we've spent quite a lot of time making the business plan for Tryhart over the last few months. We have to make the plan to raise the money, so we can make the game.
Part of making a business plan and a company is that we have to figure out what kind of games we want to make, who we expect to be interested in them and why.
This is what we came up with: we want to make intelligent games for adult gamers.
I wrote a text on it for our webpage, but haven't put it up yet. It describes why we thing there is a need for these games and what we think can satisfy that need.
"Games need to grow up.
This blog is usually reserved for news about Baby The Knife, but in this blog post I want to take a bigger perspective on games in general and on what we want to do with Tryhart – what Baby The Knife will be our first attempt to achieve.
Digital games came into existence in late 1970s and many of us grew up playing games. We were space marines, plumbers, kung fu masters and knights in fantasy kingdoms. The worlds were fantastic universes inspired by fantasy and sci-fi litterateur and we saved them over and over again – usually through the use of brute force.
We grew older – grew up – but games didn't.
If we look at the games today, they still take place in the same universes and they still deal with the same themes. You play the hero who have to fight against all odds against overwhelming opposition against an apocalyptic backdrop where you are the only one who can save the world. The heroes are testosterone driven stereotypes and the villains are evil or mad to the core. All moral conflicts are reduced to binary choices between good and evil with no moral ambiguity what so ever. It is a simplified representation of reality fit for teenagers, but way to simple for intelligent grown-ups.
We want to take games elsewhere. Games deserve more. Players deserve more.
We want to make games for adults. The characters in the games will have complex personalities like real humans. The moral dilemmas will be genuine moral dilemmas: not the choice between good and evil, but between several equally undesirable options. The games will deal with themes with no easy answers but with food for thought. We want to deal with real life issues; things that adult people struggle with in their everyday life. Religion, ethics, relationships, work, psychological issues and social challenges.
We want to make intelligent games that challenges people's intelligence and leave food for thought afterward.
The games will take reflection to understand; the meaning will not be in your face but require you to think. Nothing in these games will be arbitrary; there will be no unnecessary filler. Everything in the game will be there for a reason; everything will be thematically justified.
The games will be games in every sense of the word and will use the medium to the fullest. They will be interesting, challenging and innovative. They will put the player in control. They will not be interactive art pieces, interactive fiction or branching movies. They will be playable from start to finish and empower the player to examine the universe, plot and game play fully".
What do you think? would you be interested in these games?