“Core Games”: Learning from thatgamecompany

December 20, 2011

So my current favorite indie video game designers are the folks at thatgamecompany, makers of Flow, Flower, Way [edit: actually made by Chris Bell before he joined TGC], and the upcoming game Journey. I just stumbled across this really cool diagram and description on their webpage and wanted to talk about it. Some of this is marketing text, yeah, but there’s clearly something important going on here, for them to be so successful at producing the kinds of games that they do.

thatgamecompany designs and develops artistically crafted, broadly accessible video games that push the boundaries of interactive entertainment. We respect our players and want to contribute meaningful, enriching experiences that touch and inspire them. We seek talent that values integrity and personal growth within an environment of intense collaboration and experimentation.

We call our games “core games.” Core games appeal not only to existing hardcore and casual gaming markets, but also to dormant gamers and even non-gamers. Core games reach these new markets because they are easier and less time consuming, yet possess emotionally rich and powerful interactive experiences.

My reaction to this is: yes, yes, yes. I definitely feel like it describes the kind of audiences I want to make games for. What’s your reaction?

2 Responses to ““Core Games”: Learning from thatgamecompany”

  1. Kellee Says:

    Hey, thanks so much for the nod! I just wanted to point out that “Way” wasn’t actually made by us, but was made by somebody that we work with, before he actually joined thatgamecompany. Gotta give credit where credit is due – to Chris Bell!

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