Entry #96
I watched Indie Game, it's not what I expected. Good, though.
6/18/12 by I-smel
First off: I was on a podcast during E3 week, but he did like a dozen other casts that week and it's still not got around to my episode :(
Probably next week, I'll be on there. I was hoping it'd go up today so I could link it, but aaaaaa I don't wanna wait another week to post. Here's my thoughts on Indie Game: The Movie.
I was kinda torn on whether Indie Game The Movie was gonna be like a flowery, hipster "I cum when I think about Megaman, now I make videogames, happy happy joy joy" feature or if it was gonna be something I'd actually like.
From hearing about it online, I went in expecting this to be a movie I could show to people, and really wear it and say "This is what I'm doing and why". It seems kinda dumb looking back, but I wanted to just hear Jonathon Blow talk about what Braid's REALLY about, and show how videogames can have subtext and implied meanings. Then have Ed McMillen say what Time Fcuk is really about, and to have a movie that went a layer deeper than "I make games cos I played Legend Of Zelda 10 years ago it was real sweet."
I think I was hoping for this just to make myself feel better, cos in my world I'm completely alone on this whole videogames thing, and to have smart people sounding smart would be like "SEE?? IT'S NOT TOTALLY DUMB!!!"
Anyway the movie wasn't that.
Actually I was gettin this sinking feeling like 10 minutes in, cos I was realising that this isn't gonna sway anyone I know in real life on whether or not this whole thing I'm doing is just an endeavour for gross bearded hipster baby-men. This documentary just confirms that!, I thought. Then at that point I could see a huge rabbit-hole of kicking myself and worrying about things opening up infront of me, and I decided I'll just zone out and watch this movie instead.
Movie's pretty fun, it turns out.
They do MENTION how games can be about more than just jumpin' around and collecting stuff, but it's more a documentary about the people's lives than about games. You get to meet Tommy's parents, Edmund's school teacher and see Phil Fish freak out in a hotel lobby for a day before PAX, that's more the point of the movie.
I definately see myself in these guys. If you've ever bin working on a game that really got ontop of you, or ever put way too much stake in a game, this is a must-see. When Tommy said he didn't even care at that point if nobody bought it, I was like "lol YEP!", and when Jon was really put down by all the good reviews, I was like "lolYEP!"
Seeing Phil run over and kick someone off a broken demo of Fez to fix it was totally painful, cos I've totally done that.
And there's plenty of new stuff I didn't know about, even though I've seen literally HOURS AND HOURS of podcasts, interviews and panels with these guys.
Other than that it's a fun ride. Watching the games come out is intense.
Oh and there's an audio commentary track where Team Meat make fun of Phil and Jonathon Blow for 2 hours and it's real fucking hilarious. It's TOTALLY worth $9.99.
So yea: IGTM- There's some flowery "I JUST LOVE ZELDA, IT'S JUST THE BEST!!" talk, and it won't surprisingly cut down all the sad cliches of what "indie game developers" are, but you get to see Tommy Refenes really talk shit at Microsoft and the chronicling of Phil Fish's downward spiral. Making a living on games hasn't been documented this well before.
So yeah that's my whole experience with it.
That game I'm making is lookin really good. It feels like a real game, but I'm just havin trouble making it punchier and more exciting. I should put another playable demo up somewhere soon.

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6/28/12
I keep wanting to respond but keep forgetting, can't get this off my mind.
I'll have to admit, Kajenx pretty much laid it down with how believing that games can be art makes the profession seem that much more important to me. Like I convince myself that I wouldn't be wasting my life if I were to keep making games all my life, and that I could be somehow influencing people through my work.
I think about the topic of whether games are art or not, or which games are art, depends on your definition of art.
Mine is that art is anything that can express or convey emotions in ways that simple communication cannot. You could tell someone how it feels to be betrayed or to lose a dear friend, and he'd pity you maybe. And if he never felt anything like that, he may not really be able to sympathize. Through art however, you could express the emotion of that feeling, put the person in the same place, whether that be through a piece of prose, movie, picture or a game.
Maybe I'm thinking too narrow, but with that mindset, yeah, a game where you shoot blocks would not be art, whereas taking the same game and adding some profound layer or something would be.
I don't know...how do you define art?
What I still believe in is the fact that games still have a lot of potential to be something greater. They're the only form of media that are truly interactive and so could express things in ways other mediums cannot.
6/26/12
Haha, alright man. That's what most people say to me eventually. :P I don't care about the word, I was just sad to see you feeling somehow inferior.
