Independent Games Summit: Innovation in Indie Games

By: Derek Yu

On: September 30th, 2007

What better way to spend a quiet Sunday evening then to watch a panel from this year’s Independent Games Summit, featuring Jon Blow, Jon Mak, Jenova Chen, and Kyle Gabler! This panel was one of my favorites of the summit. Each of the panelists came from a different perspective… together they really got at what was exciting about indie games for me. The four P’s, yo: passion, personality, and potential. And Pinnovation.

But yeah, I can’t believe Steve dissed me so hard at the end. Unfortunately, I don’t remember my question. I think I was going to ask Jon Mak about what hair products he uses…

EDIT: Google Video page, downloadable version (.mov)

(Source: GameSetWatch)

  • Stwelin

    I found Jenova’s insights on video games appealing to feelings rather than technology or gameplay style pretty neat. Makes you think. Should games be marketed and catagorized based on their feeling? Well, to be honest, some games don’t make me “feel” a certain way. How would you catagorize Quake? “Badass”? Yeah, this game gives me a BADASS feeling. It’s not as easy to catagorize. Usually with movies, people can tell you what sort they like. Horror, comedy, etc. Just as well, with games people say they like First Person Shooters, Real Time Strategy, Action.. etc. It would be weird asking someone what sort of video games people like playing, and having them reply “Feel-good games.” or “Comedy games.”

    The movie industry, however, is pretty bland, when it comes to mainstream. Take a look. Do you want to play games the equivalent of a bunch of romance novel film spinoffs? No, not really. And any truely unique film is not mainstream. It’s even worse than in the gaming industry. So what incentive do we have to model independent gaming after an industry that fails at bringing new ideas to the table? What was the latest “innovative” mainstream movie YOU saw?

  • Mizumon

    Good panel, but the whole “debate” that started developing between Jon Mak and Jenova really did begin to get “heady”… ^o^” I guess that’s what happens, though, since independent gaming still can’t really be ‘defined’.

  • Lyx

    Even though i found the panel very interesting, relative to the usual output of such panels, for me, it still failed overally. What it got through tough, was the aspect of “meaning” (Blow called this “deepness”).

    What it failed to nail down though, how one efficiently achieves this deepness. To keep it short: most of the devs (except of maybe Blow) bought into the “subjective vs. objective”-mentality: Either-Or Mode of thinking. This was extremely obvious with Mak. Efficiency and Innovation is not the result of “Either-Or”. It is not “Imagination OR Implementation” – what kind of bullshit is that? It is not enough to be creative. It is not enough to have methods, tech and concepts available for implementation. Innovation and efficiency comes from having BOTH: Great ideas, and great means to implement them.

    It is the same in an analogous way with the “I versus The Audience” stuff. If Mak is totally only creating for himself, then why does he even release his games to the public? This is crap. It is an interaction. You create something to express something… to communicate it to others… of course not everyone will be interested in the meaning which you try to express… so, off course you need to piss off people who are completely different… but this doesnt interfere with trying to make your expression accessible to as much people which are open for it, as reasonable. The flow-example was a quite good rebuke in that regard to Mak… flow wants to express a feeling… and this feeling is not about “its difficult” – so you can as well make difficulty a non-showstopper for your audience.

    I really dont get, why they are making it artificially difficult: its like communicating a message as efficient as possible to those, which are open for it.

    – Lyx

  • Guesst

    Is this video downloadable? At work, where I have time to watch this sort of thing, TIGSource is blocked.

    Maybe I can find it on google video…

  • http://www.igf.com/ Matthew
  • Lyx

    “I found Jenova’s insights on video games appealing to feelings rather than technology or gameplay style pretty neat. Makes you think. Should games be marketed and catagorized based on their feeling?”

    I’d say yesno :) Yes in a “secondary” sense – but not as primary criteria. Why? Well, because feelings is the only thing which movies have to offer – so they are categorized like that. But games are interactive. I am not saying that interactivity is the only thing which games are about – but it is definatelly the property which makes them different to other media.

