Indie Game: The Movie Page #10
But, they do. Like I do want to have a
f***ing million views on my trailer.
I want everybody to be talking about
the game.
It can get to you.
Because it's like...
...they tell you what you want to hear
basically...
...well, not what you want to hear
but...
You know, sometimes I think the game
sucks, and I suck....
...and that it's not going to work.
Then, this one guy comes along
"yeah this game's stupid....
...Nothing happens in it".
And, I'm like, oh F*** you're right.
Nothing happens in FEZ.
I don't feel like...
...as relieved and happy about things
as I wished I was gonna.
I'm still worried that I might end up
making a shitty game
That's going to be remembered as
shitty game...
that was in development for too long,
and end up dissapointing everybody.
I have news for you, too.
Hopefully, it will take
a bit of the edge off.
Hit me.
We had a meeting.
We sat down. We talked about all the
grievances, all the issues.
We agreed, we shook on it and
we came to an understanding....
And, he's going to sign and it's all
going to be taken care of.
Wonderful.
Yeah? Alright man.
It isn't signed, yet. But, it's huge
weight lifted off my shoulders.
Like I can breath easier.
[INTERVIEWER]
I'm getting a Knytt Stories vibe.
Yes!
[INTERVIEWER]
A bit of Cave Story.
No!
No, Cave Story, I meant say.
Why does he wear a little Fez hat?
Because that's where
he get his 3D power from.
Because the Fez is a cube.
Well, that's it really.
That's my logic for that.
Did I see the entirity of the
mechanic?
Basically, you don't get
anymore more powers than that.
There's no boss fights,
or penalties for dying....
So, it's meant to be played slowly and
carefully like enjoy the world.
It's stop and smell the flowers
kind of game.
When I explained to people what the
game was about...
...and how it was slow and passive and
relaxing...
...alot of people understood what I
was going for with that.
People enjoyed what we showed them....
...which is just the beginning of game
that we've been polishing like crazy.
The game is still not done. It's still
not a cohesive whole.
I still have a lot of work to do.
So I can't just like, take it all
to the bank, right now.
I can't just like "Oh yeah, I did
great job. FEZ is fantastic."
I need to still
be afraid of failure, I think.
The game came out.
It was ...
... highly praised in the press.
We got interviewed
by the Wall Street Journal.
It got the second highest
'Metacritic' score of all time...
... on Xbox Live.
And we sold 22,000 copies of the game.
Yep.
I feel like, I actually...
... for the first time in my whole
career...
I successfully did something that...
...a majority of people liked.
It wasn't an alienating experience.
I'm notorious for making games that...
...tend to alienate.
Or not everybody completely
understands.
And to make something that seems to
have...
...complete universal praise.
I can't help but think that...
I finally made something...
... good.
Like, I know there's a kid out there.
For the game to come out.
And didn't go to school the next day.
Because he was so into playing it.
And that even exceeds my experiences
when I was younger.
And to think that I could make
something that could...
... have an impact on this kid,
even creatively into thinking:
Hey, I know two guys made this.
Maybe I can make something too?
It's just cool.
It's really cool.
Part of it...
... is about not trying to be ...
... professional.
A lot of people come into indie games,
trying to be like a big company.
What those game companies do...
...is create highly polished things...
...that serve as large an audience
as possible.
The way that you do that is by...
...filing off all the bumps
on something.
If there's a sharp corner.
You make sure that's not going
to hurt anybody.
That creation of this highly glossy,
commercial product...
... is the opposite
Things that are personal have flaws.
They have vulnerabilities.
If you don't see a vulnerability
in somebody.
You're probably not relating to them
on a very personal level.
[He has no plans to delay.]
So it's the same with a game design.
Making it, was about:
Let me take my deepest
flaws and vulnerabilities ...
and put them in the game.
and let's see what happens.
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