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Gadfly2317
02-27-2005, 06:17 AM
I didn't really know where to post this; it's kind of a Sys Wars topic, but it seemed kind weak for a discussion thread; since 90% of the time no one responds to threads in General Discussion, this seemed like a good place to post this for those of you who might not have seen it.

I'm not generally all that into interviews with game developers, but this guy says so many things that vibe with where I think the industry needs to be focussing--it's a really enjoyable read. I'm looking forward to his game Meteos on the DS, and am very much covetting his Lumines for PsP. The guy is clearly one of the true artists in the game business.


http://tokyopia.com/tk/archives/000430.php


games industry culture forum about

Tetsuya Mizuguchi Interview
Posted by JPKellams at January 26, 2005 11:38 AM

Club Joule in Osaka Japan is not a likely place to meet a game developer. However, Tetsuya Mizuguchi is not a regular game developer. Critically lauded for creating everything from pure arcade racers to the music-game hybrids that have become his trademark, Mizuguchi is basking in the freedom of his new company and the creative freedom it affords him. JP Kellams sits down for a conversation with Mizuguchi-san to discuss everything from Pong and Rez to Karaoke bars and Beatniks.

Note: This interview was conducted in English and Japanese. I actually prefer Mizuguchi-san’s English responses despite the fact he is a non-native speaker.


TOKYOPIA: In a previous interview, you spoke about the spiritual successor to Rez, and how you could make the next Rez. Is Lumines an extention of Rez? Is Lumines the next Rez?
MIZUGUCHI: Not extension. Rez is Rez. Lumines is Lumines. A new experience. But, the basic concept I got from Wassily Kandinsky, the painter from 100 years ago. His concept, was synaesthesia, the synchro - that kind of experience. So every sound has a color, the lumen, and shape. So I really wanted to succeed with that kind of concept to the new medium of the PSP. I wanted to change the game design also. Rez is a very synaesthesic experience, its kinda fun, but Lumines is very light. (He is referring to the experience of the screen on the PSP)

TOKYOPIA: You used licensed music in Lumines from Mondo Grosso, the Adam Freeland track in Rez, and even an early Yoji Biomehanika track in Sega Rally.
MIZUGUCHI: Yeah. Yeah.

TOKYOPIA: Well, you have used this music, but you have never made a game filled with licensed tracks. It has always been a synaesthesic experience. However, since music is so important to your games, would you ever do something with all licensed music, like a Bemani game? Your games take music, but they don't take music in the direction normal music games go.
MIZUGUCHI: A bemani type of game, it uses music, but games and music are different to me. So I really want to make the very high level chemical reaction of the music and the gameplay. The mixture you know. I really think really deeply about using music and sound on the game design. It is kinda like chemistry, so that’s the concept.

TOKYOPIA: You have said in a Japanese interview that you started the programming and meetings for Lumines in a Karaoke box. Can you talk about the early days of Lumines?
MIZUGUCHI: I left SEGA, and when I left SEGA my partner and I didn't have a place, an office. But we had to make the concept, so we went to a Karaoke box. It is very big and we could make noises and sound. Yeah, it is a very good memory, because you know, we didn't have a studio at the time.

TOKYOPIA: Did you sing?
MIZUGUCHI: *Laughs* No no no no no.... No singing.

TOKYOPIA: Lumines was your first puzzle game?
MIZUGUCHI: Yeah

TOKYOPIA: Was it what you expected? Making a puzzle game versus games like Sega Rally or Space Channel 5?
MIZUGUCHI: A puzzle game is a very simple game design, so it wasn't so difficult to design it. So we had many prototypes, and we took a long time to decide the archetype of Lumines.

TOKYOPIA: You are definitely working towards a US release for Lumines but you can't announce anything yet?
MIZUGUCHI: Yeah.

TOKYOPIA: Good, I know a lot of people will personally be very happy about that.
MIZUGUCHI: I hope so.

TOKYOPIA: A lot of owners of Lumines have asked a question about versus mode. Basically, it is very very hard! Why is there no continue in versus mode?
MIZUGUCHI: *laughs* I'm not sure.

TOKYOPIA: You should put it in for the US version.
MIZUGUCHI: Hmmm, we will have to think about that.