    So, i think that categorization and marketing should be more about how and why you interact with a game. In short: what “playing” the game is about. Atmosphere, feelings and setting is definatelly a useful secondary criteria.

    – Lyx

  • lesslucid

    How do you efficiently create deepness? I think the answer to that is that you can’t. The reason so many novels and films and whatnot are shallow is that depth is a difficult thing to achieve, even for people who are very good in their medium, you can’t just decide to make something deep and make it come out that way. It’s hard work combined with the ever-present possibility of failure… and I think the only reason people try to make things that have the depth is that they can’t help themselves… there’s an overwhelming passion to create something great, and a lack of interest in anything less than that, which drives those people to take the in some way fundamentally irrational decisions necessary to make something with real depth.

  • edenb

    It surprised me that Jon (mak) was all anti-innovation. (It appeared that way anyway) I mean, I think to express some feelings you have to innovate because what we have currently isn’t suitable. So even innovation shouldn’t be the end goal, it does help us accomplish feelings that we couldn’t otherwise portray.

  • JW

    Steves Wank lol

  • http://www.cursesfoiled.co.uk BenH

    I wanted to see Derek and Mak have a HAIR BATTLE :(

  • Lyx

    “How do you efficiently create deepness? I think the answer to that is that you can’t. The reason so many novels and films and whatnot are shallow is that depth is a difficult thing to achieve, even for people who are very good in their medium, you can’t just decide to make something deep and make it come out that way.”

    It seems that you cannot decide. First you say, that it is not possible. Then you say that it is difficult. And last you say that one cannot intentionally do it, and that instead it happens purely “by accident”. To me, it appears that you are just looking for reasons to justify that YOU DO NOT WANT IT to be possible. Possibly because YOU do not know how to do it, but do not want to accept the possibility, that it may be a lack of you – in contrast to it being GENERALLY not possible.

    I am but just one example of a person, which can make something intentionally deep. And i know persons which can do so as well. But as i said in a previous post already, you need BOTH for that – creativity, and conceptual means to implement it. And you need a good understanding about meanings and semantics… so, it also has a lot to do with psychology. You need to understand yourself, before you can efficiently express it to others. Because if you yourself dont even understand what kind of meaning exactly you are trying to express, then how do you expect others to understand it? This is, why deep works are rare… not because it is impossible, but because it requires a lot of abilities, experience and effort. Most people have no time to spend that much mental resources into a hobby-project. And while we have lots of artists and programmers, there is a general lack of talented introspective project coordinators which can efficiently analyze, create and express meanings and “visions” to the rest of the dev-team.

    – Lyx

  • Observer

    “I am but just one example of a person, which can make something intentionally deep.”

    Aight, I’ll bite. Link us to some of your amazing games, Lyx.

  • edenb

    BTW, I’m not offended by Jon at all, I’m just pointing out that there’s nothing wrong with innovating to express an emotion.
    Anywho, it’s important to not have the mindset that you “have to do something innovative”, innovation (if there’s any) should come from the vision/direction of your game concept.
    Approach from the angle of personal expression, in other words.

  • Lyx

    “Aight, I’ll bite. Link us to some of your amazing games, Lyx.”

    I mentioned nowhere that i am creating deep games. I just said that i am able to intentionally create deep works in general (the point here being that this is nothing specific to games, but instead about expressing something with a media in general.). As for linking, even though one and a half book, of the series on which i am writing is done, i only want to release it when both books are done. But even if that were already the case, links would probably be useless for the people here, because it is in german language.

    Still, this whole thing is drifting away from the point: innovating as well as creating something deep, is not a just a matter of concepts/tech. It also is not just a matter of inspiration/imagination. It also isn’t just a matter of personal mentality and self-understanding. It is a mix of all of this. This “deepness” and “immersion” which is so often talked about is plain and simply the expression of “meanings”. A meaning is very different from a concept. A meaning is something intuitive… it is like: someone explains something to you, and you understand it literarily and conceptually… yet, it is still something abstract to you. You still cannot yet imagine what it means. Then the other person gives you a few examples, and suddenly you get it and can imagine what it means.

