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Interview with Robin Hunicke

Robin Hunicke is CEO and cofounder of Funomena, co-organizer of the Experimental
Gameplay Workshop, and previously a game developer at Thatgamecompany
.

 

This is part of the interview series for my Handmade Pixels book.

 

The interview was conducted on October 6, 2017.

Jesper:How do you describe your work?
Robin:

I'm the CEO and co-founder of a company. I'm also a game designer and a professor. I've made commercial games for a long time. First, with publishers like Electronic Arts, and then supported by publishers like Sony. Now, independently through my business, I'm supported more often by companies like Google, Facebook, and Intel. I am currently, as a developer, in the space of doing playful research that sometimes results in commercially sold games, but sometimes results in things for research with the National Science Foundation, or that we give away as part of promotional package for new technology.

My research practice is playful, but sometimes also commercial. I'm definitely on the boundary between academic, and commercial, and mainstream publisher relationship game development, and bootstrapped scrappy raise-all-the-money-yourself basement indie. I'm in the middle of all those things.

Jesper:You're a person that one thinks of when we discuss new interesting experiences and so on, but you also know people at Sony, right? Did you ever get challenged about being independent, at least when you were at Thatgamecompany?
Robin:

Nobody's ever said that to me about Funomena, but when I was at Thatgamecompany, I definitely heard that argument from certain developers, say the lone-wolf, independent-creator-type person who really struggles creatively and emotionally with the isolation of making their own game alone on their own money. Whether that money comes from income or family or an inheritance, there's a deep struggle sometimes for those folks where they're totally isolated, working on a game for maybe four, six years at a time.

When you go through those experiences all by yourself, sometimes people develop an attitude about what is indie. Then, when other people who are in more team-like environments or have publisher funding, but still own their company, say that they're independent, it feels like a challenge to the lone developers’ independence. But nobody's ever actually said that about Funomena.

I think that argument is kind of old and not happening as often these days. Most of the young people that I talk to look at Funomena and say, "Oh my gosh, I hope I can be indie and successful like you." I'm like, "Oh man, we can barely make our payroll, so maybe dream bigger."

Jesper:I've been interested in what happens when experiments are, or aren’t accepted as games. You've also been around long enough to know that people doing experiments used to emphasize that they were not making games. Now, this has switched around, game has become a valuable label, and many people really want their experiments to be called games because it gives access to various things, right?
Robin:Yeah, to money.
Jesper:Or to, indie game festivals. I'm wondering how this maps to indie, where there sometimes is an idea of pure indie, untouched by …
Robin:

By commerce? A pure indie would be someone who made a game by themselves in a cabin in the woods with materials that they'd made themselves from nature and never showed it to anybody. Like some sort of weird Unabomber game developer person. I don't know. That's like saying that the purest form of art would be somebody like Henry Darger, who was a complete recluse, worked as a janitor, and made thousands of pages of writing and hundreds of images, but was never discovered while he was alive. The most indie thing you can do is to be a completely outsider artist.

In the art community, I think that conversation has led to a lowest common dominator place where you're really trying to define the work by the label, as opposed to the other way around. Maybe indie is a bad label. Maybe experimental is better. I like experimental games or deep games. I like to tell people I'm part of the deep games movement or the experimental games movement, because independent games makes it sound like we're fighting against something. Especially experimental can mean, “I'm a game producer. I do experimental games. Some of them I sell, and some of them I give away, and some of them I make with my kids."

Jesper:Like design research?
Robin:I prefer to think of myself that way. If you look up Funomena on the internet, it says something like, "We're an experimental game company," or, "Experimental games research lab."
Jesper:I do think people use the label 'indie' to describe themselves as being an alternative to something else.
Robin:Yeah, like saying you're punk rock. Or alternative, which is also weird.
Jesper:You just gave a talk about doing games that would play an important role or change the world to some extent, or at least less harm than otherwise.
Robin:Individually we should all be focusing on doing less harm.
Jesper:A lot of your work has been playing with boundary between game and player, or doing things that are quite open. You worked on My Sims?
Robin:Yes.
Jesper:Is there an ideological point there? Is there a criticism of mainstream games?
Robin:

I just like playing. I love dress-up, I love decorating. I love the Sims. I love little simulated worlds. One of the things I love about Wattam is that it's got all these little people in it. The people have behaviors, and then behaviors cause interactions in different ways. I like turning on Wattam and looking at it. Even just not even playing it is fine for me. I like fish. I enjoy dogs and cats. I love the narratives that people create about systems. Funomena is called Funomena because Martin [Middleton] and I are nerds that love systems and system thinking, but what we really love is the fact that lots of complex systems have simple outcomes.

