Showing posts with label flower. Show all posts
Showing posts with label flower. Show all posts

Wednesday, February 18, 2009

A little more on Flower

The Flower developer diary is interesting. It could do without the Sony PR push, but then Flower probably couldn't have been made as it is without the Sony PR push, so you take the good with the bad.

I don't think I buy the "video game version of a poem" concept. Passage is a video game poem. Flower is a novella. The problem is that most video games are the equivalent of doorstop fantasy - next to George R. R. Martin, most modern literature will look like a poem. By this I'm not just referring to length, but content and structure - Flower progressively presents a theme and has a beginning, middle, and end, just with minimal filler. Actually so does Passage, so maybe I should consider something like Tori Emaki instead. This is a thing that eschews the literal for the aesthetic, which Flower and Passage do not.

It's interesting to see Penny Arcade claim "there isn't enough "product" here to be satisfied" when their own game came under fire for much the same thing at twice the cost and 2-3 times the play length, but far more filler and recycled game mechanics. That may be the video game equivalent of pulp fiction (it's even serialized).

Friday, February 13, 2009

Flower: A Review

I have nightmares about the first third-person cameras in 3D games, especially in console games. Especially Crash Bandicoot, but even Mario 64 was inaccessible to me at that time. I retreated to a world of arcade and simulation games and eventually stopped playing enough games to be considered a "gamer" until 2003 or so.

Flower recalls the worst of that experience. Loose controls and a poor sense of depth. Entirely new movement aspects to consider like my turning radius. Homogeneous level designs with invisible walls and few landmarks. Undifferentiated paths and points of interest. Am I Mario or Lakitu? Am I the petals or the wind? Why can I turn around here but not there? Why can't I just slow down or turn the camera to get the angle I want to find this item or make that jump?

Despite that association Flower is not painful to play, and I want to identify why. Rewarding the players for exploration instead of punishing them for stagnation. The abstracted subject matter of the game. The pacing and integration of the themes - indeed, having a theme at all. Environments that are peaceful rather than frustrating to get lost in.

When someone asked me to briefly explain Flower's gameplay (ugh) I said "it's a game about making things better." I was referring to the game's environments at the time but after saying it I realized it went further than that. Traditional wisdom says polishing a game involves steps like "tighten up the controls, add more normal maps, and draw something really huge and evil-looking." Certainly that's one (expensive and difficult) development path. Flower shows us at least one way to step back, relax, reevaluate, and try to make it better.