    This is the same in communication as in other media like games. For a game to feel deep, three things must be the case:

    1. You yourself must be deep. If you want to come up with a deep meaning, then you also need to be a very introspective and extrospective person. Because – if you dont listen to yourself and dont understand yourself – then where do you expect something deep to come out from? Right, it would be pure luck. And this “luck” is what some here are talking about. The point is though: it is just pure luck for you, because of your mentality – not because of some physical law or something like that.

    2. You need to understand how to express this deep meaning efficiently to others. As already shown in the previous example: it is not enough it to the player on a conceptual level. It is not enough to transmit a concept – you must be able to transmit what it feels, smalls and looks like…. not just by simply drawing it on the screen, thats not what i’m talking about. I am talking about what for example good horror movies are doing. Suggestions, feelings, etc… you must control the thoughts of the player – it isn’t enough to just tell him what to think – you need to slip into his mind, envelope him with suggestions, atmosphere, meanings, etc. – dont just send text-messages – send thoughts.

    3. The player must be open to it. There is no way arround that. No matter how good you are at point 1. and 2. – unless the receiver of the message accepts the message, it wont work. This is why you can never make “everyone happy”. You always piss someone off – simply because people have different interests and tastes.

  • Observer

    So what you’re saying is that even though you haven’t created anything you can show, your opinion is somehow more valid than those of the people on the panel, even though they have, with their individual and unique methods, achieved a notable level of success in the general public.

    The really ridiculous thing is that you think you understand something that they don’t, as if there is a right and wrong way to go about creating things.

    Maybe you should stop trying to slap people in the face on websites with your e-penis, and instead focus on creating something for a while. See what you come up with.

  • Lyx

    The truth of an argument, has nothing to do with the status of a person. You are not judgeing the logic and meaningfulness of my arguments – but instead my credentials.

    I though, AM judgeing the logic and validity of YOUR arguments – and i am saying that they are logically invalid, and your threats meaningless. So, perhaps you should better get a clue and participate in discussions with rational arguments, instead of behaving like a rethorical cheater.

  • Observer

    I’m actually not making any threats. You are the one who is posting long ass threads insulting anyone who doesn’t agree with your view of the world.

    You know what? Sometimes people don’t have to agree.

    I’m just suggesting you take a chill pill and come back when you have a better understand of how to relate to your fellow human beings.

  • Lyx

    Your meaningless rethorics are boring me, and our interaction is at this point of no use for me or other participants here… thus, it is more efficient if i stop to waste resources on you.

  • Observer

    Yeah, that’s right, ignore anything negative directed at you and keep spewing your meaningless shit all over everyone else on the internet.

    Clearly everyone here is riveted by your mindless blathering about how you love to publicly fellate yourself.

    Keep up the great work, its a sticky job, but someone has to do it.

  • Stwelin

    Suddenly it’s not okay anymore to offer your insight and actually be convicted in your opinion! dun dun dun!

  • Observer

    No, its much better to be a cynical jackass like yourself.

  • Derek

    HEY, let’s keep the discussion away from insults. Any more and I’ll freeze the comments.

    Lyx, I think your points would be much easier to understand if you used some concrete examples. For one thing, I’m not quite sure what you mean by a “deep” game.

    If you mean a game that is meaningful to the player, then I would say that Jon Mak understands exactly how to make a deep game. Jon makes games for himself and people find meaning in them. Obviously there is something fundamentally human about Jon’s games. As a result, he’s garnered many well-deserved accolades for his work.

    The proof, as they say, is in the pudding.

  • MattC

    As is often the issue with having artists speak in an open forum, several of the panelists weren’t very good public speakers and their ideas though similar clashed on ideological levels.
    I think Jonathan Blow was the best speaker of the group, but I would much rather let them speak for themselves through their preferred medium. It was interesting to watch but not that enlightening.

  • http://ithamore.blogspot.com/ ithamore

    So, Derek, what were you really going to ask? Hair care tangents aren’t going to cut it.

