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Title: Takahashi bored by the EGW - what is "experimental"? Post by: raiten on November 29, 2009, 05:52:50 AM http://www.gamesetwatch.com/2009/11/baiyon_keita_takahashi_interview.php
I read this GameSetWatch transcript of a conversation between Q-Games art and sound director Baiyon and Keita Takahashi, and I was surprised to see that Takahashi was very critical of the GDC's experimental game workshop (not least because many of the titles (http://www.gamasutra.com/php-bin/news_index.php?story=22946) had been shown 6 months earlier at TGS' Sense of Wonder Night, and he's a member of SOWN's screening committee) Quote The games there are slowly getting more boring for each year. It's supposed to be experimental, but they just rely on one gag/gimmick, and then they finish off their presentations by talking. There's this trend where the presenters just try to get people to laugh. This year's workshop was really no fun at all and honestly, I felt "what's supposed to be experimental about this".* His remark is all the more interesting when you compare it to what they say at the EGW blog (http://www.experimental-gameplay.org/blog/?p=89): Quote 2009 was the best EGW yet – and we’re not just saying that. Not only did we have a very large number of submissions (tons of experimenting going on!) – several of the games we showed went on to win awards at the IGF and IndieCade! Jon Blow said the same thing (http://www.gamasutra.com/php-bin/news_index.php?story=22946): Quote "This is the eighth year in a row we’ve been doing this," opened moderator Jonathan Blow (Braid), introducing the Experimental Gameplay Sessions at Game Developers Conference 2009, before claiming that this was the “most interesting year yet.” This got me thinking, what is an experimental game really? Baiyon suggested "experimental" might have become a genre where "people imitate the surface elements and make some superficial play experiences". What do you think? Were the games at this years EGW experimental or not? Why do you think Takahashi was bored with the games? What is an experimental game, really? * (I translated this from the original Japanese transcript (http://www.4gamer.net/games/080/G008081/20091113047/) rather than useing the GameSetWatch translation because I wanted it a bit more verbatim)] Title: Re: Takahashi criticizes the EGW - what is "experimental"? Post by: Lurk on November 29, 2009, 06:02:25 AM I think Cactus presentation on rapid game development is a bit closer to what I would define as experimental games. Many of his games try gameplays that are not what you would expect. There is a part where he shows a short game where you shoot stuff, and freeze the explosions to use them as platforms. I thought it was pretty interesting and offered a lot to think about when designing your game.
Title: Re: Takahashi criticizes the EGW - what is "experimental"? Post by: sergiocornaga on November 29, 2009, 06:46:55 AM raiten, that was a fantastic post. I really enjoyed reading it. I'm not sure I have answers to the questions you ask, but I'm sure going to think about it.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Shade Jackrabbit on November 29, 2009, 10:15:31 AM Yeah, I'm gonna kind second Lurk here. I think it's pretty much when you try some crazy new idea without any clue as to how it's gonna work out, and then you see what the end result is and present it.
If you're aiming to do something that will make laughs, then I think you're going about it wrong. You're not experimenting, you're designing. I think the key difference is whether or not you have an end goal. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: C.A. Silbereisen on November 29, 2009, 10:28:23 AM This is not directly related to the EGW, but the problem is that the only way you can entice people to get interested in "experimental" stuff is via humor. If you go about it in a serious way, people will cry "pretentious" or some shit.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Shade Jackrabbit on November 29, 2009, 11:37:45 AM I don't see how.
"Okay, so dudes, I thought that maybe this would be a cool game idea. Yeah, turns out it might be if X, Y, Z, etc." "Uh... so I tried this neat idea I had... and it didn't really work out. I think it could be improved by something or other [go on from there]." That's not really pretentious. That's just saying that you had an idea and it worked/didn't. Well, I guess it may be pretentious if one thinks experimenting at all is pretentious. In which case one must think scientists are a pretentious bunch. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: george on November 29, 2009, 11:55:05 AM man, that's a fantastic conversation they had.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Glaiel-Gamer on November 29, 2009, 12:57:09 PM I was a part of that EGW with Closure, and something struck me a bit when listening to one of the presentations before me. The Unfinished Swan guy said something about not wanting to make his concept into a puzzle game.
