Did he just say that it is more important for a game to convey a message than to be "fun", and that's the reason he dropped his game?
If so, I think he met the wrong people at PAX.
Meaning can be found in games even without needing the creator to consciously build the game around it. For example something like Zelda can be deep and meaningful, but it's got a very Spartan story which doesn't appear to have much to it apart from what's on the surface. Yet I've read many very long and excellent essays on what these games mean.
My point is that when people try to make artistic games they tend to focus too much on trying to get a message across to people instead of how the game actually plays. They lose sight of what makes games unique and special. If all they want to do is send a message then write a novel or a poem, but if you want to make a game then the game itself should come before anything you want to say with it.
Kinda like when the guy who created Shuggy said that he did things from Winterbottom and Braid, before those guys, but couldn't get his game out.. So what? You got beat to the punch, is your game fun and being played, or are you bitching because you think your game would have been better received if you go to the punch first?
And, the fact that he fellates Blow with "Jon Blow is a natural communicator with games -- he was made to do it", makes the sentiment even more-so for me. Blow's "communicated" with only one game so far, and it was a game that people didn't understand the meaning of, and lead Blow into tirades about how people wouldn't ever understand art (or whatever, it was along those lines).
Blow's "communication" skills must be like that of an alien on his first visit to earth: So advanced it'll never get its point across.
@SephirothX
Agreed. 100%
@El Conrado
I'm still trying to figure out what message some of our favorite classic games were trying to convey, if the point of games is only a message I guess Mario really was about the advancement of 'shrooming, then -damn my feeble 4 y/o mind at the time.
I have TONS of gameplay ideas that end up in games after I had them.
I'm the luminaire of the games industry that was never discovered. I'm the next Miyamoto. Love me!
...or maybe the multiple discovery hypothesis is real.
Secondly, the fact that he wanted to make something that had real meaning to it, is something to be admired, not pulled down and scrutinized. It's his time, money and effort. He can put it into whatever he wants.
It seems like a more abstract definition that is hard to put into words but I would liken it to my definition of what makes a movie good. "A good movie is a movie that makes you feel something" (and to continue, a great movie is a movie that makes you feel that "something" strongly every time you watch it). Now a lot of people would look at that definition and say "well then you must like Dramas and sad movies" or something like that but there are infinite emotions that a movie could provoke. An action movie invokes the feeling of excitement, a horror movie creates fear, a romantic comedy makes you happy and all mushy inside etc.
Its the same thing with games. A good game makes you feel something, or in other words, a good game communicates something to the player. Whether its the message "i want you to be scared" or "i want you to be moved" or "i want you to understand the existential crisis the main character is experiencing" or "i want you to have fun", they are all equally important. I feel like mario brings across the basest degree of fun, or in other words, mario is pure, concentrated fun.
This guy wasn't trying to create a game with a deep story that made the player cry. Its called Sushi Bar Samurai for goodness sake. He just wanted to say to the player "this is a game made to get you to have fun". Unfortunately when he created the game he focused more on the mechanics to make it a game than what he should do to make it fun and after working on making a game for three years he looked at the almost finished product and said, "well, I've made a game, packed full of mechanics and other things that prove this is a game but I've forgotten one element. When people play this game, it says to them, "I am a game designed for you to play me" instead of "just have fun"" and that is where he realized that this wasn't going where he wanted it to go.
Obviously, I am not the interviewee here but I kinda feel bad for the guy. He who worked on this game for three years, gave up because he realized that it isn't what it should be and instead of releasing it just for the money and so he could say he didnt waste his time, he cancelled the game and said "I guess I'm just not a natural at communicating through games".
I would like to hear this guy on podcast or something, he seems like a really interesting person
"...is something to be admired, not pulled down and scrutinized."
1) He quit; let's not mince words. He had a fully functional game, and whatever the reaction was at PAX, his response to it was "fuck it, I'm out". I'm sorry if I don't find that to be something to emulate.