We spend a lot of time making art about the things that intrigue us as children. Kids love to look at water, they love to look at airplanes, and look at birds. We love the idea of things that can exist in physical spaces, like fish, where we can't. I guess all my inspiration comes from that kind of stuff. Why do I like collecting? Why do I care how I look? Why am I curating my glasses or my jewelry? What is the effect of the curation that one does in one's apartment or in your book collection?

Jesper:Do you feel that is a reaction against mainstream development or is it just doing your own cool thing?
Robin:It's just what I like to do. I'm just following my bliss.
Jesper:I do feel that some developers have a play ideology, which I sometimes support. This idea that certain kinds of games are too narrow or too controlling, and that we need games to leave more space for the player.
Robin:I do like giving players white space. Warren [Spector], who was one of my mentors for a long time, is really into the idea that you have to leave room for the player and give them authority. One of my favorite books in graduate school was The Art of Computer Game Design by Chris Crawford. He promotes the idea that the more fixed bits there are in your game, the less interactive it is.
Jesper:Data intensive and process intensive.
Robin:Yeah. He says that as developers, our job is to get the data coming from the player and respond to the player, in the same way that chess pieces only really animate when players move them. It's an old school argument, but it's interesting. It was really influential for me. It's very difficult to make games that do that, as he's found out on his 25 year quest to make a single interactive text based adventure thing that is truly interactive.
Jesper:I also think he's unsure what he's trying to make.
Robin:We all are, right? It's hard to start. You start with one idea and then it morphs as you realize you can't do it.
Jesper:It's also what people might call a media essentialist argument: Because computers are really about computation, this is what a game should fundamentally be. I'm not sure you can perform logical arguments on aesthetic forms like games.
Robin:I agree. Also, play is much older than computers by leaps and bounds. My work is inspired by following your bliss, and playfulness, and playful approaches to reality, but I still love to go into Destiny, or Halo, or Player Unknown’s Battleground and watch people shoot each other, to be silly with each other in weird ways against the system, and pervert the games. One of my favorite things was to go into Sony Home and watch people try to have fun in there, which is really hard to do because it's super boring.
Jesper:I remember you talked about this a long time ago.
Robin:I gave a whole talk about all the playful systems I would put in Sony Home. Rock climbing, and interactive instruments, and all these things so you could go in there and actually get into a channel that was fun. I still want to build that thing, but I don't know how it's going to happen. A lot of virtual spaces and a lot of game spaces are just so scripted. It's worse than reality. At least in reality you can be goofy and giggle. You can use Snapchat to put a dog nose on your face, but in most games, it's just like you have to do everything exactly right.
Jesper:I have a lot of students who are strongly against Free to Play. I've also seen some developers refer to what they're doing as independent, by virtue of not being free to play.
Robin:Oh, interesting!
Jesper:Do you see pay once as the superior artistic business model?
Robin:Free to play is a very corporate model. You can't really do free-to-play games unless you have a massive amount of people creating content or the content is generated. So far, no small studio has mine has really cracked that nut yet.
Jesper:Also, typically very low revenue per user.
Robin:Yeah. It's model that requires that you create a very specific kind of system, and that system is usually generally best supported by a large team.

Jesper:Do you see yourself as making art? In the talk, you used talks about artists.
Robin:I do like the word 'art' because I think that art is about expression. You can buy a little sculpture, like a fig, or a beautiful tapestry or wall hanging, like the one behind you. You can have it in your house and think of it as being art. You can also take some clipboards, and put them up on your wall, and then put postcards underneath the clip part, and have that be your art. You know? Art is a very broad word. Right now, game seems a more constrained than art.
Jesper:For decades we’ve talked about wanting games to be accepted as art. One of the things I worry about is visibility. When I was in the second Indie Game Jam, Indie Game Jam 1, the fact that I was there was enough to get my game shown at the experimental gameplay workshop.
Robin:That was a long time ago.
Jesper:Now, we have thousands and thousands of jam games, I think 5,000 games for every Global Game Jam.
Robin:Experimental Gameplay Workshop gets 200-300 submissions for less than 20 slots.
Jesper:I worry about way games become much more like regular art in terms of the business of it. A lot of people make interesting experimental games that they can't actually make any money off. Then, it may give them enough cultural cachet that they can get a teaching job. This is the adjunct teaching business model.
Robin:Or they can get hired some place to be like an artist in residency. I started out being there.
Jesper:Lots of poets work like that. Poetry doesn’t pay the bills, but it may get you a teaching job.
Robin:

Painters, too. If you think about it, it's a system that works somewhat for those cases. If game artists use the same systems that poets, and painters, and paper makers, and book binders, and musicians use, then that's the thing. But if you really want a society that pays people to do that kind of work without having them to have to jobs, we need to have a universal minimum wage. I'm very passionate about that. I'm part of the Shift Commission on the future of work, a Bloomberg initiative.

