Note: This post deals with my game Creatures Such as We. As such, it will contain spoilers.
The
concept behind Creatures took awhile to take a solid
shape, but the basic premise had been stuck in my mind for a long
time.
I kept dwelling on the Chinese Room philosophical problem and
its application to video game characters: should game characters be
considered independent entities, or just extensions of the people
that made them? The more I mused, the more I gravitated towards a
story where the characters and designers were interconnected.
And that felt like a cool idea, but
then I couldn't think of a good setting. I was originally kicking
around something like a gaming convention, but that felt incredibly unexciting. Once the idea popped into my head of a
tourist destination (and then where else but the moon?) everything
felt right, and I started storyboarding immediately after that.
The first thing I wanted to do was some
research to figure out what it would be like to live on the moon. I
bought the book Packing for Mars,
but it focused less on the question of "What sorts of
precautions would future expeditions to Mars need to take?" and
more on the question of "What strange and ridiculous things are
happening with space travel right now?" so it didn't quite work
for my purposes. It was still a really interesting read, and I
did get one cool detail from it (Earth vertigo), but I mostly ended
up trawling through NASA websites trying to find answers to questions
like, "What do you sleep on?" or "How do you deal with
moon dust?" or "What do you eat?" to help fill out
details on what it might be like to live on the moon. For me,
practical details are not only important to getting the background
feel just right, but also to influencing the story direction.
Once I had felt satisfied about the
"real-world" setting, I turned my attention to the in-game
game. It had a lot of needs: an interesting indie-kind of story, with
an attractive companion relationship, lethal conflict, and themes of
sacrifice, but with obvious aspirations towards AAA style. And, of
course, the "bad" ending needed to feel simultaneously
unfairly frustrating and beautifully satisfying, depending on your
frame of reference.
I had originally thought about doing
some sort of renaissance-themed romance game, but it never felt
interesting to me, and my brain never even vaguely formed a story
around that. At some point, the idea of zombies and ghosts popped up,
and, once again, that just immediately felt right. I was a little
worried about switching to something so creepy, but I decided I'd
rather write about something I was excited about, than of trying to
force something that wasn't speaking to me. Interestingly, this meant
that Diana's personality had to change from dreamy fantasy-lover to
more of a Lovecraftian author. It made for a fun change, where I
really got to poke at some darker themes.
I think I was most excited about
finally having the opportunity to make an actively inclusive game. I
spent a lot of time working towards better representation, and I
think I settled on some good design choices. It's an approach that
I've documented more on another post.
As far as the philosophical
conversations themselves, each conversation was designed to discuss
different aspect of video game growth and design, and it felt pretty
cathartic to really bounce and stretch those issues into these
multifaceted conversations, and to thread them in with the in-game
game. I'm really hopeful that those dialogues will spark even more
organic conversations among players: I know it's led to some with my
testers.
The
game had plenty of outside influences and inspirations. I've
documented a list of inspirations below, but beware that those
inspirations are often focused on the endings of video games, so
there are end-game spoilers ahead. Read the list at your own risk!
(Note:
I haven't actually played Mass Effect
so I don't think it's correct to call it a major influence,
but I just recently got the trilogy and started my first character!)
Ways
of Seeing: A great book and tv program about art and art's
meaning, especially around the notion of whom that meaning belongs
to, and how the meaning of art is affected by its surroundings. It
was written about film and television, but it feels very adaptable to
video games and player control, and I often imagined myself having a
conversation with John Berger on many of the in-game topics.
Save
the Date: A cute, short game that does a great job wrestling with
what counts as the "real" ending to a game.
L.A.
Noire: I liked a lot of the things that this game did, but I
hated the ending. It made little sense for my character, was
completely scripted, and was obviously supposed to be "deep and
edgy" instead of engaging and enjoyable. Ugh, I get disappointed
just thinking about it.
Urban
Runner: A pretty terrible FMV game, with a weird ending where it
literally asks you if you want the just-shot femme fatale to live or
die. Amusing, because the video of her being dead doesn't actually
change based on your choice, only the voice-over does.
The
Mikado: (Racial stereotypes, yellowface casting), as just one
example argument against author fiat.
Skyrim
Boob Physics Mod(s): As just one example argument against player
fiat.
The
Never Ending... Ending (Portal 2 Ending spoilers) Link. This artistic composition was a moving
examination of a game's post-ending implications.
Hatoful
Boyfriend: A really amazing game with layered nuances beyond the
pigeon-dating surface.
Moon
Dance (the song): as
sung by Michael Bublé. I actually made a Michael Bublé Pandora
station specifically to listen to while writing this game. I do not
know why Bublé was especially inspiring for Creatures,
but it was.
Played through Creatures a couple of times, I loved the tone and how it managed to be pretty self-aware.
ReplyDeleteThank you for the list of inspirations, once I've cleared my current backlog (I've got a bunch of IF games open in other browser tabs right now) I'll be sure to check some of them out.