Gear Solid and I can still feel intellectually entertained,
but you rarely find a game that actually uses the gameplay to make you think.
The only good example I can find is a recent game submitted to Gamma 256; it's
a game called Passage.
I
haven't played it yet.
JC: It's a very simple game. We can say
it's not even "fun", but by performing the actions, it makes me think
a lot about life. And I'm just intrigued by that. Not to say that Flower will be like that; I think Flower won't be as deep, because of the
way that we designed it.
So why didn't we use story? I mean, I'm
from film school, and I took screenwriting classes. We know exactly how to
create an engaging story, but for us, we have the limitation, because the team
-- we only have one artist. How are you supposed to create a story, or even a
character? We don't even have the technology for character animations; how can
we start the story? We just simply can't.
Also, to me, story is a tool, but not the
goal of video games. In the past, when you say "entertainment" -- I
mean, we care about entertainment more than story -- so
"entertainment" in a sentence, basically, it's food for feeling. If
you are hungry, you go to eat; if you are thirsty, you will drink; and if you
feel sad, you want to do something to entertain yourself; or even if you feel
too high, you want to do something to calm yourself down.
So I think story, or narrative, is a very
powerful vessel to carry emotions. If you follow a story of a young boy growing
up and avenging his father, that is a lot of investment, so when the revenge
happens, the feeling that you have is much deeper than you feel if right at the
beginning the boy kills the villain, right?
But story is only a vessel. If you want
people to feel a certain way, you don't necessarily start with, for example,
music. A lot of people use music for entertainment, but do you see story in
music? Maybe in the lyrics, right?
And then, even for visual media, like
animation or movies, it's just right now the most popular genre uses narrative
structure, but you've seen experimental movies and animations which have
nothing to do with story, but are really intriguing to watch, and make you feel
a certain way.
One of the movies I really like is called
Koyaanisqatsi. I don't know if you've watched that; it's a very artistic film.
The film is about life out of balance, so it was shot probably in the 1980s, or
maybe '90s, so it's all shot back in the city -- basically it's like a series
of time-lapse...
What's
it called again?
JC: Koyaanisqatsi. I think the GTAIV trailer is copying that --
But
there's another one...
JC: There's Powaqqatsi.
OK.
Baraka is similar, right?
JC: Yeah, similar. Just examples of movies
like that. When I watch it, I just feel stoned. I don't want to sleep, I just
want to look at it, and after the entire movie ends, it makes me think a lot.
But did anyone say any line in this movie? No. Is there any character? No. But
I feel that I have reached a cathartic moment, which makes me start to think
about life.
And I think a video game can do that too,
you know? Do you really need to use story? You can; I mean, you can have a very
engaging story, and deep story, to make people think, but I don't think that
you need story to do that.
|