I feel that this is going to be the conversation of the generation I'm teaching. They're going to be asking, "Why do I have to get on that treadmill to do what I want to do when it's just a treadmill?"  Just pay me to draw. I will stay home and draw. Drawing doesn't take any electricity. You can draw during the day, sing at night, and have a very low impact in terms of your total energy footprint.

Jesper:When I look at the first five years of the IGF, the games are not what you'd consider indie today. They look like more like, "Here's a tank simulator." It's clear that these early games are about trying to kind of become noticed by publishers, so you can finally make a real game. Then, around 2005 you start seeing Gish an independent style, often weird physics, gray scale, rather than color. Then, you get the formula of taking an existing genre, with some modification, and some graphical variation.
Robin:Eventually we had to add categories to the IGF. I advocated very strongly to add a narrative category, and an experimental play category basically, and innovation, the Nuovo award because it was it's too hard to categorize the games that I like in the other categories in IGF.
Jesper:I think there’s period of pixelated 3d  with Fez and Minecraft. Then, you had something like a moral or political turn with games like Cart Life. Does this history make sense to you?
Robin:

I think what you've seen is that as you diversify the creator base, and give people more opportunities to learn how to make games, and diversify the tools, games begin to express of a broader set of views.

Games become something that someone who wants to resist, or have a political message, can use as a platform. In the beginning, that was not the case. You had to be a much more of an expert. Those experts had to spend a lot of time being experts. Therefore, their politics or their messages maybe weren't as developed, or at least they never thought that it would be appropriate to put messages into a game. It took artists transgressing the boundary of what games are to create games with messages. I also think it's kind of awesome. It's really cool to have a game [Gone Home]  about going home and finding out that your sister's queer.

Jesper:I think there’s also a chicken and egg aspect to it. We need to figure out how to make the game, but we also need an audience, and a venue. We started developing a language for talking about these themes, and festivals to which you can submit such a game and a expect a certain kind of review.
Robin:It's like Yelp for restaurants, right? It used to be you just went to a restaurant, and told friends about it. Now, we have this whole system. Stars, and dollar signs, and feedback mechanisms where people go, "Oh, this Japanese restaurant is just average, but if you're starving and you want to do an interview, do it."
Jesper:Festivals get a lot of power now, defining what an indie game is.
Robin:

This is why things like Lost Levels appears, right? Power is distributed into systems like this, and is taken back down into the artistic circles by people who resist those labels and find other ways to success. The only way to resist capitalism is to resist the labels, and resist the funding, and resist the models that constrain the creativity, as opposed to expanding.

The only way to truly fight it is to get rid of the need to survive by making your art. That's a universal question that's much broader than indie games. If indie games were defined as separate from commercial game, that's no longer true. Especially now that you can get a huge prize for making something that people think is artistically interesting. Then, the question becomes, "Okay, what do I do with my weird idea that won't fit any of those categories?"

I make games that I want people to play. I make commercial video games. I don't make games that I release on a website for free just to have made a statement. I'm trying to actually have other artists that work with me get paid to make things that they enjoy making, reducing the total burden of the capitalist system on the people that work for me. That's my goal, but it's just one small step. True revolution is deciding you don't want to use money.

Jesper:One of the problems with indie is that it plays into the idea of a starving artist, or the outsider artist to be selflessly suffering for us to make the art good, though this is not a sustainable life.
Robin:

I don't believe that in that idea. I believe that you can be a creative entrepreneur. If you want to live in a capitalist society and do creative work, you have to figure out a way to get the people who enjoy it to support it. If you were a Michelangelo, you went to the Pope. I'm an Independent game creator, so I go to the audience and say, "Hey, if you like gardening games, you will like Luna. If you like animals, you'll like Luna."

Maybe it will be a huge hit with Furries. That'd be amazing. They don't have enough games that are being made for them. If I can make games in a way that engages more and more people in expression in a way that they feel positive about, that's the best that one can hope for within a system where money works the way that it does. I've thought about this a lot, but money is the only thing on planet Earth that gains value over time infinitely.