"THIS ISN'T ART" IS NOT SECRET CODE FOR "THIS ISN'T GOOD"
6/22/12
The problem is exactly as you say: everyone thinks "art" is better than "not art." So, I'm not going to accept the idea that there are "art games" and "not art games," especially when most art games aren't better.
It goes a little further too. Art has a heritage, a history, a body of work to draw from. I'm making games inspired by Boucher and Bierstadt, who were artists. I don't like the pretension of modernism and how it devalued those guys all while inheriting the respect that they earned just because they also use the word "art" to describe their work. I REALLY don't like it when that pretension is carried over into legitimacy in people's minds. Especially in someone like you who actually seems to care.
The truth is, the word art DOES have a set of values and importance attached to it. No one is going to suddenly change their preconceptions when they're talking to you just because you point out that you think the word is meaningless. If you wanna be literal, the word has become so far stretched, it IS meaningless. But it would be better for you to own the word instead of abandoning it to people who probably don't deserve it.
You can be something new: a modest artist. :3
Alright: Now I don't care any more.
6/21/12
Haha, so I think we may agree then.
I DID read what you wrote, but I also read between the lines. I thought you were saying that art games legitimized games, as something worthwhile or important, because you were hoping the movie would somehow explain it all to your family and friends, who you describe as not taking it seriously. Maybe you don't want to believe you think the same way as the TigSource guys, but are you sure you don't?
Why is subtext the only thing that makes something artistic to you? Why can't design itself be the art behind the game? You used to believe that, why did you change? Basically what you're saying is that allegory or subtext or implied meaning makes games something that you feel more confident trying to explain to people you know rather than resting on the laurels of what ACTUALLY makes games great.
Look here:
"A couple years ago I decided that what I really think is worth exploring in games is how they feel and how they workâEU¦I used to call that the real art of designing games.
That's not exactly true though, cos that's not what art is. Literally: The word doesn't apply to something like that. It's VERY fun and interesting and respectable to do that kind of game design and I'm happy with it, but what do the people in this movie really mean when they talk about "games as art" ?
They mean making a game with a message, or to reflect how you feel, or to tell a parable story."
This is wrong in my view. Art isnâEUTMt about the extra pieces you add on to something, itâEUTMs the fundamental machinery behind what makes a thing great. A great painting is not one that has some extra meaning. A great painting is one thatâEUTMs meaningless, but is able to exceed that meaninglessness through the technical mastery behind it. You said it yourself, the games that focus on subtext and ignore the game design are failures. This means subtext is an extra piece, like particle effects. It makes the game a little more exciting if it's already good, but looks stupid if the game isn't solid in the first place.
I donâEUTMt like Thomas Moran because he painted landscapes that commented on the times he lived in. I like him because his paintings are beautiful. The art historical context is an added curiosity. The same thing applies to games. The only worthwhile criteria in a game is how fun it is. That IS the artistry. The rest is particle effects.
Ok well the first paragraph is an interesting question; Games are already a legitimate hobby and career and everything to ME, but I don't think all the mechanical design talk in the world would be enough to legitimize it to a regular person.
What art games are doing SOUNDS a lot more impressive, and makes them sound less like toys, so I was basically hoping for a documentary that'd make me sound smart and impressive to counter an insecurity I had- which was stupid because I don't even make art games, and that wouldn't be a good movie.
I'm not an awful pretentious internet person cos I'm not hoping for art games to completely take over, and I think most of em are pretty bad.
Second question: I just had to stick a definition on art so that people who make games could have a straight-forward conversation about it where everyone means the same thing.
When people who make these kinds of games say "art games", that's what they mean. So let's all just agree that that's what an art game is and call it a genre. It's way easier to follow than deciding when games are or aren't art, and everyone getting offended when they aren't.
If "art" is just stuff people made then that's everything. Then it's just a useless word.
The last two paragraphs are still thinking that when I say "This stuff isn't art" I really mean "This stuff isn't good, or worthwhile or legitimate". That's not what I mean, and reading into it like that ruins every conversation like this.
I REALLY wish everyone would stop thinking "X is art and Y is not" really means "X is doing it all right and Y is a failure", cos as long as people still have that in the back o their minds then any conversation like this is gonna be a complete mess.
Mortal Kombat 9 is not art- does that mean I think it's dumb or bad, or it failed, or if you worked on that game you're wasitng your time or something? No- it's a fucking brilliant game. It's 5 stars. But in the same way I know it's not a racing game, I also know it's not art.
