Showing posts with label thatgamecompany. Show all posts
Showing posts with label thatgamecompany. Show all posts

Monday, April 12, 2010

To Thine Own Game Be True

by Daniel Bullard-Bates
I remember reading Fight Club and thinking, “There’s nobody I can think of who could better do this than [David] Fincher.” It’s like it was made for him. It’s the kind of text married to someone of his talents.
-Edward Norton, AV Club Interview
One of the greatest struggles of the artist is to discover one’s areas of expertise and come to terms with one’s limitations. This can be brutal and occasionally heartbreaking: One can’t help but feel sympathy for the person who dreams of being a painter only to discover they are colorblind, or the singer-songwriter who is hopelessly tone-deaf. It can also be empowering; discovering that one has a talent for the thing they most love to do is an awe-inspiring revelation.

In an interview with us last month, Kellee Santiago of thatgamecompany said that they avoid overt narratives as a company because, “None of us are professional storytellers nor have much experience in it, so why would we try and compete with games that hire extremely established writers?” A statement of this kind may seem obvious to many, but artistry is never so simple. Artistic creation is the stuff of dreams. Art tells us that we can do whatever we want to do. Kellee Santiago’s statement, to me, is both encouraging and humbling.


Wednesday, March 31, 2010

Reflections with thatgamecompany

by C.T. Hutt


Last year, we awarded Flower our Select [Button] game of the year award. Kellee Santiago, Co-Founder and President of thatgamecompany, was kind enough to answer a few questions for us about the process of independent game development, the role of the gaming medium in the world of art, and what went into making such an ambitious game.

PPTR: Flower contained some significant political themes. Do you believe that game developers have a responsibility to address social issues? If so, how do you balance that responsibility against your interest to succeed financially and draw in a wide audience? 

Kellee: We left Flower open to interpretation. We wanted an experience that was evocative enough to trigger an emotional response in the player, and open-ended enough to allow the player to bring their own backgrounds, political affiliations, memories, etc to the game. Part of the core experience of Flower is that interaction of the mind, which we find to be more valuable and meaningful to people, especially older gamers.

The only responsibility I think game developers have is to use their medium wisely. Interaction is a powerful medium, and it can be used to greatly improve the quality of life for many people. At TGC's offices, we often use the word "relevant" to describe an emotional goal for our projects. We strive to create video games that anyone can relate to and derive meaning and value. We respect our player's time and money and want to show that in everything we do.