  • http://www.artfulgamer.com Chris L

    From Artful Gamer:

    “Jon [Mak], in his markedly passionate and direct Torontonian style, turns us toward the importance of “individual expression” in game development. He suggests that worrying about [technological] innovation does not matter, since the technologies that are used in games are simply tools used to further an expressive agenda….”

    More here: http://www.artfulgamer.com/2007/10/01/a-game-begins-with-an-idea/

  • JP

    My biggest takeaway is something I’ve kind of felt for years but never had in sharp focus until now: that innovation is a means rather than an end. Whether your game is innovative or not isn’t the point, it’s what it expresses.

    Everyday Shooter expresses something by putting a unique personal spin on conventional shooter mechanics.

    Braid on the other hand uses a mechanic that’s arguably innovative (time control) but only to serve the ultimate goal of talking about possibility, consequence, etc.

    So ultimately it doesn’t matter how far apart these games fall on the innovation spectrum, what’s important is the artistic intent behind them.

    A lot of the boisterous conflict among the panelists comes from their different approaches to the same expression – Mak is clearly a passionate feelings-first kinda creator while Blow has more of an engineer’s approach to creativity (which despite that description I believe can be very effective).

  • I Like Cake

    I agree that when we say a game is ‘deep,’ we mean that it has some communicative aspect, but I don’t necessarily think that you need a rational grasp of psychology or even some set amount of personal development to be able to effect that. I think it can be an intuitive process.

    Obviously, classifying depth as the communicative aspect of a game makes it a pretty subjective concept, so it’s hard to establish any definite metric. For example, a game that appeared stupid or silly to everyone but spoke volumes to a single person could still be as deep, arguably, as something that affected a large group of people. However, I think it’s still possible to agree on general terms without rigor.

    For example, I think if some studio churned out a game tackling contemporary gender issues in the United States that dealt with the subject matter with a fair and even hand and came up with some interesting insights, or did likewise for social upheaval in India in the 1970s, or explored possibilities for the development of life on Earth, it would be considered deep in comparison to a game where you match tiles for points (to pick on an easy target).

    I don’t think this requires some kind of PhD level of critical theory to achieve, it’s simply the idea of writing a game as a communication instead of as a product. While you would certainly be assisted by an understanding of writing and design mediums, I don’t think that’s a complete necessity.

    What follows is on the somewhat more opinionated side of things:

    First of all, I don’t really think anyone can make the claim that they can produce art with depth. I’m not picking on anyone in the argument, necessarily, but hear me out. I just don’t think that’s any individual’s place to judge. After all, when we talk about communicative depth, that requires a subjective judgement by other people. It would be pretty meaningless to suggest that you had created a real communicative work in a vacuum, I feel, so while you can say, “I think my work will affect a lot of people on a very deep level,” fundamentally it comes down to a lot of people (or even one person) saying, “This work really affected me.”

    It’s a bit of a guessing game, really. We all try our best to do that, I think, with varying levels of success.

    In closing, I’d also like to comment that I think feeling as if you have a complete grasp of human psychology might actually impair your efforts. The audience is a pretty slippery thing. Often, they won’t get the same meaning from something as you are initially trying to convey and, if you think about it, they have just as much right to their own personal interpretation as you do to yours. I think a conscious attempt to ‘manipulate’ people artistically will probably not be met very well, especially if people realize that you are attempting to manipulate them. Like any communication, I feel that art is more successful if it is genuine. I think that’s the core of ‘designing for yourself.’ It doesn’t mean that you ignore or exclude everyone else while producing something, simply that you base your ideas on concepts that appeal to you and are interesting to you, instead of attempting to cajole, mislead or pander to others.

  • http://www.artfulgamer.com Chris L

    -> I Like Cake…

    Excellent comments on all counts. I couldn’t have put it better myself. Art absolutely gains its genuineness from the pre-reflective and pre-rational (if I interpret you correctly). Interpretive power must be ultimately handed over to an audience, rather than through emotional coercion.

  • Lyx

    by Derek:
    “Lyx, I think your points would be much easier to understand if you used some concrete examples. For one thing, I’m not quite sure what you mean by a “deep” game.”

