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  • Indie is about small teams working on tight artistic visions. You have the

  • freedom to explore crazy ideas. What's great about indies is that they don't have the

  • same money at stake so that gives them the flexibility to really really try new things. Indie video games are

  • really helping, I think, to push the boundaries of game design.

  • Indies are pretty much the saviors of video games.

  • In the beginning video games were actually independent ventures. They

  • started out in people's basements and garages. These were one and two man teams.

  • And then video games got huge and you ended up having

  • hundreds of people working on a single title.

  • I think what's great about independent video games now is that you're seeing this return to really really small

  • teams, so teams under the size of ten.

  • I think one of the biggest problems in the past, for indies, has been distribution. Let's

  • say you struck a publishing deal with

  • a Microsoft or Sony. That process is going to be a lot longer, you might have a little more cash to play

  • with, but you also have to deal with the reality that your game needs to be put on a

  • schedule and released at a certain time. One of the great things is that there's some new

  • platforms such as crowd funding, so Kickstarter or Indie GoGo.

  • Those are places where you can put your prototype out there and say "Hey, I really want to

  • finish up this product." It allows you to garner a new audience and it puts cash in your pocket.

  • So that's what's really exciting is that it's not the difference between me

  • purchasing it and not purchasing it. It's really a difference between something existing

  • and not existing and I think that that's a really exciting thing for independent game design.

  • The jumping or the running or the bouncing off enemies, these are mechanics. This is different than

  • something like having three lives which is a rule but it's not particularly

  • a mechanic because it doesn't push you towards the interaction in the game

  • on a moment to moment basis. For me, the mechanics in the game are the small systems

  • that lead to the emotional feeling you get from playing a game. What you really

  • want when you have a game is systemic significance; learning that it's okay to

  • try again in certain context, learning how to approach a situation where you're

  • uncomfortable because the game's making you uncomfortable but you decide that

  • you're going to tackle it anyway.

  • That's the purest and most exciting motivation of a system. And I think indie

  • video games

  • have the possibility to create the most interesting and unique systems because

  • they're driven by the want to make something and to express yourself.

  • I feel like a lot of Triple A games approach sound design

  • from just a hyper-realistic perspective whereas a big thing for indie games is vibe

  • and tone and thinking about how I want the player to feel and what kind of feel I want the music

  • to convey.

  • Sorta like an animated film or something, you're responsible for the entire soundscape.

  • It's not like there's any

  • physical space that the game is taking place in so you have to

  • create all of that from scratch. For Bastion, a lot of it took place on like floating islands in the sky.

  • So, yeah, I had to make up what that would sound like and I

  • asked myself really weird questions throughout the process like "What does it

  • sound like when you hit a genie with a hammer?"

  • Like I had to figure that out, you know, so. You have to make it so that it'll play over

  • and over again without the player either getting sick of it or even really noticing that it's

  • happening. How you swing your hammer, that sound has to be a big, satisfying hear because you're gonna

  • hear it like thousands of

  • times throughout the game. All of your senses that you use to play a video game

  • should be tantalized. It shouldn't detract, it shouldn't draw attention away from other things.

  • Everything should hold up the gameplay and the feeling of what's happening. And if music

  • doesn't do that then

  • it's not doing it's complete job.

  • The visuals that I love the most are the ones that just blend seamlessly in with this world and make it come alive.

  • In Osmos, there's definitely a spacey kind of feel or like a deep underwater feel and so, sort of a dark blue

  • seemed to be the right choice. And when you start going into abstraction, that space

  • opens up so much more than realism. Realism feels so focused. Like Andreas

  • Illiger, Tiny Wings, the mix of this beautiful watercolors but mixed with this procedural

  • coloration that changes everyday. You want to be artistically resonant and beautiful

  • and aesthetically pleasing but you're trying to convey information. I'd say like a third

  • of the time spent on the

  • visuals in Osmos were spent on making sure that things look good at

  • all magnifications. A lot of games don't have to deal with that. And so you don't want to overwhelm the

  • player. You want them to have enough information to do what is they need to do

  • and you want it to look good. How do you render the things that the player needs to see and how do you render them in

  • such a way

  • that they actually have a dynamic feel of what's going on in the game? Almost all visuals in video

  • games are somewhat related to info-graphics because they're conveying information

  • you need to be able to play. Some of it's window-dressing but it all has to be harmonious and it can't compete or

  • take away too much attention or interfere with what's happening at the systemic level.

  • And in the independent game design space we don't need an army of content creation but

  • would have to basically implement that vision.

  • Indies are extremely interested in advancing our emotional engagement with

  • games and they have the freedom to try to do that outside of what get's funded in the commercial

  • sphere.

  • Interactivity adds a third dimension to storytelling. You actually get to be part of

  • the story. Your actions determine what happens and you're able to experience a greater

  • emotional and personal impact, I think,

  • then you would by observing or viewing a passive story in which you're not participating.

  • One of our primary ways of interacting with a game is by exploring.

  • So the story can be on the walls, the story can be in the environment, you can see a

  • place that's ruined, for example, and that prompts the player to wonder how that

  • place came to be.

  • And the decisions that indie games ask players to make on a moment to moment basis

  • can create some interesting themes. For example, there are games that are very

  • violent that ask you to question violence. We have games about the impact of choice. You know,

  • what do you do when you can

  • take one path or the other? Do you arm yourself or do you help someone else? But games

  • where there are memorable relationships between the protagonist and other characters

  • are some of the ones that remain, I think, most relevant to the canon of the world of gaming. One of

  • the most oft cited examples in the indie space is this game called Passage.

  • You start on one side and walk to the other and then you die. But along the way, as you're

  • playing Passage, you meet a woman ages alongside you. It's really the capsule of what means

  • something in someone's life.

  • People are trying to find ways to make those relationships feel more real, to

  • make those interactions feel better understood.

  • Storytelling in games is still such a new frontier. I think we're all very eager to

  • see what people with

  • the freedom to experiment will develop

  • and when unique things happen,

  • it's going to be the indie space that produces them.

  • Indie video games are really important to you

  • the evolution of games

  • because indie games have the opportunity to take risks. Because they're designed by

  • people

  • who have a drive to express something really specific as opposed to

  • a drive to make money. They try to push the envelope of the medium and

  • provide new experiences that we haven't seen before.

  • So that means new art styles, new mechanics, new methods of storytelling. We play, humans play.

  • It's always gonna be with us, it's not going away.

  • And indie videogames contribute in a much more personal way, and they're much more focused,

  • they're much more emotional. They speak to you.

Indie is about small teams working on tight artistic visions. You have the

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インディーズビデオゲームのクリエイティビティ|オフブック|PBS (The Creativity of Indie Video Games | Off Book | PBS)

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    sybil に公開 2021 年 01 月 14 日
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