TOKYOPIA: I want to talk about Q Entertainment now. Not Q Games. I have to be clear for a friend, Dylan.
MIZUGUCHI: In Kyoto.

TOKYOPIA: Yeah, I want to make it clear that you are Q Entertainment and not Q Games.
MIZUGUCHI: *laughs* Yeah Yeah Yeah!
TOKYOPIA: Starting your own company and being CCO, has it made you more creative, this new freedom.
MIZUGUCHI: Yeah. That’s right. The freedom. I want to do the design, not the management. So I don’t want to manage the company.

TOKYOPIA: Like you did with UGA.
MIZUGUCHI: Yeah so I want to focus on the creation. The very creative side. I wanted to invite the CEO [to Q Entertainment]. In August, we got the CEO, Shuji Utsumi from Disney Interactive. He was in SEGA and Sony (SCE America), so he is kinda my partner from a long long time ago. I am very happy that we can do many things [together].

TOKYOPIA: In talking with some of your staff members, everyone on your staff seems 100% behind the game and it seems everyone who works for you is extremely loyal to you and extremely happy to work with you. Is there anything special you do as CCO to make everyone so excited to be working with you?
MIZUGUCHI: I don’t know why, I don’t know how. I always try to enjoy making the game. That’s it. We always have some new challenge – new technology, new game design, new expression. So maybe [that is it], but I don’t exactly why. *pauses* yeah.

TOKYOPIA: What is your goal with Q?
MIZUGUCHI: No goal yet, but we are talking about how we should be a digital backpacker.

TOKYOPIA: Like going from concept to concept, idea to idea?
MIZUGUCHI: No no no. We have to go everywhere. Traveling around the world, traveling around any media, including the games of the future. So we are looking for “What is the future?” Q means Quest. Quest for the Future Entertainment. So there is no limit here.

TOKYOPIA: So you might not always be about games. If you find some kind of new entertainment you might go to that?
MIZUGUCHI: Yeah. That’s right.

TOKYOPIA: How did ((QB)) start? Did you meet with the owner of Bandai? How did ((QB)) happen?
MIZUGUCHI: When I left SEGA, I met Unozawa-san who is the head of Bandai Creative. So I told him the concept of Lumines and Meteos, and at the time they were very early concepts, but he really loved [them]. That was the start, very easy you know. Unozawa-san understood these very creative concepts, and what is important to create new things. We have chemistry. So Q and the Bandai, ((QB)) actually means Quest Beat. I love Beatniks.

TOKYOPIA: That is interesting because you seem so interested in Electronic music. Are you a digital beatnik?
MIZUGUCHI: Yeah. That is 21st century.

TOKYOPIA: After Lumines and Meteos, you have said in other interviews in Japanese media that you have lots of ideas and you want to do 4 games a year, but this year you want to do more. When will you be able to tell us more about these new games?
MIZUGUCHI: *Excitedly* SOON.

TOKYOPIA: Will it be something you will announce at GDC or E3, or even sooner than that?
MIZUGUCHI: Maybe E3, yes.

TOKYOPIA: At the REZ final party, there was a version of REZ with Underworld, Fatboy Slim, etc. What happened to this version of the game? Were you unable to acquire the rights to the songs? Can you tell us what happened to that version of the game?
MIZUGUCHI: No comment. *laughs*

TOKYOPIA: You have said previously that REZ was your favorite game that you have ever made. Is REZ still your favorite game or is Lumines your new favorite game?
MIZUGUCHI: *hahaha* Good Question. I love Lumines. [I love] the PSP also. It’s kinda an interactive iPod or interactive Walkman. I love this style. I love REZ also, of course. I want to look for the future possibilities always.

TOKYOPIA: Is the last game that you have just finished always your favorite?
MIZUGUCHI: Yeah last game is the best game, but I haven’t made the best game yet.

TOKYOPIA: It’s still coming?
MIZUGUCHI: Yeah it’s still coming. I hope so.

TOKYOPIA: What is the best game?
MIZUGUCHI: I don’t know. *laughs* The next game. *laughs*

TOKYOPIA: The next game is the best game.
MIZUGUCHI: Yeah. Never-ending story.