2) It's getting "scrutinized" because, surprise! It's a public post! I always find it jarring when people come to news posts and interview posts and complain about people having conclusions about WHAT THEY HAVE JUST READ. If you expected only positive reactions, adjust your expectations.
------------
@sundin13
"I think you guys are misunderstanding this guy's definition of "communication" "
I think you are misunderstanding what people are understanding for "communication".
The guy places a bigger emphasis on the game "expressing" some idea over the game being inherently "fun". It's in his own words up there.
No, that does not strictly mean "telling a story", but it does mean that doing what the game expects you to do simply being a fun activity wasn't enough, it had to "express something", too.
Why? Why didn't he let US interpret his game, rather than telling us what it should (or in this case, doesn't) mean?
Number one, Casey is a good friend of Jon Blow. It's reasonable for him to talk about Jon highly. It's also reasonable for him to say Jon has "communicated through gameS", plural, because he was one of the first people to play The Witness.
Number two, Casey did NOT claim to have come up with the idea for Diner Dash. I included a picture because he said that the game was a little "like" Diner Dash, and it was a little funny that that was what put him off. No one's saying he was ripped off.
I stick by 95% of what I said in my last post and to be honest, I wish I could've pressed an "Edit" button to change a few things. I reread the last few paragraphs of the interview after i pressed the submit button and realized that I was slightly off in some of my assessments
Pretty much, I stand by all the things I said about communication. I believe that sentiment and I believe that the interviewee would agree with it or at least understand what I am trying to say.
In the third paragraph, I realize that he was trying to make an "experience" game which ended up being a narrative wrapped in mediocre mechanics and when he tried to fix the mechanics it ended up as a dilapidated narrative wrapped in okay mechanics and he realized his original vision had been perverted by the changes he had made.
I dont think you are grasping the entirety of my argument if that is all you got out of it...
"Well if that is how you interpret it El Conrado, that's still not what he is saying. In no place is he condemning games like mario or tetris, he is just saying that they are not his type of game."
Nether did I say that he said that (how ridiculous is that I had to write this...), nor did he say what YOU said he said (still ridiculous).
He literally said that HIS game wasn't conveying or expressing anything, and that was the reason it got scrapped.
When I say he places more emphasis on that over "fun", I'm going by his own words an his own game.
No one is speaking about other people or games here. I know I didn't bring them up.
The thing is, I don't know what he experienced in PAX; did he get bad commentary? People complained his game was "shallow"? Whatever it was, his idea about what "communication" is in a game was ether reinforced or cemented, and his conclusion was that his game just wasn't good enough.
And if he got that idea from other people, those other people are flat out wrong.
b. you did seem to condemn the fact that his ideal game didn't just attempt to be something fun as you used this in an argument against me seemingly believing that this sentement isnt good
"No, that does not strictly mean "telling a story", but it does mean that doing what the game expects you to do simply being a fun activity wasn't enough, it had to "express something", too. "
c. I dont really understand what you are trying to say in your final two paragraphs. As I said before I stand by my definition of what I believe he meant by "communication" is and I do not believe that is an incorrect statement in any way
d. also could you clarify this statement "nor did he say what YOU said he said (still ridiculous)"
What did I say that was ridiculous that I didn't amend?
The main reason is, if you're making something for such a long time, it has to be about something. What exactly that product is about doesn't even have to be conveyed to the audience, it just needs to express something. Even if that thing is "I want the player to have loads of super fun playing this game".
I believe that the problem that Casey Muratori had was that his game didn't express anything and to him that meant that the game had no value. And he's right. If something does not express anything, even if it doesn't say what it expresses, then it does not have any sort of artist value.
As a game developer who has scrapped many an idea, and has worked with teams on a few projects, I can safely say if a game has nothing in it and has nothing to express then that product will fail from a development perspective. I've worked with people who only look at mechanics, much like Casey said he did, and I really can say the game's I've produced with them and the game's I've seen them produce had no artist value whatsoever and were just terrible games.
It's a first person shooter. So what? Who cares? It's a a platformer. Why should I be bothered? Why should I buy it?
If a product is just a first person shooter or a platformer...and nothing more, then the soulless product won't be worth anything to creator or consumer.