I'm drawing a line at whether or not a game is based on a life experience and is trying to communicate something. That's when it's an art game.
THAT DOESN'T MEAN THAT'S WHEN IT'S THE REAL DEAL, A NEW PLATAEU IN EMOTION, it just means that now we have a new genre.
If all games are art and art games aren't called anything then the idea that these art-game guys are chasing isn't gonna go anywhere, and that's a massive shame for them.
6/21/12
Very interesting discussion!
I-smell, you might interested in seeing this episode of Extra Credits if you haven't already seen it.
http://penny-arcade.com/patv/episode/narrative -mechanics
It talks about how a very simple arcade game, with no cutscenes or anything, could portray a very strong message about nuclear disaster by putting the player in just the right mindset through mechanics.
And I really think (or hope) that in the future games would be more accepted as art because it really is the only expressive medium that is not passive. Like here's a very simple example, Wolfire Games, a bunch of indie devs, just made a quick game jam for themselves recently and made this innovative first person shooter.
It has a bunch of features but the one I really liked was that, to sprint, you didn't hold down a button. You had to tap a button. And the faster you tapped the faster you ran. This really put the player inside the world, where when he would be running for his life he'd be raping that button as hard as he could, feeling all the tension.
And that's really my definition of art. It's anything that communicates on an emotional level.
That's not art, that's just a more engaging way to do sprinting. Grand Theft Auto does that, it's better than having a Stamina meter, cos then the guy only gets tired when you get tired. It's not that good in a first person shooter though because in those games you have to look, move, shoot and be precise and vigilant all the time, so mashing a button would be way too much of a distraction.
Also I HATE EXTRA CREDITS!!!! God, they say the most basic understandable stuff, but stretch it out to like 6 minutes, make it sound as heavenly and unbelievably incredible as possible, like some kind of amazing world peace rally, then put this super cute music, super cute art, fuckinnnn- pitch the voice up? It ths-- am I a 6-year-old here guys? I don't need 12 minutes to understand that Japanese RPGs are different to American ones, everyone who's watching already knows that! They didn't even talk about why, or really get into it! They just pointed it out and went in circles like it was some big discovery.
It's all so much candy and not enough actual interesting talk. Fuckin internet memes and lolcats Jpegs? wha-- who wants tha-- so you think your audience is like 4channer babies or something?
Anyway Sequelitis is good.
That was harsh, I'm harsh on those guys.
6/20/12
Also, I hope the post below doesn't sound like I'm attacking you or anything. I'm actually full of love and butterflies. :3 Talking about the word "art" always makes me bristle, though, because I had to deal with everyone calling my paintings illustrations all through "fucking art skool" lol.
You're stuck in the TigSource deifnition of all this stuff, where "art" means this amazing heavenly chorus delivered by divine beings that nobody can ever quantify, and poems poems poems.
It fucking isn't, it just means a game with a message.
6/20/12
Your response to 4 is, like, everything that frustrates me about this silly debate over art and games (and art as a whole, for that matter). What is important? What is worthwhile? Blah blah barf! It's all a bunch of bullshit to me. There are no "art games." You're basically just glorifying the role playing aspect of a game and saying it somehow makes it more important or meaningful if it makes a social message. This is the same silly reason modernists used to justify replacing interest and technique in painting with philosophical mumblings and paint splatters.
Forget about the word "art" and judge a game by how much you enjoyed it. None of these "art games" would be interesting to people if they weren't fun in the first place, so it's just adding pretension to say they're superior to this or that because they somehow mean more to you. Why is a story about a bunch of space marines somehow less relevant than a story about a dude who can rewind time? What if the writer of Gears of War released an artist statement talking about his war experiences and how they informed the game? It doesn't matter. If the game is good, it's good. If it's not, it's not. The reasons have nothing to do with why it was made or what allegory it might represent. Tolkein made this same argument about fantasy writing.
People who make things are artists. However, art is useless. Thus, the label doesn't matter in the slightest. Call yourself, or me, or Jonathon Blow whatever you want. We all make different things, different people enjoy them in different amounts. None of them have any degree of "importance."
Ok I don't think you read what I was saying, cos I'm not saying art games are more important or special or better or anything amazing, I'm just explaining what they are as a genre.
I think they're COOL, but like I said I'm more interested in those other games I mentioned in the first paragraph.
