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PROFESSOR: I'd like
to introduce Jesper.

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Jesper Juul is a old
friend of the lab

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and currently at the
Royal Danish Academy--

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So it is very long.

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JESPER JUUL: It's
actually longer than this.

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Royal Danish Academy
of Fine Arts Schools

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of Architecture Conservation
and Design, School of Design.

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PROFESSOR: Right.

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And you've also taught at NYU.

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You're a visiting
professor here.

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And you've been a games
scholar for a decade now?

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JESPER JUUL: Yeah, a
bit more than that.

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PROFESSOR: Maybe it's
more than a decade.

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If you take a bunch
of the classes here,

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we sometimes have readings
from Jesper-- articles

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that he's written.

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But this is another
example of the talks

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that we've been having on this
is what people do once they

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understand game design, right?

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Some people study games.

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Some people do research
and write books about it.

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And ask interesting
questions that

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try to find out more about
what makes games fascinating.

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Or what makes the environment
in which we create games

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or we play games interesting.

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So with that, I'd like
hand it over to Jesper.

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JESPER JUUL: Hi.

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PROFESSOR: And this
is game design 608.

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JESPER JUUL: Hello,
game design 608.

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So are you doing digital
games, or analog games, or?

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We're doing analog.

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JESPER JUUL: Analog, all right.

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So I think I'll mostly be
talking about digital games

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right now, but I
think it probably

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applies to some extent.

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Phil, introduced me so nicely.

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So this is really a part of
a conference presentation

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I did earlier in April.

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And so if you're interested
in reading the full paper,

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it's on my website.

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And it's kind of URL
or independent style.

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And if you just go to /text
you'll see some of the other

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stuff I've written.

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And I've written a few
books about video games.

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So I wrote one about video
games and storytelling.

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And one about casual games.

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And my most recent one,
called The Art of Failure

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is, in a way, about
being a sore loser.

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So it's an essay on the
pain of playing video games.

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So I focus on the
question of why

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we claim we enjoy video
games even though if you look

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at people who claim that,
they often look quite unhappy

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actually.

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So it's a discussion on that.

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But this one is a social
study of different things

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across the culture
of independent games.

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And so, there seems to
be a kind of consensus

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that independent games would
become a important aspect

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of game culture.

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And you can see this
in several ways--

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with a very cheap kind
of Google engram way

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of showing that
something is popular.

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I don't know if anybody
knows why it's never flat,

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this curve.

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Does somebody know?

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So in economic game
theory, there's

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actually a concept
called independent game.

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So it means a game that's
not attached to other games.

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So that's why it's never
quite fled the curve.

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But it shows you
that, from 2000 on,

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people started talking
about independent games.

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And you can also see that
somebody at Microsoft,

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they could spend a
good deal of energy

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to claim how independent
game friendly

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they are with the new console.

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[INAUDIBLE]

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And we can tell by-- probably
a few different reasons why we

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talk about independent games.

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And one of them
may be the budgets

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have become too big and
too late development.

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So there is this kind of
opening for games that

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are made on a smaller budget.

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And also that it's become
easier to distribute games.

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So it used to be, in order
to distribute a game,

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you had to find
a disc and a box.

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And that's no longer
true, fortunately.

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And this means it's become
possible to make games

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in different styles.

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And they also found that
there's this thing that--

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which can sound kind of weird--

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the independent games,
in a way, pre-supposed

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the idea of independent games.

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So let me explain
what that means.

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If you're making a
game on a small budget,

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one of the things you need
to be able to be sure of

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is that people
who see your game,

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don't just think of it as a
game with too small a budget--

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that they actually
understand that this

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is a game that has some
positive qualities to it.

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Or that there's a
particular reason

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why it has a small budget.

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Or the fact that a
bigger budget wouldn't

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have made this game any better.

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And so I think that the
idea of the independent game

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is really that idea that
you can actually say

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I'm making an independent game.

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And people will
understand that this

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is a game that has a
particular set of qualities

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where it's a feature--

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the fact that it's a
game with a small budget.

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And so, it doesn't mean-- you
can see the question, what

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makes people assume
that something

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is an independent
game when they see it?

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I don't think it's
just that it says

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independent game somewhere.

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But I do think there's actually
a particular style that's

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come into independent games.

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[INAUDIBLE]

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JESPER JUUL: Essentially
you see that when

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people write about
independent games,

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the first thing
everybody will say

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is that you can't
define anything.

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It's the first thing
you have to say.

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So you always have people
say that you can't define it

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because this creates discord
in the game community.

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Or you want to talk about
independent in different ways,

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economic, technological,
or cultural status.

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And then the third
people say, well, there's

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no point in trying to
define independent games

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in the first place.

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So I think that's
actually [INAUDIBLE]

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On the other hand,
if you look at what

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people who make
independent games say

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there's actually a lot
of things in common.

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So Dan Cook talked about that
independent games largely

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favor someone who's
authentic and deserving.

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Edmund McMillen liked to talk
about honesty and speaking

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from your heart.

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He made Super Meat Boy, and
Dan Cook made Triple Town.

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And [? Robert ?] [? Aumann ?]
talks about your personal

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relationship with the
work-- to independent games.

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[INAUDIBLE] [? Chavez ?] a
whole discussion comparing

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independent games
to funk music--

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small, kind of personal,
anyone can do it kind of thing.

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And various
[INAUDIBLE] has talked

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about the smaller
budgets allowing games

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to be more personal,
more relevant.

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And so I think these are
quite similar in some ways.

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So they talk about the
honest and the traditional

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and, what I call,
minimal complexity.

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You can understand
who made the game.

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Like we talked about just
before with Kickstarter--

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if you buy Triple-A
game it's not

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necessarily clear who
actually made the game.

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And with independent games,
there's much more of an idea

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that you will have a feeling
of the author's-- of the

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creator's-- personality.

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All right, so you
see that these are

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what I call moral and aesthetic
claims at the same time.

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So it's not just saying
that these are better games.

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It's a bit more deep than that.

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It's also saying that this is
a better way of making a game.

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So not just that it will
be a better product,

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but that, even say, the quality
of life of someone who makes

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an indie game will be better.

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But also that we will all be
better off if more people make

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independent games.

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We'll have more
communication, and more ideas

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being spread, and more
diversity, and so on.

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Now, the thing is this
is not exactly new.

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So this is called
the trellis wallpaper

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by William Morris and
Philip Webb from 1862.

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So one of the things
that strikes you as indie

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is that it actually is quite
similar to somethings that

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have happened several times.

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But I think
particularly it happened

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with the arts and crafts
movement of the 19th century.

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So you can see when we talk
about independent games I

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do think it ties into several
things such as the idea of DIY

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or the maker movement or the
idea of local food production,

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like the locavore movement--
this idea that if you go

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to a restaurant you should
know where the chicken you

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ate actually came from.