In the end, the concept of money is flawed, I think, because it fundamentally contains the idea that there is a thing that will never go bad. It will always generate more of itself. If you hoard it, it's better than if you share it.

Jesper:You have these Utopian ideas, but at the same time you are very concrete and strategic?
Robin:It's not Utopian, I just think that money is broken.
Jesper:Circling back, could there be an argument that something like IndieCade is a force for evil because it has a certain narrow idea what an indie game is? I've turned down games as a judge because I couldn't see their indie-ness, because they didn't fit my conception of what an indie game was.
Robin:

Any curated festival, any curation is in and of itself, is exclusive. I guess you could say that curation is evil, but a non-curated experience is overwhelming to the average person. It's a signal to noise issue. If you just look at the app store, it has to be curated, there has to be stuff on the front page. think this is one of the hardest problems in running a games portal, or store, or festival that assigns credibility.

You have to have a specific ethics about how that gets done, and it has to be well communicated. Otherwise, eventually the community stops participating in it. If you look at a store like Steam, it's gone from being highly curated and extremely quality driven, to robotically curated. Effectively it ends up promoting what that appeals to the most people. That leads to the lowest common denominator, and to the lowest price. That's just market politics and market realities. But curating is a responsibility, it's power. Steam has a power that it is exercising by refusing to curate.

Jesper:They set up a system and claim, "Oh, it's just an objective system."
Robin:Those rules are just as unobjective as the rule you used to say this game isn't indie. But somehow, because it's a computer that's doing it, we decided it's better, which is bullshit.
Jesper:Similarly, there are a lot of ideas about making democratic video games, but at the same time some indie games ask people to have a certain amount of cultural capital to be able to play them. A certain class of games require you to be able to master a critical language for talking about how it deviates from standard first person shooter tropes. So, there’s conflict about whether indie games are for the masses or whether they've become elitist.
Robin:That's why, like I said, experimental for me is easier because I can focus on the experiment, “These are the mechanics I put into the game. These are the dynamics of how they interact with it and this is how they felt." I frame the work from an academic experimental perspective. Whether or not it makes money or not, hopefully it does so that I can keep doing what I'm doing, but I also get paid as a professor. I have a job, like you said, I'm an academic and I also make video games. I am in the class of people that has figured out how to both create my work and also teach my work.
Jesper:Exactly.
Robin:It's an ancient way of supporting oneself in, say, the art of calligraphy, or stone carving, or in this case games.
Jesper:Research is like that, too. It's hard to make a living off academic books.
Robin:The labor that we're doing as experimental game creators or as researchers can be monetized or created within the sphere of commerce, but I myself am not just surviving by the means of my art alone. To be a maker and a teacher at the same time is amazing. The weird thing is with games, because they're not just poetry or sculpture, because they're a digital product, distributed digitally, and makes lots of money in some cases, there's a part of me that also sees the practice or the result of my practice as an economic reality. It's very interesting to have that third hat on now as I run Funomena.
Jesper:I think that many people have this kind of nostalgic idea that free-to-play, business models played no role in game development.
Robin:Yeah, you've always had to think about the business in games.
Jesper:When people only knew the model of selling games in a box, that model seemed invisible. But lots of effort would be spent on the beginning of the game, followed by a later boring parts, boring they didn’t really matter all that much for sales. The business model really mattered.
Robin:

This is the thing. Luna is going to be a three or four hour experience, depending on how much time they spend in the create mode, but you can speed run the tutorial in 10 minutes. It's not designed to be time consuming; it's designed to be like gardening. You get in what you put in. You put effort into the garden, and then you get tomatoes out of it, but you have to go harvest them. If you don't harvest them, they rot on the vine.

If you put time into the game and make it beautiful and personal, then when you go to the cut scenes and you look around, it's really a world you feel you own. If you don't, it's just another cut scene. I don't want to demand that you spend time with me to feel like you got value for your money. I want you to think that, "Wow, a beautiful engaging musical experience that has a little bit of a puzzle game play and some story. It took seven people three years to make. I'd spend $10 or $15 on that."

Jesper:It seems that the games Funomena make have a kind of illustrated children's book style. Is that okay to say?
Robin:

Sort of. I think Keita [Takahashi]'s style is even more abstract than children's book. It's more like toys.

For the first things we’ve done, we used two art directors, Glenn Hernandez, and Keita Takahashi. Glenn comes from an animation background and Keita comes from a sculpture and product design background, so they have very different styles. What we like about Glenn's style and Keita's style is that they're very broadly appealing and they're familiar without being intimidating. They lower the barrier, I think, for people to try.

