Interview with Team Some People (DigiPen)
The CMP Game Group (producer of Game Developer magazine, Gamasutra.com, and the Game Developers Conference) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers. They saw how the Sundance Film Festival benefited the independent film community, and wanted to create a similar event for independent game developers as well as the student population of game developers.
Kisses is a sort of life-and-dating sim (or in the words of the developers, a "social simulation"). Set in a snowy Eskimo village, the player has to satisfy their basic needs for food, water, and shelter while building relationships with other villagers. It's a pretty game with a fair amount of character, though it's harder than it first appears. Three quarters of the coding team were kind enough to give me an hour's Q&A (and Brent Thomas, one of the artists, was able to join us near the end).
First of all, thanks for coming - I'm sure you all have better things to be doing on a Saturday morning. Care to introduce yourselves for the logs?
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Congratulations on making it through to the IGF finals... was entering IGF a long-term goal with Kisses?
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So the IGF page on you says that it took 10 months from start to finish - is that from first code to final build?
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Ah, I see... this was a dedicated project for DigiPen for that first chunk of time, then?
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Were they helpful in terms of providing development tools and all?
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I noticed they seem to be handling the business side of things for you, too?
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Ahh, of course. OK, so, Kisses itself. Which parts of development proved to be the most difficult?
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I guess you would have taken what you could and could not do within the allotted time into consideration during the design phase, anyway...
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How did the design process actually work? I don't think anyone's listed on the website as the official 'designer' for the project.
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Executive power, huh?
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Right - you don't want to end up needing five times as many artists as programmers.
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On the subject of the AI in Kisses - it's pretty cool. How's the AI model for a character actually work, under the surface?
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Some kind of rumour system?
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Thinking about the chat bubbles - it'd be fair to say that The Sims was an influence, yes?
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Right - I've seen someone cook and eat while I was in their hut before, which was cool.
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I always found my guy would get tired pretty quickly. Or maybe I just suck at the game...
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Heh. Yeah, with the fairly low-level rules about how characters behave, it must have led to some entertaining emergent behaviour during development. Any funny stories to share?
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At the EDF conference here in the UK last September, the two hot topics people kept bringing up were believable characters and emergent gameplay. Kisses has managed to touch on both... any thoughts on where those areas are going to go, any things you would have liked to try to get into the game had you had more time or resources?
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Ah - spreading misinformation? That would have been cool.
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Right - I did notice that you'd supplemented the thought bubbles with a few sound samples. That definitely helped to clear things up on occasion.
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Oh - like, you shoving someone that they like?
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You said you continued to polish the game after the Digipen project itself ended - do you plan to continue developing the game past IGF?
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No plans for a Kisses 2.0?
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Oh, right - have you all managed to pick up jobs in the industry, then? I'm sure people would want to know where you're working now...
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Well, thank you all for coming. And best of luck at IGF!
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Interview conducted by Richard "superpig" Fine.
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