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Only yesterday I was at
this restaurant called Emu--

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I didn't know [INAUDIBLE]
and they did list,

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on the left side of the
menu, all of the farms

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where they get
their ingredients.

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And it has this kind of
like, wow, isn't it amazing.

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And of course I've never
heard of any of those farms.

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I have no idea where they are.

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But it kind of
still works for me

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because you can
understand that there's

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a kind of honesty or
something authentic about it.

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But the arts and
crafts movement,

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specifically discussed as
being this late-19th century

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movement, where people reacted
against the industrialization

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and machine production.

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And they felt that
this included a loss

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of quality or personality.

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So that you didn't even
know who made the product.

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And the product itself
would be, kind of, worse.

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And then the proponents
of John Ruskin--

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he talked about this idea
that in medieval times

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there was a much better--
you had the [INAUDIBLE]

00:10:26.120 --> 00:10:28.850 align:middle line:84%
by the medieval guild, kind
of a small group of people

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making something like
a Gothic building.

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And William Morris talks about
this idea that handicrafts--

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the craftsperson
making something

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that's much better
than what would

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be made by machine production.

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And again, not just that.

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It would be better
products, but that society

00:10:48.110 --> 00:10:50.420 align:middle line:84%
at large, the world,
would be a better place

00:10:50.420 --> 00:10:53.221 align:middle line:90%
if we made things that way.

00:10:53.221 --> 00:10:56.680 align:middle line:84%
And I do think
you can say that--

00:10:56.680 --> 00:10:59.360 align:middle line:84%
I think it's very clear, with
the idea of independent games.

00:10:59.360 --> 00:11:00.800 align:middle line:84%
It's kind of
similar in the sense

00:11:00.800 --> 00:11:04.630 align:middle line:84%
that when they talked about the
revival of the craftsmanship

00:11:04.630 --> 00:11:06.870 align:middle line:84%
and handicrafts,
that we actually

00:11:06.870 --> 00:11:10.330 align:middle line:84%
get a big machine, or big
corporate productions--

00:11:10.330 --> 00:11:12.824 align:middle line:90%
a mass production.

00:11:12.824 --> 00:11:14.240 align:middle line:84%
And I think, very
similar, you can

00:11:14.240 --> 00:11:17.660 align:middle line:84%
say that independent games are
a reaction against very large

00:11:17.660 --> 00:11:19.980 align:middle line:90%
Triple-A production teams.

00:11:19.980 --> 00:11:22.930 align:middle line:84%
And so we have this idea that
we should return to the smaller

00:11:22.930 --> 00:11:27.050 align:middle line:84%
productions, and this will make
everybody-- everything better

00:11:27.050 --> 00:11:28.568 align:middle line:90%
on a number of levels.

00:11:28.568 --> 00:11:31.935 align:middle line:90%


00:11:31.935 --> 00:11:32.810 align:middle line:90%
Does that make sense?

00:11:32.810 --> 00:11:35.830 align:middle line:90%


00:11:35.830 --> 00:11:37.790 align:middle line:84%
I don't know, do you
have strong feelings

00:11:37.790 --> 00:11:38.896 align:middle line:90%
about independent games?

00:11:38.896 --> 00:11:43.320 align:middle line:90%


00:11:43.320 --> 00:11:51.395 align:middle line:84%
AUDIENCE: An independent
game that you get [INAUDIBLE]

00:11:51.395 --> 00:11:56.345 align:middle line:84%
AUDIENCE: I do
completely [INAUDIBLE]

00:11:56.345 --> 00:11:59.315 align:middle line:84%
I think independent games
now have more freedom

00:11:59.315 --> 00:12:03.760 align:middle line:84%
to explore different
mechanics and step away

00:12:03.760 --> 00:12:10.620 align:middle line:84%
from what sells because they
don't have the million dollar

00:12:10.620 --> 00:12:13.542 align:middle line:84%
investments that they have
to make sure it sells.

00:12:13.542 --> 00:12:15.246 align:middle line:84%
And they don't have
to be like, oh, it's

00:12:15.246 --> 00:12:19.386 align:middle line:84%
been proven to do
well with the market.

00:12:19.386 --> 00:12:21.334 align:middle line:84%
And they have more
freedom in that way.

00:12:21.334 --> 00:12:25.250 align:middle line:90%
[INAUDIBLE]

00:12:25.250 --> 00:12:26.487 align:middle line:90%
JESPER JUUL: Yeah.

00:12:26.487 --> 00:12:28.570 align:middle line:84%
AUDIENCE: So I found that,
just for me personally,

00:12:28.570 --> 00:12:31.350 align:middle line:84%
I don't really play
games unless I'm

00:12:31.350 --> 00:12:32.665 align:middle line:90%
planning on playing them a lot.

00:12:32.665 --> 00:12:34.640 align:middle line:84%
So I play competitively
League of Legends

00:12:34.640 --> 00:12:36.751 align:middle line:90%
or [INAUDIBLE] Brothers.

00:12:36.751 --> 00:12:39.000 align:middle line:84%
And some of the problems I
have with independent games

00:12:39.000 --> 00:12:42.542 align:middle line:84%
is that I don't feel like
they're as developed.

00:12:42.542 --> 00:12:44.412 align:middle line:84%
They're generally on
the more creative side.

00:12:44.412 --> 00:12:46.870 align:middle line:84%
Which is definitely something
appreciable but not something

00:12:46.870 --> 00:12:47.460 align:middle line:90%
that I enjoy.

00:12:47.460 --> 00:12:52.440 align:middle line:84%
I prefer getting very good at,
physically, mechanics and such.

00:12:52.440 --> 00:12:54.750 align:middle line:84%
JESPER JUUL: Yeah, I guess,
[INAUDIBLE] multi-player

00:12:54.750 --> 00:12:56.680 align:middle line:84%
actually does not
[INAUDIBLE] adaptable.

00:12:56.680 --> 00:12:59.386 align:middle line:84%
There's this new collection
out called [INAUDIBLE]

00:12:59.386 --> 00:13:01.140 align:middle line:90%
Does anybody play that?

00:13:01.140 --> 00:13:03.708 align:middle line:84%
AUDIENCE: [? Bobby ?]
[? Pinchot ?] [INAUDIBLE]

00:13:03.708 --> 00:13:04.583 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:13:04.583 --> 00:13:07.050 align:middle line:90%
[INTERPOSING VOICES]

00:13:07.050 --> 00:13:10.247 align:middle line:84%
JESPER JUUL: Yeah,
that's true it's not,

00:13:10.247 --> 00:13:12.070 align:middle line:90%
in a way, a competitive sport.

00:13:12.070 --> 00:13:14.014 align:middle line:90%
It's not that at all.

