Prevision: Bientôt l’été (PC/Mac)

Michaël Samyn has made numerous attempts to explain what Bientôt l’été is. Through his development blog the co-owner of Tale of Tales (Auriea Harvey is hard at work on the game: 8) has tried to convey the intricacies of his vision. Not because the work is ambivalent, but because he knows the audience can be capricious at times; nestled cosily in ‘more of the same’. The future of the videogame, for many, must be imbued with the familiarity of traditional ideas, thankfully, Michaël questions that conformist attitude. With inspiration from the novelist Marguerite Duras and her work in Moderato Cantabile he asks us to think and feel.

Bientôt l’été is a program that simulates a fictitious beach on the French Atlantic coast. An empty beach for reflection amidst ocean rhythms, where ideas are crafted and relationships are contemplated. This cogitation manifests into a collection of feelings which you can keep or discard as you wander. Sauntering the stretch of sand uncovers the underlying fabric of the program; data structures and a view of interplanetary firmament. Day and night cycles dramatize the setting, accentuated though an emotive soundtrack by Walter Hus. Set back from the shoreline is a single café which houses metaphors for communication through the internet; that our bodies exist externally of it but our minds forage resolutely inside. A conversation transpires; loaded words shrouding their true intent revealing myriad interpretations and torrents of ambiguity. The cycle of visiting the beach and café continues ad infinitum albeit with subtle changes, but what you do in Bientôt l’été however is almost insignificant next to what you feel and what you can find internally.

I asked Michaël about the minutiae of this current project and what he hopes to achieve with it.

Your development blog explores design concepts that you have wrestled with in bringing Bientôt l’été into fruition, I felt it has given me an extra layer of depth to the experience. How much does your audience need to know about the concept before they play it?

I hope not much. If only because I don’t know exactly how to introduce Bientôt l’été to a potential player. I’m not sure if reading the blog would be equally helpful to all. Some players might enjoy the piece more knowing nothing. Others, of course, may not connect to it without some help. And yet others would enjoy it more deeply if they knew more about the concept and/or the creation process.

Given the references to Marguerite Duras, I can imagine that people familiar with her novels, films and life would enjoy recognizing some elements in the game. Or they might be disappointed that Bientôt l’été is not as good a work of art as the material it draws inspiration from.
There is no perfect way to optimize the enjoyment of everyone. I hope people give Bientôt l’été a chance, perhaps multiple times, in different moods.
The development blog is intended only for people with a more than average interest in this sort of work. I’m hoping that they can function as evangelists of the piece towards people who are less inclined to such deep involvement but who might still enjoy the experience.

It seems very much about the user’s perception of their surroundings; you do not present distractions but opportunities to create feelings. Has this been hard to achieve, are there concerns that the user is usually too busy to notice the space they inhabit?

The creative technology that has emerged out of the combination of computers and games, still has some growing to do. If you make games in this medium, there is a lot of excellent material that can serve as reference. A history from early arcade games to contemporary console blockbusters, but also card, board and folk games that have existed as long as man has, and of course puzzles and sports. But if you try to make something artistic or expressive with this same technology, it’s a lot more difficult to find references. It’s much easier to make a computer version of chess, than it is to make something along the lines of The Birth of Venus or Die Walküre.

Given the medium’s heritage of games, and also some of the inherent quality of interaction probably, one of the major problems when doing the kind of work that we do is to avoid creating opportunities for rules-driven play. One of the tricks you can use for that is the notgames method: reject all game conventions. But this sounds easier than it is. First of all there is a certain doubt about the player’s capacity to enjoy themselves if we don’t give them a task to do or a goal to move towards. And then there is also the inclination that humans seem to have to turn just about anything into a game.

Humans like competition and they like the feeling of achieving something. But the kinds of activities that lead to such emotions can be detrimental to the experience of beauty. Playing tag in the Louvre is not exactly the best way to enjoy David’s paintings. Collecting as many tickets as possible will probably not help you enjoy a concert much.

So I’d say that this has been the hardest part of the design of Bientôt l’été: to design forms of interaction that complement the mood and the atmosphere without stimulating game-like behavior. One the major revelations that I have had during the development of this piece was that the answer to the question “What should the players of artistic interactive pieces be doing?” is simply “Nothing.” If you create a world and characters and an atmosphere that are intriguing and attractive, people can enjoy them for what they are. Sometimes doing an activity can enhance the feeling of presence in this virtual world. But I think one should be very careful when implementing such activities. And always keep in mind that nothing is probably ideal.

