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What are you doing to adapt Spelunky to XBLA?
DY: I'm in the process of doing graphics.
DY: I'm going for much more of a painterly look. Kind of like the work that I did for Aquaria. It's going to be kind of cartoony and comical, but... In terms of 2D games, I'm still a big fan of the painted look. I just played Odin Sphere, and I really enjoyed it.
I guess you play with a bunch of different characters. I played with the first character, and that was about enough for me. But yeah, the aesthetic, I definitely like that.
I was going to say that it's a shame to lose the chunky pixely graphics, but I guess the PC version still exists. So, it's not like I won't have access to that.
DY: Yeah, that's the thing. I definitely want to kind of make it clear that this is not a replacement for the PC version. It's going to be its own thing. It's definitely based on the PC version. The people who played the PC version are going to get it right off the bat and be very familiar with it. But yeah, I like to try new stuff.
What do you see as the current shape of the indie game scene right now? I've noticed a trend, especially like in Flash games, toward trying to elicit specific emotional responses. There seems to be a lot more of that, like The Majesty Of Colors and Don't Look Back.
DY: "Art games." Essentially.
Have you noticed like any kind of trends in indie games like that, or any idea why things are coming about the way they are? Do you think about that kind of stuff?
DY: How do I want to put it? It's interesting because I feel like there's sort of this idea that you can have games that are almost like the equivalent of sketches in drawing, or something like that. I think it's the result of tools getting better and more freely available, that you can actually doodle with a game, in a sense. I think that's part of it. And also just being able to put something up, sites like Kongregate, Newgrounds...
Kind of games vignettes.
DY: Yeah, yeah. These games, they're almost like prototypes that are a little more complete and polished. And I think for sure they deserve to be recognized alongside what I guess you might call "fuller" game experiences.
I think that the direct result of people being able to do these sort of sketches with games is that you can touch on sort of raw emotional feeling, and stuff like that. Try to just hit a nerve that's hard to hit if you're working on a game for months as opposed to weeks or days.