00:13:14.014 --> 00:13:17.920 align:middle line:84%
There's a game I
like, [INAUDIBLE].

00:13:17.920 --> 00:13:19.160 align:middle line:90%
Yeah.

00:13:19.160 --> 00:13:24.130 align:middle line:84%
So that's kind of
part of that complex.

00:13:24.130 --> 00:13:27.963 align:middle line:84%
AUDIENCE: So kind of on
the opposite note, I think,

00:13:27.963 --> 00:13:30.149 align:middle line:84%
not all, but a lot of
independent games have

00:13:30.149 --> 00:13:34.526 align:middle line:84%
the ability to just be quicker
in single-player mode because--

00:13:34.526 --> 00:13:36.308 align:middle line:84%
While not all
competitive aspects

00:13:36.308 --> 00:13:38.474 align:middle line:84%
might be not be there,
because massive multi-players

00:13:38.474 --> 00:13:41.136 align:middle line:84%
[INAUDIBLE] They can be
hard in single-player mode

00:13:41.136 --> 00:13:43.920 align:middle line:84%
because they don't,
for example, they

00:13:43.920 --> 00:13:46.010 align:middle line:84%
don't need to remake
the investments up.

00:13:46.010 --> 00:13:48.091 align:middle line:84%
So a lot of people are
frustrated when they lose.

00:13:48.091 --> 00:13:51.280 align:middle line:84%
But they explore that
realm more readily.

00:13:51.280 --> 00:13:57.790 align:middle line:84%
JESPER JUUL: I do think it's
also a kind of nostalgia

00:13:57.790 --> 00:13:59.936 align:middle line:90%
for an earlier time.

00:13:59.936 --> 00:14:01.353 align:middle line:84%
And I do think
that it's also part

00:14:01.353 --> 00:14:02.700 align:middle line:90%
of the question of difficulties.

00:14:02.700 --> 00:14:06.560 align:middle line:84%
So it's a part of it in the
sense that all of the edges

00:14:06.560 --> 00:14:09.490 align:middle line:84%
are being removed,
or the challenge

00:14:09.490 --> 00:14:12.190 align:middle line:84%
is being removed from
big game productions

00:14:12.190 --> 00:14:13.670 align:middle line:90%
to please everybody.

00:14:13.670 --> 00:14:15.610 align:middle line:84%
If you make an
indie game, you can

00:14:15.610 --> 00:14:19.060 align:middle line:84%
make something that's
more harder, more focused,

00:14:19.060 --> 00:14:21.335 align:middle line:84%
and have things like
extreme difficulty.

00:14:21.335 --> 00:14:25.019 align:middle line:84%
I think that's certainly an
argument that people make.

00:14:25.019 --> 00:14:26.560 align:middle line:84%
AUDIENCE: Actually
I have a question.

00:14:26.560 --> 00:14:28.752 align:middle line:84%
Does anybody remember the
phrase, Nintendo hard?

00:14:28.752 --> 00:14:29.849 align:middle line:90%
AUDIENCE: Yeah.

00:14:29.849 --> 00:14:32.265 align:middle line:84%
AUDIENCE: OK, because that's
not what Nintendo is anymore,

00:14:32.265 --> 00:14:33.191 align:middle line:90%
right?

00:14:33.191 --> 00:14:35.610 align:middle line:90%
AUDIENCE: Not really.

00:14:35.610 --> 00:14:38.460 align:middle line:84%
But on the flip-side
to that coin,

00:14:38.460 --> 00:14:41.404 align:middle line:84%
aren't you sort of breaking
the number one design

00:14:41.404 --> 00:14:43.510 align:middle line:90%
rule, flexibility?

00:14:43.510 --> 00:14:46.140 align:middle line:84%
When you make games
incredibly difficult such

00:14:46.140 --> 00:14:52.216 align:middle line:84%
that you're carving out a
very small niche audience

00:14:52.216 --> 00:14:55.460 align:middle line:84%
and saying, screw you
to everybody else.

00:14:55.460 --> 00:14:57.910 align:middle line:84%
JESPER JUUL: Yeah, and
so these are subjects

00:14:57.910 --> 00:14:59.500 align:middle line:90%
we'll get to in a bit--

00:14:59.500 --> 00:15:01.950 align:middle line:84%
that the arts and
crafts movement also

00:15:01.950 --> 00:15:05.200 align:middle line:84%
has this political theme that
it would be for everybody--

00:15:05.200 --> 00:15:07.720 align:middle line:84%
art by the people,
for the people.

00:15:07.720 --> 00:15:09.880 align:middle line:84%
But then the criticism
is that it ended up

00:15:09.880 --> 00:15:13.515 align:middle line:84%
making conspicuous
consumption for rich people.

00:15:13.515 --> 00:15:18.900 align:middle line:84%
And you see the same thing with
the locavore food movement.

00:15:18.900 --> 00:15:21.000 align:middle line:84%
It's usually pretty
expensive actually.

00:15:21.000 --> 00:15:23.200 align:middle line:84%
And so it's something
that happens,

00:15:23.200 --> 00:15:28.270 align:middle line:84%
that in a way you cannot have
these ideals of broadening

00:15:28.270 --> 00:15:30.380 align:middle line:90%
things, this kind of production.

00:15:30.380 --> 00:15:34.847 align:middle line:84%
But often it also
[INAUDIBLE] flip-side

00:15:34.847 --> 00:15:36.430 align:middle line:84%
of actually narrowing
it and making it

00:15:36.430 --> 00:15:44.032 align:middle line:90%
an elite object for [INAUDIBLE]

00:15:44.032 --> 00:15:45.490 align:middle line:84%
One thing I thought
was interesting

00:15:45.490 --> 00:15:49.280 align:middle line:90%
was anything common in the way--

00:15:49.280 --> 00:15:52.860 align:middle line:84%
just talking about the visual
style in independent games.

00:15:52.860 --> 00:15:55.310 align:middle line:84%
And he had three
games that we often

00:15:55.310 --> 00:15:58.970 align:middle line:84%
talk of as being independent,
and [INAUDIBLE], which

00:15:58.970 --> 00:16:02.060 align:middle line:84%
has a pixelated or
large pixel style

00:16:02.060 --> 00:16:05.020 align:middle line:84%
and yet it moves this torn
paper and crayons [INAUDIBLE].

00:16:05.020 --> 00:16:09.040 align:middle line:84%
Obviously, children's
drawings with crayons.

00:16:09.040 --> 00:16:13.660 align:middle line:84%
And so on one hand these are
different graphical styles.

00:16:13.660 --> 00:16:15.280 align:middle line:84%
But actually, you
can see what they

00:16:15.280 --> 00:16:19.600 align:middle line:84%
do have in common is what
you can call a double layer.