You have said that you have felt uneasy about introducing collectibles into Bientôt l’été. Has there been a desire to deliver your ideas through a Trojan horse so as not to alienate the user?

The problem was actually that it was all too easy to introduce collectibles! The collection activity was part of the early ideas about the design. What has been difficult is removing it. And I haven’t succeeded completely.

We have tried the Trojan Horse approach with Fatale I guess and it didn’t really work for us. Gamers are not fooled by random game-like structures or references. I think they appreciate our work much more if we don’t compromise, if we strive for a sort of purity, if we really go all the way and deliver something that one cannot call a game anymore, in the strict sense of the word. After all, most gamers also like other things than games, don’t they?
The game references are also impossible to appreciate for people who have no experiences with videogames. And we still cherish the dream of creating videogames for people who do not play them.

Ultimately, if Bientôt l’été is a Trojan Horse, the player will have to bring their own Greeks. Because I didn’t put any in it. Bientôt l’été is what it is. There is nothing behind the curtain.

I believe you want us to ultimately fall in love, but in what way? I felt attached to the idea of love through the beach, the holodeck and the soundtrack in addition to the stranger in the café.

I don’t really want that. It was just something I said early in the development. Something, perhaps, I aimed for in the beginning. Not for the player to actually fall in love, but to play with the avatar in such a way that it perhaps falls in love. But I have more or less given up on that tangent. Because I feel the theme of love is approached from many different directions in Bientôt l’été. It’s not just falling in love, it’s also breaking up, or not feeling love, or being confused by love, or desiring love.

Ultimately I don’t have any concrete expectations of how the player will end up feeling through playing. Even though the words and music are carefully chosen to create a rather specific mood, what Bientôt l’été ultimately means to a player will depend more on their own life experiences than on anything in the game. Bientôt l’été is a system, a device, a tool that gives opportunity to look into one’s own heart, to reminisce memories, to consider existence.

As in Marguerite Duras’ novels, you place an emphasis on what is ‘not’ being said in-between the conversations the user has. Is the unspoken supposed to manifest on the beach as more ideas to take back into repeated visits to the café?

That’s a nice interpretation. The text that appears on the beach is all sorts of things to me: distracted musing, doubts about what to say, memories of what has been said or of former relationships, etc. The kind of messy thinking that the violent winds at the Atlantic coast cause in one’s head. Reality still very much happens in between what is being said. This is how amorous conversations seem like a kind of games. You can only really do symbolic moves and hope that your partner understands the emotions behind the gesture and responds in a way that pleases you. When Marguerite Duras refrains from saying something explicitly, I don’t think she is being coy (not most of the time, at least). I think she deeply believes that the not saying or the saying of something that doesn’t seem directly related, more correctly expresses the emotions, the intent, the desire, the love. She was obsessed with precision. Her words are the closest possible expression of the feelings, even if they seem imperfect, incomplete, inadequate or absurd.

If nothing else, her words, and hopefully the way I use them in Bientôt l’été, make one aware of the fact that the literal meaning of what is being said covers only a small part of what is going on. It is a very sad state of affairs if we believe that language is our only connection to reality. To accept only the existence of things that can be said is sad and potentially dangerous. In that sense, pointing out the charming inadequacy of language, pays tribute to the richness of existence. And what nobler goal is their for art?

From following your blog I cannot separate the creator from the creation. I view Bientôt l’été as: An artist creating a love story through the means of his audience creating a love story. Have you thought about your role as a creator within your own vision? All of the elements the audience generates emotion with, have been created by you.

I see my work as a form of sharing. Since we are all human here, I assume that there will be some overlap between my life and that of the players. So I hope that they recognize certain emotions or concepts. But they will no doubt also invent new ones, that I may not share with them. Ultimately, the only thing that matters is the experience of the player. Bientôt l’été is not a tool to help understand its creator. It is not an expression in that sense. I see it more as an investigation.

