This article is a translation of the following Japanese article:
Original: 【Cairn】が他のインディーゲームと違う理由
Works that are not “edgy” but “made with determination”
When you hear about indie games,
- Idea competition
- Edgy concept
- Small but unique
.
At first glance,
[Cairn] may seem to fit within that framework.
However, in reality,
its position is fundamentally different from many indie games.
Author: “[Cairn] is a work that was born out of “a determination to cut things down,” rather than “to make a unique game.”
① It doesn’t end with a “one-shot idea”
Many indie games are
- Interesting trick
- Easy to understand concept
- Surprise at the moment of touch
.
That’s not a bad thing in itself, but
as a result,
- Fresh at first
- Monotonous from the middle
- The experience ends up being shallow
There are quite a few cases.
[Cairn] is different here.
- No fancy tricks
- There are few explanatory performances
- Sober from the beginning
Instead,
- The more time you play, the deeper your understanding becomes
- The weight of judgment increases
- Experience accumulates
It is designed.
Author: “[Cairn] is not the first game that is easy to understand, but the last game that remains.”
② Not trying too hard to “entertain” the player
In indie games
- Something always happens
- Tips to keep you from getting bored
- Good tempo
in mind.
[Cairn] doesn’t dare to do that.
- There are times when nothing happens
- There are moments when the music doesn’t play
- There’s time to just think
I’m not afraid of this “pause”.
Author: “Cairn uses silence and stillness, which many games avoid, as a weapon.”
③ Not using growth factors easily
In indie games
- Skill tree
- Ability enhancement
- Number growth
often keeps
players back.
However, [Cairn] has
- Clear level up
- Numerically enhanced
- Flashy growth performance
hardly exists.
What grows instead is
- How to read terrain
- Detecting danger
- Ability to identify one’s own limits
It is.
Author: “What grows in [Cairn] is not the character, but the player himself.”
④ Choosing not to draw attention to the story
Many indie games are
- Strong message
- Easy to understand theme
- An emotional story
to the front.
[Cairn] hardly talks about it.
- Why climb?
- What are you carrying on your back
- What are you waiting for
is not clearly explained.
But with that,
- Players find meaning on their own
- Creating your own reasons for your actions
- Inner experience becomes stronger
It has a structure.
Author: “[Cairn] is a game that lets you create a story, rather than giving it to you.”
⑤ Be prepared not to aim for the “selling line”
To be honest,
[Cairn] is not a top-selling game.
- Difficult to look good on distribution
- There are few flashy scenes
- Interesting that is hard to explain
Still, I chose this shape because
Because there is a clear intention.
- Don’t ruin the experience
- Don’t focus on ease of understanding
- Don’t compromise
Author: “[Cairn] is a work that prioritized “releasing it in this form” rather than “selling it to many people.”
⑥ Definitive difference between [Cairn] and other indie games
In summary,
The biggest reason why [Cairn] is different from others is
- Focus on experience over ideas
- Focus on density over flashiness
- Focus on tension over comfort
The point is that it is.
Author: “[Cairn] is more like an “experience-based work with a strong ideology” than an indie game.”
Summary | [Cairn] is “a game that works even if you don’t understand it”
[Cairn] is
- This game is not recommended for everyone
- It is not a work aimed at trends
However,
- It will remain for a long time for those who penetrate it deeply
- A single experience leaves a strong memory
It’s that kind of game.
Author: “Cairn’s value lies in the fact that it prioritizes the meaning of creating this experience, rather than evaluations or sales.”