00:16:19.600 --> 00:16:22.150 align:middle line:84%
It's a representation
of a representation.

00:16:22.150 --> 00:16:29.750 align:middle line:84%
So the [INAUDIBLE] represents
1980s size pixels which

00:16:29.750 --> 00:16:31.350 align:middle line:90%
then represent a game world.

00:16:31.350 --> 00:16:33.380 align:middle line:84%
And yet it moves with
the sense paper which

00:16:33.380 --> 00:16:35.030 align:middle line:90%
then represents a game world.

00:16:35.030 --> 00:16:36.870 align:middle line:84%
[INAUDIBLE] the sense
experience which

00:16:36.870 --> 00:16:38.790 align:middle line:90%
then represents a game world.

00:16:38.790 --> 00:16:44.200 align:middle line:84%
And compare this to a
modern Triple-A game.

00:16:44.200 --> 00:16:46.150 align:middle line:90%
You don't really have that.

00:16:46.150 --> 00:16:49.490 align:middle line:84%
You have 3D graphics
within the game world.

00:16:49.490 --> 00:16:51.210 align:middle line:90%
So when can say that--

00:16:51.210 --> 00:16:53.380 align:middle line:90%
I think that's pretty common.

00:16:53.380 --> 00:16:55.410 align:middle line:84%
And I think without
a representation

00:16:55.410 --> 00:16:57.490 align:middle line:90%
of independent game--

00:16:57.490 --> 00:16:59.510 align:middle line:84%
I think when we
usually see a game

00:16:59.510 --> 00:17:02.200 align:middle line:84%
and recognize it as being
an independent game,

00:17:02.200 --> 00:17:05.380 align:middle line:84%
it's often because you
have this type of style--

00:17:05.380 --> 00:17:07.970 align:middle line:84%
a representation of
a representation.

00:17:07.970 --> 00:17:10.400 align:middle line:84%
And often we'll have
to use something

00:17:10.400 --> 00:17:12.319 align:middle line:84%
from contemporary
technology, obviously.

00:17:12.319 --> 00:17:15.099 align:middle line:84%
But you said, to
emulate something that's

00:17:15.099 --> 00:17:17.589 align:middle line:90%
low-tech and cheap, right?

00:17:17.589 --> 00:17:20.920 align:middle line:90%
So you can see that--

00:17:20.920 --> 00:17:24.460 align:middle line:84%
you can compare this
to some casual games

00:17:24.460 --> 00:17:29.830 align:middle line:84%
like matching games
which might signal jewels

00:17:29.830 --> 00:17:31.890 align:middle line:90%
or diamonds or something.

00:17:31.890 --> 00:17:34.630 align:middle line:84%
I think it's very clear that
most independent games tend

00:17:34.630 --> 00:17:40.935 align:middle line:84%
to emulate very cheap materials
like torn paper and things

00:17:40.935 --> 00:17:43.880 align:middle line:90%
like that.

00:17:43.880 --> 00:17:45.490 align:middle line:84%
I think also the
reason why people

00:17:45.490 --> 00:17:47.912 align:middle line:84%
do this is that, in a
way, what you've done

00:17:47.912 --> 00:17:52.090 align:middle line:84%
is that you're signaling that
we have made a deliberate

00:17:52.090 --> 00:17:56.230 align:middle line:90%
choice to have this style.

00:17:56.230 --> 00:17:59.800 align:middle line:84%
And we have deliberately
chosen to make

00:17:59.800 --> 00:18:01.240 align:middle line:90%
a game on a small budget.

00:18:01.240 --> 00:18:02.770 align:middle line:84%
So I think this is
[INAUDIBLE] but I

00:18:02.770 --> 00:18:05.330 align:middle line:84%
think that's what this
kind of style signals.

00:18:05.330 --> 00:18:06.940 align:middle line:84%
And it's also
signalling this thing

00:18:06.940 --> 00:18:09.315 align:middle line:84%
of [INAUDIBLE]
authenticity, or knowing

00:18:09.315 --> 00:18:13.510 align:middle line:84%
who made the game, or
transparency in the production

00:18:13.510 --> 00:18:15.520 align:middle line:90%
process.

00:18:15.520 --> 00:18:18.480 align:middle line:84%
And so you can think
of it like this,

00:18:18.480 --> 00:18:20.500 align:middle line:84%
that indie is using
this [INAUDIBLE]

00:18:20.500 --> 00:18:22.660 align:middle line:90%
to mean two different things.

00:18:22.660 --> 00:18:27.440 align:middle line:84%
Indie, on paper, means a
financially independent team.

00:18:27.440 --> 00:18:30.190 align:middle line:84%
Then I think that's also
[INAUDIBLE] that people talked

00:18:30.190 --> 00:18:32.495 align:middle line:84%
about indie from the
game-development community--

00:18:32.495 --> 00:18:35.060 align:middle line:84%
talked about it in a way that
it was morally and politically

00:18:35.060 --> 00:18:36.690 align:middle line:90%
and aesthetically better.

00:18:36.690 --> 00:18:40.630 align:middle line:84%
Not just better games but
also better for everybody

00:18:40.630 --> 00:18:43.240 align:middle line:84%
when games are made this way
because you can communicate

00:18:43.240 --> 00:18:45.170 align:middle line:90%
values and ideals, and so on.

00:18:45.170 --> 00:18:48.220 align:middle line:84%
And that indie has a
particular kind of style.

00:18:48.220 --> 00:18:50.170 align:middle line:84%
And I think that
this kind of style

00:18:50.170 --> 00:18:52.040 align:middle line:84%
of having these kind
of representation

00:18:52.040 --> 00:18:56.909 align:middle line:84%
of a representation, is one
that people use to signal,

00:18:56.909 --> 00:18:58.700 align:middle line:84%
now we are making a
game with a small team.

00:18:58.700 --> 00:19:02.060 align:middle line:84%
And it has this positive
value of being authentic

00:19:02.060 --> 00:19:04.570 align:middle line:84%
and something that
we can figure out

00:19:04.570 --> 00:19:08.420 align:middle line:90%
what's going on on who made it.

00:19:08.420 --> 00:19:12.050 align:middle line:84%
I'll just show quickly how
that kind of style appeared.

00:19:12.050 --> 00:19:14.960 align:middle line:90%
So this is looking at the--

00:19:14.960 --> 00:19:17.500 align:middle line:84%
do you know Independent
Game Festival?

00:19:17.500 --> 00:19:19.269 align:middle line:90%
Did you follow this?

00:19:19.269 --> 00:19:20.102 align:middle line:90%
So that's all right.

00:19:20.102 --> 00:19:23.770 align:middle line:84%
So anyway, this is a game
dealers conference every year

00:19:23.770 --> 00:19:24.415 align:middle line:90%
since 2000.