I think that is one of the reasons why I like this medium so much. It puts creator and appreciator on an equal level. And the artistic experience really only happens when we collaborate. I make something and you do something and it is through your energy that the work gets electrified, so to speak, that it becomes alive and beautiful and meaningful. This is true of every art form, but much more concretely so for realtime pieces running on computers.

There is a strong autobiographical basis to Bientôt l’été in the sense that I met the love of my life on the internet, and we have done many attempts to meet each other “in cyberspace”. I am also very familiar with the kind of seaside portrayed in the game as my family lived near the North Sea in Belgium and we visited often when I was young. But I don’t see Bientôt l’été as an expression of these events and experiences. I don’t have anything to say about them. They simply come natural to me. They are more material than content.

So even though many elements in Bientôt l’été come directly out of my own life experience, I do not feel that the work is about me in any way. I feel very impersonal as an artist. I don’t feel like an individual. I feel more like a conduit for things that happen outside of me, a channel. I believe Elizabeth Grosz expressed it well when she called art a sort of framing of chaos (which is the word she uses to describe raw existence, encompassing everything, far larger than anything in the human scale – hence the need for frames).

Would you be interested in creating an augmented reality version of Bientôt l’été? The user could use real world elements such as walking on an actual beach with the projection of the phrases and the holodeck through AR glasses.

In principle, no. Because I think we already look at reality far too little. Reality is amazing as it is. I don’t want anything to cover it up. I would like my work to inspire a new way of looking at reality. But preferably in sequence, not simultaneously.

It’s a cute idea, though. I think it would also be interesting to use the audio of the game to respond to your position on a real beach. It might be a nice thing to do next to playing the game or walking on the beach. But I would be horrified if it would replace the latter.

It’s also quite essential for me that the scenery in Bientôt l’été is synthetic. It is presented as a holographic projection. I would not want to reduce actual reality to such a charade. And I think the game is more meaningful with this layer of falsehood present.

What do you think of the terminology we use to describe this medium you work in? Game, fun and play seem quite limiting to convey the ideas you are exploring here.

I do use those words. There is a game-aspect in all art. And fun could be used to describe all sorts of enjoyment, if a bit irreverently. Play is a very useful word because it has been far less tainted by the games industry than the word game. We can still easily imagine many forms of play. But you are right that these words would not suffice to convey the ideas behind the creation of Bientôt l’été or the concepts and feelings explored in it. This is why I am half-considering asking journalists not to review Bientôt l’été. There doesn’t seem to be much point to talk about it in conventional game terms. Not that I think it is so immensely different. I think many videogames have suffered from the minute vocabulary that the games press generally employs. The players have missed a lot of great experiences as a result of this, and the developers have been pushed into a Metacritic corner where they lack the energy and the courage to emphasize anything other than what can be reviewed as graphics/mechanics/sound effects/narrative or what have you.

The medium I feel I work in is not video-games, in the sense of games made with computers. My medium is that technology that video-games also use. And its (potential) audience. The more mainstream videogames are deviating from strict game structures and fluctuate towards a more general entertainment medium, the more overlap starts to exist between what we do and what they do. Our work has probably more in common with contemporary mass market blockbuster videogames than with hardcore retro games or clever puzzle games.

It’s a bit annoying that we are stuck with the word “videogames” for this medium, but we will just have to get over the literal meaning of that word and embrace the broad reality that it already represents. That will take time and effort.

Do you think the medium needs more diversity in themes and content? We know how to effectively build zombies and soldiers etc. but what about the things we do not know how to build, who is exploring those and are they important?

The zombies and soldiers that the games industry creates rarely convince me. Most often they are just pawns or tokens on a virtual game board. They do not really function as the creatures they represent because they are created as visualizations for otherwise abstract tokens in a game system. I don’t know a single videogame that was actually built around the idea of what a zombie really is, or could be imagined to be. They just use the poor zombies as something to shoot on.

I wouldn’t want to encourage everyone to try to use videogames as an expressive medium. If people are drawn to creating games, they should just do that. They shouldn’t feel pressured into making art. I do find it a problematic that some of these games use realistic looking presentations. Because it is easy to mistake such games for actual expressions. They look like art. And that is confusing and misleading.

But I do hope that people who really feel the need to actually investigate certain topics or create beauty for others get more opportunities to use the medium of videogames for this. And I think the games industry would be wise to open its arms for such people and create methods that allow such people to do their work. Because they will enrich everything, open up videogames for all of humanity and establish that coveted respect that videogames will never earn if juvenile action hero fantasies remain the central output.

