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Why Game? 1 - TextFiles.com

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<strong>Game</strong> Design #2<br />

Philip Tonner<br />

Validation!<br />

Recently there has been much discussion<br />

about the validity of games as a medium. It<br />

seems to be disintegrating into fun vs. worthi-<br />

ness.<br />

Now let me establish one thing: games are<br />

FUN. They are perceived as fun, fun is their<br />

purpose. <strong>Game</strong>s are never going to be viewed<br />

as anything other than fun because they do not<br />

attempt to be anything else. The games we have<br />

that are not viewed as fun are seen this way<br />

because they are failures. If we want games to<br />

be perceived as the new artistic medium, then<br />

we need to have a game that stands apart from<br />

what we currently have.<br />

So.<br />

I propose an unfun game. Fun is not part<br />

of its remit. It is not on the agenda. The game<br />

will, however, be mainstream, for one reason.<br />

When the Playstation 3 launches, this will be<br />

the only launch title. In fact it will be the only<br />

title confirmed. The only title rumoured to be in<br />

development. The only title, period.<br />

Ladies and Gentlemen. I give you:<br />

Skylarking. (Now before I get accused of<br />

cleverness or originality, I will point this out.<br />

This is a musical reference. XTC to be precise.<br />

But there is a reason for the name.)<br />

In keeping with industry standards, I will<br />

summarize Skylarking in easy to understand<br />

56 The <strong>Game</strong>r’s Quarter Issue #3<br />

terms, using existing titles. Skylarking is Outrun<br />

2 meets GTA 3. A Beautiful Journey within a<br />

sandbox. It’s almost paradoxical. There will be<br />

one element that separates it from its inspira-<br />

tion. One limitation. You can only walk.<br />

The aim of the game is to walk home. You<br />

have a start point. You have an end point. The<br />

sandbox elements can be seen in how you reach<br />

home. You can simply wander off in the hope<br />

of getting there. Or you can set off down the<br />

road. It’s not so much a beautiful journey as a<br />

beautiful wander. Now, the setting is both crucial<br />

and utterly unimportant. My setting is my home<br />

and my surroundings. Your setting is your home<br />

and your surroundings. The start point will be a<br />

friend’s house, say a few miles from your own.<br />

All you have to do is get home, but you don’t<br />

have to, if you catch my drift.<br />

Now here’s the important part: photoreal-<br />

ism is stupid and pointless. If I want to arse<br />

around with the marvels of physics I’ll do it<br />

outside. Cel-shading is also stupid. So what<br />

Skylarking will provide the player with is an in-<br />

terpretation. One version of their surroundings.<br />

Not as it is in actuality, but rather, as it is in the<br />

eyes of one person. Think of a painting. Think of<br />

Picasso. He painted what he saw. This will work<br />

in much the same way (it needn’t be cubism<br />

though).<br />

Back to the title. “Skylarking,” the song,<br />

revolves around seasons. The track listing was<br />

very carefully considered (ignore “Dear God”).<br />

Our Skylarking will also feature seasons. Four of

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