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#1 Dankey Kang

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Posted 07 February 2014 - 03:56 PM

Hey guys! I have an interview with Double Fine coming up soon, and I'm planning to post it here :D Are there any questions that you guys want asked?


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#2 Scumbag

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Posted 07 February 2014 - 04:07 PM

When developing The Cave, did the devs run into any problems that required extra time porting to Wii U? Or was it a breeze.

 

Can they share anything on Wii U's largely unknown architecture, what are their opinions on the hardwares capabilities?

 

Any games in development for Wii U/3ds?



#3 magiciandude

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Posted 07 February 2014 - 04:27 PM

Nintendo announced on the last investor's meeting they would be outsourcing their IPs to 3rd party developers. Is there any Nintendo franchise you would like to work on? 


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#4 grahamf

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Posted 07 February 2014 - 04:31 PM

How do you find developing for the Wii U compared to other platforms?


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#5 Dankey Kang

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Posted 07 February 2014 - 04:34 PM

Alright, I'll definitely make sure to ask these questions. Keep em' coming :D


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#6 Auzzie Wingman

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Posted 07 February 2014 - 06:25 PM

Is there any IPs that you would bring back from the dead?

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#7 GAMER1984

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Posted 07 February 2014 - 06:37 PM

How do you find developing for the Wii U compared to other platforms?

 

are they currently working on any games for Wii U?



#8 3Dude

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Posted 07 February 2014 - 06:50 PM

Black velvetopia. What the hell guys? In the best possible way of course, it was brilliant, loved it. But seriously, where did that come from

Meat circus Seriously, what the hell guys? No, straight forward, what the hell? Where did THAT come from? Also brilliant and loved it. But what the hell

Allright, seriously, and most importantly, There is a very strong call for games to abandon being games, in favor of chasing cinema. Gmaes, are NOT Cinema, and trying to make them cinema inherently removes from them, what they are, videogames today, are a horribly conflicted media. The conflict is inherent in the chase of the cinema aspect

Daniel Rodash stated in 2007 that 'Like Cinema, games will need to embrace the dynamics of failure, comedy, tragedy, and romance. They will need to stop pandering to the players desire for mastery in favor of enhancing the players emotional and intelectual life'

I strongly disagree with this, not all of it, in fact, I rather agree with the first sentence, however I disagree with the rest, it states that these qualities and gameplay are mutually exclusive. Second, it clearly states that the very core of videogames is inherently inferior to other media

Im going to talk about the subject matter of Jonathon Blow's 2008 presentation on conflicts in game design: A dramatic presentation of non difficulty, challenges this notion, by proposing an attempt to convey these qualities through gameplay. He states something that I believe to be inherently true, every game, everything you do in a game, teaches you something. What are we being taught when we are forced to put down the controller and watch whenever something meaningful is taking place? Why is it, whenever we are in control, we spend 99% of our time, in 99% of our games killing people, usually brown people. WHat is that teaching? Themes, including real life themes, can indeed be expressed through interaction, in fact, whether intentional or not they inevitably and invariably are, through a dynamical system

Many of these game designers today, far more than they ever were when Blow warned them back in 2008, are not thinking at all about the dynamical meaning. They are focusing soley on the story and a basic, so very atrophied and basic... and depressingly computer assisted 'fun' mechanic This story and fun mechanic obviously, invariably, have seperate meanings that conflict. Like when we are playing a stand up hero, or a supposedly traumitized vulnerable woman, who than murders hundreds of thousands of people in cold blood without batting an eye... and then instantly revert to a persona that would be incapable of these things for cutscenes while we watch. As Blow put it, its like a somber funeral playing circus music, or the benny hill theme

I believe we are farther away now, than we ever were, to the lofty ideals proposed by Daniel Rodash. Clearly, the core gaming audience have chosen story games, over games without stories, even I have, but why do you feel it has been done so horribly wrong to get to the point we are at now? Why is it so hard to try and make a game where the players actions match what the game mechanics are telling them

