|
I
wonder if people invent their own story when they're in that kind of state. Watching
one of those movies, your mind might subconsciously create a narrative thread
through it. Do you feel like that sort of thing happens?
JC: Right. Yeah, I mean, narrative
structure is how your brain works; it's not like someone invented story. It's
like, if you want to describe something, the best way to describe it is to make
it a story. It's not our purpose to break, and say that story is not the only
way, but it just happened because we are a small independent group, and we have
very, very limited resources.
And also me, myself, I am not a native
speaker. If I really want to write good dialogue, I would be shooting myself in
the foot. So I talk a lot about why I am making games like this. It's because I
grew up in China,
you know? I didn't grow up in Japan,
right, so I don't really understand what Japan
is like. I don't really understand what America
is like. And the only people I know, I still don't know what they like!
So at this time, I don't have American
culture, and I can't make anything relevant to football, or to cowboys, or to
Star Wars even. So what can I do? I have very, very limited constraints. It's
actually making it easier for me, because, well, I'm from the eastern
hemisphere, I know what people like there in general, I know what Westerners
like here in general, so I'm going to pick the most global feeling. The things
that cross culture, and gender, and age, that everybody can relate to, and work
them into games.
So that's why the Cloud game has to be about childhood daydreams in the sky; I think
everybody can relate to that. The flOw
game is more like the curiosity toward these microorganisms in the ocean; it's
something I think everybody can relate to, but if you put guns on the flOw creatures, I don't think everybody
can relate to that. So I picked Flower
out for the same reason; I think everybody can relate to flowers and to nature.
So, you know, that's kind of how I pick subjects.
thatgamecompany's Flower
Did
you find that now that flOw is done,
it's easier to work on PS3?
JC: Oh yeah, it's definitely easier,
because the team has all learned a lot from flOw.
So when we were working on flOw we
didn't really use any SPUs, which is the biggest asset of PS3. Or, even if we
used them, it was done by other programmers, not the programmers on our team.
But now, the team has caught up, and
they've all started doing SPU programming. So that is really making a
difference. We actually used the power of the PS3 this time. I think a lot of
the other professional PS3 developers are probably going to laugh at us,
because we didn't use it to 100%.
Well,
I don't know if anyone is doing that.
JC: Well, we will see. I think the next
game, we will do even better.
So
you're going to stick with Sony for a while?
JC: Well at least the next game has to be
for Sony, because of the three game deal. We'll see. I mean, right now, the
world is changing so much; tomorrow is the Microsoft keynote, and I'm curious
as to what they're going to say. I think it's related to the downloadable
platform. [Ed. note: it covered the XNA
Creators' Club.]
But so far we have had a great relationship
with Sony. They totally understand what we are doing, and they appreciate what
we are doing. I think Sony is much more interested in making games stylish and
artistic; more appealing to adults. On that aspect, I think they are the same
as we are. Because we are making games for people who are, I would say, like
grown up gamers, who expect to see more out of a game than traditional actions.
So, we'll see. Once we are there, we might
be working on PC games again, because most of our fans are from the PC game;
they played flOw on a web browser,
and they want to play more games on the PC. But for the future, we really
didn't think that much, because we are focusing on the current game, and the
next game is more ambitious. The idea is already started, but we will probably
start deciding where to go next as we start making this sort of game.
|