The Indie Game Magazine May 2014 | Issue 37 | Page 16

AAA has been the ability to understand an audience; in AAA, if you get this wrong your product fails on metacritic and in sales, but in indie if you fall short your audience doesn’t get your message and as an artist that can be massively disappointing. Learning to make something personal but not for yourself has been my biggest takeaway from the big show. IGM: You want to “explore games that express the human experience.” Which human experiences are you thinking about in particular? Which ones do you see explored the least by video game designers? IGM: How’s it been for you working in a much smaller team? Josh: It’s been a challenge at times; I think the stability of a large company seemingly offers a safer future and more established direction that’s difficult to replicate. It’s hard to keep a team oriented and motivated, especially when our goals are different from what most games are pursuing right now. I think the biggest challenge has been having parttime contributors; one of the biggest reasons I ‘went indie’ was because trying something new requires a lot of commitment. I think it’s incredibly challenging to invest yourself in new ideas, and most video game jobs involve extraneous workloads that eat away at your discretionary time. IGM: Going away from balancing multiplayer in games like Dawn of War and playing competitively, what’s it like to switch to designing a very different, emotional experience? Josh: I think the transition was a bit awkward at Josh: I like telling peoples’ stories and letting them feel like they have been understood; I simply seek the challenge of conveying difficult experiences, whatever they may be. In the case of Oscar, the human experience is that of having problems we can’t explain or seem to get addressed. When the people we love and trust the most ask us how we are, why do we lie and say we’re fine sometimes?  I think most games today explore power, fantasy, and fun. Personally I feel these are bigger players in our lives growing up, but as adults I don’t think they capture or represent the parts of us that have come to replace fun and imagination as the dominant forces. I think there’s a huge spectrum of human experiences that hasn’t been tapped because we still struggle to accept that games can be more... substantial.  first; After several years you get in the groove and it becomes a habit. At the same time, I would say the transition was my primary motivation. I used design methods I was taught during my last couple years of AAA and tried applying them with goals of emotion and empathy instead of gameplay depth and challenge. I quit my job when I realized I could not only make much better RTS games, but I was enabling all sorts of different experiences with good design process. On the other hand it’s immensely demanding at a personal level; deriving gameplay to reflect human experiences can be grueling. Pursuing fun as a design goal is usually palatable, but trying to make a game that resonates with your most personal fears and experiences as its primary goal isn’t always enjoyable. I think that comes with artistry though, which is how I treat game design to a certain extent. IGM: Being a composer as well for the project, how has that affected your relationship with your project? Josh: Hmm that’s a tough one. As I mentioned previously, my original goal in the industry was to be a composer; I think it’s the discipline in which I have the most talent. At the same time I was able to 16 The Indie Game Magazine | www.indiegamemag.com