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flOw

The PS3 is only a couple of days into its launch, and we decided that gamers might want a bit of insight into some of the software being offered for Sony’s next-gen system. One of those software titles happen to be flOw. A project which is developed by ThatGameCompany, headed up by the award winning designer, Jenova Chen. We tossed out a couple of questions to the lead Producer on the game, Kellee Santiago. Check out what she had to say about the PS3's first independent title.



VG Core: A lot of developers have tussled out a mixed bag of comments regarding Sony's PS3. How hard (or easy) is it to actually develop and work with the PS3's hardware, and is it more or less difficult to work with, depending on the size of the project?

Kellee: Developing for the PS3 has been easier than the critics made it out to be. It's been harder than any PC project we've worked on.

However, it is always difficult developing software for hardware that is simultaneously in development. But now that we are in a post-launch world, the dust is settling and the tools for development are becoming much more stable. PS3 offers a lot of middle-ware tools for developers, and comprehensive support, so even if you are a small team you can make games that utilize PS3 technology.

VG Core: Sony stated in a press release that they wanted more exclusive software for their on-line service...games that didn't just represent 2D arcade titles. Exactly what genre of gaming would you classify flOw and how different is it from something you might find on the Live Arcade?

Kellee: We classify flOw as a "Zen" game. It's a game that you play when you want to
relax and take a break. At thatgamecompany, we want to create experiences that allow you to get relief from what stresses you, and we aim to push the possibilities of games by trying to communicate different emotions than what has been done in the past.

I really can't speak for Live Arcade because I haven't worked with them. However, I know that Sony is very intentionally using the lower-risk environment of downloadable distribution to experiment with content and technology. flOw is an experiment in content, and we feel lucky to have a publisher as large as Sony coming along for the ride.



Kellee: What we saw when we were pitching the game around was that many publishers claimed to be interested making more experimental, smaller games, but few seemed willing to really be the first to take that risk. I think Sony has proven in the past that they are always willing to take the risk of jumping off the cliff first; sometimes they fly and sometimes they fall on their face. But they keep jumping! And I think this is very honorable.

All three platforms are still figuring out what to do with downloadable content, and each one is taking a different approach. It will be interesting to see how each one positions itself. In the end, the gamers will win because there will be a lot more variety with all three consoles, plus PC.
It is a very exciting time for both developers and players!

VG Core: With the success of flOw well at hand, before it has even been released on the PS3, have you decided to work on any more projects for Sony's system, or do you plan to branch out and explore other options?

Kellee: Again, we are very lucky right now. We just graduated from college and are
already making a console game that has gotten very favorable previews. Especially in comparison to what I've heard about working with large publishers, our relationship with Sony has been extremely positive. Everyone is so supportive, and there is a real commitment to the artists' vision. So, we certainly look forward to working with them again.

VG Core: The game's evolutionary growth system is a remarkably addictive feature. Is it actually possible to grow to the size of the large sting-ray like creatures that hover near the bottom of the abyss?

Kellee: Well, in the PS3 version the creatures evolve quite a bit, and as you grow your creature becomes more elaborate. I love the visual pay-off. Our Art Director, Hao Cui, did an amazing job with keeping the design simple and elegant, and yet still utilizing 3D. And yes, you can get quite large if you desire to eat everything in site.



VG Core: Will the PS3 version of flOw have a deeper abyss, more creatures, etc., or will it be about the same as the original one Jenova Chen designed?

Kellee: The PS3 flOw compared to the Flash flOw is like the feature film compared to the short student project. There are now 5 different creatures you can play as, and each one exists in their own aquatic abyss. The look, feel, and sounds change as you progress through each creature. I think the fans of the Flash version will be very happy with the different experiences the PS3 version will provide. There is also localized multiplayer, which right now I just can't get enough of.

VG Core: What was it about flOw that originally attracted Sony to the project?

Kellee: Between Cloud and flOw, Sony became very interested in us as designers. We (Sony and thatgamecompany) came to the conclusion that developing a PS3 version of flOw would be a good first project; for us, to learn PS3 technology and console production, for them, to minimize the risk because flOw is a much smaller project than Cloud.

VG Core: Has Sony shown any interest in bringing Cloud to the PS3? Because in terms of originality, Cloud definitely scores high-marks.

Kellee: First, thank you! Cloud was a pretty crazy experiment, and we are so happy that people have enjoyed it.

Cloud is what initially brought us to Sony. It initially brought us to a lot of publishers, actually (I'm trying to encourage other student teams to make experimental games here). However, Cloud needs a lot of work for formal distribution, to add value, and to distinguish itself from the student
project.

We see Cloud as a concept prototype for a much larger, richer experience. However, no publisher really wanted to take that risk on a new team just out of school, and we didn't want to compromise our vision of Cloud 2. As we grow in size and experience, you might see Cloud again. =)

Our thanks go out to Kellee and ThatGameCompany for taking time out to answer our questions. Be sure to stay tuned in with VG Core for more news and information regarding all the latest and upcoming games.

Article By: Cyguration

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