I am still hopeful that at some point the console makers or the big PC game distributors will get their act together and understand that they should pour massive support in this project. Just imagine AAA budgets for videogame productions that are not about playing with guns or dolls! Mind-boggling! Revolutionary! I don’t understand why the videogames industry does not see the massive potential of such a venture. If one of them realizes this, the impact will be huge. In the mean time, we can keep an eye on what the small developers are doing and simply support them as players. If they don’t end up infusing the larger industry with more diversity, they will simply become their own thing at some point. And probably grow so big that all but the hardest core will forget about that thing that was once called games-industry.

You have stated that you want to stop being an artist and to produce for other people rather than yourself. Don’t you think that you have already been creating for others; even inadvertently, through realising your own ambitions. What you have been doing is important to the advancement of the medium.

I feel flattered that you think so. And I know that there have been a few occasions where our work has inspired the design of videogames that reached a much larger audience. But I would like to see if I can’t make something on that level myself. I’ve always more or less accepted that I’m simply too weird to ever make something for anyone outside of a small elite. But through the work on Bientôt l’été, which I consider one of the most extreme cases of elitist game design I have been involved with, I have started to think of overcoming my handicap as a sort of challenge.

Maybe I’m finally old enough to be mild and kind now. Maybe I’m just sick of rebelling. Maybe this is just a phase. Or it’s simply a form of vanity. This change in attitude may not make much of a difference to anyone but myself. I just want to make something nice now. Try to avoid my contrary nature and make something that people find pretty and fun, something that moves them without having to be very erudite or jumping through all sorts of ambiguous hoops. If only for a change.

I guess I also feel that I can do this now, because there’s so many more developers now than ever who are exploring this medium in sincerity and with ambition. Only a few years ago, it probably felt like a holy duty to me to make these kinds of experimental videogames. But now there’s several very interesting developers exploring the underwater part of the proverbial iceberg, from many different directions. So I can relax a bit. It’s very exciting!

Through the output of Tale of Tales both Michaël and Auriea have certainly earned the right to relax. Bientôt l’été however you interpret it stands as a testament to two innovators who fell in love through the internet; whose lateral thinking is often the subject of misconstrued sentiments. In my search for neoteric thinking I have not yet found the Howard Roark of videogames, but Michaël Samyn exudes many of his qualities. When we look back on the history of this medium and of the people who helped advance it, it would be nice if those who fought conventions were encouraged rather than vilified. Please support Bientôt l’été and purchase it.

For further insight view the excellent blog and Tumblr archive (excerpts below)

Footage of work in progress:

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Vision: TRIP (PC/Mac)

If you could walk through the mind of an artist would you need distractions to validate that exploration?

Quests, stories and collectibles prompt our journeying and ultimately sustain our desire to ‘win’, but what if there were no pursuits or anecdotes and what if the feat of collecting didn’t return any tangible assets? The foundations of traditional games rely on the inputs of interactivity; jump, push, pull, hit etc. and there is a tendency to disdain visions that do not tick these boxes. But if the obstacle courses and challenges are removed, why would you need them? If we reduce interactivity to a minimum would we still label the work as a game?

TRIP is the projected mind of an artist named Axel Shokk, and it explodes through the screen in aesthetic delirium. The creativity Shokk has explicated on-screen is startling and officiously stands atypical next to other games. Riotous hues punctuate the senses with geometric spikes and impossible stellations, even blades of grass are composed of bar charts that sway gently in the wind. These visuals demand your attention by force feeding you colour and Shokk emphasises this through a pared down interface. Your sole interaction is movement in first person, there are no quests or challenges. You have to look at TRIP because that is all there is to accomplish, but more importantly, that is all you want to do.

LSD Dream emulator, Myst and Journey inspired to deconstruct the controls, leaving only the chromatics and audio to play with. “If it weren’t for them I wouldn’t have been bold enough to strip all gameplay mechanics, games like those pave the way for creative individuals to try new things. I’m just one of those guys trying out something new just for the sake of experimentation.”

