Jenova Chen co-founder of thatgamecompany, best known for Flow and Flower attended Develop and had one of the first talks of the Wednesday. I did actually miss the first five or so minutes of his talk, but from what I walked in on I was entranced straight away. When people discuss entertainment and our opinions we use feelings to express our thoughts. In order to consider games as a form of entertainment people must talk about them in the same way as film. Although when receiving this feedback on a video game it is usually based on technical aspects of the game, feelings don’t even usually come into the equation.
Most people will usually think something such as combining genres to make hybrids will make a game innovative, make them stand out above the rest, where as this is not usually the case. Jenova hopes in the future to see a much wider mix of feelings integrated into games, as these types of feelings and emotions haven’t really been addressed as much as they could have. It’s hard to find a game that will encourage the player to become emotionally attached to the characters, story or game while having a suitable gameplay experience.
Jenova recommended reading The Visual Story written by Bruce Block, from reading his work he then applied it to games by creating a visual bucket that combines graphics, story, sound and gameplay. Jenova feels in order to have an overall satisfying experience from a game, the levels in the bucket need to be fairly even, and not be missing out too much on some of the factors. As most games will usually focus on one key element such as graphics or gameplay, which will then make a game less attractive.
For example Metal Gear Solid 2: Sons of Liberty, Shadow of the Colossus and Bioshock are games that Jenova feels portray a certain quality of life, as many games do not and just exist for a play experience. He does also recommend however playing Passage by Jason Rohrer, which attempts to portray certain feelings.
A lot of what he spoke of in relation to creating Flower can be downloaded off the Playstation Network in the form of a development diary, but there were a few points that I had not heard before, for example before Flower was designed Jenova wished to create a game based around nature, in order to do this he wanted to know what the most popular thoughts were when talking on nature. Through searching on flickr for nature and flowers were the third highest tag at the time, leading him to choose them.
With Flower he wished to create a peaceful harmony inside the game, this is why he had decided against enemies or a chance of death. He feels that NiGHTS was close to creating this experience, but wasn’t quite there. With the flying element it accomplishes this feeling, but from having a small limit on time and enemies that attack you, it destroys this harmony which you gain from flying around. Flower went through many different iterations when deciding on the gameplay, from playing as the Sun and making flowers grow, to throwing seeds in the ground and making them grow up from the soil. There were a lot of silly versions of Flower which they had considered, and I must say I’m very happy they kept with the core concept that Flower can now be seen with.
Currently working on an unannounced title he commented on the fact that, from creating games that work with feelings it means that the game is all about the experience. In order to create the exact experience required, the technology needed will have to be as new as possible as creating feelings for a player is not an easy task, which can then of course make it harder when developing the game using new tools all the time.