    I think one could reduce it to the following definition: The “intensity” of the expressed meanings.

    Some people – probably because of practical experiences – often think that what for example makes a discussion between two people deep, is “what” they talk about. I would say, that this is not the case, and that this impression comes from the fact, that shallow people often talk about similiar topics – so those topics are considered shallow (its a bit like “blaming the tool for how it was used”).

    From my experience, deep discussions come from “how” you are discussing – not “what” you are discussing about. I can have a rather deep discussion about clothes with someone – by focussing on what one can express with them, etc.

    So, its the meanings, which make something deep for us. Or more specifically – how intense and “valuable” we perceive those meanings. Obviously, this is a very individual thing. Something which is important to one person, may not be important to another person.

    Still, this doesn’t change the fact, that regardless of taste, it matters if there are meanings in the message or not. If the contents lack it, then there is nothing for others to perceive meaningful in the first place. In addition to this, it of course matters how talented and intense those meanings are expressed. This for example is the difference between a talented storyteller and an untalented one.

    So, while in the end, the receiver of the message (the player) of course matters, we can have a lot of control on the “potential” of a game. The meanings which you try to express in a game come from YOU and YOU are the one who expresses them. So, you do already control the origin and transmission of the message – the only thing of which you naturally have no control, is the receiver.

    And i dont even think that this is a “problem”. I mean, people have different tastes, interests, desires, etc….. just like gamedevs do. The interactions between people with completely different interests, do not matter, because there wont be much interaction in the first place. What matters, is what happens when similiar minds meet – when both are open and interested in what is expressed…. this is, what we IMHO should focus on: How can we efficiently express something to those, which are interested in it.

  • Lyx

    Oh, one more thing: the above basically just talks about “quality”.

    But people are not just interested in quality, but also in variety. Many mainstream games are quite similiar. The overall amount of games in the industry is quite low, so there isn’t much variety. Basically, just lots of clones. This is, i think, the reason for why there is a desire for “innovation”. Indiegamers do not just want quality, but also diversity… experiencing something new, instead of the same things over and over.

  • Lyx

    I Like Cake:
    “I agree that when we say a game is ‘deep,’ we mean that it has some communicative aspect, but I don’t necessarily think that you need a rational grasp of psychology or even some set amount of personal development to be able to effect that. I think it can be an intuitive process.”

    A) There are at least two things, which people mean with “intuitive”. One is not being able to explain it formally to others (communicating it). For example, with words. This however does not having a “wordless” abstract concept of it in one’s own mind – thus, understanding something conceptually, yet having no means yet to formally express it to others.

    B) The other is actually having no abstract understanding of it.

    I agree that one can express meanings efficiently if “A” is the case. I disagree however, that one can do it efficiently, if “B” is the case… because the meaning emerges from the interaction of BOTH: having an abstract grasp of it AND being able to imagine it. So: Imagination + abstract idea = meaning

    Why is that so? Well, imagine that you are looking at an abstract painting – without interpreting some kind of concept into it, it is just chaotic colored patterns without “meaning”. Only by recognizing some concept in it, the abstract painting gets a meaning.

    Now asume that you are just imaginating this abstract painting in your fantasy – and you get an example relevant to this discussion.

    Efficiency does not come from EITHER-OR. It comes from the interaction of BOTH. Its not sufficient if an artist is just creative, but sucks at forming and expressing this creativity with technically talented brushstrokes. The result would be chaotic. Similarily, it is not enough to just technically be a talented painter, but being uncreative. The result will just be like a tech presentation. For a qualitative painting, you need both.

    The same is the case, when trying to communicate meanings to others. It is not enough to be very extroverted. And its not enough to just conceptually understand yourself and communication. Efficiency comes from being talented in both.

  • PHeMoX

    *It is the same in an analogous way with the “I versus The Audience” stuff. If Mak is totally only creating for himself, then why does he even release his games to the public?*

    Actually he only said he created it with his own ideas and feelings in mind, not especially *for* a certain public, but for himself. It’s not that he said that he didn’t want anyone to enjoy it other than himself, he just said how he approached making it.

