Developer: Sean S. LeBlanc
Launcher Quote: “some things are meant to last
some things are meant to be
others aren’t meant at all”
Sounds that are meant to be interpreted are the highlight of this week’s meditation games entries it appears, and Sean’s little tidbit to cap off the working week might be one of the most noisy to date. It isn’t a very interactive game – there’s a subset of washed out, undulating white contrasting with the black of the background – but it’s certainly one that makes you think.
Oftentimes ideas form in our heads as a vague impression of feelings, sounds, and blobs of imagery – not really something that you could call tangible, but more of an entity still trying to find out what it’s supposed to be. While it’s entirely possible that the sounds and sights of this game can be meant to be completely different in intent, I sort of see what was presented as a bit of a Rorshach test of a game, meant to be interpreted in the context of the quote and of the action you see on the screen. My thought about this being the genesis, the forming, and ultimately the death of an idea process is my notion of what I’ve been shown. It’s no surprise that a lot of what goes through our head every day comes through there in some formless mass, some of it being strong enough to take hold of someone and move them towards action while others are discarded and left to never manifest themselves in anything but passing, fleeting thoughts, nothing more than synapses firing in the brain.
Not surprisingly, if this is one interpretation and it’s tied to gamedev in some way, the comparison becomes even more relevant. How many game ideas, thoughts, or concepts float around in a designer or developer’s head every day that never make it onto paper or a computer screen? How many do make it and end up being something amazing or morphing into a franchise that becomes beloved in the gamer community? It’s an interesting way of thinking about how games are formed, and another point in the column for me for meditation games entries that make you think not just about what the game is trying to say, but also what kind of interpretation it is supposed to have with regards to how games come about. It’s an insightful look into game development ideation that I think is needed a bit more when it comes to explaining how games are made.