Definitely struck me as an interesting thing to say, considering 90% of the other games shown there (including mine) were puzzle games about [interesting gimmick], and puzzle games like that are starting to make a lot of noise following Portal. Makes you wonder, are puzzles really the best way to show off an interesting concept? I'm not so sure about that anymore, although they are by far the EASIEST way, which is probably why all these neat new concepts are all manifesting themselves as puzzles or puzzle platformers. Of course now, since all these experimental concepts are all being put into puzzle games, is it really experimental anymore? The core gimmicks are, but how they are wrapped up no longer seems like anything new. The portal gun would have been awesome just as an element in Half-Life 2. I've sketched out designs for other styles of games using Closure's core mechanic (I probably won't make them cause after Closure i'm moving on to other things). Of course, just giving someone a completely new concept in all fields to try and figure out usually ends with disastrous results if you don't build them up to it with knowledge they can pull from elsewhere. Hence why these concepts are all manifesting themselves as puzzle platformers. People have the platformer paradigm embedded in their brain. Hence, platformer + twist makes it REALLY simple to focus on the twist. I guess that's what Takahashi is saying in there. When every experimental game follows the same formula, they don't seem so experimental anymore. Like plot twists in M. Night Shyamalan films. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: C.A. Silbereisen on November 29, 2009, 01:25:49 PM I'm not so sure about that anymore, although they are by far the EASIEST way, which is probably why all these neat new concepts are all manifesting themselves as puzzles or puzzle platformers. Not only the easiest, but also the most basic. The attitude seems to be "So I've got this awesome idea and now I'm gonna make a game consisting exclusively of that."I'd be far more impressed if more people mixed their novel ideas with already established (or non-established) concepts and create games that have, y'know, more than one game mechanic. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: moi on November 29, 2009, 01:36:32 PM Puzles are nice, but yeah 75% of new games are puzzle games nowadays, I don't even play flash games anymore because I'm tired of solving puzzles all day (and feeling I am in a constant state of tutorial)
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Zaphos on November 29, 2009, 01:48:11 PM I think it's also that EGW favors puzzle gameplay in their selections -- I know there was interesting (to me) non-puzzle experimental work submitted but not accepted.
Personally I'd also enjoy seeing more complete experiments -- instead of just showing the first thing that kind of worked with an idea, explore all the possible ways of using that idea. Like increpare's defez series, for example; that seems like the closest thing to a proper experiment with gameplay mechanics that I've seen. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Impossible on December 01, 2009, 12:37:23 PM EGW featured great games this year, but I agree that we are somewhat stuck in a rut of puzzle games that are mainly about fucking with space or time.
Achron, Shadow Physics, Closure, Miegakure, Where is my Heart and Unfinished Swan (over half of the games!) fit that description. Daniel Benmergui's games are also often about time or space manipulation, even though most of his games use time and space to create a narrative instead of for puzzles. These games all show very well (many of them better than they play *cough*Shadow Physics*cough*) and make cool 10 minute presentations. Space and time manipulation puzzles like this are also really taking advantage of the medium, its something that you could do in a movie, book, etc. but it is much more powerful to interact with weird physics than it is to see them or read about them. Next year, I'd like to see more games that don't fit into that category. ROM Check Fail touched on procedural game mechanics, and I think that is a criminally unexplored space. Although Derek's roguelike talk was unfocused, I want to see more experiments with procedural content as well. I'd like to see more experiments with social interaction, communication and conversation systems ("NPC games" and "Novel multiplayer interactions") Sense of Wonder Night this year had more variation, but EGW has had more variation in the past as well. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Melly on December 01, 2009, 03:53:23 PM Well, if you think about it, pretty much most games are puzzle games, deep down. You're given a set of tools and circunstances, and you have to figure out how to use those tools to achieve a goal.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: LeFishy on December 01, 2009, 04:23:52 PM Games don't just have to be experimental in terms of gameplay though. I'd consider Flower to be an experiment in creating an atmosphere and that game was essentially a flying through hoops game.