TOKYOPIA: Ok. Meteos. You are making a game with Sakurai-san, the designer of Kirby among other games. How did this collaboration come about?
MIZUGUCHI: When I left SEGA, he left HAL laboratory at almost the same time. At the time, we had dinner; lunch, tea. We discussed future games on PSP, Nintendo DS, and the new mobile types of games. I really love 24. It is a real time drama. I watched that drama, and I felt the human brain changing from single task to multitask. In Japan, some young couples have dates and talk via email on mobile phones. So everyone can do the same things, many things, at the same time. You know what I mean?

TOKYOPIA: Yeah, especially in Japan, with Keitai (mobile phones) you are always connected.
MIZUGUCHI: Well some people are playing games with chat. [From] that kind of feeling, I wanted to design a new type of game. In Meteos, using the touch pen, you have to do many many things. Like Tetris or even Lumines, [they] exist as a [standard] puzzle game. I don’t know why, but they have one block falling down and then the next block falling down. But Meteos has many many blocks falling at the same time. That concept, I told it to [Sakurai-san], and he took further with the touch pen. [Connecting the blocks and shooting them in the air]. The launch, kinda like a space shuttle. I heard that concept and [thought] “Wow. That is new. Simple, but new.” So we got very excited, [and said] “Let’s make the prototype.” When we were done and finished [with] the prototype, [it] was so fun.

TOKYOPIA: How often does he work with the team at Q?
MIZUGUCHI: He is freelance. The ((qb)) concept is to collaborate with other creators and artists. Sakurai-san’s case is one of the ((qb)) concepts.

TOKYOPIA: In the Japanese interview with Famitsu, you said that ((qb)) was going to be about collaborating with people not just inside the gaming industry but outside the industry as well.
MIZUGUCHI: I want to connect the gaming industry people and other kinds of people.

TOKYOPIA: Like Osawa-san (Mondo Grosso)?
MIZUGUCHI: Yeah. Like Osawa-san or maybe visualists. It is possible. It is fun.

TOKYOPIA: Meteos comes out in Feb. in Japan, but will it come out in the US as well?
MIZUGUCHI: We haven’t decided yet. Maybe soon.

TOKYOPIA: Now some questions about you? What are some of the things you do for fun? Your hobbies. You talk about them sometimes in your blog (http://www.mizuguchi.biz) but most of the time it is in Japanese. What are some of the things you do for fun?
MIZUGUCHI: I like traveling. No plans. Just go.

TOKYOPIA: Do you take your iPod with you?
MIZUGUCHI: Yeah.

TOKYOPIA: What is in it? What do you listen to?
MIZUGUCHI: Every kind of music. From Classic, Rock, Pop, Instrumental, Dance music.

TOKYOPIA: If you had to say what your favorite music is? One artist, one song?
MIZUGUCHI: I really like the Chemical Brothers. Have you seen the DVD? The history one? That’s great. They are always chasing the visual and music chemical reaction. So I feel a great sympathy with them, and also Mondo Grosso.

TOKYOPIA: I’m a big fan as well.
MIZUGUCHI: The first level of Lumines. Shinin’ is actually my favorite.

TOKYOPIA: Mine is the last track on Next Wave, Hikari.
MIZUGUCHI: Yeah, so with Shinin’ and Hikari, Mondo Grosso always makes the music [about] light and color. An experience. The feeling of music. I really love Shinin’, and I wanted to use Shinin’ in Lumines. So I went to his place and I told him, “I want to use this music in my game! Please!” He said “Ok Ok! Do that!”

TOKYOPIA: Were you nervous to ask him?
MIZUGUCHI: No. He is a really nice guy.

TOKYOPIA: Lately in Japan there has been a Retro game revival. Everyone loves Famicom games again, and I was wondering if there were any old games that really influenced you when you were younger to become a game designer.
MIZUGUCHI: Yeah. My first game. The first game I played was PONG. I went to my friend’s house, I was 10 years old, and I was really surprised. That experience was in my memory very deeply. It is very difficult to explain. I really love the classic games, and I try to take the situations for those games. Early Macintosh games as well, like Eliza or Mindmirror. The concepts are wonderful. Meteos is kinda like Missile Command. I love that game.