If you know, or have talked to anyone, heard anything, or just your thoughts on the matter Why do the AAA production models not support dynamical meaning? WHy are these gaming budgets balooning out of control chasing cinema? Why is being a videogame the furthest thing from these publishers minds? This is very clearly keeping gaming as an immature medium, and I know it is still making money, but this model is about to go hindenburg. The split between AAA publishers cranking homogenous clones and tiny studios trying to accomplish something has become an abyss larger than the grand canyon. Mid size dev teams are royally boned. They are literally one failure away from extinction. Or hell, in many cases simply a late bloomer away from extinction. The race to complete risk aversion im seeing has reached ludicrous speed, far worse than the 'platformer with a tude' craze of the 90's ever was

Videogames are interactive, interactivity will inevitably conflict an authored story, as such, it is inevitable that authored books and movies will always, ALWAYS be better at storytelling in this fashion. If we Adopt authored drama as the sole focus, the core of videogames, then the core of this media will always be something that other medias do better. Thats not progress. And on top of that, its started a chain reaction of volatile industry environments thats set the stage ready to blow. This conflict is no longer contained just within the games. Despite the money still being brought in its becoming very very clear that their is a HUGE conflict, a dissonance between what studios... No, publishing houses, are focusing on, and what the core of the audience is asking for. I dont think its a coincidence there is a new 'scandal' popping up every week that has the 'entitled' gamers at the publisher and gaming medias throats. I dont think they are expressing it very well, but I do believe the community is absolutely expressing a dissatisfaction with the current situation

I am bringing this to your attention specifically, because despite Double fine making games that are intended to be humourous, and story based, like say, psychonauts, at no point did I feel what I was doing in game, what the mechanics were teaching me, telling me, horribly clashing with what the story was telling me. In fact, I distinctly remember some very satisfying, bizarre, and otherwise memorable moments happening while I played them. Like knocking Bobby Zilch on his butt, that didnt have to be gameplay, im very glad it was On top of that, despite the games intention of being hilarious, it was clearly not something you simply slapped together, its very obvious a lot of thought went into the psychological representations, of everything from the level design, to what the player did So I ask you, what are doublefines thoughts on this? On the current state of the industry as a result? The state of AAAAAAAAAAAAAA repitition, or indie, and anything in between facing doom? The lengths publisher are going to, to plug the holes of the hemoragging budget monster thats resulted from this situation(ridiculous dlc, microtransactions, paywalls, wait walls, purposefully designed tedium that can be bypassed by paying)

Can we get out of it?

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#9 Dankey Kang

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Posted 07 February 2014 - 07:51 PM

Umm. Yeah, I'm too lazy to put all of that into a question. Would you be able to put what you just said in to a question or multiple questions?


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#10 3Dude

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Posted 07 February 2014 - 07:52 PM

Umm. Yeah, I'm too lazy to put all of that into a question. Would you be able to put what you just said in to a question or multiple questions?


Nope, its a very sophisticated subject, with very specific themes, and shortening or removing any of it will change the meaning. but you just succinctly answered it for them.

No, we will not get out of it, and this is why.

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#11 ThePopiPenguin

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Posted 07 February 2014 - 08:41 PM

Hey Yoshi/Sora, am I the one assigned for this interview? Would be nice so that I can do a good second article on Always Nintendo soon. (Yep, I somehow am a writer there now :D


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#12 Dankey Kang

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Posted 07 February 2014 - 09:41 PM


Hey Yoshi/Sora, am I the one assigned for this interview? Would be nice so that I can do a good second article on Always Nintendo soon. (Yep, I somehow am a writer there now :D

 

Yeah, I was thinking we could set up a google drive meetup for all the writers and work on the interview together since it's such a HUGE developer we're interviewing :D I'll let you know when it is :)


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#13 Gnomishek

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Posted 07 February 2014 - 10:23 PM

Making games in the early 90's.. What was it like ? How is it different from making games these days ?


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#14 Auzzie Wingman

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Posted 07 February 2014 - 11:28 PM

Well, while we are talking about the industry, you should ask how Double Fine honestly feels about the way it has progressed, in their minds.


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