I think part of the problem is that people see something cool and play with it and ideas develop over time like that so what might've been truly experimental a few years ago is still considered experimental because of that mindset. I'm not really sure though I only went to one EGW in my years at GDC. But I do definitely think there are trends in what people consider experimental just like there are trends in all other aspects of games. More zombies anyone? Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: increpare on December 01, 2009, 04:38:14 PM Well, if you think about it, pretty much most games are puzzle games, deep down. You're given a set of tools and circunstances, and you have to figure out how to use those tools to achieve a goal. Puzzle games tend to involve varied repetition of a situation in which a player is acting with perfect control and perfect information (of course there are many counterexamples, but many of the canonical examples of 'puzzle games' adhere to this description). Pleease don't try to flatten our already-fragile (and of immanent brittleness) ontologies of genre, Melly : P Quote But I do definitely think there are trends in what people consider experimental just like there are trends in all other aspects of games. I don't think it's at all clear what the trends are, outside of the realm of experimental gameplay, where people have remarked on the general fashions several times already on this thread. Do you have any suggestions as to what some extra-gameplay experimental trends might be?Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: C.A. Silbereisen on December 01, 2009, 04:46:01 PM These games all show very well (many of them better than they play *cough*Shadow Physics*cough*) and make cool 10 minute presentations. Space and time manipulation puzzles like this are also really taking advantage of the medium, its something that you could do in a movie, book, etc. but it is much more powerful to interact with weird physics than it is to see them or read about them. True, but I'd like to see more of that stuff in non-puzzle games. I'd like to see more games that put the "crazy idea" into a broader context of multiple game mechanics and see how they work together instead of making it the "whole point".Don't get me wrong I'm not trying to put down the EGW or what these guys have achieved. I don't think I have anywhere near the technical expertise to write something like Shadow Physics. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: increpare on December 01, 2009, 04:50:02 PM True, but I'd like to see more of that stuff in non-puzzle games. I'd like to see more games that put the "crazy idea" into a broader context of multiple game mechanics and see how they work together instead of making it the "whole point". Mixing game mechanics with more game mechanics isn't going to get you out of the puzzle genre. If you want to get out of the puzzle genre then you're likely going to end up having to synthesize it with some elements that aren't directly part of the gameplay (or alternatively to grow and develop it out of the bounds of gameplay). [I'd don't mean to imply puzzles and mechanics don't give rise to their own narrative context, natch]Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Zaphos on December 01, 2009, 05:09:02 PM Games don't just have to be experimental in terms of gameplay though. Right, but EGW is specifically about experimental gameplay, not the more broad category of experimental games.Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: LeFishy on December 01, 2009, 05:32:59 PM Quote But I do definitely think there are trends in what people consider experimental just like there are trends in all other aspects of games. I don't think it's at all clear what the trends are, outside of the realm of experimental gameplay, where people have remarked on the general fashions several times already on this thread. Do you have any suggestions as to what some extra-gameplay experimental trends might be?Hmm extra-gameplay. I guess there is something of a trend in abstract art, silhouettes that kind of thing. At least from what I have seen. Pixels are just as popular as ever. I wasn't really thinking extra-gameplay though that was how my post started. The trend point I was trying to make is that stuff like time travel that was experimental a year or two ago got put into what I guess is the "experimental" genre so now time games are experimental even though it has been done quite considerably in the past. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: increpare on December 01, 2009, 05:44:09 PM Hmm extra-gameplay. I guess there is something of a trend in abstract art, silhouettes that kind of thing. At least from what I have seen. Pixels are just as popular as ever. I didn't just say extra-gameplay trends, I said extra-gameplay experimental trends (more particular I was referring to what 'people' perceive to be extra-gamepaly experimental trends). Do 'people' consider pixel-art and silhouettes to be experimental styles?Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: C.A. Silbereisen on December 01, 2009, 05:51:13 PM True, but I'd like to see more of that stuff in non-puzzle games. I'd like to see more games that put the "crazy idea" into a broader context of multiple game mechanics and see how they work together instead of making it the "whole point". Mixing game mechanics with more game mechanics isn't going to get you out of the puzzle genre. If you want to get out of the puzzle genre then you're likely going to end up having to synthesize it with some elements that aren't directly part of the gameplay (or alternatively to grow and develop it out of the bounds of gameplay). [I'd don't mean to imply puzzles and mechanics don't give rise to their own narrative context, natch]Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: GregWS on December 01, 2009, 06:36:37 PM Games don't just have to be experimental in terms of gameplay though. Right, but EGW is specifically about experimental gameplay, not the more broad category of experimental games.Someone mentioned Flower, which I think is a good point. The vernacular of that game is very different from the standard video game vernaculars (eg. jungle level, ice level, etc.). Heck, even something like Professor Layton is made so much better by being set in vernacular that's rarely-if-ever been tackled in games. And to be frank, innovations in art should be in almost every game now. All of the main styles are so overused that designers should have the self respect to ask themselves "what's a good style that complements my game?" instead of just sticking to the tried and true classics like pixels or "realistic" 3d environments. Paper Moon was great like that; I mean, how many games have you played that looked like that? Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Farbs on December 01, 2009, 07:26:35 PM Quote It is called "experimental" but the content is just not creative at all. It limits itself to a single gimmick. The presentations are aimed at getting people to laugh and that is pretty much all there is to it. This year it was particularly painful. I didn't think it was experimental at all. Hurtful.Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: GregWS on December 01, 2009, 07:31:22 PM Man, did you read the whole interview though? Takahashi seems really depressed about pretty much everything, and it also seems like he's got this really strange relationship with the West.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: agj on December 01, 2009, 10:42:11 PM Takahashi Keita. Everytime I read him, he doesn't seem to be sure of his own feelings, except that he doesn't want to be a conformist, and that he doesn't like the industry. He's a stereotypical artist, in that he's insecure, irrational, ambivalent. And he makes great games. He speaks some good words now and then, but they're, more often than not, rather aimless.
