Archive for category personal
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.
I don’t know exactly when, but this will be the year we’ll launch this game. A small step for some, but for us it will feel huge. Personally this really feels like a dream coming true. Being able to create a game with total creative freedom and working with super nice people while doing so is just simply great.
Thanks to all that have been supporting us in the process. It’s super motivating to receive your comments, it is what keeps us going. There’s still a chunk of work left to do, but it is all going well and there is an end in sight. You’ll still have to wait a bit longer, but we’re trying hard to make it worth it.
Happy new year!
I’ll be at the Nordic Game Conference in Malmö and Copenhagen. Haven’t got a pass yet. No money, very indie. We’ll see what happens.
Will be visiting my friend Bernhard Schulenburg who is working on “Where is my heart?”