TOKYOPIA: You have made a rail shooter that is not a shooter, a music puzzle game that is not all puzzle game, a music dancing game that really isn’t a music dancing game, and one of the purest arcade racers ever. You have bounced between many different genres and I was wondering if there were any genres that you really want to try that you haven’t tried yet.
MIZUGUCHI: I don’t care about genre. I hope to challenge any style. The most important thing to me is what is fun. I will try the next genre in my next game.

TOKYOPIA: What kind of balance do you try to find between conventional games and games that you think are fun. For instance, Rez is not a conventional game, and you have talked about this before, but it is a game that seems to take a lot of time for people to “get”. Lumines, until people understand how they are interacting with the music and the timeline, it seems that it takes them a while to “get it”. Do you think about what a user expects conventionally when making a game?
MIZUGUCHI: I try to make a game that everyone can play without reading the manual. I think so.

TOKYOPIA: You can pick up and play games like Rez or Lumines, but a lot of the discussion with Rez and Lumines when they were released was the difference between people who get it and people who don’t. It is funny because for Lumines you can see scores progress as people come to a greater understanding of the game. When a user picks up the machine, I feel there is a contract between you the designer and me the user. I have to have faith in [a Tetsuya Mizuguchi] design. However, when you pick up the controller for a game like Shin Sangoku Musou, it is immediately apparent. However, you games have always had a process of discovery and I was wondering if that process is something you actively think about?
MIZUGUCHI: Yeah. That process is important to me. That process is fun. Discovering something is kinda the journey.

TOKYOPIA: Q right now seems very interested in portable games. Are you interested in console games for the new machines as well?
MIZUGUCHI: Hmmmmmm. Yes.

TOKYOPIA: A lot of talk right now is about how the budgets of games for these new consoles are going to be very expensive. Your games have been critically acclaimed but they haven’t always sold as well as many would have wanted. Do you think that if you keep the budget small and keep the game focused that you can still create the kind of experimental games that you are famous for and still survive as a business.
MIZUGUCHI: Yes.

TOKYOPIA: Is the key going to be keeping the budget small?
MIZUGUCHI: I think that it is a new challenge, [finding] a new experience. Kinda like Lumines. We chose to keep the budget very small, so that is very important. I don’t want to have the pressure of “We have to sell, we have to sell.” That kind of pressure changes the game, [down to] the basic concept. So a game like Lumines, we didn’t have the pressure of that kind of thing. A big game, like 100 people, like a Final Fantasy type game - That kind of game is also important, but if I am going to make that type of game, I have to think about how we are going to make the big sales. However the intermediate. . . I am open to very small games or very big games. No middle.

TOKYOPIA: Many people have talked about how the Japanese industry is going downhill, not in creativity but in sales. However, most of the best selling games are all sequels. Do you think that Japanese designers need to make this decision to go small or go big, but make the smaller games more creative? Do you want to see an industry without the middle ground, where you have some large titles, but many smaller games that are more creative?
MIZUGUCHI: Yeah. For this industry, we need both. The big game has to get the big money, big sales. Yet for the artist and game designers, we need some challenges, so making the small type games should be good for this challenge.

TOKYOPIA: Thank you very much.

After this interview, I briefly met Mondo Grosso and also had a chance to talk with the lovely Ms. Eri Nobuchika, whose songs are featured so prominently in Lumines. The love for Lumines in this group is apparent, as Mondo Grosso immediately grabbed a PSP and was playing Lumines before his set. Despite her young age (19), Nobuchika-san was not only beautiful, but excited about the exposure from the game and even more excited that she has overseas fans. During our conversation, I asked her whether she has heard her songs in Lumines. Although not recorded this is a recollection of the exchange.

TOKYOPIA: So, have you played Lumines? Do you like it?
NOBUCHIKA: Yeah. It is a lot of fun.
TOKYOPIA: Have you heard your own songs in the game yet?
NOBUCHIKA: Yeah, they let me play it with a memory stick that had my songs.
MIZUGUCHI: When you play your own songs, do you sing along?
NOBUCHIKA: *laughs* Hahaha. Yeah I do. But the game is based on loops and when it loops in a weird place I go “HUH??!?” *everyone laughs* (Note: maybe you had to be there.)

Glockstar
02-27-2005, 10:45 AM
Hmmm... let's see... these are my favorite excerpts...