I also find the EGW somewhat perplexing. They really focus on a tiny fraction of what makes a game experimental. I can think of so many awesome experimental games out there, but so few of them would make the cut. I think that they focus on the verbs, specifically. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Lucaz on December 01, 2009, 11:03:19 PM I'm not too informed about which games where in the EGW, but from the ones I do know, I coincide with what he says. The problem isn't if they are puzzle games or not, the problem is it's only gimmicks. I don't see how coming up with a gimmick and making a game with it is in any way experimental. I relate experimenting with discovery and trying new things, and I don't see either in gimmicky games. It's actually a quite stablished formula.
As a sidenote, that's a good interview. Everything I've read with Takahashi is. Gives me the impression of someone that understands something almost noone else does, the idea of just being fun. Quote from: Keita Takahashi How can you treat it as such a serious matter when it's just a game, right? Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Zaphos on December 02, 2009, 01:10:37 AM Quote I don't see how coming up with a gimmick and making a game with it is in any way experimental. I relate experimenting with discovery and trying new things, and I don't see either in gimmicky games. I think by "gimmick" you mean "new mechanic"? It's experimental because no one's used that mechanic before, so you don't know a-priori if it will result in interesting game play or puzzles or etc. I don't get how you could look at shadow physics and really most of the other EGW games and say they're not trying new things.Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Lucaz on December 02, 2009, 09:51:10 AM But experimenting I think means to try new things with games as a whole. But those games don't do that. In what way do they work in new ways with the medium? Do they say or find anything about the medium? No, they are just new games, with new mechanics and the most basic formula towards doing something new. And trying something without being sure how it will work out doesn't makes you experimental. These just don't try to reach any new ground, and those mechanics aren't even reusable on a large scale.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: brog on December 02, 2009, 10:10:27 AM Mixing game mechanics with more game mechanics isn't going to get you out of the puzzle genre. I disagree. I mean, this pretty much describes Vertex Dispenser, right? A game mechanic that would be a puzzle on its own, but combined with a few other mechanics to turn it into a strategy game. (Sorry to everyone who doesn't know what I'm talking about, I'll release the damn thing eventually.) If you take an arbitrary game mechanic, the easiest thing to do with it is just make it into a puzzle, but I'm personally a lot more interested if you can form it into a full game somehow, preferably for more than one player. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: increpare on December 02, 2009, 10:38:13 AM Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: TOM SENNETT on December 02, 2009, 11:20:53 AM Quote I don't see how coming up with a gimmick and making a game with it is in any way experimental. I relate experimenting with discovery and trying new things, and I don't see either in gimmicky games. I think by "gimmick" you mean "new mechanic"? It's experimental because no one's used that mechanic before, so you don't know a-priori if it will result in interesting game play or puzzles or etc. I don't get how you could look at shadow physics and really most of the other EGW games and say they're not trying new things.I would call 4:33 of Uniqueness (http://www.kloonigames.com/blog/games/4mins33secs) experimental, because it defies genre classification and player expectations. Shadow Physics is probably more fun, but 4:33 of Uniquness makes you step back and think about gaming on a much more primitive level. If you're going to call yourself "experimental", you have to throw concerns about player enjoyment to the wind and do something really out there, as far as I'm concerned. I think Takahashi feels the same way, hence the disappointment. Experimental stuff should be offensive to players' tastes, and I think a lot of designers who attempt it are afraid to cross that line. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: C.A. Silbereisen on December 02, 2009, 11:51:50 AM I'm not sure 4:33 Of Uniqueness is that experimental. I mean, it basically just takes John Cage's 4:33 and transplants it to games.