Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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