On features and tiny computers
For a long time I have had the intention to start publishing small essays and opinion pieces on this blog, here comes the first one.
This morning I flipped through a fresh copy of a Swedish game magazine called Level. On one of the ‘indie’ pages I found an interesting looking game by Blendo Games, the creator of Gravity Bone & Thirty Flights of Loving (two famous and very good indie games, you should definitely try them out if you haven’t). This game was called Quadrilateral Cowboy and apparently it revolves around hacking and computers. It had also made a splash at IndieCade so I guess a lot of you know about it already and that I’m just really behind the times – that’s what happens when you work hard on your own things. Reading further I realized it’s a game where you learn how to program computers and get be a oldschool hacker, breaking into places and doing other cool things. The computers in the screen shots looked suspiciously similar to the ones we have in our work in progress Else Heartbreak – a game that happens to also involve programming computers and “realistic” hacking. My heart started beating faster. Oh no, I thought to myself, please not another one of these damn great-looking programming games!
The thing is that Quadrilateral Cowboy seems really good and actually not that similar to the thing me and my friends are working on. I hope that both our games will find big (overlapping) audiences. The only thing that worries me is that they both share a very distinct feature (‘programming’) and unfortunately computer games and their critics are extremely concerned with these kinds of features. There is a good reason for this also, features are tightly connected to game mechanics and how something works. Games surely do work a lot. Seen as an artistic medium this is really dangerous though, since it makes us focus too little on the themes, feelings and ideas expressed through the game. Put another way: most people would agree that a piece of art isn’t good because of the individual parts (the ‘features’) but rather because of how they all fit together and feel as a whole. This is true of games too but by always examining the parts first we get into tons of trouble when thinking about them, arguing whether gameplay is better than graphics, what elements they must contain to be called games and other strange things.
What I’ve realized is that as a creator and artist I can’t rely at all on features, it was a severe mistake if I ever thought I could. Back when we started working on Else Heartbreak a little over three years ago this whole idea of computers inside the game seemed so fresh and new, like a free ticket to get people interested. Games with programming were mostly Robot Wars like things or pure fakery with mini-game puzzles symbolizing hacking, to actually make the machines work “for real” was a very exciting thought. Today the situation is quite different and it seems like everyone is putting little computers into their game. Maybe it’s an effect of what is technically feasible to do nowadays or maybe it’s just the zeitgeist, I don’t know. I think we will have to get used to that they are part of games anyway, and I actually think it will be a lot of fun. It’s just not very unique anymore.
I hope that in the end people who play games will not be too obsessed with features, getting hung up on whoever thought of something first or that something which perhaps seemed like a very novel and weird idea pops up in several people’s work around the same time. In the end each game is its own little world of themes, ideas and things to experience. Seen as cohesive wholes they are expressions of their creators and their features should only help fulfill that cause.
Thanks for reading,
Erik
Explore posts in the same categories: ElseHeartBreak
April 3, 2015 at 9:07 pm
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On features and tiny computers | ErikSvedang.com
July 23, 2014 at 8:54 am
[…] head over heels in love with Blendo Games’ Quadrilateral Cowboy. In a 2013 blog post, Svedang wrote of his dismay as he read about Quadrilateral Cowboy‘s tiny computer-within-a-game, and found it so similar […]
July 16, 2014 at 6:14 am
Erik, everything Blendo does is quite interesting, peculiar, and fun, but, in the end, short, cursory, and lacking much detail–and therefore it comes and goes on the scene quite quickly.
I promise you that, after having followed Else Heartbreak for quite some time, your game will not suffer the same fate. It looks to somehow contain an immense amount of detail despite obviously not going in the direction of AAA-title graphics–but, more importantly, the style is clearly its own. Going back years, I can’t think of another game that looks or seemingly feels anything like what I’ve seen from EH.
In the end, it’s not just about features but about implementation and, as you said, how the part fits in with the whole. I think you have nothing to be concerned about; I see a classic in the making.
:)
July 16, 2014 at 2:12 pm
Oh, thank you so much for those kind and comforting words!
Best,
Erik
July 15, 2014 at 5:02 pm
[…] and into a new and extremely appealing focus on world-building. It does (to Akerblad’s distress) have a little in common with Blendo’s Quadrilater Cowboy, in terms of having in-game coding […]
December 11, 2013 at 11:19 am
Exactemundo! The key is in the feeling of the game. What it can deliver straight into our hearts, just like music or anything. But I sadly believe there are no new feelings to invent. Art, be it games, paintings, sculptures, film what ever, can instead get people to relive those fantastic moments and/or feelings over and over again and that is great. In the end it’s all about neurons, chemicals, electricity and whatnot. I don’t think games can deliver any different feelings than books, films, paintings or playing with pine cones. Matter of interest is one key factor to success, sooo… Games still need features in a wierd way wheter we like it or not. Like any other art form, games naturally need new technuiqes to feel fresh now and then and sometimes it maybe takes 2-3, 10 tries to hit the spot. Is the first horror movie the best horror movie? or should they have quit making horror movies after that one? I easily think you will make the greatest “computer programming” game so please, continue refining the ALL the features! =)
December 11, 2013 at 12:03 pm
Thanks Jacob, that’s some great input. I miss discussing these things in person!
Erik
December 12, 2013 at 8:55 am
Miss it to, We really should try to fix a new “favorit i repris” this upcoming summer
December 12, 2013 at 9:07 am
yeah!
October 20, 2013 at 7:05 pm
Unfortunately, when it comes to the general public of gaming, I think we’re nowhere near examining games in a mature fashion as you mentioned. Just look at Minecraft. I got so sick of hearing “Minecraft is a clone of Infiniminer”, I wanted to post some enraged rants or make a youtube video about it many times. But I ultimately felt its shouting at a wall. People who see games that way aren’t interested in the big picture, or the subtletys that make a game what it truely is. But don’t worry about them Erik. There are plenty people like us out there, who will always love and want the games that try to be more.
October 20, 2013 at 9:16 pm
Thanks, that’s very comforting to know :)
October 17, 2013 at 12:24 pm
Don’t bother worrying.
I guess there were dozens of games with a hacking/programming mechanic in the last few years (though they mostly had a kind of educational background).
I’m glad it’s not ‘features’ that make games stand out, but atmosphere and its general agenda. For me it’s the universe of a game like Else Heartbreak that I’m interested in. I can’t wait to explore its little world and its little virtual world in a world. ;)
Btw. How is the game connected to Clairvoyance? Is that a game the people of Dorisburg play?
October 17, 2013 at 12:40 pm
Thanks for those kind words, that’s very nice of you :)
I’m not sure how interlinked the two games will be but you’re right that there is something of a connection… They actually play another game though (somewhat similar but simpler).