How can you be smarter than the players want games? We talked to Robin Hunicken, producer of the highly anticipated thatgamecompany travel, creating truly intelligent interactive entertainment truly adaptable
At that time, most of the gaming news sites are very busy preparing for his mandatory most anticipated games of 2012 functions - and most include a title that looks nothing like anything else in the list. Journey.
This desert-related co-op adventure is the studio in Los Angeles, thatgamecompany. Previously responsible for the flow experiments PlayStation beautiful, and Flores, the team of 12 people has a unique approach to development, focusing on the emotion and experience rather than conventional notions of design, the challenge and structure.
producer Robin Hunicken game is one of the most influential and inspiring in the world of American indie games. Maxis, Will Wright's study was a designer of The Sims 2, MySims before working on puzzles, Steven Spielberg BoomBlox. Firmly in the JCC, who is also co-organizer of the workshop on game design and experimental sessions to play and talk to GDC games at festivals worldwide. Their sessions in Nottingham GameCity festival, which this year included a trip playthrough of Old Market Square, highlighting the event were wonderful. Meanwhile, she is also completing a doctorate in game design and AI.
recently had the opportunity to discuss travel Hunicken, and the future of interactive entertainment. The artificial intelligence every time that means more effective way to find? And games never completely customize content for individual players? Hunicken was fascinating in all this. That's what he had to say.
of professional development with a series like The Sims should have been a very rewarding experience. What lessons have been sustainable design
thatgamecompany cultural development is very interesting too. Is it true that you start with an emotion that you want to explore and communicate through play, and then
is. Our approach is a combination of two things: a sense that we want to communicate and create in the reader, and our own passions, and developers.
therefore pass the flower of travel one of the things I really wanted to do was to explore the online component. I've never done an online game, I had never done anything with a basic network. And I had never done a game with a character in it, so it was our first animated avatar! There were many challenges - the sand simulated simulated tissue, all animation systems - which is brand new. We were very passionate about expanding our technical capabilities and learning as developers.
There is something very evocative of the desert, something at once alluring and mysterious. Is that why I have chosen?
play with someone else, but we chose the desert because we believe that an option hostile and desolate place could actually encourage a link between the players.
The desire to make the player feel small in the game environment is totally contrary to what most of the tracks trying to do. And the flow above titles, and the flower, the player is almost completely destroyed as a virtual entity. Yet, projects have proven to be popular among the "key" players. Why?
guess is that we offer the same type of craft, art and care that would jeopardize a core of high quality. I think if the traditional games, you will understand what the components are on tour - it's just being together in a different way. And if you're in the game will of course be new experiences, right?
co-founder of thatgamecompany, Kellee Santiago, a bit about that, but I'm interested in your perspective, why is it important for your partner to co-op Travel anonymity, even when the game ends?
Well, a lot of pressure associated with social performance, when we spend time together. When you go to a bar and meeting new people, the quality of the experience is really determined by how you connect - there is much to see in the other from the moment you meet.
If you see the online identity of a person, if you hear his voice, if you're texting, you get a lot of information that can get in the way rather than to facilitate connection. So we wanted to see - as a
test
- if we keep a lot of noise, as the desert takes the image noise. The tactile experience of travel in this environment is very different from, say, an urban landscape with a lot of buildings, doors and stairs. Similarly, not being able to talk with each other, just
And the game has a traditional narrative
There is a reason behind everyone. We spent a lot of time to explain everything that exists, what it meant before and what it means today, because the world has a history and backstory. But the story of the journey is what
that
do - it's really hard to describe someone who has not played. It's like a mirror - how to participate in the experiment ... remove something from him because of who you are. If you follow someone, you can, if you go, you can wear. These characteristics create the story of his own journey. This is what we wanted - we wanted to leave in the hands of players, the individual.
Yes, indeed Warren Spector [Deus Ex designer] has always been a big influence on me? We spent time talking about time travel, when I was in the Fantastic Fest. He asked me the same thing: the amount of the agency that I have in this context?
is a very interesting philosophy. What if you could live the same life over and over again, and see the same things again and again, but with the possibility of change, such as Groundhog Day? If you have a favorite that will increase steadily, which is always the same, yet never the same. Thus, the trip is to try to be - as a place you visit, and while you're there to experience himself and others, but in fact the same trip. But it is not! You know what I mean?
I do, but I fear that the orthodoxy of modern game design is moving towards mandatory narrative experiences and away from players and interpretation agency ...
is expensive and hard to find new things, experiences tactile systems engineer, through the shades. It takes a long time. What is said in GameCity was, well, why go we will take three years to develop? Many people will be very difficult to justify this kind of effort for a corporation. It is expensive and requires a lot of energy.
We are a small study, we can move forward, but if there were 300 people doing this, it would be really scary. We were little, because we want to be able to experience - that is the nature of what we do. It's like looking. And we always ask - what is it does not work
But I think we are at the beginning of a trend - a large number of independent developers are doing things that are just exploratory. Whether or not they can become as large as Call of Duty, I'm not sure. But maybe it does not matter.
In fact, I think there's a real buzz about this in the community. I was in IndieCade recemtly and Casey Reas, Robert Hodgin, and discussions on all Zach Gage gave environments generated procedure and work with the generated events and content. It was very exciting. I have heard many people talk about what they will start working on the procedure generates - so you can get your wishes in about five years! But there have been examples - Darwinia, Minecraft -. What is happening is happening only in isolated areas
- Perhaps there will be a killer application process that generated that will transform the entire industry in that direction.
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