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: TOM SENNETT on December 02, 2009, 12:11:21 PM I'm not sure 4:33 Of Uniqueness is that experimental. I mean, it basically just takes John Cage's 4:33 and transplants it to games. No one had done anything like it in games. Applying the concept to a game illuminates things about gaming that a song does not. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Zaphos on December 02, 2009, 12:31:03 PM But experimenting I think means to try new things with games as a whole. But those games don't do that. In what way do they work in new ways with the medium? Do they say or find anything about the medium? No, they are just new games, with new mechanics and the most basic formula towards doing something new. And trying something without being sure how it will work out doesn't makes you experimental. These just don't try to reach any new ground, and those mechanics aren't even reusable on a large scale. Ah, thanks for explaining; I can see where you're coming from. I guess I mostly just have a edit: to expand a bit on my 'different notion', I think trying something without being sure how it will work out is the _only_ thing that makes you experimental; it is the fundamental aspect of experimenting. Whether you reach new ground, or find something reusable -- those are ways you can hope an experiment will succeed, but if you're really doing an experiment the whole point is you don't know if those will happen or not. Experiments are not rare, revolutionary things; little experiments happen all over the place, many of which are not that interesting, many of which are interesting but produce negative results. [Your notion of experimental is all wrong! It's not experimental unless the player vomits blood!] or something. Well, maybe.Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: FatHat on December 02, 2009, 02:53:24 PM I'm not so sure about that anymore, although they are by far the EASIEST way, which is probably why all these neat new concepts are all manifesting themselves as puzzles or puzzle platformers. Not only the easiest, but also the most basic. The attitude seems to be "So I've got this awesome idea and now I'm gonna make a game consisting exclusively of that."I'd be far more impressed if more people mixed their novel ideas with already established (or non-established) concepts and create games that have, y'know, more than one game mechanic. I actually like the one-mechanic games better... too many games seem to be compositions, like "well its like quake, except with jeeps!". There's nothing wrong with that, but it's refreshing to see games that are bold enough to reduce their mechanics down to the bare minimum instead of taking the kitchen sink approach. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: FatHat on December 02, 2009, 03:08:52 PM With regard to avoiding making puzzle games, I think it comes down to linearity and intentionally limiting choices. Puzzles force you to solve a problem in a very specific and constrained way. Remove the artificial constraints and its no longer a puzzle, it's just a problem.
Portal was a puzzle game because every problem generally had a preconceived linear solution. But if they had given you the Portal gun in a sandbox GTA world and a goal was to use your portal gun to make a million dollars; that's no longer a puzzle, that's a problem. (A good problem :-) ) The distinction being there's a much larger solution space between the two. You can solve a problem in pretty much any way that's physically possible within the laws of the world/game. You can only solve a puzzle in a very constrained limited way. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Kunal on December 02, 2009, 04:26:17 PM The distinction being there's a much larger solution space between the two. You can solve a problem in pretty much any way that's physically possible within the laws of the world/game. You can only solve a puzzle in a very constrained limited way. Brilliantly put. Its kind of the difference between say World of Goo and Braid. The former gives you the feeling that you have more freedom in how you complete a level, whereas with braid, the solution feels clinically exact. Also, I've never read an interview of Takahashi where he's happy about anything. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: GregWS on December 02, 2009, 04:56:44 PM Well shit, Takahashi just doesn't seem to be shutting parts of his brain off, and I don't think anyone can fault him for that. Like he said in the interview, people usually fret over stuff like poor people in Africa and not selling out in university, but he still frets about it. Heck, I for one respect him more for not hiding from some of the nasty realities of the world and the games industry.