TOKYOPIA: In a previous interview, you spoke about the spiritual successor to Rez, and how you could make the next Rez. Is Lumines an extention of Rez? Is Lumines the next Rez?
MIZUGUCHI: Not extension. Rez is Rez. Lumines is Lumines. A new experience. But, the basic concept I got from Wassily Kandinsky, the painter from 100 years ago. His concept, was synaesthesia, the synchro - that kind of experience. So every sound has a color, the lumen, and shape. So I really wanted to succeed with that kind of concept to the new medium of the PSP. I wanted to change the game design also. Rez is a very synaesthesic experience, its kinda fun, but Lumines is very light. (He is referring to the experience of the screen on the PSP)

TOKYOPIA: Starting your own company and being CCO, has it made you more creative, this new freedom.
MIZUGUCHI: Yeah. That's right. The freedom. I want to do the design, not the management. So I don't want to manage the company.

TOKYOPIA: What is your goal with Q?
MIZUGUCHI: No goal yet, but we are talking about how we should be a digital backpacker.

TOKYOPIA: Like going from concept to concept, idea to idea?
MIZUGUCHI: No no no. We have to go everywhere. Traveling around the world, traveling around any media, including the games of the future. So we are looking for "What is the future?" Q means Quest. Quest for the Future Entertainment. So there is no limit here.

TOKYOPIA: So you might not always be about games. If you find some kind of new entertainment you might go to that?
MIZUGUCHI: Yeah. That's right.

TOKYOPIA: What kind of balance do you try to find between conventional games and games that you think are fun. For instance, Rez is not a conventional game, and you have talked about this before, but it is a game that seems to take a lot of time for people to get. Lumines, until people understand how they are interacting with the music and the timeline, it seems that it takes them a while to get it. Do you think about what a user expects conventionally when making a game?
MIZUGUCHI: I try to make a game that everyone can play without reading the manual. I think so.

TOKYOPIA: You can pick up and play games like Rez or Lumines, but a lot of the discussion with Rez and Lumines when they were released was the difference between people who get it and people who don't. It is funny because for Lumines you can see scores progress as people come to a greater understanding of the game. When a user picks up the machine, I feel there is a contract between you the designer and me the user. I have to have faith in [a Tetsuya Mizuguchi] design. However, when you pick up the controller for a game like Shin Sangoku Musou, it is immediately apparent. However, you games have always had a process of discovery and I was wondering if that process is something you actively think about?
MIZUGUCHI: Yeah. That process is important to me. That process is fun. Discovering something is kinda the journey.

TOKYOPIA: Q right now seems very interested in portable games. Are you interested in console games for the new machines as well?
MIZUGUCHI: Hmmmmmm. Yes.

TOKYOPIA: A lot of talk right now is about how the budgets of games for these new consoles are going to be very expensive. Your games have been critically acclaimed but they haven't always sold as well as many would have wanted. Do you think that if you keep the budget small and keep the game focused that you can still create the kind of experimental games that you are famous for and still survive as a business.
MIZUGUCHI: Yes.

TOKYOPIA: Is the key going to be keeping the budget small?
MIZUGUCHI: I think that it is a new challenge, [finding] a new experience. Kinda like Lumines. We chose to keep the budget very small, so that is very important. I don't want to have the pressure of "We have to sell, we have to sell." That kind of pressure changes the game, [down to] the basic concept. So a game like Lumines, we didn't have the pressure of that kind of thing. A big game, like 100 people, like a Final Fantasy type game - That kind of game is also important, but if I am going to make that type of game, I have to think about how we are going to make the big sales. However the intermediate. . . I am open to very small games or very big games. No middle.

TOKYOPIA: Many people have talked about how the Japanese industry is going downhill, not in creativity but in sales. However, most of the best selling games are all sequels. Do you think that Japanese designers need to make this decision to go small or go big, but make the smaller games more creative? Do you want to see an industry without the middle ground, where you have some large titles, but many smaller games that are more creative?
MIZUGUCHI: Yeah. For this industry, we need both. The big game has to get the big money, big sales. Yet for the artist and game designers, we need some challenges, so making the small type games should be good for this challenge.



Now, it's a good thing you didn't post this in SW. 'Cause I'd've rolled this post up and whacked you upside the head with it.

I mean, did you read those same parts I did?

