Games for humans
Part of Guarini's move into the indie space is driven by wanted to further the medium where emotion is involved. "If you have to choose at night between a movie, which you know will be over in two hours and will be emotional and rich, and a 40 hour game, which is more than enough effort for somebody who has a busy life... I thought why not try to condense all the emotions, and to target them at humans, not just players, in a way that you can actually enjoy a game in three hours." This is what Guarini is attempting with his first indie-built game Murasaki Baby, the tale of a young child who is lost in an unsettling world of darkness and evil. Players lead the child by the hand using the PS Vita touch-screen, and swiping the back touch panel to switch the settings through which the child is moving.The creator took massive inspiration from games like Limbo and Journey -- "They were short games, but so emotionally intense, especially Journey - they just proved to me that this was the right market seement that nobody is really exploring too much." "Everybody is fixated on 99 cent and free-to-play throwaway games on phones," he adds, "or $60 triple-A games where you need to sell 5 million copies to recoup. But there's plenty of space in between, and not many people are trying hard to explore that." That's why Guarini is now looking to make shorter games that talk to human beings, rather than gamers. "Also I usually get bored quite quickly," he admits, "so I prefer working on shorter games. I like to put everything I have into that game, and then jump to another one."
A helping hand from Sony
But while Guarini is looking to explore new horizons with his newfound indie freedom, he's also not a massive fan of doing it alone. That's why he signed a deal with Sony Computer Entertainment earlier this year to bring Murasaki Baby exclusively to Vita. "I believe that it's impossible to go out without a punch, unless you have all the skills and money to do some serious self-publishing," he explains. "Everybody's thinking 'Cool, I've got Steam' or even worse, 'I'm on the App Store.' Yeah, good luck with that!" "People need to be aware of your existence in the App Store," he continues, "and nobody freaking knows you, because there are thousands of games coming out every single day. You need money. I never wanted to get out and do some self-publishing. I knew I didn't have the knowhow or the financial power to do that." Guarini opted to completely skip the mobile space, and not turn to work-for-hire. Instead, he decided he'd try to survive for 18 months, and see where he was up to at that point.
Not following the herd
"There is an obsession in the games industry," Guarini tells me. "Whenever new trends come out, it's like everybody must go there. The free-to-play thing - fine, there are free-to-play games, and I'm happy about it... but I don't want to do that!" Just because most of the money is in free-to-play on mobile, doesn't mean that's where all the money is, he reasons. "It's fine, we can expand the market by heading in both directions," he adds, "but I don't understand this obsession with 'This is the future, and everything is crap!' It's just more people playing, and more devices that are out there." The way in which the games industry jumped on whatever is currently popular reminds Guarini of Hollywood in the 50s, when "there was just Bela Lugosi and all the Dracula movies, and cheap effects, and then it just turned out to be something really different." In the same way, our industry is at the stage where everyone simply moves over to whatever is new and appears to be working best at the time, he says. "There's digital bubbles everywhere. I'm just interested in content, and ultimately, that's what really counts," he notes. "I just don't want to do free-to-play games. That's my choice as a creator. It's nothing to do with business choices. I really don't understand it. I think we're too young of an industry right now."Get your gimmick on
The neat way in which Murasaki Baby uses the Vita's back touch panel really stuck out during my playthrough, mainly because I've found -- at least up to this point -- that much of what is done with the back panel in Vita games feels tacked on and not particularly necessary. The same is true of all new game technologies, of course -- whenever a new tech comes along, like the dual screen of the Nintendo DS, for example, or the tablet/console combo of the Wii U, it's always a question of whether the tech will be able to pull out of the gimmick phase.