You're way too distracted by hating The Marriage, The Passage and Blueberry Garden (which I also fucking hate) to actually look at what I'm saying. Art games are games that communicate something through playing them, or have some kind of message. The same way Contagion is a film that shows you how people acting in fear and hysteria would be more dangerous to the world than the actual virus. Or Planet Of The Apes is all about prejudices or whatever- Yes Man is a book that makes you think about how many opportunities you could be saying No to without realising it.
Art games are games that try to DO THAT, but not in a cutscene. Using the advantage of it being interactive.
That's literally it, that's what I'm saying. I'm not saying I want every game to be An Unfinished Swan, I'm not saying I love poems, I'm not saying Devil May Cry is irrelevant now, because it isn't.
Read what I said again WITHOUT thinking I'm championing "Babies Dream Of Dread Worlds", because I'm not. I tried to explain them in a way that's NOT a flowey, daydream vague mess, but that's impossible when you jump to the conclusion that I am one of those people.
All games are not art, and art games aren't the second coming of Christ. They're just a thing.
6/19/12
Maybe I'll get it when its super-cheap on steam. Even though I could spend that much on a decent length game than a two hour movie. O WELL
6/19/12
Great summary of your thoughts, man. (Why is that the best sentence I can come up with?)
I had a very similar reaction regarding what I thought an outsider might think of it. It doesn't bother me as much because I still saw the movie as extremely accessible to non-gamers and non-developers. That's pretty much the definition of a great documentary: making you care about something you did not have an interest in before. I'm glad it was able to play both sides of the line.
Ok I'm glad everyone thought the same thing at some point.
Maybe read that Kotaku review someone mentioned, cos it points out that it's really not accessible to someone outside of videogames in a lot of places, and raises a lot of unexplained points.
6/19/12
I feel I can really connect with your post about hoping the movie would finally show games as an expressive medium that affects people's lives rather than just a mild distraction, and I actually think the movie portrayed that.
At the very end when Edmund says that making the game was worth it because he knew that out there, some kid spent all night waiting for the release and playing the game. And that one day he may look to the game and when he realizes it was made by just 2 guys, he may be inspired to make something of his own.
Just knowing that the games you make, someone out there has spent hours (if it's a flash game) or weeks (if it's a PC game) playing the game, and then thinking about it. A game like "Company of Myself" broils you with emotions and the experience lasts with you. And a lot of these art games can really get people to rethink something in their lives.
This isn't even limited to art games. Super Meat Boy doesn't really have any deep meanings, but it can still inspire people, and just by being this really fun game that could turn into someone's solace everyday after a long and boring day at work/school.
The fact is, the games you make influence people. Millions of people. Game developers are artists. And an artist's work is no less important than any other in society. In fact I'd argue that it's more important. Artists give people reason to live and motivation for work.
(I'd love to hear your thoughts on what I just wrote!)
Yeah ok, this is the thought people have that "Games are automatically art, because people made them", and everyone has a different view on what games do best.
A couple years ago I decided that what I really think is worth exploring in games is how they feel and how they work. So my favourite games are like Street Fighter, Gears of War, Team Fortress 2, and all those games that FEEL GREAT, and have unique characters and powers n weapons that tie into each other in fun ways. That's really what I'm focusing on personally, I used to call that the real art of designing games.
That's not exactly true though, cos that's not what art is. Literally: The word doesn't apply to something like that. It's VERY fun and interesting and respectable to do that kind of game design and I'm happy with it, but what do the people in this movie really mean when they talk about "games as art" ?
They mean making a game with a message, or to reflect how you feel, or to tell a parable story. Like how Meat Boy is a boy without skin which makes him vulnerable to practically everything, and Bandage Girl shields him from that and stops him from destroying himself every 5 seconds. That's Edmund McMillen and that's what "ART GAMES" are. Braid is about Jonathon Blow reflecting on mistakes and regrets and telling some kind of story there through the rewind mechanic; and there's a game by Terry Cavanagh called Don't Look Back that uses the game mechanics to communicate what he went through and the mistakes he made after his dad died. Putting you in the driver's seat of that game WORKS BETTER to tell his story than if he'd just wrote it down in words.
There's a game called DEFCON from like the 80s where you control nuclear missiles from a hidden bunker, and watch billions of people die as statistics, and the dark, strange feeling you get playing that ONLY WORKS if you're the guy pushing the button. That's what art games are.
There are art games that kinda fail at their goals- like just making a regular game with poems in it, that's not helping. I DID NOT GET what Time Fcuk was about, and basically nobody got what Braid was about.
It's a cool goal though, and I support the guys who do it, cos I'm probably never gonna try something like that.