Like those parts where they talk about Rez? Rez, the PS2 and Dreamcast game of a few years ago. Rez, the cult hit and very hard to find game that fetches a pretty penny on eBay. (I know, because I've been looking hard for it.) Rez, the game with probably less than 200k total worldwide sales - despite the fact that it was released for a system with an installed user base of over 60 million. That's an interesting game, yes?

You know what else I find "interesting"? Your hypocrisy about facts. Which you undoubtedly would term "failings", if the game was in any way associated with the Xbox. Yet, conversely, you'd find a way to glorify it all if the game were on the GameCube.

Now, you see that part there where Mizuguchi-san talks about his need to go off on his own - for creative reasons - and then shortly thereafter in the interview where he talks about recognizing the fact that such games rarely see sales success - but he's going to continue to make these kinds of games anyways? You see that part? You like that part?

I see comments like these all the time. From Lorne Lanning, Tim Schafer, Gouichi Suda, Alexander Seropian, and so on and so on. Though, whether these guys are "true artists" or not - and just who is and isn't it a true artist - only you can say. The rest of us, we don't know nuthin'. :rolleyes:

I think I'm starting to understand though - if the guys and the games they're making are for the GC or PS2, then they are true artists, and their games are are artistic and innovative etc., otherwise... Yeah? How'd I do?

Hey, thanks for the lesson; thanks for sharing!

Gadfly2317
02-28-2005, 05:18 AM
Hmmm... let's see... these are my favorite excerpts...

Now, it's a good thing you didn't post this in SW. 'Cause I'd've rolled this post up and whacked you upside the head with it.

I mean, did you read those same parts I did?

Like those parts where they talk about Rez? Rez, the PS2 and Dreamcast game of a few years ago. Rez, the cult hit and very hard to find game that fetches a pretty penny on eBay. (I know, because I've been looking hard for it.) Rez, the game with probably less than 200k total worldwide sales - despite the fact that it was released for a system with an installed user base of over 60 million. That's an interesting game, yes?

You know what else I find "interesting"? Your hypocrisy about facts. Which you undoubtedly would term "failings", if the game was in any way associated with the Xbox. Yet, conversely, you'd find a way to glorify it all if the game were on the GameCube.
This was an oddly caustic and unexpected post! If I'd have known at all that this innocuous posting of what I thought was an interesting interview could elicit any venom or argument out of anyone, by all means I'd have put this up in Sys Wars! Maybe we could get lara to move it there.

Yes, Rez. You do know that when it sold through the Ps2 user base had was not yet near its 60 million mark? And that at full price, 200,000 copies of a low-budget production niche title is massively profitable? My hypocrisy? You can have big budget artistic games too, those that pull are genre-bending like Mizuguchi's games, have visionary art design, and great stories; THOSE kind of games can't survive if they only sell 26,000 copies on release day. Release day is always the big number, the rest is usually trickle in. So yeah, I bashed on the Xbot user base for almost uniformly rejecting anything that smacks of art and beauty, rather than just technical achievement.

And there ARE no little low-budget gamers-games on the xbox like Katamari Damacy and Rez in the first place. If Xbots won't buy big-budget visionary genre-bending games that ALSO deliver mainstream thrills like frantic battles and huge explosions, then they sure aren't going to buy the little ones.


Now, you see that part there where Mizuguchi-san talks about his need to go off on his own - for creative reasons - and then shortly thereafter in the interview where he talks about recognizing the fact that such games rarely see sales success - but he's going to continue to make these kinds of games anyways? You see that part? You like that part?

Yeah, I like that part. But you've got to differentiate "sales success" from "Money Loser." Rez was no money loser. Neither was Culdcept. Neither was Ikaruga, which was developed by a team of TWO, with five employees at its peak. A game like Katamari Damacy, I didn't mind the poor production values. . . it was a game for gamers and those who want something new. But it was never a gamble. Things like Pikmin, which were big budget, highly polished pieces of originality, those are gambles because they can't afford small sales.

When the industry talks about sales success they are talking about those smash hits that rake in the cash, not just merely cover their costs with perhaps a small profit.