Jesper:I find that experimental games have a certain reluctance to use regular 3D graphics. It seems like the visuals often serve as a way of signaling that this is a nonstandard experience.
Robin:

I think that's fair. I think both Keita and Glenn's work inherits from cartoon culture, anime culture, animation, classic Disney. The next title that I do I think will inherit more from a Moebius style, the psychedelic art that came out of the 70s. I'm interested in that period right now, which was really prominent in my childhood. The look of games is very much influenced by the age of the person making them.

Keita, Glenn, and I are all around the same age. We have similar influences and interests. In Minecraft or Fez, the pixelated stuff is clearly influenced by the video games that the developers absorbed.

Jesper:There was a recent game made in Nintendo 64 style, but I think most people still have a reluctance towards lo-fi 3D.
Robin:Yeah, like the first Shenmue. Like, whoa!
Jesper:The textures are pixelated, and the low-precision calculations make the 3d shimmer a little.
Robin:

If you go back to the original Tomb Raider, there are a ton of places where there's just tears, and holes where nothing’s being rendered.

The texture and the resolution of things will eventually become much more of an artistic choice as we develop higher and higher definition. Lower and lower fi will be considered a way of being less commercial, less acceptable.

Jesper:But kids will never see a real pixel.
Robin:Yeah, that's true. It's kind of funny. You'll never see a real pixel in your life. We move from abstraction into fidelity, and then back out into abstraction, which we've done in art repeatedly, and music as well, and food. 20 years ago, could you imagine someone opening a restaurant and saying, "We only serve waffles," or "We only serve toast."
Jesper:Yeah, there's a pie restaurant close to where I'm staying. In Copenhagen, there's a porridge restaurant.
Robin:A friend of mine, Matt Jones, gave a really good talk once about commodification and the fact that things move from a good to a service, to a good to a service, back and forth. Food used to be a good, and then it became a service.
Jesper:Can you also describe it as a way of introducing scarcity, taking things that have become anonymized and making them unique and rare?
Robin:

Yes. There's a restaurant down the street from me in San Francisco where there's one pizza oven and one guy. He makes a certain amount of dough every Wednesday, Thursday, Friday, Saturday. You go there at 7:00, there's a huge line. You wait in line. He's like the Soup Nazi, he gives you a pizza. It has three types of pizza he makes, except on the weekend there's one more because he does meat.

You order a glass of expensive Italian wine and you eat your pizza. Then, you leave. There's nothing else, literally nothing. That's making the pizza glamorous again. What used to be a thing that you call on the phone, and pick up, and shove in your mouth without thinking about it, now you're actually think about, "Okay, this guy has a philosophy of pizza. Is this pizza really truly authentic?" It's an Italian Napolitano pizza place. Una pizza Napolitano.

Have you read Travels in Hyperreality by Umberto Eco?

Jesper:Yeah, a long time ago.
Robin:I love that book. It's obsessed with the American obsession of authenticity. One of the things he writes about in that book is there's a J. Edgar Hoover museum in Texas somewhere that's a recreation of J. Edgar Hoover's oval office. You see the Oval Office, but it's not the Oval Office. It's a complete recreation of the Oval Office. It's supposedly J. Edgar Hoover's Oval Office, which is just the Oval Office with his curtains in it. Then, you go there to see this fake Oval Office with his fake curtains in it. Then you're like, "Ooh, this must have been what it was like." It's such a weird idea.
Jesper:

That's also what is interesting to me. The idea of indie experimental games also occurs at this time where we have peak authenticity, and peak locally sourced ingredients, but reservations about the hyperreality you describe. These are the things that fit into the discussion around IndieCade.

Whereas, say, during the 70s, you had a reaction to all of this, with anonymized music, like Kraftwerk.

Robin:Just getting away from the idea of the auteur or the authentic.
Jesper:I assume we'll have a backlash at one point, but right now it's hard to see how somebody is going to send something to an independent game festival, where it's a point that it's anonymized.
Robin:My next game is actually going to be that way. That's my next project, so I'm working on it.
Jesper:There you go.
Robin:I'm interested in creating something that has no author, but it's very hard to do. It's extremely hard. We'll see. We'll see how Kraftwerk I can make my next game.
Jesper:Sounds good.
Robin:I would really love to, but it's going to take a while to work. We're used to systems of creativity, and systems of getting assets made, and indie games, and designs that are authoritative, based on human choice. It’s harder getting something that a machine curates for you, something the machine understands, and you don't.
Jesper:I think that's a great place to end. Thank you.