A quote I love from Midnight in Paris, and said by Gertrude Stein is this:
We all fear death and question our place in the universe. The artist's job is not to succumb to despair, but to find an antidote for the emptiness of existence.
^That pretty much sums up what being a creator is all about.
Nobody is mentioning his "menial task" comment. This is why he is talking about story and fiction so much. Even if the game is fun, if he is simply providing people with a menial task he can not feel good about it. This is HIGHLY COMMENDABLE. When you really look into that comment he is saying he is not ok with games that disrespect the audience or waste their time, even if they consider the game to be fun. If every game designer was like him we would not have games like Farmville or many MMOs that are there simply to make money and use up people's time.
a) He is EXPLICIT on the reason the game was canned; that trumps "implied".
b) I don't "condemn" anything at any point. I lament that the primary reason he quit making this and any other games was something as esoteric as "lack of communication skills".
c) Let me clarify then: he was making a game with clear and functional mechanics, but he has this idea of "communication" that his game just doesn't meet yet (an idea I might add, that he never explains how it is or works). So he changes his game a few times, then makes it to PAX with it. Something happens, God knows what, but this ether changes what he feels his game should "communicate" (again, without ever defining WHAT that is), or reinforces his ideas about such "communication", making his game measure up even LESS in his mind. A time later he scraps the whole thing.
Again, at no point does he describe what "communication" ever is, only that it is important, so important that an otherwise "fun, but menial" game just isn't good enough for his so called audience to experience, even after that audience experienced and apparently liked it. Why? Who knows. We never get a sense of what the "flaws" of the game were, other that he considered it "menial", like so many other successful games out there (his words).
D) What is ridiculous is that I had to type those words, not yours. It was a silly joke.
"When you really look into that comment he is saying he is not ok with games that disrespect the audience or waste their time, even if they consider the game to be fun."
Denying people a fun experience because you don't consider it worth THEIR time is highly disrespectful.
In truth, he scrapped the game, not because he was afraid to offend his audience, but because he thought he was failing as a game designer.
He believes HE failed to convey "something" to THEM.
Perhaps think harder about the context he gives to the word when he answered the third and fourth question. Here we have a programmer who, technically, has contributed to more than 15,000 games in the past. So we can safely say he's been involved in fun games in the past, and present (he's back to that job now).
When he's making a game of his own though, does it make sense to you that he might want to do something special to the player? There's a difference between *programming* a fun game and *spending three years of your own life crafting every single aspect of* a fun game. If you're in the latter situation, you have more ability to communicate - and can you see how he might want, very much, to make good use of that ability?
"There's a difference between *programming* a fun game and *spending three years of your own life crafting every single aspect of* a fun game."
Maybe I'm being obtuse, but what IS the difference, other than the workload?
Isn't making a fun game that people want to play a good enough goal? Does it have to stand the "artistic" test?
I understand the desire to craft something special and unique after working on what I can imagine to be thousands of lines of code for someone else's imagination. What I don't understand is reaching to the conclusion that the best course of action of a 3 1/3 year of work that is "fun, but not special" (other that taking you 3 1/2 years to reach such conclusion) is to throw out the baby with the bath water.
That just doesn't sound right. It's almost too reactionary.
You shouldn't accuse Casey of "denying" you a fun experience btw - remember that releasing a game, even when it's functionally "done", can be difficult (different PCs with problems, certification, save system etc). He's not shitting on fun. He's just saying: "there are better things I can do with my time."
Here's my favourite podcast of his:
http://mollyrocket.com/9410-7494
Listen to it. I promise that when you're done, you'll understand that Casey is very keen on making people's lives more fun.
Please don't confuse my disappointment with a twisted sense of entitlement.
The game was his, he had the choice to save or kill it, no one else.
I'm just sad about the situation, and wonder if this choice was really his own, or a reaction to other people.
"...I’d have a very concrete explanation of what the game is supposed to express, and how I’d want to express it. That, above all else (if you’re not just trying to make money) is the only way you can really know if your game is done or good."