I see comments like these all the time. From Lorne Lanning, Tim Schafer, Gouichi Suda, Alexander Seropian, and so on and so on. Though, whether these guys are "true artists" or not - and just who is and isn't it a true artist - only you can say. The rest of us, we don't know nuthin'. :rolleyes:

Yeah, Lorne Lanning can talk all he wants, but he's not producing little low budget titles. Neither is Schafer. O:SW is the most beautiful game world of this generation, better than Pikmin 2, not just technically, but aesthetically. My wife commented on how engrossing and magnificent and dynamic the musical score was. The character animation of stranger and his moves is so lovingly re-endered and organic it shames most everything else out there. And it is funny, and alive, and the air is full of life, from fireflies and dust to dandelion fluff. And a some of the boss battles, good lord. And the action and the gunning and the platforming are all tied together very well with a funny, touching and twisted story. For a game like this to sell 26,000 on its release date while old Ps2 ports, the 3 or 4th iteration of Sam Fischer, or Doom 3 sell hundreds of thousands of copies. . . I FEEL TOTALLY JUSTIFIED IN SAYING THE XBOX USER BASE AS A WHOLE ARE A BUNCH OF TASTELESS, JARHEAD MACHO CRETINS WHO ARE AT HEART INSECURE LITTLE BOYS.


I think I'm starting to understand though - if the guys and the games they're making are for the GC or PS2, then they are true artists, and their games are are artistic and innovative etc., otherwise... Yeah? How'd I do?

Though, whether these guys are "true artists" or not - and just who is and isn't it a true artist - only you can say. The rest of us, we don't know nuthin'. Oh get over your pitty party Glock. This isn't that complicated. Most games aren't art, they are technical achievements in recreating something. Most people don't consider a "portrait" to be art. It is a techinical process to look at someone and reproduce their image, just like so many games--which may be fun and great games, as some people think about Gran Turismo 4--but it is primarily a technical achievement in recreating a real event to experience artificially.

In the current argument ragin in Systems Wars over the Xbox vs Ps2 graphically--because of how real GT4 looks--only one person brought up visual originality and the beauty of the creation by mentioning Okami. A game could have a lot of art and originality and be a crap game, of course, but the greatest achievements in gaming are those that are both grand technical achievements, AND grand artistic achievements.

You say I'm saying that the only "true artists" are making games for Ps2 and Gamecube? NO, I AM NOT SAYING THAT. What I'm saying is, visionary artists in the industry like Lorne Lanning and Tim Schafer get dumped by MS because Xbots don't by games like that; from all appearance they want dark, gritty realism with lots of guns that play just like every game before them, realistic racers, and Halo.

Niche titles are nice--like the graphically cluncky Katamari Damacy--but when a visionary, original artistic achievement--which also succeeds as a fun game--is accompanied by a nice fat budget and bucketloads of polish, then you've got a real gem. Pikmin was a game like that, and it sold hundreds of thousands of copies. That gem right now is Stranger's Wrath, and it is sinking in the mud that is the Xbox.

Yeah, my belief that it isn't going to get any better on xbox in terms of diverse library, small budget niche games, or succesful artistic big-budget games---got anything to counteract that?

I'd love to hear it.

Glockstar
02-28-2005, 10:01 PM
Yeah, my belief that it isn't going to get any better on xbox in terms of diverse library, small budget niche games, or succesful artistic big-budget games---got anything to counteract that?

I'd love to hear it.

Omigawd, you're like a broken record over here! Dude, you've been saying the same thing over and over again for 2 years now. And I've been there, over and over, to tell you that you're acting like a retard when you post such things. Well, I've never really called you a retard before, but at this point, I don't know what else is left to do. You need shock therapy or something. It seems you just don't want to listen. You act like you're the only one who can recognize innovation, creativity, originality, etc etc, blah blah blah - like you're the only one who knows what art is - in videogames; the rest of us... we just do not know. And because we don't know (according to you) we'll never be able to talk to you about such things. Not until we start seeing things your way - start seeing things exactly the way you see them - start agreeing with you - anyways.

So no, I've got nothing to "counteract that". I mean, I could counteract it a thousand times, a thousand ways, but I'm not going to waste my time - because I know you won't hear it. Any of it. Because I'm disagreeing with you. There can be no discussion - because there can be no discussion.


--
So yeah, I bashed on the Xbot user base for almost uniformly rejecting anything [especially one game in particular] that smacks of art and beauty, rather than just technical achievement.

