Exciting news: I have an article in this week's New York Times Sunday Magazine! Yes, that's yesterday's paper. (I'm on Malibu time these days.) And no, I can't understand why my piece wasn't put on the cover instead of that Megan Fox either. Especially since there were such great art opportunities, like so:
Way better than Megan Fox. And since you asked, the article (my article, that is, not the one about Megan Fox) is a profile of the burgeoning independent video game developer scene.
Nutshell: technology and distribution has enabled a do-it-yourself, 'zine movement in video games. It's a raucous avant-garde, and wants to upset its medium's apple cart while also — dare one say it — making video games that aspire to artistic greatness.
This I learned at the Game Developer's Conference, during which the indie designers all convened in Room 131, in a far corner of the Moscone Center, to celebrate their own insurrection against the establishment. Which is where I saw an incredible lecture by a legendary indie gamer named Cactus. Sadly, this scene got cut from the article at the last minute. It happens! But thanks to the magic of the internet, the Director's Cut is already available. That slide above comes from Cactus' presentation, as does this slide:
They were all that good. Want to hear more? Press SPECIAL FEATURES. Now press DELETED SCENES. Now press CACTUS! Here goes:
FROM THE BOWELS OF THE GAME DEVELOPERS CONFERENCE, MARCH 2009
Room 131 was filled to capacity when Cactus took the stage, flat drunk on Malibu Rum, to give his talk: How To Make a Game in Four Hours. Cactus is the handle of Jonatan Sondstrom, a 23-year Swedish amateur who has made over 100 video games over the past five years. For many of the people in the audience, this prowess made Cactus a folk hero. And he looked the part, in torn-up vans, red jeans, and green army cap. Cactus’ games are sensory overload experiences, where the player is thrust into a strange world of psychedelic imagery and must quickly resolve the ensuing confusion. This would also be a fitting description of Cactus’ presentation, which was mumbled, heavily accented, accompanied by colorful slides, and opened with a rudimentary animation of a digital turd. "DON'T MAKE GAMES IN FOUR HOURS IF YOU STINK," the text admonished. "END OF LESSON ONE."
Unlike Jason Rohrer, who programs in C++ — “I feel like I’m working with the grain of the machine,” he says — Cactus uses GameMaker, a drag and drop software tool that makes it possible for anyone to make a working game. GameMaker, which costs $25 for the “pro” edition, has allowed Cactus to spend his days in his childhood bedroom at his parents house in Gothenburg, Sweden, transmitting his bizarre output to the world for free.
Whereas Rohrer might start programming with a premise, Cactus and other designers like him approach each game as new experiment with no hypothesis. They start doing something, and see what happens. The process is somewhat algorithmic: constantly branching out, discarding duds, finding occasional breakthroughs. “You make a game a month, or every week,” a young Canadian designer named Chris Lobay later said, “And you’re going to have a few eurekas.”
Over the course of the next half hour, Cactus delivered what seemed at times like a mixed-media performance experiment in PowerPoint comedy. The aesthetic was like his games — crude but clever. The point: a video game can be anything. “Games don’t need to be fun. They can get intensely weird and freak you out.” He said from the stage. “More people should make games that are not for children, but for adults. And, like, mature people.” Cactus did not explain precisely how to do this (or make a game in 4 hours, for that matter), but he did say that anyone can try. His one caveat: “Don’t make games that suck.”
By the time it was over, Cactus’ talk was already becoming a matter of GDC legend. He personified the indie game movement’s anti-establishment cultural ethos, and although his actual games don’t speak to a broad audience now, the example he set for relentless innovation excited the room. “If you were talking about music,” said one indie designer, “then this would be like seeing the Ramones play for the first time.” Cactus left the stage, and was quickly surrounded by a posse of like-minded indie designers and admirers. “Let’s go get more drunk,” he said, and wandered off. It was 4pm.
If you like that, check out Cactus' games. And the article, if you haven't already.