That said, being like that will quickly make you depressed. I'm someone that frets about the things he does, but I'm still in university, so go figure. Still, I'd much rather be like him in 10 years than like someone who just ignores the things that makes them uncomfortable though. I think Takahashi feels the same way, hence the disappointment. Experimental stuff should be offensive to players' tastes, and I think a lot of designers who attempt it are afraid to cross that line. Yeah, I agree 100% with that. Just played 4:33 and lost, but I'm glad I played because it was totally unique and experimental.Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Glaiel-Gamer on December 02, 2009, 06:30:44 PM But experimenting I think means to try new things with games as a whole. But those games don't do that. In what way do they work in new ways with the medium? Do they say or find anything about the medium? No, they are just new games, with new mechanics and the most basic formula towards doing something new. And trying something without being sure how it will work out doesn't makes you experimental. These just don't try to reach any new ground, and those mechanics aren't even reusable on a large scale. No see, you're criticizing these experimental games for only focusing on the mechanic and not the game as a whole, but at the same time, ironically, you fail to look at the game as a whole. Believe me, I've thought about this a LOT for Closure. It's special, but I know for a fact that the gameplay gimmick is a one-show pony. I always want to do stuff that will influence other games and have a lasting appeal, and I worried about that a lot for Closure, since there's no way that it's a genre-changer like some games are. Of course, the gameplay is still the best part about it, and the easiest to "show", but I'm doing a ton with the atmosphere, story, presentation, and level design that I just don't talk about that much because hey, people care more about the gameplay than that. It's a lot of little things that add up to a whole, of course when the gameplay is such a huge chunk of that you can't help but think that's all there is. If I was only focusing on the gameplay, the game would be done by now, but there's a lot more to it than that that I need to get right, and that's why it's not gonna be done for another year. Of course, you're also missing the fact that being experimental in and of itself is no longer experimental because "everyone's doing it". HOW MUCH needs to be new for something to be considered experimental? There's no easily definable threshold there. It's exactly the same as "What is indie?" and "What is art?", only now it's "What is experimental?" Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: FatHat on December 02, 2009, 06:38:28 PM I'm not sure 4:33 Of Uniqueness is that experimental. I mean, it basically just takes John Cage's 4:33 and transplants it to games. No one had done anything like it in games. Applying the concept to a game illuminates things about gaming that a song does not. It's not that unique. Progress Quest basically already did this, only with far more charm. Also, I'm not convinced it really that thought provoking. Let me put it this way, if you hadn't read the spoilers, would you think "ah, what a clever commentary on what a game is" or would you think "this game keeps crashing at the load screen"? Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: C.A. Silbereisen on December 02, 2009, 06:49:31 PM But I think that's the point. The game is meant to provoke reactions like "is that even a game?", just like John Cage's piece is trying to get people to ask "is this even music?", which is an important and potentially philosophical question. Not all modern art is a "commentary" on something.
Also re offending people's taste: I think there are too few games with purposefully "unsound" designs that challenge peoples' notion of what a "good" game should be. Most game developers, even those at the outer edge, are still obsessed with perfection and symmetry. Some exceptions are a few of increpare's games, as well as, in a more "commercial" context, Suda 51 and, well, Keita Takahashi. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Glaiel-Gamer on December 02, 2009, 07:08:14 PM just like John Cage's piece is trying to get people to ask "is this even music?", which is an important and potentially philosophical question. It's a philosophical question for sure. But i'd argue that it isn't an important one. Then again importance is relative. What really is important anyway? Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Seth on December 02, 2009, 09:42:15 PM What really is important anyway? Not games, that's for sure! Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Glaiel-Gamer on December 02, 2009, 09:44:44 PM What really is important anyway? Not games, that's for sure! Oh right, cya I'mma go discover immortality, cure cancer, and populate the universe with humanity. bye Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: TOM SENNETT on December 02, 2009, 10:05:15 PM No seriously, do you guys ever feel like we're completing squandering our intelligence and creativity when there are serious problems to be tackled in the world
me neither Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: GregWS on December 02, 2009, 10:08:55 PM I honestly can't tell whether that was supposed to be sarcastic.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Glaiel-Gamer on December 02, 2009, 10:10:21 PM No seriously, do you guys ever feel like we're completing squandering our intelligence and creativity when there are serious problems to be tackled in the world me neither my grandma does "Know what else is a profitable industry? Porn!" Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Shade Jackrabbit on December 02, 2009, 10:33:33 PM Porn really could use some classing up. Some of us should get into it.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Lucaz on December 02, 2009, 10:38:39 PM @Glaiel-Gamer: I understand all that. Those are great things for the game, but I don't see how they make it experimental.