    That’s seemingly different with the flOw or cloud games. As Chen said, it was developed with the audience in mind as well. I think key-word is “as well”.

    Chen did also make what especially he liked to make to a large extent. Yeah, so maybe the difficulty isn’t quite his personal thing, perhaps the graphics are more mainstream than he really likes himself, but overall the game expresses his ideas just the same.

    He’s not exactly in denial of this either, although apparently he did ‘sacrifice’ certain things to make it more playable for the general public.

    All in all a nice panel/discussion, but I would have loved to have seen them comment on each other’s talk more.

    Personally I think ‘innovation’ is overrated bigtime for a lot of different reasons. One of them being that you’d often restrict or limit yourself when really focusing on it. It should be sort of a spontaneous something. In this respect I agree with Kyle, make hundreds of games, it’s a trial-and-error thing in a lot of ways.

    The hardest thing in game development is probably not getting married with your projects and their (planned or implemented) gameplay features as they say.

    Games should have one purpose, if any, and that is they should be fun to play more than anything else. A very innovative game can still severely suck because it’s no fun, hard to control or has some other to this new innovation-related issues.

  • PHeMoX

    *In closing, I’d also like to comment that I think feeling as if you have a complete grasp of human psychology might actually impair your efforts. The audience is a pretty slippery thing. Often, they won’t get the same meaning from something as you are initially trying to convey and, if you think about it, they have just as much right to their own personal interpretation as you do to yours. I think a conscious attempt to ‘manipulate’ people artistically will probably not be met very well, especially if people realize that you are attempting to manipulate them.*

    I so disagree with you here. The audience is extremely controllable when it comes to how you can make them feel. Even with games. I don’t think people ever interpret a game as traditional art, they just experience the story, gameplay and interaction. Why would they get all philosophical about it as people would with traditional art? The general audience doesn’t see games as art anyways.

    Anyways, movies abuse this controllability all the time. Good movies can make you cry or feel sorry for a person. It’s very possible to control emotions.
    A lot of daily television series are predictable AS HECK … and you know why? So the audience feels SMART knowing how it most likely will end/continue.
    Those kind of more subtle subliminal-kind feelings is what the audience really likes. They get addicted to it.

    Just the same in games.. Games, if done properly, can make you feel frightened or like a superhero, someone with control over others, like a army general with a very powerful army or it can simply be very cheerful and fun… and so on.

    As long as the aimed for emotions are made clear enough through interaction/visual presentation and so on, in other words; scary moments should *really be* scary instead of being unconvincing, there’s no way people would interpret it “wrong”.

    Off course, the emotions within current day videogames often aren’t all thát convincing because it’s hard to relate to some polygons as if it were real characters… but at least the basic psychological control is still very existent.

    People usually get happy or at least happier from playing games aimed at the happy-emotion so to speak. Games with nice colorful graphics, cheerful music, funny soundeffects and at least mediocre gameplay… I don’t think the general public would ever REALLY misinterpret those kind of intended feelings.

    I do admit that there’s the occasional horrible game that totally wasn’t intended as such… but that’s usually related to it’s production values, quality control and so on…

  • edenb

    @PHeMoX
    “Games should have one purpose, if any, and that is they should be fun to play more than anything else.”

    Actually, I think games should provide a large variety of feelings. Not just the normal type of “fun” that we normally see in video games.*
    There’s nothing wrong with having superfluous games that are just fun, but there should be games that create other feelings too. (Jenova said as much in his speech, and Jon Blow said something like that in some TIG post. I’ve also said something like that in an speech I gave a while back.)

  • PHeMoX

    No, that’s not what I meant. I meant as a purpose… Off course games should (or could) be more than just plain fun to play, but innovation should never be a purpose. What I was getting at was that games should always simply provide entertainment.

    Entertainment is a better word for what I meant there actually.

  • I Like Cake

    As long as the aimed for emotions are made clear enough through interaction/visual presentation and so on, in other words; scary moments should really be scary instead of being unconvincing, there’s no way people would interpret it “wrong”.

