January 3rd, 2014
Last week I posted ‘The ibb & obb End of Year Tribute Quiz’ to ibb & obb’s followers and in a few other places. The quiz showed 13 images, each tributing a game or studio that influenced ibb & obb’s design.
Thirty people submitted answers. Three managed to get a perfect score. Which I feel is pretty impressive as there are a few tributes I thought no one would get.
The questions and correct answers are below:
VVVVVV by Terry Cavanagh
A platformer that revolves around a gravity flipping mechanic. VVVVVV combines hard puzzles with a friendly atmosphere and a lot of character. It’s the kind of game I hope ibb & obb resembles.
Katamari Damacy by Namco
A core mechanic that is clear, accessible and imaginative, wrapped in craziness and Japanese poppy tunes. I can’t imagine anyone playing this and not smiling the whole time.
Braid by Number None
In a presentation, Braid’s designer Jonathan Blow talked about how he felt that players should be offered the opportunity to fully explore the mechanics in a game. The result of that thought can be found in the secret levels of ibb & obb.
Altered Beast by Sega
Altered Beast came bundled with the first console I had access to, the Sega Mega Drive (Genesis). I played this co-op with my brother many times. Even though the game itself doesn’t really appeal to me, I have very fond memories of those co-op sessions. I didn’t think many would get this one correct, but still almost half of the participants did.
Proteus by Ed Key and David Kanaga
I love Proteus’ color pallets. Unique and vibrant but never childish. Similar to what I wanted to achieve with ibb & obb.
This one turned out to be one of the hardest to guess. And was mixed up with Loco Roco a lot.
Ico by Team Ico
The true stars in Ico are the enemies. No huge raging demon like aliens here, but blurry black creatures that constantly back away from you and try to get a sneaky hit in. When one manages to knock you over, the other will grab your girl will try to take her to their own world behind the black pool of death. True scariness is not in the looks, but in the behaviour.
Limbo by Playdead
Limbo offers such a polished experience. There are a lot of subtle design choices to be found in this game. From the way the game starts to the seamless level transitions. The game seems to never disrupt you, it just flows.
Super Mario Bros. by Nintendo
I replayed Super Mario Bros. during the start of ibb & obb’s development. It’s amazing how up to date it still feels. Also Mario teaches us a lot about good secret design. The secrets feel as an integral part of the game world.
When I started my graduation project that led to concept of ibb & obb, Jenova Chen’s graduation prototype Flow, caught Sony’s attention and managed to make it to the PlayStation3. That was my dream and example back then and it feels crazy that it actually happened.
Thatgamecompany’s Journey became one of my all time favorites. It is so well designed with such a great understanding of the player experience. I’m sure it will influence me and many other designers.
This last tribute turned out to be the most difficult to guess. About one in three got it right. And a few clever votes for Fingle here.
August 14th, 2013
Today we celebrate our European launch.
The game is available in the PlayStationNetwork Store at €9.99 (or your local currency equivalent)
PlayStation Plus members get a 20% discount during the first two weeks.
The demo is free and will give you a good idea of what the game is like.
ibb & obb is all about exploring a new world and solving puzzles together so find a comfortable couch, grab a friend and give it a go.
August 6th, 2013
We have opened the champagne.
ibb & obb can now be played in North and South America. You can get the free demo or buy the game here:
Sony Entertainment Network Store
Find yourself a friendly obb and a comfy couch. Hope you’ll enjoy it.
Next week on Wednesday August 14 we’ll release the European version.
July 17th, 2013
I’m super happy to finally announce the dates for our PlayStation3 release.
Those of you living in North and South America will find the game in the PlayStation Store August 6.
The Sony Europe region will get the game a day later on August 7.
We are not sure yet if Australia and New Zealand will be included in that release. This depends on us getting the required rating on time.
Sony Japan and Asia regions will have to wait a bit longer as this is a bit more difficult to arrange.
For those of you in North and South America, ibb & obb is part of Sony US’ PLAY program, which will allow PS+ members a 20% discount and for all a discount when buying more than one of the four games.
More info on the PLAY program: http://blog.us.playstation.com/2013/07/15/playstation-store-play-4-new-games-for-summer
July 14th, 2013
Last week we were at Develop in Brighton to showcase ibb & obb as part of the Indie Showcase selection. Between the 10 selected games ibb & obb managed to grab the Jury award. Happy.
June 5th, 2013
So where are we now?
Currently we aim to finish the game in two or three weeks time. We have send a first test build to Sony which is currently being tested. The release date will mostly depend on how many of these test session we need to go through.
I wish I could give an exact date, but for now it seems better to wait a bit longer and see where we are in a few weeks time. Predicting release dates hasn’t been something we’re good at, so let’s not do that : )
October 7th, 2012
We have decided to postpone ibb and obb’s release.
“But why, wasn’t the game almost done?”
It is actually almost done, but looking at our current schedule we’d be able to release in November or December. Many people have warned us about releasing in these months, because the marketplace tends to fill up with many big releases. We have a very limited (non existent) marketing budget and it would be hard for us to get noticed this time of year.
Another thing people have been sceptical about is releasing the game without online multiplayer. Even though we strongly feel that playing together in the same room is the best way to play ibb and obb, it is true that most people expect online multiplayer in a Playstation Network game.
So we’ve decided to change our release plan and to add online multiplayer at launch. Technically this is a lot of extra work. Creating a smooth online experience is not the easiest of tasks. It will take some time to get this right.
The next few weeks we’ll start our first online tests, based on this we’ll be able to better predict when all will be ready. Right now we think it’ll be spring.
The waiting will be still a bit longer, but we think it is the right thing to do now.
June 19th, 2012
ibb and obb is on show at La Gaîté lyrique in Paris.
The exhibition showcases “new forms of games that are at the heart of the emerging golden age of creative game design. Prepare to be entertained. This exhibition isn’t a static retrospective, but rather an active celebration of all types of interactive play: from innovative, cutting edge video games, to mixed digital/physical, social and even board games.”
Sounds pretty good right?
April 17th, 2012
We’re super happy being nominated for the A MAZE Trophy, part of a new festival taking place April 26 and 27 in Berlin.
Proud to be there among other personal favorites. Check them all here: