I haven’t updated this blog for a while. The reason was that I was busy with my graduation project. Initially I planned to write about it as it went along, but I was never happy with what I was doing. I waited and waited till my project turned into something awesome (so I could write about it) but it never really happened.
In retrospect, I’ll write a little about how it went for me and what I’ve learned from it.
Enlightenment
If you’re interested, here is a video of the final game, and you can play it over at YoYoGames. In “Enlightenment” you explore a world filled with planets, plants that make music, and little light orbs that you can collect. You can find messages and use them as portals to new worlds, or leave your own.
A screenshot:

I’ve written about previous prototypes such as Treasure Island Online, Everybody Play & Edit, and mini mmo before on this blog. All of these as well as the final game Enlightenment are asynchronous multiplayer games. It’s all about game worlds where every player has an influence on the experience of others following. The very first game I made that’s like this (and probably still the best) was Deaths, in 2008. I guess as a designer it’s more interesting for me to make a game that keeps evolving after it’s done, because then I don’t know what’s going to happen with it. So that’s kind of a selfish reason. The other thing is that in general I think there’s a lot that can be done by sharing data between players. Obviously social network games are experimenting with such things a lot; I could learn a thing or two from them!
Enlightenment is a beautiful game, and it’s definitely interesting. However, the content is in the hands of the players which means you’ll see a lot of crap too. (And that’s ok, I don’t blame players). The game lacks clear goals and starts to feel pointless after a while. Initially the idea was to create a world in which players can inspire and motivate each other, but not much is left of that. Looking back I realize I didn’t set clear goals for myself and lost track of them during development!
Ambition
There’s another theme that played a big part in my process. Starting the graduation project, I was very ambitious and wanted to make something truly innovative, something new and better than my previous work. I had already shown I could make games so I felt pressure to do something even better this time. Surely, with about 6 months in which I could do my own thing something amazing would be possible.
Let’s look at what made other games I’ve made turn out good:
- No pressure
- I was just having fun
- Sometimes they happened by accident
- They were made outside of my regular schedule
- They were made to make players happy
- The goal was never to be original / innovative, that was just a byproduct
- They were meant to be small
Most of these didn’t apply for my graduation project. I had a hard time.
Here’s what made Frozzd and They Need To Be Fed good (both won the YoYoGames competition):
- A clear theme that had to be incorporated
- Clear guidelines and deadline
- Yet enough freedom within those boundaries to do my own thing
- They were made to make players (as many as possible) happy
When I have to set my own goals it seems I don’t work very well. Because I set them myself it means I can also change them again, and this is what kept happening. It’s good to have some clear boundaries pushed upon you, it forces creativity. The alternative is to work with no goals at all (just make something that’s “fun”), which I think works as well.
Art
The other main difference between my graduation project and my previous work is that this time I also tried to be all artistic and stuff. There was (still is?) a lot of talk going on about “games as art” and even at the GDC they had a special panel on “art games”! This has had an influence on me and initially I thought I wanted to be an artist too, do my own thing, etc.
I think there are 2 extremes as far as game creators go:
I think an artist tries to advance the medium and a designer creates something because there is a need. You could say an artist makes something for him/herself and a designer makes something for the people. Of course it’s not all black and white, and I’m somewhere in the middle.
In conclusion, during the project I looked too much at what I wanted and thought was necessary and not enough at what people really want. I thought I wanted to be an artist but realize now I want to be a designer. The players determine what quality is, not the maker. (This is one of the reasons art games often feel condescending to people).
In the end I’m happy with what I’ve done and I’ve learned something about who I am as a designer. This will help me in my future work, which I’ll speak about in a new blog post soon! I plan to update the blog a lot more from now on. Let me know what you’d like to hear from me and I hope this post was interesting.