    Well, I was more talking about opinion-style pieces, while it’s obvious that’s not what you have in mind. While I doubt anyone would fail to understand the intended aim of a Hollywood blockbuster, it’s still true that they do not always have the intended effect. Two people will often feel differently about the same movie — most people I know view Hollywood films as manipulative, so that neither action movies nor dramas nor horror movies have the intended effect at all. Personally, I hate feeling like a film, book or game was made with a conscious effort to manipulate me to feel a certain way. It’s insulting. I don’t watch most mainstream movies or read most mainstream novels or play most mainstream games because they are clearly made either for idiots or for people who have been willing to lower their standards to the point where they barely care what they spend their free time on. But these people eat them up! So are Hollywood movies made ‘correctly’ because some people thought they were marvelously touching while I thought they were below the intellectual level of things I have found growing on old bread? Who knows? It’s not that simple. I think such movies are stupid, and some of them are even morally reprehensible, but nothing is going to please or convince everyone, in which case, who are the right people who, upon being manipulated, make it so that you know you have created your movie (or game) correctly?

    Regarding the entertainment issue, I don’t have a problem with games as entertainment, really. I think entertainment is good; I just don’t think we should need to limit ourselves to that, and that’s part of what self-expression is about. I don’t even think games need to be ‘fun’ in a traditional sense or necessarily provide any entertainment at all.

    If you feel like responding that people wouldn’t play games if they weren’t entertaining, that’s part of the commodity viewpoint of games! It is so ingrained into development culture that you must make a product which will be bought and appreciated (even for games without monetary cost) that some people have difficulty even understanding why you would produce a game for niche markets or for which a market may not really exist.

    (Note that I don’t mean a game no one would play, I just mean for one where there isn’t a visible demographic or where your average person might not like it).

    I think we are intensely misguided in our feelings that we need to ‘appeal to the general public,’ as if we’re doing all of this for some sad popularity contest. It’s not as if you can’t entertain people, but to suggest it’s a requirement for interactive media is the silly product of a culture that is more about marketing than art or expression. So if you do something genuinely important and not about spaceships or wizards people ‘might not enjoy it.’ Cry me a river! It’s been pretty clear to me for a while that most of our notions of entertaining people are based on narratives which have little, if any connection to reality, or were invented by organizations more interested in lining their own pockets than contributing to culture.

    Anyway, I’m a bit rambly right now as it’s pretty late and I’ve had a bit to drink, but hopefully I get my point across without being too acerbic.

  • Lyx

    by PHeMoX:
    “Actually he only said he created it with his own ideas and feelings in mind, not especially for a certain public, but for himself. It’s not that he said that he didn’t want anyone to enjoy it other than himself, he just said how he approached making it.”

    I think the core issue behind Maks talk, and what we are discussig now, is “integrity”.

    Since we live in a relative world, it doesn’t make much sense to talk about “the integrity”, because there is no such thing. Integrity is a property. A property of “what”? This is the deciding difference, between Maks approach, and mine or chens: Integrity of “what”?

    Mak focusses on ones own integrity – so, that the creation (the game) must only be about oneself. I think that this is an inefficient starting point. However, i will later get back at this point to show, why it does indeed matter – but not in the sense as Mak suggested.

    Back to the basics: When we create a work and release it to the public, then what are we doing? We are trying to express something to others. An interaction.

    My point now is, that the integrity of the message – what you are expressing – matters the most (but its not the only thing which matters). Its important to not sacrifice the meaning of your message – because if that gets lost, then what is there left to transmit in the first place?!?

    So, to get back at the flow example: even though it has a different difficulty than what his creator likes, what it tries to express is unrelated to this modification. Thus, the meaning which flow tries to express keeps its integrity. There is no shame in doing this kind of “audience-focus” IMHO, because “what” you are expressing stays pure.

    Modification for the masses only becomes problematic, when you start to modify the meaning of the message, so that more people like it. At this point, you are corrupting the original meaning and “identity” of your work. You are introducing changes, which have nothing to do with what you originally tried to express. Besides of this corruption, the problem is that deepness will typically also suffer. The more generic the appeal of your expression becomes, the less it typically has to express.

