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Experimental Gameplay Workshop Success Stories and Influences
Once in a while, people ask whether we are actually influencing the mainstream game industry. Many of the games shown at the Workshop are so wacky, it can be hard to imagine them affecting the heavily-inertia-driven industry. We created this page to record clear, concrete influences that the Workshop has had on the mainstream.
We actually think the Workshop has much more
effect than what you see here, manifesting via all the subtle influences that are bound
to happen when hundreds of game designers see lots of interesting things
and take those inspirations home. America greeted
Katamari Damacy with great critical acclaim. Keita Takahashi, the
game's designer, gave a lecture at the GDC in 2005. In that lecture,
he thanked us for our role in bringing Katamari Damacy to America -- two
of our staffers saw the game at the Tokyo Game Show in 2003, when
Americans knew nothing of the game. Our friend Masaya Matsuura
helped us invite Mr. Takahashi to speak at the
2004 Workshop. In 2005, here is what Mr. Takahashi had to say (translated
from the Japanese): Mark Healey
presented his game Rag Doll Kung Fu at the 2005 workshop. The
audience loved it, and so did some employees of
Valve Software, who accosted him
and flew him to Valve's offices in Seattle for a meeting. Mark
signed an online publishing and distribution deal with Valve, and the game
was released in October 2005. An
article about Mark's presentation and his deal with Valve, from PC
Zone Magazine. Greg LoPiccolo and
Rob Kay of Harmonix demonstrated EyeToy AntiGrav at the 2005 Workshop.
At that time, Greg pointed out that Casey Muratori's Owl Simulator,
presented at the workshop in 2003, was a major inspiration for AntiGrav.
(Owl Simulator was an Indie Game Jam
game.) So in this case, a
Workshop presentation directly inspired a high-profile game for the
PlayStation 2. Darwinia is an
independent game by Introversion Software. It's an RTS played on a
stylized computer-ish landscape. Though the concept changed a lot,
it was originally inspired by the first Indie Game Jam games, shown at the
Workshop in 2002, which were about putting huge numbers of little sprite
guys on the screen at once. One of the game's stylistic hallmarks is
still the flocks of little 2D sprite men that you command indirectly.
TotalVideoGames.com interviewed Introversion about the game;
here's the page where they mention the influence. |
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