2015-1-4 00:10 /
        Part of it, is about not trying to be professional.

  
  A lot of people come into indie games, trying to be like a big company.
  
  What those companies do, is create highly polished things that serve as large an audience as possible.
  
  The way that you do that is by filing off all the bumps on something. If there's a sharp corner. You make sure that's not going to hurt anybody.
  
  That creation of this highly glossy commercial product is the opposite of making something personal.
  
  Things that are personal have flaws. They have vulnerabilities. If you don't see a vulnerability in somebody. You're probably not relating to them on a very personal level.
  
  So it's the same with a game design. Making it, was about: Let me take my deepest flaws and vulunerabilities and put them in the game, and let's see what happens.
创作。  
    
  独立地创作。  
    
  在一个纯脑力的设计领域,在没有足够外界支持的条件下独立地创作。

      最纯粹的创作也许是不需要欣赏者的,它们只是自由得表达,想到什么说什么,没有目的和意义,跟其他事物都没有半毛钱关系。这样的作品会让人全身心放松,感受随之而来的快乐,它们连封面上都会写着:“Fxxk that.Just enjoy it.”  
  而我们作为欣赏者,身体被每天的各种目的意义塞满,在接触的那一刻自己试图建立一种联系,最后无论是理解、自以为的理解还是误解对作者都是没有任何区别,因为他们就不是做给我们看的。

      感谢steam,以及我没用过的box live Arcade、playstation network、wiiware,让独立游戏在现在的时代还有一席之地,感谢Jonathan Blow,Edmund&Tommy,Phil Fish给我们带来的Braid、Super meat boy和Fez。

PS:还有不少片中没提到但我玩过觉得非常好的独立游戏顺便提一下,Antichamber环绕回廊、The Binding of Issac以撒的结合、Limbo地狱边境、Monaco: What's Yours Is Mine,Minecraft等等等。

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