00:19:24.415 --> 00:19:26.410 align:middle line:84%
There's been Independent
Games Festival.

00:19:26.410 --> 00:19:31.060 align:middle line:84%
And this is the longest running
festival of independent games.

00:19:31.060 --> 00:19:34.850 align:middle line:84%
And this is a
jury-based competition.

00:19:34.850 --> 00:19:36.920 align:middle line:84%
And so one of the things
that's interesting

00:19:36.920 --> 00:19:40.840 align:middle line:84%
is looking at the winners of the
grand prize in this Independent

00:19:40.840 --> 00:19:42.024 align:middle line:90%
Games Festival.

00:19:42.024 --> 00:19:43.690 align:middle line:84%
And one of the things
that's kind of odd

00:19:43.690 --> 00:19:48.010 align:middle line:84%
is that if you look at the first
five years, none of the games

00:19:48.010 --> 00:19:52.290 align:middle line:84%
actually signal independent
very well in a contemporary way.

00:19:52.290 --> 00:19:54.730 align:middle line:84%
So you can see that
the three of them

00:19:54.730 --> 00:19:59.220 align:middle line:84%
are somewhat regular
games of armed conflict.

00:19:59.220 --> 00:20:04.760 align:middle line:84%
And then Wild Earth is a
Pokemon snap-style game.

00:20:04.760 --> 00:20:10.513 align:middle line:84%
The Bad Milk is this weird,
never released associational

00:20:10.513 --> 00:20:11.189 align:middle line:90%
CD-ROM.

00:20:11.189 --> 00:20:13.730 align:middle line:84%
You click on things, and then
other things appear, and so on.

00:20:13.730 --> 00:20:16.760 align:middle line:90%
It never came out.

00:20:16.760 --> 00:20:22.210 align:middle line:84%
But you can see that
this feels like it's

00:20:22.210 --> 00:20:23.360 align:middle line:90%
from a different time.

00:20:23.360 --> 00:20:26.960 align:middle line:84%
If you see the picture
of the two top games,

00:20:26.960 --> 00:20:30.044 align:middle line:84%
there's nothing that
signals independent game

00:20:30.044 --> 00:20:33.320 align:middle line:90%
in a modern sense.

00:20:33.320 --> 00:20:37.060 align:middle line:84%
And I think part of this
is because at this time

00:20:37.060 --> 00:20:40.340 align:middle line:84%
online distribution just
wasn't that big a deal.

00:20:40.340 --> 00:20:44.200 align:middle line:84%
And so when people submitted
to the festival what they did

00:20:44.200 --> 00:20:46.464 align:middle line:84%
was sometimes probably
just they hoped

00:20:46.464 --> 00:20:48.255 align:middle line:84%
that they would get
noticed by a publisher.

00:20:48.255 --> 00:20:49.600 align:middle line:84%
Who would then
fund them, so they

00:20:49.600 --> 00:20:52.016 align:middle line:84%
could make a very big version
of the game which could them

00:20:52.016 --> 00:20:54.510 align:middle line:90%
be shipped on a disc.

00:20:54.510 --> 00:20:57.870 align:middle line:84%
And then we see
that from 2005 on,

00:20:57.870 --> 00:21:00.649 align:middle line:84%
the winners of this
festival gradually became

00:21:00.649 --> 00:21:02.190 align:middle line:84%
more of this style
I'm talking about.

00:21:02.190 --> 00:21:06.000 align:middle line:84%
You see the paradigmatic
2-D platform

00:21:06.000 --> 00:21:07.260 align:middle line:90%
with some kind of twist.

00:21:07.260 --> 00:21:10.460 align:middle line:84%
[INAUDIBLE] Then
with the winner we

00:21:10.460 --> 00:21:16.260 align:middle line:84%
see a low-poly
style that I think

00:21:16.260 --> 00:21:18.600 align:middle line:90%
refers to a movie like Tron.

00:21:18.600 --> 00:21:23.360 align:middle line:84%
And then we see various takes
on water colors and the hand

00:21:23.360 --> 00:21:25.680 align:middle line:90%
drawing graphics.

00:21:25.680 --> 00:21:28.980 align:middle line:84%
And you see, this actually
coincides with the gradual rise

00:21:28.980 --> 00:21:30.780 align:middle line:90%
of digital distribution.

00:21:30.780 --> 00:21:34.160 align:middle line:84%
So first there's things like
downloadable casual games,

00:21:34.160 --> 00:21:37.670 align:middle line:84%
that it becomes possible--
or those Flash games sites.

00:21:37.670 --> 00:21:39.270 align:middle line:84%
It was more possible
to distribute

00:21:39.270 --> 00:21:42.090 align:middle line:84%
a game without having
to put it in a box.

00:21:42.090 --> 00:21:45.600 align:middle line:90%


00:21:45.600 --> 00:21:49.410 align:middle line:84%
More recently then we see, we
still have this pixel style.

00:21:49.410 --> 00:21:51.990 align:middle line:84%
But then that gets merged
with different things,

00:21:51.990 --> 00:21:55.285 align:middle line:84%
like in a game like Monaco
it has these various lighting

00:21:55.285 --> 00:21:55.785 align:middle line:90%
effects.

00:21:55.785 --> 00:22:00.300 align:middle line:84%
And then in Minecraft and
[INAUDIBLE] it gets moved

00:22:00.300 --> 00:22:04.740 align:middle line:84%
into a third dimension--
so not that--

00:22:04.740 --> 00:22:08.830 align:middle line:84%
and this is what I call
counterfactual nostalgia--

00:22:08.830 --> 00:22:12.270 align:middle line:84%
in a way it's
pixelated as if there

00:22:12.270 --> 00:22:14.580 align:middle line:84%
was a time in the
1980s when people

00:22:14.580 --> 00:22:17.160 align:middle line:84%
would make [INAUDIBLE]
games with big pixels.

00:22:17.160 --> 00:22:18.590 align:middle line:90%
This never happened obviously.

00:22:18.590 --> 00:22:25.200 align:middle line:84%
But we have this Steampunk
anachronism about it.

00:22:25.200 --> 00:22:28.670 align:middle line:84%
But still, you can see,
it signals that this

00:22:28.670 --> 00:22:30.600 align:middle line:90%
is a particular game--

00:22:30.600 --> 00:22:33.770 align:middle line:84%
or a particular style and then
they used modern effects on it.

00:22:33.770 --> 00:22:39.410 align:middle line:84%
In the last two years you have
this flat mostly gray-scale

00:22:39.410 --> 00:22:40.516 align:middle line:90%
pixels [INAUDIBLE] now.

