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Nov
03
Posted By
aeiowu

Right now I’m in the middle of working on Mikengreg, a tentative new brand/company? for… Mike ‘n’ Greg. We’re also working on a couple of games semi-simultaneously, each one headed up by one of us. Mike’s is called Eon, which he is polishing/wrapping up this week. My game is called Pterogative and it’s serious business [that's what we say now instead of art-games].

Before we decided to pull off of Liferaft I had an idea while we were attending IndieCade in early October. Like every other idea I have I wasn’t sure about how doable it would be, but I started fleshing it out right there in the park next to the Ivy Substation in Culver City.

Like Gray, the idea is best boiled down into a simple phrase.
Cliche

“If you love something, you have to set it free.”

This wasn’t the initial spark, but merely a way to compact the complex personal issue I wanted to express into something that would be easier to hone in on. Pterogative is definitely the most personal game I’ve ever worked on. It’s only recently that I’ve started allowing my personal life to influence my games, previously they involved larger issues like politics, religion or Wal-Mart. At IndieCade Daniel gave a talk about how he works and the intangible things that go into the games he makes. It’s always interesting to hear how other people approach creativity, and occasionally bits and pieces can really change the way I approach it. One little bit stuck with me [paraphrasing].

Daniel

“You know it’s getting to the right place when you get a knot in your throat. I’m usually embarrassed or exposed when I release a game. That’s how I know it’s honest.”

That sounds more like the opposite feeling you want to have when releasing a game, but when it comes to communicating something personal about yourself honestly, if you don’t feel naked, then it needs more work.

When I talk about the origins of Pterogative to Mike or other close friends, it’s always embarrassing to some degree. I suppose that’s what reminds me that the idea is honest and worth pursuing. That doesn’t mean the game will have the same effect, but I think it’s on the right track. We will see.

But why would this idea be best expressed in a game? Why not just write a short story about my experience, fiction or non-fiction? That’s fair, but I feel there’s more potential in a game. Beyond any other art-form, games include personal interaction as THE device that allows for a deeply personal experience. People don’t change unless they want to. Yes? If they pick up Passage and don’t let it in, well they weren’t vulnerable enough to let it affect them in the first place. If that same person saw The David in person, I’m not sure that’d garner much more of a reaction than “Whoa, that’s a big naked dude!” Not exactly the intended effect…

Interpretation will always be personal, but games have this whole interaction thing that’s happening every second of the experience [mostly]. Games are actually much more directed. The rules are set, the player has to admit to them and control the game in order to continue. The give and take there creates a bond, however fragile, between the game world and the player’s brain. Rather than leave it up to chance, the game can create its own context and influence people directly. If you don’t think that’s true, then you haven’t noticed the 10+ million people playing WoW.

The cliche itself, “if you love something you have to set it free”, doesn’t really resonate with many people strongly enough to make any real impact. It’s too abstract, too lifeless. The work I want to do now would take an incredibly real piece of life, interpret it simply, then communicate it back to people with that elegant simplicity while retaining as much of the original emotion as possible. Clarify, reflect and change.


Whoops. Re-reading this and it looks like I went on a bit of a rant. BTW, what do you think of the title? I’m still unsure about it and suggestions would be welcome. Do you “get it”? Or is my latin mish-mash far too clever/pretentious?

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Greg   game development
COMMENTS
002
Nov
03

2 Responses to “I’m working on a few things, most importantly a new game called Pterogative”

  1. Scypher


    Reading the title had me imagining a game about pterodactyls grabbing things. Like maybe Dinowaurs based on bombing runs…

    Yeah, I didn’t really “get” the title until I realized it was a game about caterpillars (and I assumed, by extension, about growth and eventually flying away); which is to say that if you didn’t ask for opinions on the title, I don’t think I would have realized anything about it at all.

    Pterogative’s got a ring to it for sure, and I think you could keep it with a more illustrative & descriptive logo, but it is kind of an opaque name. Opaque enough that I imagine even people who do get the linguistic roots will rarely stop to think about it until after they’ve played through the game, or maybe read the ‘artist’s statement’ or something, but otherwise not have anything to associate the title with until then. Which might be a desirable effect?

    But, y’know, being a srs bsns gaem it’s nice you didn’t go with the Vaguely Poetic Phrase title. (”On the Wings of [adjective noun]“)

    Anyway, it sounds like you’re getting quite a bit out of this new approach. I’m looking forward to it!

    (The Mikengreg logo is awesome, by the way)

  2. Adam robezzoli


    Whoa, when did you halt Liferaft? I feel so out of the loop.

    I’m digging the art direction for Pterogative so far. I don’t get the title, but whatevs.

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