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A numerical history, and future, of flOw dev That Game Company

On the first floor of Moscone's North hall last Friday, flOw developer That Game Company presented their storied origins. Co-founders Jenova Chen, who took a brief recess from the company to help on the DS version of Will Wright's Spore, and Kellee Santiago, met at the University of Southern California.

"I don't see [video games] as being any different [than other interactive media], it's all story telling," Santiago said.

Chen, who affirms that his proudest work is flOw and Cloud, explained their place in gaming with an ever-popular culinary allegory. Think of Gears of War as steak and World of Warcraft as chicken. Let's give lettuce a relation to Nintendogs and fish can be Brain Age.

"Let's say you focus on chicken, but somehow you find a way to make it accessible and customizable," said Chen. The according Power Point slide shows the chicken transition into a bucket of Kentucky Fried Chicken. "That also expands the audience or customers. How can you make existing games more accessible to wider audiences?" Does that mean flOw is a bowl of cereal? All we know now is that we're quite famished.

Continue reading A numerical history, and future, of flOw dev That Game Company

Joystiq interview: Jenova Chen

Xinghan (Jenova) Chen has big dreams. A recent graduate of the University of Southern California's School of Cinema & Television, Chen focused his master's thesis on changing how game designers look at difficulty and redefine the concept of Dynamic Difficulty Adjustment. With two award-winning independent games (flOw and Cloud) under his belt as well as contributions to a multitude of other games, Chen's resume reads like an old professional in the gaming field.

We had a chance to speak with Chen to talk about his thesis, its (mis)interpretations, and his current work with Maxis.

Why did you choose this project as your Master's Thesis?

The Master's Thesis has to have some contribution to the field that you want to be a master. For me, I have created so many games in the past I feel just creating another game is not contributing anything. I'm more interesting in coming up with another solution in better game design that can be used by other game designers to attract more gamers. For other industries, any kind of interactive design, the theories in this project are helpful.

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