00:22:40.516 --> 00:22:41.890 align:middle line:84%
But then there
are certain things

00:22:41.890 --> 00:22:44.560 align:middle line:84%
that seem to be happening
in the game play where half

00:22:44.560 --> 00:22:48.140 align:middle line:84%
[INAUDIBLE] to me the
life of a poor [INAUDIBLE]

00:22:48.140 --> 00:22:56.900 align:middle line:84%
and pay the police simulates
being an immigration officer.

00:22:56.900 --> 00:22:59.420 align:middle line:84%
And so I think it goes
to [INAUDIBLE] people

00:22:59.420 --> 00:23:01.510 align:middle line:90%
talk about the moral current.

00:23:01.510 --> 00:23:04.710 align:middle line:84%
Like there is a lot of
discussion about participation,

00:23:04.710 --> 00:23:07.220 align:middle line:84%
in various ways, in
games and certainly

00:23:07.220 --> 00:23:10.310 align:middle line:84%
a lot of emphasis on
trying to make games

00:23:10.310 --> 00:23:13.640 align:middle line:84%
with more serious themes
so they'll cover a broader

00:23:13.640 --> 00:23:17.174 align:middle line:90%
range of themes.

00:23:17.174 --> 00:23:20.160 align:middle line:90%
And so you see--

00:23:20.160 --> 00:23:22.650 align:middle line:84%
so this shows you where
this kind of style

00:23:22.650 --> 00:23:25.370 align:middle line:84%
comes from-- the representation
of the representation.

00:23:25.370 --> 00:23:29.070 align:middle line:84%
You'll also see that basically
every single winner since 2005

00:23:29.070 --> 00:23:32.591 align:middle line:84%
of this festival has
had this representation

00:23:32.591 --> 00:23:35.180 align:middle line:90%
of representation.

00:23:35.180 --> 00:23:38.060 align:middle line:90%
All right.

00:23:38.060 --> 00:23:39.020 align:middle line:90%
What does it mean?

00:23:39.020 --> 00:23:42.800 align:middle line:84%
Well, I think there are
a few contradictions

00:23:42.800 --> 00:23:44.130 align:middle line:90%
in independent games.

00:23:44.130 --> 00:23:47.580 align:middle line:84%
So one of them has to do with
what we call the DIY movement.

00:23:47.580 --> 00:23:50.490 align:middle line:84%
It's that anybody can
make a video game now

00:23:50.490 --> 00:23:52.160 align:middle line:90%
with independent games--

00:23:52.160 --> 00:23:53.970 align:middle line:84%
versus the idea of
independent games

00:23:53.970 --> 00:23:58.940 align:middle line:84%
as being a way for people to
do games that are particularly

00:23:58.940 --> 00:24:00.740 align:middle line:90%
expertly crafted.

00:24:00.740 --> 00:24:04.930 align:middle line:84%
So some of those
like Terry Cavanagh--

00:24:04.930 --> 00:24:07.160 align:middle line:84%
he talked about how
it's easy for him

00:24:07.160 --> 00:24:10.460 align:middle line:84%
to make a game with
this pixel style

00:24:10.460 --> 00:24:12.336 align:middle line:84%
because he doesn't
consider himself

00:24:12.336 --> 00:24:15.290 align:middle line:90%
that great a graphic artist.

00:24:15.290 --> 00:24:19.010 align:middle line:84%
And so this pixel style
is easy for him to do--

00:24:19.010 --> 00:24:21.410 align:middle line:90%
to make in a convincing way.

00:24:21.410 --> 00:24:24.080 align:middle line:84%
On the other hand, if
you want to make a game

00:24:24.080 --> 00:24:27.790 align:middle line:84%
like that in a
tool like Unity 3d.

00:24:27.790 --> 00:24:31.270 align:middle line:84%
But people at Unity 3d really
doesn't want you to do that.

00:24:31.270 --> 00:24:35.165 align:middle line:84%
So the people at Unity 3d will
do a serious filtering thing

00:24:35.165 --> 00:24:39.350 align:middle line:84%
on your texture so if you just
draw something with big pixels

00:24:39.350 --> 00:24:42.310 align:middle line:84%
it will be very blurry,
like the image on the left.

00:24:42.310 --> 00:24:44.960 align:middle line:84%
So you have to do various
things of changing

00:24:44.960 --> 00:24:47.330 align:middle line:84%
the settings in the
rendering of Unity 3d

00:24:47.330 --> 00:24:49.580 align:middle line:90%
to actually do pixel style.

00:24:49.580 --> 00:24:53.420 align:middle line:84%
That's not really what the
tool is meant for doing anyway.

00:24:53.420 --> 00:24:58.430 align:middle line:84%
So this develops the
possibility of demonstrating

00:24:58.430 --> 00:25:02.000 align:middle line:84%
technical expertise, by
working against the intentions

00:25:02.000 --> 00:25:03.200 align:middle line:90%
of the tool.

00:25:03.200 --> 00:25:05.840 align:middle line:90%
And that is a kind of feature.

00:25:05.840 --> 00:25:10.110 align:middle line:84%
And so I think certainly
that's the conflict

00:25:10.110 --> 00:25:12.706 align:middle line:84%
within independent
games-- between making

00:25:12.706 --> 00:25:17.210 align:middle line:84%
independent games being these
very small games in which you

00:25:17.210 --> 00:25:20.270 align:middle line:84%
develop and have the opportunity
to show off how great they are

00:25:20.270 --> 00:25:24.890 align:middle line:84%
at various technical skills in a
delicate and very small system.

00:25:24.890 --> 00:25:27.460 align:middle line:84%
Versus independent
games as being something

00:25:27.460 --> 00:25:31.130 align:middle line:90%
where it's open to everybody.

00:25:31.130 --> 00:25:34.130 align:middle line:84%
So you can take a designer
like Anna Anthropy,

00:25:34.130 --> 00:25:38.080 align:middle line:84%
who wrote a book called Rise
of the Videogame Zinesters--

00:25:38.080 --> 00:25:41.220 align:middle line:84%
How Freaks, Normals, Amateurs,
Artists, Dreamers, Drop-Outs,

00:25:41.220 --> 00:25:43.630 align:middle line:84%
Queers, Housewives
and People Like You

00:25:43.630 --> 00:25:45.185 align:middle line:90%
Are Taking Back an Art Form.

00:25:45.185 --> 00:25:50.260 align:middle line:84%
So it's about making game
development more democratic.

00:25:50.260 --> 00:25:53.740 align:middle line:84%
And at the same time, when
you see Anna Anthropy's games,

00:25:53.740 --> 00:25:56.136 align:middle line:84%
she's actually a very,
very good designer.

00:25:56.136 --> 00:25:58.539 align:middle line:84%
So she makes these
kind of games that

00:25:58.539 --> 00:26:00.330 align:middle line:84%
are very-- she's good
at combining elements

00:26:00.330 --> 00:26:05.730 align:middle line:84%
from game history and to
use them in a new way.

