IGF Factor 2010: Closure
It's one of the better traveled routes for IGF games. First, a flash-game that shows the core mechanic. Then, a full game expanded from that core. So following finalists like World of Goo and Crayon Physics Deluxe, we have Closure. We adored its initial web release and are eagerly anticipating the full version, which has been shortlisted for Technical Innovation, Sound and the Nuovo Innovation Award. We stumbled in the dark until we found creator Tyler Glaiel and got a little closure...
RPS: Firstly, a brief intro to those who may not know you. Who are you? What's your background? Why get into games? Why get into indie games?
Tyler Glaiel: My name is Tyler Glaiel, I was 11 when I started making games, and it was fun so I stuck with it and practiced for 8 years, and now here I am. Indie games are appealing cause I don't have to give up anything to keep doing what I want to do. Working for someone else isn't fun, and I'd much rather be able to just make what I want to make.
RPS: And... the game. Tell us about it. What was its origins? What are you trying to do with it? What are you most pleased about it? What nags?
Tyler Glaiel: The game started off as a free flash game back in late 2008. It took 2 months to make, and the reception was so good we decided to take the game and make a big version of it. We through out everything people didn't like (there was a lot of that after reading 1000 reviews/comments on it), saved the stuff people did like, and threw in a lot of new stuff altogether. It's coming out really nicely so far, and everyone agrees it's miles better than the flash version so far. The atmosphere and mood isn't quite there yet, and the art style is going to evolve more, but we are working towards it.
RPS: What's your feelings on the IGF this year. Pleased to be nominated? Have particular love, bemusement or hate for any of the other entries? Is there anything you think is missing?
Tyler Glaiel: Who wouldn't be pleased to be nominated? Granted, the technical category is stupid, but that's about it. All the other games look interesting, and I can't wait to try them.
RPS: How do you feel about the indie scene generally this year? People have been relatively downbeat about 2009, after 2008 being so obviously incendiary. What are the themes, in your eyes? What are people missing?
Tyler Glaiel: The indie scene is great. I wasn't really involved in it till late in 2008, so I don't really have a frame of reference, but the people are interesting, the games are interesting (and some are fun too), and all the events and gatherings are great.
RPS: And how does the future look for you? What are you working on now and the foreseeable future.
Tyler Glaiel: I am working on Closure for another year or so. I want to be able to go full time into development on it, and we'll see about that in a couple months. After Closure, I have some concepts for the next game. Ironically it's looking like it's going to be completely the opposite of Closure.
RPS: Thanks for time.
You can follow Closure's development on its own site.