The dust has settled over the Makuhari Messe convention centre, home of the Tokyo game show. An event to showcase new ideas and ingenuity; the creation of the future and the unimaginable. In hindsight the future was nothing but deja-vu; reminiscent of a prosaic E3 earlier this year. TGS’s main floor was replete with the sequels and micro extensions of franchises found in previous years, all vying for consumer attention. The obliging crowds queued feverishly, not for the creative thinkers however but for the imitators; games already played in some incarnation or another. The lack of basic self-questioning from attendees was bewildering, a simple ‘what am I playing and have I played this before?’ would have redirected hour+ queues to the creative integrity of something like The Unfinished Swan.
Thankfully TGS’s outlet for lionizing innovation was the presentation of SOWN (Sense of wonder night); it brought some much-needed originality to the event and stood as an advocate of individualism.
Objectives of SOWN:
- To introduce games with a game design and ideas that are experimental and creative, and that cannot be called conventional or traditional
- To heighten awareness of the importance of creating a game that gives people a “sense of wonder”, a sense that something will change in their world, and to invigorate the game industry
- To offer people creating experimental games opportunities for the future
- To create new domains in the game industry
Those objectives would make an exemplary template for the whole of the Tokyo Game Show and for E3 for that matter, rather than the plagiarism that filled 95% of both spaces. For that to happen a different mind-set would be required from both the developers and the consumers; where ques were formed for ideas not seen before, rather than the incredulous fraud that seems to be blindly followed each year.
These were the visions of developers that were unique and offered something neoteric
A company made of former Rare developers delivered understated elegance in the form of Tengami; a paper engineered pop up adventure capturing the tranquility of Japanese romanticism.
Ezra Hanson-White’s superlative first person work, proved to be the most unique of the show which can be read in a previous feature here.
A Tokyo University of Technology project designed by Masasuke Yasumoto. The work earned an award from Microsoft Japan for its stunning light based interaction.
Shortly due for release by Giant Sparrow, this unalloyed wonder captures the imagination through its paint throwing mechanics.
Takayuki Yanagihara’s visceral lazer show delivers hectic ball play through a touch pad interface.