Chris DeLeon IGS Rapid-Fire-Indies

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    Speaking:Chris DeLeon

    [Slide notes added after the fact, to approximate what was said that day; these were not my notes before/for the talk]

    Hi, Im Chris DeLeon. For those of you that are unfamiliar with my work, I prefer to do many small things, rather thanfewer large things. Accordingly, 5 minutes struck me as an awful long time to spend on one point, so Ill be jumping arounda little.

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    Guided by

    limits of

    technology

    Clunky

    Stop-Motion

    No Motion

    Blur

    AMAZING

    In Empire Strikes Back, when ILM wanted to animate AT-ATs, they didnt have good enough CG to do it by computer.Instead, they used stop-motion. One issue inherent in stop-motion is the lack of motion blur - since each frame is posedand photographed still - which means it can have a very poor look when it comes to dinosaurs, people, etc. It turns out thatfor giant mechanical walkers, the hyperreal stuttering effect is AMAZING, since it makes them look even more robotic andterrifying. No one would have thought to disable motion-blur were it an option, and no one set out specifically to achievethat effect, but it happened because of the limitations they worked in.

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    Perfectlyanimated

    Straight from

    someonesimagination

    FFFFUUUUUUU!

    Compare that to modern CG, where were able to transplant an animated character more or less completely from ourimagination onto the screen. The magic is lost, because as a product of human imagination, anyone could have thought ofit - compare that to the AT-ATs, where part of the creativity didnt come from the human mind, but from factors outside ofour ideas.

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    Something aboutplatform studies

    (thanks Prof. Bogost)

    This of course connects somewhat into platform studies, and the idea that Yars Revenge was co-designed by Howard ScottWarshaw and what-an-Atari-2600-can-do. That was constrained by technology, but constraints of other types can likewiseforce us to be clever and resourceful, making the most of whatever we discover is possible. Those constraints may be lackof time, lack of people, lack of money... things that most indies can relate to.

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    TL;DR

    GameJam

    Kylegot it

    Kyle Pulvers talk right before this one pretty well nailed the importance of Game Jams - lower investment, rapiddevelopment, easier to surprise ourselves and take chances on new ideas.

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    Game Jamoutside of

    Game Jams!

    Except...

    But I also want to emphasize the importance of game jamming outside of game jams - any weekend, any night, any timeor place, acting on your idea when the inspiration strikes.

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    Events that only happen a few times every

    year and involve the work of others aiming togrow their portfolios is still a reasonably highinvestment...

    Which is cool, and can lead to awesome work.

    But full freedom means working alone from themoment the idea strikes until it goes online.

    Game Jams are great, but the investment is still high enough that we wont go crazy.

    Go crazy.

    If your goal is to do well what we know how to do, and to do it faster, game jams are great. If your aim is to rethink whatwe do, and how we do it, working on our own is the way to go.

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    As soon as other people get involved, we're

    drawn in by assumption based on roles,references, limits of communication, etc.

    OK, so its goingto be like Mario,

    except...

    When we start to divide work, the structures and roles we divide into bring with it massive assumptions about what weretrying to do and how were trying to do it. Ill be the level designer introduces the assumption that the game is one thatwill have levels - but there are many great games out there that do not have levels or level design.

    Even without role definition - say its just two creative people working together to crank out a game - we wind upcommunicating complex ideas through the filter of what we can relate to in past/existing work, like Ok its like Mario,except... or Its like that mechanic from Zoop... and suddenly were back in the industry echo chamber, doing our part toadd to clone making, derivative work, and the solidification of genres.

    Again, if your goal is to do something that we know can be done well, thats all fine. If your goal is to discover new thingsworth doing, those structural communication and identity issues can become major obstacles getting in the way of doingthat.

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    Exploring More than StyleQuestion/rethink

    purpose.

    Aim to explore

    rather than to

    impress.

    All of this is about doing your own thing, and not just to experiment with style or finding new ways to impress others, because those are things

    we already know very well how to do. This is about finding new things to do, or new audiences to do them for, using our skills and tools toexplore until we surprise ourselves and others with the results, finding ways to embrace our constraints as sources of creativity beyond our

    own thinking.

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    WWHDTD?

    When it seems like theres too much going on to make sense of, I like to turn to the writings of dead people who had the opportunity to think in

    less frenzied times.

    What Would Henry David Thoreau Do?

    Hes an especially suitable source of ideas in this case, since if anyone knows about how to separate themselves from what everyone else is

    doing, to do and think about their own thing, in an environment of tight limitations, hes the one.

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    What follows are lines from Walden, modified to be about videogame design. My apologies to Thoreau, who may well be rolling in his grave over this:

    [Pause]

    Developers are not so much the keepers of fans as fans are the keepers of developers.

    The videogames which people praise and regard as successful are but one kind. Why should we exaggerate any one kind at the expense of the others?

    We are in great haste to construct a higher fidelity technology; but, it may be, we have nothing important to communicate that requires higher fidelity. As if

    the main object were to talk elaborately, and not to talk sensibly.

    Most of the luxuries, and many of the so-called improvements of videogame technology, are not only not indispensable, but positive hindrances to theelevation of videogame design.

    No videogame ever stood the lower in my estimation for having low fidelity graphics, yet I am sure that there is greater anxiety commonly to havefashionable visuals, or at least high definition and 3D graphics, than to have sound meaning.

    I desire that there may be as many different videogames in the world as possible; but I would have each developer be very careful to find out and pursuehis or her own way, and not a competitor's or a friend's or a professor's instead.

    Videogame's capacities have never been measured. So little has been tried.

    Our development time is frittered away by detail.

    The mass of videogames are developed in quiet desperation.

    It is a characteristic of wisdom not to do desperate things.

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    Thank you.

    -Chris DeLeon

    Thank you.

    [Not mentioned in the talk, but you can find more of my writing at

    http://www.HobbyGameDev.com

    or more about my projects athttp://ChrisDeLeon.com ]