Indie Game: The Movie Page #4
... that I had drawn of me in space.
Floating.
And it says ...
This is Edmund floating in space.
And my friend too is space...
Or something like that.
'Space is my friend.
And my friend too is me.'
It was validating to find that box.
And see those things and be like ...
Wow.
This is just like the game.
[Sounds of children playing]
I have a very precise story of the
exact moment it started.
I was four.
It was Christmas, 1988.
And for Christmas I got
a Nintendo with:
'Mario', 'Zelda' and 'Tetris'
Which is perfect.
The 'Trifecta' of video games.
To this day, you can't really get
a better three games together.
It was clear at that moment.
That this is what I wanted
to do with my life.
There was never any doubt about it.
I wanted to make games.
What that entailed wasn't
always clear.
You're four and you want to
make games...
It just seems like:
'Oh, you come up with ideas'
'And then you have a game. Awesome.'
There she is.
What a beauty.
[Computer starts up]
So this is the game me and my Dad made
back in 1993.
Based on art I would make in 'Kid Pix'
He would take that, and turn it into
these simple 'Find the Object' games.
So I would come home from school ...
added to the game.
Based on stuff I made in the days
before.
At first, they were really
simple 'Where's Waldo' type things.
Where's the letter 'V'?
Oh, there it is.
It's so completely abstract.
Because it's all my art. And it made
no sense.
OH! 'Cyber Vision'
This is the best one.
This is a piece of software...
"Software"
That I made.
It's the stupidest thing...
It's just patterns that I designed.
And I made it invert the colors.
Really really quickly.
You pick your pattern and
the number of flashes.
And then you're supposed
stick your face in it...
And stare at it.
Like this...
For a long time.
And I swear to God, you start
to see stuff.
Oh my God.
What was wrong with me?!?
This is still awesome!
[Sound of keyboard typing]
So, the way that I approach
design ...
... is really kind of experiential.
... when the player comes on the
screen. What's happening?
Not quite in the same way as a movie.
But sort of.
You have to put your mind in the
viewpoint of the player....
Thinking about
what's going to happen.
There's an excitement about ideas
unfolding ...
... that I try to put into it.
It's a stream of communication between
designer and player.
And the design of a level like this,
is sort of a dialogue...
... or at least a monologue ...
Where it's like:
'Hey! Check this out...'
'Did you realize you we're going to
have a problem with that ladder?'
'Isn't it weird, but cool, that you
could have such a problem...'
'...just because this ladder was a bit
to the left'
'If it was over here or here, you
wouldn't have that problem.'
That is the interesting part,
the important part.
It's not important that it's a tricky
puzzle ...
...that takes some thinking to solve.
That's a little cool.
But any puzzle game can give you that.
But what a special game can give you
is details.
Interesting insights into particular
situations.
And I think when a game realizes that.
Seizing that way of doing things.
And runs with it.
It can do some really special things.
I'm very visual.
As a person. I like pretty things.
I like aesthetics.
A big part of FEZ is the aesthetic.
That kind of pleasant,
blue sky, green grass, fresh air -
obviously, there's no fresh air
in the game.
This is how art works in the game.
I make these little strips for the
four sides that you see in the game.
And the top and bottom of every cube.
And Renaud made a Photoshop script
that crops them, and saves them...
And feeds them to the game.
And the game wraps
And projects the art on each side.
You can see the different sides
of the texture strip.
I can then take the cube and carve in
details.
You can barely see it in the game. You
only really feel it in the rotation.
I use the 'Tetris' pattern a lot.
It's kind of a pain. Because I have
And reorient the tiles by hand.
So, here:
I don't like this big straight line.
It's kind of awkward.
I'm going to make it a 'T' shape.
I spend a lot of time doing this.
I build these elaborate structures.
And eventually, I spend an afternoon
going over everything.
I guess I've been staring at it
for too long.
I obsess over the tiniest details.
One thing that happened.
I never did pixel art before FEZ.
So I had to learn.
You do that for three years.
Then at the end...
... you're better than
you used to be.
And all the art you made
three years ago...
Isn't as good as
what you're making now.
And there's a divide.
So I had to retouch a lot of old stuff
I do everything three times.
And it takes me three and a half years
to make a video game.
Level design.
level design go..
When you start out, you want to teach
the player how to play.
Making sure they understand
every mechanic of the game.
So every level in the first chapter
needs to force to player...
...to do something they will need
further in the game.
For example, on level three,
there's just a gap.
The only way to get over that gap
is to hold 'run' and press 'jump'
You can't get it any other way.
You won't jump far enough.
And that's makes sure the player
understands...
... in order to get over
big gaps.
You need to hold 'run'
and press 'Jump'
It's simple.
It sounds like a 'no-brainer'.
Usually, games would just say:
'Hold run to jump far'
Most people would just skip the text
and forget.
Now, just in case somebody didn't
play that level.
I reiterate and give another section
requiring them to run and jump.
To make sure they know.
Because it's important.
All these mechanics are very important
that pushes that...
Like, there's a level where you need
to continuously jump up one wall.
Because there is no other wall
to jump to.
That's me teaching the player that:
'You can do this'.
Everybody in the world will see a
problem and want to solve it.
If you see something that's
just a wall.
And you don't realize that you can
keep jumping up.
You're going to try it. And once
you try it, you've taught yourself.
Not only do you feel smart.
But you now, for sure ...
... know how to do that for the
rest of the game.
So, you go through everything in the
early 'introduction' levels.
Once you've covered all the things
you can do with Meat Boy...
...then you introduce new mechanics.
With Meat Boy, it's not like Mario.
mechanics in forms of 'suits'....
... that change Mario's properties.
That's something I wanted to avoid.
I wanted to make it really pure.
Meat Boy never gets better
or gets a 'Power Up'
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"Indie Game: The Movie" Scripts.com. STANDS4 LLC, 2024. Web. 19 Nov. 2024. <https://www.scripts.com/script/indie_game:_the_movie_10802>.
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