[GameDev] About "Flow in Games"

Published 20 March 06 11:50 AM | CSharpener

First, go play flOw!

It is not usual, these days, to see a truly impressive game emerge from a single mind or a small group of minds.  Neither is it common to see such a game achieve that much sought after quality known as "immersion" using little more than a rectangle and some dots, circles, and a few lines.  Furthermore, it is even less expected for a little, free, totally immersive game to have a *really* simple and intuitive interface.  I mean we're talking about moving a mouse and clicking one button.

At a time when the major players almost have us convinced that game design is the sole province of multi-million dollar development companies, and when the game industry magazines teach that the day of the garage game developer is long gone, it is totally refreshing to see a young man in pursuit of a MFA degree put all that conventional wisdumb to shame!

The game of flOw is part of Jenova Chen's MFA Thesis project.  Chen has been more than competently assisted by Nicholas Clark and Austin Wintory (see the Credits).  While flOw is not yet totally finished, it already stands far above the pack.  It would behoove game developers of any level of experience to sit up and take notice.  Chen has vision!  Chen is onto something here.  If this game does not blow your mind, you don't have one.

These creatures that swim around in flOw  are made up of whatever it is that I see dancing around on the fluid of my eyeball when I lay flat on my back and stare out into a perfect blue sky on a perfect day.  This is what happens when someone with creative vision plays around with the ultimate graphic primitives: dots, circles, and little lines.

To me, flOw is far more than an intellectual exercise, it is "Game of the Year!" 

Comments

# Dr Brian Morris said on April 12, 2006 01:04 AM:

Dear John,

I am a lecturer in the UK and am writing a reflective paper on setting some multimedia engineering students an assignment on creating electronic computer games.

One student became addicted to his own game! But Jenova Chen's game drifted onto my horizon and, having played "flOw" I am very impressed. I feel your blog puts the point extremely well. So, I am letting you know I hope to be able to quote your post of Monday, March 28, 2006 with your permission. I have for many years felt Csikszentmihalyi was on to something with his notion of "flow" as an optimal human experience.

The paper is due in two weeks time - so it wouldbe nice to have your cheerful "Please quote me!" soon. The email address is
dr_brian_morris@yahoo.co.uk


Many thanks,

Dr Brian Morris

# John Tobler said on April 12, 2006 10:26 PM:

How about this:

Please quote me!

John Tobler

# John Tobler said on April 12, 2006 10:48 PM:

Please note that some posters on the flOw forums have pointed out similarities between Chen's game, flOw, and Will Wright's game in progress, Spore. Personally, I do not consider flOw a "rip off" of Spore, although it may have possibly been influenced by the early demo of a Spore prototype. FlOw is a much smaller game with a much more limited design scope; it is a vehicle for testing the concepts of flow in games that forms the source of Chen's thesis. These are my guesses on the subject. Only Jenova Chen, himself, can fully clarify this controversy.

# jmp478 said on January 17, 2007 05:51 PM:

Just a note, the ~` key (the one next to the 1 button) enters cheat mode. Various buttons will do different things. ;)

# Adam Davis said on April 11, 2007 06:57 AM:

This game inspired me to code my own game, "Fluid Cubed" involving guiding streams of "water" much like a fountain. It's very simple and gameplay gets increasing harder. http://adamldavis.com/crystal/fluid.html

# Kevin Downey said on October 4, 2007 09:13 PM:

Creative game flow is always been a topic largely involved in me and my friends conversations regarding game evolution, this PC version has blown flash and such gaming programs out of the water.  The idear of a larger 3rd gen console version has given game designer a kick in the right direction with regards to working in the area that they need to, no more spending time on terrible platform games or story and graphical designs aimed at younger age groups just for the purpose of money making.  I think that younger age groups should be exposed to games like this from day one as the results would be expentional.

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