There is a creative resonance here with the experimentation of early ZX Spectrum games; like the obtuse forms found in Jet Set Willy and Manic Miner. TRIP features familiar yet Ineffable characters with unique personalities. I question if a lot of this creativity has been lost in the pursuit of realism? “There was a creativity drought in the industry not too long ago, thanks to the recent explosion of indie gaming I see a lot more creative and fresh ideas being tested. These are very exciting times in the world of video games.”

Shokk has stated that Trip is more of an art piece to be observed rather than a game with traditional gameplay. But as developers such as Tale of Tales and The Chinese Room have proven; observation can be a powerful form of interaction, and isn’t the act of discovery a gameplay element in itself? “I strongly believe so, however the audience is still hung up on what constitutes a game. One of the reasons I created TRIP was to shake that ground and bring up the question, at what point can something be considered a game? I’m trying to open boundaries for other developers to get crazy without worrying about backlash, I feel games created in a ‘fuck it’ mentality speak most to me. I don’t think that these games will ever have a broad appeal, but I would rather make one person extremely satisfied than to mildly amuse a hundred.”

In a medium that does not have any real limitations it is hard to comprehend that imagination would not have a broad appeal. The landscape in TRIP inspires curiosity and exploration and there is a fervent desire to see what is around the next abstraction. From caverns and mountains to the brilliant sea of words, TRIP is a cohesive view of the familiar wrapped up in arbitrary geometries. There are sparse collectibles but Shokk states they serve no purpose, even though reaching them inadvertently offers a reward; a new view of the landscape.

If there is one thing missing it is the ability to see the whole of the terrain in its entirety, no matter how high you climb there is a desire to see more, the central mechanic of souvenir would serve the game well if only to accomplish this. Shokk had various ideas he wanted to incorporate to accomplish this; “I actually wanted several mechanics in TRIP like NPCs taking you places and showing you things, I was very limited by my complete lack of programming so I had to improvise. A lot. I’m slowly teaching myself programming so hopefully at some point I will be able to provide a much more interactive experience.”

This also expands into making TRIP open to user-generated content. “Oh how I’d love to, but I’m not sure how moddable Unity engine games are. If my dream of having a development team comes true I’ll definitely make the majority of my games open for user-generated content. I got into game development by making unreal maps and half-life mods.” As an incentive for a succesful kickstarter bid, Shock offered to create an area in-game under the backers specifications. It would be interesting to see various parts of other people’s minds amalgamated together.

The glue that binds this world together is the soundtrack, it is quite buoyant and upbeat but manages to deliver an ominous feeling over the abstract imagery. “My good friend Benjamin created the soundtrack, he suggested to create a melody that would be cohesive throughout the whole game. I told him to go for it, when he started the game world was kinda bare so I sketched up sound waves and gave him a list of key words that would inspire what each song would sound like. For example the city area I sent Ben images of sewers, metal, industrial areas, and gave him keywords like clanging, banging, clicking and to imagine an oppressive sound of steel and machinery.
When he showed me each track I was blown away at how well it fit the game world. He’s a real talented individual, and I’m not just saying that because I’m his friend!”

Critics have been trying to shoehorn TRIP into the appropriate mould and the difficulties with the term ‘game’ rears its head again; “The response has been mixed; thankfully most critics seem to praise the visuals. They find that TRIP works better as a piece of digital art than as a game.” I can’t help feeling that Digital art is misplaced, if only because traditional ‘game players’ might brush TRIP aside incredulously . We are familiar with all of the elements present here; the viewpoint, the type of landscape, spectrums of colour… so the only non-game like component is structured activity. As I said at the beginning, do we need distractions to validate exploration, TRIP is an opportunity to traverse the mind of an artist, does it need to be anything else?

What can we expect in the future From Axel Shokk? “My next project is Kat Attack, an action-oriented visual novel. I want it to be like an interactive motion-comic. It’s not nearly as experimental as TRIP is but I’ll be putting my storytelling and cartooning skills to the test, you’ll see a lot of my illustrative work in this comic which is something I’ve been meaning to show. Hopefully proving that the visual novel is a medium with a lot of potential.
Kat Attack takes place in a dystopian future as a space rock opera, centered around Kat – a space pirate wielding a guitar cannon which she also uses to surf through space with.
I will try to get this project kickstarted sometime August so keep an eye out!”

Check out Kat Attack’s development blog.