I really couldn't tell the point when a game becomes experimental. And maybe you are right, and being experimental just isn't possible. But then they should change the name of the workshop the next time. No seriously, do you guys ever feel like we're completing squandering our intelligence and creativity when there are serious problems to be tackled in the world me neither Everyday I think I'm missusing my skills. I should procrastinate bigger things than a game. Something important, like a heart transplant or a plane's maintenance. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: GregWS on December 02, 2009, 11:27:07 PM Tom's statement pretty much sums up why I'm keeping making games as a hobby, and choosing architecture as a career (plus, you invariably hate your career and love your hobby, and you can't do architecture as a hobby).
I think a lot of good can be done with games though. No one should feel more guilty to choose game development than, say, being an author, film director, sculptor, or visual artist. All of those things don't really "help people" in the clear cut way, but you rarely hear people feeling guilty for choosing those careers. I'd like to hear what Takahashi things of that; if he thinks artists can't take their work seriously because "it's just art." Personally I think art can give people a reason to live, and you really can't devalue that. And because of something we've all agreed not to talk about here, I think games can also do that for people (really really good ones, most of which don't exist yet), and are a worthwhile pursuit so long as you're not approaching them immorally (like purposefully trying to get your players addicted to something that just wastes their time). Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Seth on December 02, 2009, 11:50:54 PM I don't think it's bad at all to devote your life (or at least a significant portion of it) to games or any kind of art--just don't kid yourself into thinking that it's a great way to change the world or anything! But I'm sorry if my remark derailed this thread a little bit--I was just responding to Glail's comment that the question "is this even music (or a game)" isn't important, I think it is kinda silly to say so because (like he said) importance is relative and we decide what is important to us and our goals.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: GregWS on December 03, 2009, 12:59:45 AM I think in a sense Glail's comment answered the question of the thread: being "experimental" likely means seriously screwing with the player, and having them question the experience as a whole. I certainly questioned Noby Noby Boy when I played it, and I had pretty much the same feelings about Petri's game that Tom mentioned. Both those game's (for better or for worse) experimented with the medium as a whole, not just one aspect of it like gameplay or art.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Movius on December 03, 2009, 04:42:56 AM Takahashi talks shit, news at 5.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: Impossible on December 03, 2009, 11:56:25 AM The conversation has kind of degenerated into a "what is an experimental game" rather than "what kind of games would you like to see at EGW that would make you excited."
Experimental Gameplay Workshop has a pretty clear definition of what they do and do not consider "experimental". Apparently many of you do not agree with this definition. Maybe it should be called the "Gameplay Gimmick Workshop"? Personally I like to see games that do interesting or underused things, and EGW usually delivers. Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: agj on December 03, 2009, 02:31:58 PM Original gameplay mechanic workshop?
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: GregWS on December 03, 2009, 08:17:23 PM I think the fact that it already has gameplay in the title is enough. I don't know much about "sense of wonder night," but if it's accurate then I think it would probably be really cool.
Title: Re: Takahashi bored by the EGW - what is "experimental"? Post by: ChevyRay on December 03, 2009, 08:39:54 PM I also find the EGW somewhat perplexing. They really focus on a tiny fraction of what makes a game experimental. I can think of so many awesome experimental games out there, but so few of them would make the cut. I think that they focus on the verbs, specifically. Of course, you're also missing the fact that being experimental in and of itself is no longer experimental because "everyone's doing it". HOW MUCH needs to be new for something to be considered experimental? @Glaiel-Gamer: I understand all that. Those are great things for the game, but I don't see how they make it experimental. I really couldn't tell the point when a game becomes experimental. And maybe you are right, and being experimental just isn't possible. Things don't need to be new at all to be experimental. Where did this phallacy come from? When you're a kid and you're in school learning what happens when you mix baking soda and vinegar, you're experimenting. Experiments don't have to be awesome, breakthrough, or even introduce anything novel at all. Maybe that might make them more interesting or fun, but if everybody knew how to do that, there'd be a lot more breakthroughs and new ideas surfacing. These sorts of workshops, as I see it, are just one particular step towards encouraging people to do so. And if, like this guy, you're just complaining about it and not really helping the creative process along, you're doing it wrong. |