2013-10-8

Well, for one, Anodyne will be out on Android next week.

I was thinking about creative control and games.

There’s an initial perception you have when creating areas in a game. My goal is to get the realized area as close to your mental image as possible.

Of course, it’s impossible to replicate this unless you are skilled in all mediums that the area requires – in my case, I can’t quite cut it for art .

So every sort of compromise you make is going to distance you in some way from the initial idea. Something is “lost” when you are communicating what you want to the composer, or artist, etc. But it’s sort of necessary…but should be minimized.

Is it possible to realize the idea in a pure-form with no compromise? I’m not sure. And there are likely things that benefit from compromises (discussing design decisions, letting someone else do something else…)

The reason I like a small team is because we have the most control. And I think this is why it’s important to know the person you’re working with if it’s sort of a game where you are coming up with environments and a story and stuff. Because when you have an idea for an area, and how it fits into the game world, you want to get the best real approximation of that idea, and the best way is if the person you are working with you can trust – since they kind of get used to what you’re going for with the limited expression that words afford us.

I think this is why larger-than-necessary teams often suffer (though of course large teams can still work out well if there is great management and a strong creative lead). There’s a lot of cross-communication and stuff gets forgotten, and there’s sure as hell no way the creative lead is going to remember every detail they had in their head or whatever.

And it’s also why I think knowing the artist and musician is important, and letting them know about your world design or whatever, otherwise the music comes off as out of place or not very “personal”.

Communication is key, I guess.

This entry was rambling.