    Now, to get back at Maks point: Ones own integrity matters as well. It is difficult to express something efficiently, to which oneself has no deep connection. When you start to add all kinds of stuff which dont matter much to yourself on a personal level, then all this stuff more and more shallow. Why? Well, when the stuff in the game doesn’t mean much to yourself, then there is no deep meaning there anymore which you can express. At this point, expression becomes mechanic and soulless.

    – Lyx

  • Jonathan Blow

    Moderate I Like Cake’s posting up +5.

  • PHeMoX

    *Personally, I hate feeling like a film, book or game was made with a conscious effort to manipulate me to feel a certain way. It’s insulting.*

    Yes, it is insulting to those who see through it, but it’s really happening on ALL levels, not just the over-obvious levels, even in the little things, but mostly things like camera angles, lighting, perspectives, sounds and so on and so forth matter. The whole goal of movies is to manipulate to create feelings, it’s basically what it’s intended for in the first place. Sure … there are movies that are unconvincing and suck at it, but the manipulation is very possible and existent.

    Same goes for manipulation in games. Recent examples would be the Call of Duty games with their cinematic approach of how the whole place is chaos and hectic. That’s where games borrow the methods used in movies and I think we’re going to see a lot more of that. (In fact on other levels games like Bioshock heavily rely on that too).

    However, it’s still way harder to make it all convincing enough in games, or perhaps it’s just as hard but requires a certain level of skill. Perhaps that’s even harder for indie developers, especially since they often *tend* to make more abstract games…

    *to get back at Maks point: Ones own integrity matters as well. It is difficult to express something efficiently, to which oneself has no deep connection.*

    Yeah, if you somehow end up being alienated from your own creation that wouldn’t exactly help you much, perhaps especially in the ‘creative part’ although this may sound artificial now? When I come to think of it I don’t think I would be able to even finish a game that I have no deep(er) connection with.

  • MattC

    Hey, I didn’t comment on this article

    I’m going to explain this one away by saying once I watch this video I’m going to travel back in time and post that. (Apparently I will find it interesting!)

    Anyway, I’m really glad that these videos from IGS are being made available online. I am enjoying them all a lot. Keep up the good work organizers!

  • JP

    If your only goal is to manipulate peoples’ emotions, you’re making propaganda not art.

  • http://josephkingworks.blogspot.com Joseph

    Propaganda is art.

  • PHeMoX

    Art can be propaganda, but not all art is propaganda. Not every bird is a chicken, but every chicken is a bird. Anyways, art, no matter which kind or which purpose always manipulates emotions, even if it’s not a desired effect… still, don’t most artist at least want you to think about what they have made???

  • PHeMoX

    Woops, turned something around I guess. Propaganda itself can be considered an art indeed. It’s more than just paintings of stylized soldiers looking tough and brave… :p ^^”

  • JP

    If your intent is to manipulate, you are aspiring to propaganda even if you happen to have created art in the process.

    Propaganda makes for uninteresting art because there is only one intended interpretation (the artist’s, obviously). Good art (and I am of course speaking subjectively) means different things to different people. It enriches human experience because it reflects different facets of it. It is multi-dimensional where propaganda is uni-dimensional.

    Plenty of filmmakers and game designers set out to manipulate, but that doesn’t make it intrinsic to either craft, and it’s very cynical indeed to think that it is.

    It comes down to what kind of creator you want to be. Do you want to express something within you and let other people take from it what they will, or do you want to be Bill O’Reilly cutting someone’s mic so you can shout over them?

  • Anthony Flack

    I was going to post something about my growing suspicion of this “panacea of innovation”, the pursuit of which is supposedly central to the “indie spirit” etc etc etc.

    But on watching the video, Jon Mak pretty much covered my thoughts on the subject.

    So as much as I am in awe of the cunning cunning minds of innovative designers like Jonathan Blow (and, to be honest, not that many others), you can put me firmly in the Mak camp.

    Hooray for Jon Mak.