I can't help but imagine a pretentious director filming a faux-philosophical art house flick when I read that. After my time spent at art school, a part of me starts to cringe whenever I hear people wax on about ideally expressing this or that.
I may be able to answer some of the questions from the comments, if I understand them correctly:
Regarding Diner Dash, that part was a bit condensed from the (excessively lengthy) original interview. I wasn't trying to take credit for Diner Dash in any way, so I apologize for that implication. In the original interview, I specifically talked about how that idea had been around forever, pointing to Pressure Cooker on the Atari 2600 as the lineage (which predates my game by _decades_). The reason I talked about Diner Dash more coincidentally with my game is because Diner Dash ended up being very lucrative, so I felt like that highlighted how out of touch I was with what I considered to be a game worth finishing.
Regarding PAX, the full discussion about how that affected my decision making process is also quite lengthy, but I can try to summarize it. It is not that anyone said the game was shallow or that I met the wrong people. Everyone at PAX was wonderful, incredibly open-minded, and genuinely excited about games in general. I just felt like the game I'd made was talking down to them. I don't know any other way to put it. I felt like I had been refining a mechanic that was really basic and targeted at the lowest common denominator, and the people who actually came to play my game were way more serious gamers than that, with a way bigger appetite for gaming than what I was delivering. That's all I meant. This is separate from the part about communication vs. fun and all that. Even on the pure fun side of things, I felt like the audience was ready for Bridge and I was giving them Go Fish, to use a crude analogy.
Regarding Jonathan Blow, I probably should not have used the words "natural communicator", as that's presumptuous. That's how I think of him, but I'm a fan of his so I forget that other people have completely different opinions about his work. I should simply have said that his games communicate very effectively _to me_ in a way that I knew I was definitely not communicating to anyone with Sushi Bar Samurai, and that was troubling to me.
Regarding communication in games in general, I realize that the "games as art" topic is a bit loaded. I also understand why people get very defensive on both sides of this issue. I, for one, have no problem with games being fun for fun's sake alone. I think games are great recreation, I think they're better than a lot of other forms of recreation even when they are pure recreation, and I wouldn't want to change that. So when I talk about wanting to make a game that communicates something, I am talking strictly about what _I_ wanted to make. I in no way want to demand that _everyone_ do that. In fact, I think that would be terrible :) I think it's best for games (and any medium, really) to have a large number of people with a large number of different ideas about what they want to make. I think it leads to a rich, diverse medium where you can get pure recreation, pure art, and everything in between. I don't think there's any reason we can't have a broad spectrum in that regard.
I hope that answers some of the questions raised by the interview.
Cheers,
- Casey
Great Interview.
Have you ever created and released a genuine expression of yourself for public consumption? You know, a song, book, film script, painting etc? If yes, what standards did you set yourself?
In my experience there are two types of creators. Those who can say "this is done" and release their work regardless of what they personally think of it; and those who expect the highest standards from themselves and cannot be satisfied if the product is not (what they would consider) an authentic expression of what they believe and who they are.
The latter group are much less productive but, IMO, create the most profound work. But if it were left to them we'd only get 10 games per year...
Kudos to you Sir! It takes balls and conviction to cut your losses and walk away from such an investment but from what you've said, it was the right choice. You've saved a lot of people some cash/time at the expense of your own. Respect due as most devs wouldn't have that level of integrity, they'd exploit and cash in on the naivety of others without question.
Good luck with getting things right next time!
Ok, mad props to you sir.
I still don't understand why you just threw the whole thing out, but At least gave me a clearer view of the whole situation.
Thanks for taking the time.
@Autumn
The whole "can't criticize unless you have" is a stupid fallacy. You CAN give your objective opinion on something without having done something similar, specially when you are on the consumer side of such product.
And even still, and to answer your question: yes, I so happen to have, which is WHY the situation as originally presented seemed so utterly jarring to me.
You're not mad he stopped working on his game, you're jealous of his ability to critique and continuously improve all aspects of his art.
Fantastic interview
Fun IS an artform.

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