00:26:05.730 --> 00:26:08.465 align:middle line:84%
The second element-- second
contradiction I think

00:26:08.465 --> 00:26:10.900 align:middle line:90%
is more on the use end.

00:26:10.900 --> 00:26:16.100 align:middle line:84%
That, on one hand the
idea of independent games

00:26:16.100 --> 00:26:20.430 align:middle line:84%
tends to have this idea
of democratization.

00:26:20.430 --> 00:26:23.670 align:middle line:84%
It becomes games by
the people for people.

00:26:23.670 --> 00:26:29.100 align:middle line:84%
On the other hand, I think also
that now that it's so common

00:26:29.100 --> 00:26:31.980 align:middle line:84%
to play video games-- and more
than 50% of the population

00:26:31.980 --> 00:26:35.160 align:middle line:84%
actually plays video
games on a regular basis--

00:26:35.160 --> 00:26:37.800 align:middle line:84%
then I think to some
extent indie games can

00:26:37.800 --> 00:26:40.960 align:middle line:84%
be this way of showing that you
have a more sophisticated taste

00:26:40.960 --> 00:26:43.860 align:middle line:90%
than the great masses, right?

00:26:43.860 --> 00:26:49.160 align:middle line:84%
That if everybody
played Candy Crush,

00:26:49.160 --> 00:26:52.320 align:middle line:84%
then you can show that you
are playing some obscure game

00:26:52.320 --> 00:26:56.130 align:middle line:84%
from the Humble Bundle that
regular people don't really

00:26:56.130 --> 00:26:56.760 align:middle line:90%
under--

00:26:56.760 --> 00:26:58.400 align:middle line:90%
have learned to appreciate.

00:26:58.400 --> 00:27:04.310 align:middle line:84%
Then it becomes more this kind
of fine wine tasting issue.

00:27:04.310 --> 00:27:12.120 align:middle line:84%
So I think that certainly you
have break-out indie games

00:27:12.120 --> 00:27:14.720 align:middle line:90%
like Minecraft, obviously.

00:27:14.720 --> 00:27:17.690 align:middle line:84%
Which of course is a
very, very broad hit

00:27:17.690 --> 00:27:20.430 align:middle line:90%
across a lot of countries.

00:27:20.430 --> 00:27:22.370 align:middle line:84%
It sold, what, 50
million copies?

00:27:22.370 --> 00:27:24.470 align:middle line:84%
AUDIENCE: Yeah,
mind-blowingly large.

00:27:24.470 --> 00:27:26.968 align:middle line:84%
JESPER JUUL:
Mind-blowingly large.

00:27:26.968 --> 00:27:30.220 align:middle line:84%
And then of course still
the developer, [INAUDIBLE]

00:27:30.220 --> 00:27:35.204 align:middle line:84%
He still has this
scruffy look to him.

00:27:35.204 --> 00:27:36.870 align:middle line:84%
So [INAUDIBLE] they
said he had stylists

00:27:36.870 --> 00:27:42.280 align:middle line:84%
to make him scruffy so he
keeps his indie credibility.

00:27:42.280 --> 00:27:45.480 align:middle line:90%
AUDIENCE: He's [INAUDIBLE]

00:27:45.480 --> 00:27:50.470 align:middle line:84%
JESPER JUUL: Yeah, but you can
see this a ongoing conflict

00:27:50.470 --> 00:27:53.350 align:middle line:84%
within independent games--
whether this was something

00:27:53.350 --> 00:27:55.060 align:middle line:84%
that's supposed
to be very broad,

00:27:55.060 --> 00:27:57.927 align:middle line:84%
or whether it is a
connoisseur thing.

00:27:57.927 --> 00:28:02.600 align:middle line:90%


00:28:02.600 --> 00:28:07.440 align:middle line:84%
And I should say, I do think
that you can actually see this

00:28:07.440 --> 00:28:09.485 align:middle line:84%
as a result of the fact
that so many people are

00:28:09.485 --> 00:28:10.318 align:middle line:90%
playing video games.

00:28:10.318 --> 00:28:12.620 align:middle line:84%
So it used to be that
you could say, the fact

00:28:12.620 --> 00:28:15.120 align:middle line:84%
that you play video
games made you

00:28:15.120 --> 00:28:17.640 align:middle line:84%
belong to a particular
category of people.

00:28:17.640 --> 00:28:19.590 align:middle line:84%
But now that video
game playing is

00:28:19.590 --> 00:28:21.575 align:middle line:84%
so common you need
to-- people need

00:28:21.575 --> 00:28:24.270 align:middle line:84%
to select a certain
subset of video games

00:28:24.270 --> 00:28:27.560 align:middle line:84%
to have an identity
as video game players.

00:28:27.560 --> 00:28:30.400 align:middle line:84%
And I think that indie games can
be seen as a kind of response

00:28:30.400 --> 00:28:30.900 align:middle line:90%
to that.

00:28:30.900 --> 00:28:34.410 align:middle line:84%
It's something-- it allows
you to feel that you

00:28:34.410 --> 00:28:36.800 align:middle line:90%
have a particular place, right?

00:28:36.800 --> 00:28:46.220 align:middle line:84%
So according to authenticity
and the [INAUDIBLE] Richard

00:28:46.220 --> 00:28:49.190 align:middle line:84%
Peterson talked about the
idea of the authentic--

00:28:49.190 --> 00:28:52.670 align:middle line:84%
[INAUDIBLE] So one of the things
he studied is country music.

00:28:52.670 --> 00:28:57.060 align:middle line:84%
And he looks at how
different people argue

00:28:57.060 --> 00:28:59.300 align:middle line:84%
for various types
of country music

00:28:59.300 --> 00:29:01.665 align:middle line:84%
as being authentic
in different ways.

00:29:01.665 --> 00:29:05.085 align:middle line:84%
So it can be authentic in
terms of who recorded it,

00:29:05.085 --> 00:29:09.810 align:middle line:84%
or in terms of style, or
various things like that.

00:29:09.810 --> 00:29:12.110 align:middle line:84%
And so he says that
authenticity works

00:29:12.110 --> 00:29:15.450 align:middle line:84%
when people try to put in effort
in order to make something

00:29:15.450 --> 00:29:16.225 align:middle line:90%
appear authentic.

00:29:16.225 --> 00:29:19.290 align:middle line:84%
So it's just like the
restaurant that they

00:29:19.290 --> 00:29:23.430 align:middle line:84%
spend energy listing
all of the places

00:29:23.430 --> 00:29:26.390 align:middle line:84%
from where they got
their ingredients to make

00:29:26.390 --> 00:29:29.195 align:middle line:84%
the whole menu appear
more authentic and local.