Yep. That was typical. That was predictable. And that was also a perfect example of you not listening. Because I told you, 28,000 units sold was about all you were going to see! Regardless of which system it was on! Even on the PS2 with it's 40+ million user base, the sales would not have been any higher. In fact, on a per capita basis, I'm sure it would have done even worse.

--
...visionary art design, and great stories...a game for gamers...highly polished pieces of originality...the most beautiful game world of this generation...how engrossing and magnificent and dynamic...so lovingly re-endered and organic it shames most everything else out there...a visionary, original artistic achievement...a fun game...bucketloads of polish...a real gem...

My God, dude... just listen to yourself!

-
...mainstream thrills like frantic battles and huge explosions...I FEEL TOTALLY JUSTIFIED IN SAYING THE XBOX USER BASE AS A WHOLE ARE A BUNCH OF TASTELESS, JARHEAD MACHO CRETINS WHO ARE AT HEART INSECURE LITTLE BOYS...they want dark, gritty realism with lots of guns that play just like every game before them, realistic racers, and Halo.

ROFL! And there it is right there.

Instead of saying, '... I don't believe that it's going to get any better for me on xbox in terms of the particular games I like (but others, seemingly, do not)...' you gotta get all pompous and defensive and blow a hissy fit. Pretentious and insecure - all at the same time - that's a neat trick.

You want somebody to counteract that? Really?
You want we should bring Moody back for you, or what?

Gadfly2317
03-01-2005, 05:04 AM
Well Glock, that was the biggest non response I've ever seen, especially your response to my statement Yeah, my belief that it isn't going to get any better on xbox in terms of diverse library, small budget niche games, or succesful artistic big-budget games---got anything to counteract that? I'd love to hear it

You say that I've been "saying the same thing for two years" and so its pointless to counter it, I'm just retarded. Seriously, it shouldn't be that hard to counteract. We all list concrete examples of games on the other systems. Even Xbox supporters (as well as the game journalists) generally agree that if the MS hopes to beat Sony it needs to expand its appeal beyond the its core user base and its current narrow library.

As far as your whole portrayal of me as someone who thinks "only I know what art is" in videogames and that I blow off all your opinions--look, if I didn't have any respect for you guys opinions I wouldn't post here and in turn read your posts.

A discussion about what constitutes art in gaming is a discussion we've barely had here in any substantive way. It would be a worthy conversation, and its one the development community as a whole seems ready to have, especially with "freedom of speech" issues surrounding gaming, potential censorship, and the fact that there is precedence that gaming "is not art" --it is entertainment.

Personally I don't think most games are art. It is a technological medium through which people "play" for entertainment. But a handful of games have achieved the status of art, and I'm not just talking about the music or the graphics, but the work as a whole achieving something truly elevated and visionary.

In the early days of cinema, it was looked down on as "low entertainment" and not art, compared to theatre, opera, ballet and other more refined art forms. And early cinema wasn't very good. But it evolved and refined itself into one of the most powerful artforms there is. But film itself is still just a technological medium--its what you do with it that constitues art.

I've never claimed to possess the sole definition of what "art" is, or that I alone have the critical capacity to make such judgement calls. It is not a black/white thing, there is definitely a sliding scale with a lot grey in the middle, a lot of subjectivity. But it's not completely subjective. Again, take film, a technical medium, and lets look at two films in the same genre--comedy. "Sideways" and "Anchorman." Both are entertaining. But one is art, and one is definitely not. They are about as far apart from each other in terms of art vs. low entertainment as you can get.

I'm not even arguing one is better than the other in terms of what an individual may enjoy or prefer, and I'm not saying all games need to be art or that every gamer has to appreciate art. In gaming fun and entertainment are what I value most. But as a medium gaining mainstream acceptance and struggling for respect, it is important for the game industry to also strive to create art with this medium. Originality and vision are key aspects of something that is considered art--artists in any medium are trying to bring something new in the world, not just repeat what's been done.

And that's where I come to my criticisms of the xbox and its userbase. There is little you can point to that breaks outside of the conventions and formulas of the well-worn genres. . . and it doesn't even represent all the game genres very well. You can call that retarded, but I don't know why. It's plainly true.