There's a joke World in No Time To Explain that parodies everyone on TigSource sayin "I'M AN ARTIST TOO!!" and just makes the same fucking platformers but with classical music and paintings in the background. That's really annoying to me, cos it undermines what those other guys are trying to do, and it's really waving a giant flag saying "I missed the point".
Anyway yeah, that's what art games are. From the games I make, I'm not an artist. I'm an entertainer; like a comedian or a rock band or something. I LIKE art games, but I'm not really itching to make one.
Also: Following Jonathon Blow on Twitter is hilarious, he fucking hates the mainstream games industry cos literally none of them are doing what he wants to do.
6/19/12
Also, 3D game is 3D. ^^
wait slow down there einstein
6/19/12
Haha, why do you care so much about what your family thinks? Games are silly bits of entertainment. If you feel deep playing one, that probably just means it has good music. ;)
6/18/12
I saw it at Doc/Fest in Sheffield. Very interesting seeing it with bunch of doc lovers rather than game lovers.
It's just strange when you're so used to being totally in this community of ppl who know and get it, then to be surrounded by people who are like "What's an indie game? wow, he's so lonely"
6/18/12
I watched it last month negro.
nerds
6/18/12
And the commentary tracks aren't available for the Steam version...greeeaaaaat. This morning's 3GB update was essentially a "re-download" so they could change ONE WORD in the credits. I'm pissed; I was planning on watching it again today with the Team Meat commentary.
It's in the Steam version, PM'd how to find it.
6/18/12
Thanks for the tip on this, Hadn't heard of it till you posted here - I just watched it and loved the insight to the process.
Even knowing before hand that the game was a success, It sure felt good watching those guys succeed, I must say.
6/18/12
I admit I went to go watch it wanting to hate it. I thought itd take the usual hipster angle to it. But it didnt and I actually came away with a better understanding of programmers and their struggles and investments into games. As an artist sometimes you dont take that into consideration and you just shovel graphics and are like hey make this.
But yeah I found it to be a pretty good movie. I will have to get around to seeing the one with commentary on it.
Tommy Refenes is actually the best motherfucking coder in the world, but they didn't really mention it.
Apparantly Microsoft gives every game a list of like a hundred certification checks to put in the game, and Tommy updates the whole thing in a few hours and the Microsoft cert guys were like "No, you have to put all this stuff in the game, it'll take a few days."
and he's all "Yeah I just fucking did that, what now."
There's another story about how it was gonna be on WiiWare, and they said "Hey guys, we're thinking of putting it on XBLA instead", and some producer representative's like "Yeah nice threat dumbass, you don't have enough people to do a port"
Tommy's all "We already have versions working on all consoles, so guess again bitchesszzzzz"
Guy's fuckin ridiculous.
6/18/12
Hmm, I'm interested to see that movie, but I'm not going to go out of my way to watch it.
Yeah that's what I thought, but then I did anyway.
6/18/12
tom made me comment or he would buttfuck me,and yes I read the posthing
I'm gonna be honest I don't believe a single word of this.
6/18/12
Would you prefer us to watch the movie then critique about your post with a comment, rather than reading the post and then comment?
it leaves me a bit bewildered.
do whatever, do both if you want.
I wrote it so it'd be safe for people who haven't seen the movie. So if you totally don't know what I'm talking about, then I must be dumb at writing.
6/18/12
I have yet to see the movie, but have been meaning to. while I never had a game crunched out to the caliber of those games I've had smaller games and definitely felt those experiences mentioned here to a smaller degree. Ive had to deal with the whole "closet artist" vibe all my life. growing up I was pretty much made to feel ashamed I was into it, and usually it was taken away from me when ever I fucked up in school or something. Which is why Id used to get overly offended whenever I saw one artist putting down another, on this and other sites.. it used to really hit a cord..
But There were a few rare instances where I worked on a project with a team of other artists and I finally said to myself ' yeah, this is where I want to be.'
I finally just now started to not care of what people around me thought I did, and simply do it because Its what I'm happiest doing.
Yeah I'm stuck in the gap right now between SAYING I'm doing that, and actually subconciously doing it.
Also I noticed in starting this new game that I have a tonne of stuff I KNOW about how to make good games, but I never deliver on it. I wrote loads of stuff for No Time To Explain about all this stuff I was thinking about, but it never came out like that in the game.
So that's a theme with me.