00:29:29.195 --> 00:29:32.410 align:middle line:90%


00:29:32.410 --> 00:29:33.790 align:middle line:90%
A kind of critical--

00:29:33.790 --> 00:29:35.750 align:middle line:84%
this particular kind
of critical argument

00:29:35.750 --> 00:29:38.970 align:middle line:84%
against the thing
that you like is,

00:29:38.970 --> 00:29:40.860 align:middle line:84%
to be experienced as
authentic, something

00:29:40.860 --> 00:29:42.030 align:middle line:90%
must be marked as authentic.

00:29:42.030 --> 00:29:44.370 align:middle line:84%
And this makes it
authentic-- inauthentic

00:29:44.370 --> 00:29:47.220 align:middle line:84%
rather because something
has been done deliberately.

00:29:47.220 --> 00:29:50.130 align:middle line:84%
And you can certainly see
all kinds of products,

00:29:50.130 --> 00:29:52.590 align:middle line:84%
obviously, where
you can see there's

00:29:52.590 --> 00:29:54.015 align:middle line:90%
some kind of advertising agent.

00:29:54.015 --> 00:29:58.170 align:middle line:84%
He has spent a large amount
of time trying to figure out

00:29:58.170 --> 00:30:00.350 align:middle line:84%
how to make that
particular thing look

00:30:00.350 --> 00:30:03.360 align:middle line:84%
authentic-- by choosing the
right [INAUDIBLE] or colors,

00:30:03.360 --> 00:30:06.840 align:middle line:84%
or making it appear like
an old country store

00:30:06.840 --> 00:30:09.090 align:middle line:84%
even though it's a big
multi-billion dollar

00:30:09.090 --> 00:30:11.250 align:middle line:90%
corporation.

00:30:11.250 --> 00:30:14.690 align:middle line:90%
And so you could see this as--

00:30:14.690 --> 00:30:16.350 align:middle line:90%
you can think of--

00:30:16.350 --> 00:30:19.370 align:middle line:84%
this would be a
critical idea of--

00:30:19.370 --> 00:30:21.480 align:middle line:84%
this would be a
critical think you can

00:30:21.480 --> 00:30:22.680 align:middle line:90%
say about independent games.

00:30:22.680 --> 00:30:24.138 align:middle line:84%
But of course you
don't necessarily

00:30:24.138 --> 00:30:27.480 align:middle line:84%
have to make games with this
particular style, right?

00:30:27.480 --> 00:30:29.950 align:middle line:84%
And then test it in
ways that something

00:30:29.950 --> 00:30:32.720 align:middle line:84%
inauthentic about
choosing a kind of style

00:30:32.720 --> 00:30:35.360 align:middle line:90%
to seem authentic.

00:30:35.360 --> 00:30:39.250 align:middle line:84%
And so I think it's also a bit
more complicated like that,

00:30:39.250 --> 00:30:41.890 align:middle line:84%
right, because, in
a way, just the fact

00:30:41.890 --> 00:30:43.790 align:middle line:84%
that it's possible
to make a game

00:30:43.790 --> 00:30:46.730 align:middle line:90%
and choose a particular style.

00:30:46.730 --> 00:30:49.515 align:middle line:84%
That style is so interesting
because it's actually

00:30:49.515 --> 00:30:51.760 align:middle line:84%
cheap-- it is fairly
cheap to make games

00:30:51.760 --> 00:30:55.720 align:middle line:84%
with large pixel or scanned
paper, or things like that.

00:30:55.720 --> 00:30:59.370 align:middle line:84%
So even though you
could say it's not--

00:30:59.370 --> 00:31:03.040 align:middle line:84%
it's something that people
deliberately choose.

00:31:03.040 --> 00:31:05.405 align:middle line:84%
And so it's not
authentic in that sense,

00:31:05.405 --> 00:31:08.490 align:middle line:84%
but it's still something that
enables game development.

00:31:08.490 --> 00:31:10.420 align:middle line:84%
It does solve that
particular problem

00:31:10.420 --> 00:31:13.010 align:middle line:84%
of how do you make a
game on a small budget

00:31:13.010 --> 00:31:16.780 align:middle line:84%
and make it appear as a
deliberate choice, rather

00:31:16.780 --> 00:31:19.415 align:middle line:84%
than just a game with
too small a budget.

00:31:19.415 --> 00:31:21.960 align:middle line:84%
So you can see that this is
what that particular style does.

00:31:21.960 --> 00:31:26.340 align:middle line:90%


00:31:26.340 --> 00:31:28.120 align:middle line:84%
I should say there are
a few games that we

00:31:28.120 --> 00:31:30.453 align:middle line:84%
tend to talk of as independent
which doesn't necessarily

00:31:30.453 --> 00:31:32.820 align:middle line:90%
match this style.

00:31:32.820 --> 00:31:36.674 align:middle line:84%
So [INAUDIBLE] is a
particularly interesting case

00:31:36.674 --> 00:31:38.340 align:middle line:84%
because it does have
this representation

00:31:38.340 --> 00:31:41.120 align:middle line:90%
of a representation style.

00:31:41.120 --> 00:31:43.260 align:middle line:84%
It's made to look
at the painting.

00:31:43.260 --> 00:31:45.890 align:middle line:84%
So in a particular
way, it's not meant

00:31:45.890 --> 00:31:50.714 align:middle line:84%
to look as somebody tried
to off-hand improvise

00:31:50.714 --> 00:31:51.630 align:middle line:90%
a painting or drawing.

00:31:51.630 --> 00:31:55.610 align:middle line:84%
It's actually meant to
look a bit like fine art.

00:31:55.610 --> 00:31:57.160 align:middle line:84%
And so, you see,
it-- in a way it

00:31:57.160 --> 00:31:58.930 align:middle line:84%
has this thing of
being a representation

00:31:58.930 --> 00:31:59.950 align:middle line:90%
of a representation.

00:31:59.950 --> 00:32:03.300 align:middle line:84%
But here it's actually supposed
to signal this having fine

00:32:03.300 --> 00:32:06.160 align:middle line:90%
and nice or sophisticated.

00:32:06.160 --> 00:32:10.210 align:middle line:84%
And there is-- and I
think this [INAUDIBLE].

00:32:10.210 --> 00:32:11.702 align:middle line:90%
You guys play [INAUDIBLE]?

00:32:11.702 --> 00:32:14.360 align:middle line:90%


00:32:14.360 --> 00:32:17.590 align:middle line:84%
So [INAUDIBLE] is meant
to be a kind of work

00:32:17.590 --> 00:32:20.470 align:middle line:84%
of art with a
capital A. And I do

00:32:20.470 --> 00:32:23.790 align:middle line:84%
think this is why that
particular style was chosen.

00:32:23.790 --> 00:32:25.650 align:middle line:90%
I think it's a bit simplistic