6/18/12
"why are we all making games for 6 yr olds?" ~ This question kinda confused me. I'm guessing you're half-joking, but there's still merit in answering it. Edmund, Phil, Jon, their goals in development were to make games based on their own lives and their own preferences. So they made games for people who think like them. I'm sure Super Meat Boy wasn't made specifically for a young audience, considering its difficulty and the nature of its adult jokes and semi-obscure references. But it's designed well enough for its purpose that a six-year-old could conceivably pick it up and play it without much instruction. It's also clear that Braid was meant for older audiences, but because its purpose is different, the game is not nearly as accessible to gamers outside of the target audience.
Yeah you're right.
I thought about it, and there's a tonne o reasons people want kids to like their games.
6/18/12
The first time I saw the film it was super inspirational because it was just a few weeks before we were releasing Closure and I got all the same feelings Ed and Tommy were getting. I also felt the same way during release, a slight worry, but also kind of just going about regular business, sitting around. When edmund talked about a kid staying up late to buy it and not going to school the next day it struck a nerve in me, about how the young kids today will look back and ask each other if they remember the games we're making today - almost nostalgic. Because I totally remember how much the games I played when i was young meant to me.
Anyways, I thought the film itself was well done overall. If i had to complain about one thing, is that it doesn't really touch any bases on the small victories here and there during development. It's mostly filmed during these guys' crunch times so there isn't really any sigh of relief or victory cheer until later in the movie. There should be a decent amount of 'sweet, we just added this awesome thing to the game' or else they wouldn't be working on it at all. I think the devs were just so stressed they didn't vocalize any of that to the cameras. It just makes the film a little depressing during the development stage with no hint of satisfaction while actually making the game. They also started filming well after the game's development started so there was no exciting brainstorming part either, where they build up all their energy.
ALSO EDMUND IS SO OFFENSIVE, HOW DARE HE COMPARE HIMSELF TO AN AUSCHWITZ GAS CHAMBER CAPTIVE
HOW DARE PHILE FISH SAY HE WILL KILL HIMSELF, AND THEN NOT KILL HIMSELF.
Yeah I had the same experience you did when he talked about kids playing Meat Boy.
I'm pretty lost on this game I'm making now, and it's hard to come up with these super dense levels and pieces on my own, so imagining myself playing Streets Of Rage and Golden Axe like 15 years ago was a good sense of direction.
But then like-- why are we all making games for 6 yr olds? Isn't that kind of weird? I don't want that to be my big goal.
6/18/12
"This post isn't very interesting. maybe I should delete it."
It's funny you said that. I read this news post moment you posted it, and spent a good 10 minutes typing out a [lengthy] response, but refrained because I shared your sentiment. I wanted to say I pretty much agree with you on all accounts about the film (Kotaku's review also said it better than I could have). I feel the critics showering this film with praise are doing so because something like this hasn't been done before, and they feel it's good because for them it sort of has to be.
I honestly think "Kevin Smith Explaining the Meaning of Life as an Artist" on YouTube would be better fit to convince an outsider why artists do what they do (and that's not just because it's an hour and a half shorter).
Making a living as an artist is pretty much a sink-or-swim deal, and I hope that someday people understand the possibility of the former is no good reason to discourage someone.
That was a fun video!!
I hate Kotaku, but I just read that review and some of it lines up with how I felt.
There are cool points that pop up for a second without being dived into. Instead of interviewing people who work on huge juggernaut games to show the contrast, it feels like a lot of the movie is an episode of The Cake Boss, but they have to get a videogame out on time instead of a cake.
I mean that's FUN TO WATCH, but it's not what I was really expecting.
6/18/12
Lots of people will probably read this and find it interesting even though they don't post a reply... Like I wasn't gonna post a reply but here I am! We really need view counts on blog posts / user pages. ANYWAY fun read, I still have to listen to that Team Meat commentary track.
The commentary's hilarious, they're such fuckers.
6/18/12
why would you delete something you worked on to inform?
So what if you or others view it as boring; it's still there as proof that you put effort into it.
Every little bit of work towards art has some meaning whether or not its completely agreed upon by the collective popular perspective. Just being there means you believe it will help someone who will come across this and want to hear the insights of those who experienced and wish to share the knowledge. passing down was and still is one of the most practiced forms of helping out generation to generation for the betterment of not repeating history.
don't doubt yourself smel; it'll only kill your confidence.
6/18/12
no it its very nice but since its sumer evry one its partiing like me :D
and heav litel time to stay on the pc...
you now...you shold go see the world take a brake go ghet drunk chent whait to play the demo
6/18/12
aaaaaa this post isnt very interesting, maybe I should delete it.