Exclusive: Interview with Pollen Sonata
This is an English translation of our interview with the Pollen Sonata team in july 2007. The original Danish version can be found by clicking this link, and a Norwegian translation can be read here.
Interview
N-Gamez: If understood correctly, Pollen Sonata is developed on Valve's source platform, but meant as a Nintendo Wii game. This leads us to ask if you are in possession of, or has been in contact with, a Nintendo Wii developer kit?
Pollen Sonata: Valve's source engine, which is not usable for Wii development, is just our prototype platform. For the final game we plan to use a commercial game engine, but we haven't decided a final one yet. Regarding the developer kit, we are not yet so far in the process that we need one.
N-Gamez: You describe how Pollen Sonata is well suited for the Nintendo Wii with its unique controller, but can you give us any further details regarding the planned use of the Wii controller and possible Nunchuck extension?
Pollen Sonata: We have thought of different ways of using the Wii controller. It depends on which kind of pollen species the player is controlling - the kind we already implemented in the prototype will be controlled, while in the air, by having the tilt functions of the Wii remote and Nunchuck represent each wing of the pollen. It is then up to the player to control the wings in an origami sense of style, and utilize the wind in the best ways possible.
N-Gamez: The Nintendo Wii platform has been launched as a platform targeted at a larger pool of people than traditional consoles. Have you thought of any specific age groups, which Pollen Sonata is aimed at?
Pollen Sonata: First of all we try to create something for the more experienced player, who is tired of the existing game genres and want to try something new. After that, we think the game will be suited for most casual gamers, who likes to crash at the couch with a more relaxed and not too hectic game, and finally those gamers, who seek something more poetic or maybe romantic in a game.
N-Gamez: The trailer uses a lot of time describing the pollen and their goal in relation to bringing the two young people together, and therefore we understand that the narrative element of the game will be centered around this story?
Pollen Sonata: We don't want to reveal all of the story, but we can tell you that it will be split into different fragments, which, during the course of the game, will be bonded together in a more general conclusion. The story about the boy and the girl is just one of these fragments and how it fits into the more general scheme, we cannot tell yet.
N-Gamez: In relation to the question above it could be interesting to ask, if Pollen Sonata deals with pollen as an individual self-reflecting organism or if they in other ways feature human characteristics?
Pollen Sonata: We don't seek to specifically grant the respective pollen human characteristics - we will rather let the player decide whether or not this is the case. That being said, they can feature recognizable traits and types, but generally their consciousness work on another level than humans.
N-Gamez: Pollen Sonata seems to be a plot driven game, but how do you balance the core gameplay in relation to the story elements? (E. g. are cut-scenes implemented, story-driving quests etc.?)
Pollen Sonata: We want to begin and end each of the different story fragments with cut-scenes, just as the storyline will be present during the course of the game. That being said, our plot is as much a mood creator as it's a story, so it will not in any way overshadow the game as it's sometime seen in plot driven games.
N-Gamez: Until now we have primarily seen pollen appear in the game, but what kind of other participants can we expect? Will the two people from the trailer participate and what kind of role do other organisms, e. g. insects, play in Pollen Sonata?
Pollen Sonata: Pollen are very small so the other participants will be huge. Those participants are primarily insects, but also small animals will be present in the different areas. Some might help the player while others represents challenges which must be overcome.
N-Gamez: Many stories are based around a dualism between good and evil. How does this dualism work in Pollen Sonata? (Are there any helpers, enemies etc. to be found?)
Pollen Sonata: There is no evil as such in Pollen Sonata - everyone only do what their fate brings and that fate is not always in favour of the player. Insects will both help and be of danger to the player. Those pollen which the player will gather along the way, will be helpful to the player. Furthermore, no evil don't mean no tragedies - good stories often describes the conflict between good and good.
N-Gamez: If we change focus to the immediate reactions regarding the game/project, then we've primarily noticed positive ones. Can you tell us anything about the reactions, e. g. international reactions compared to Danish ones?
Pollen Sonata: There has been an overwhelming interest in the game from many parts of the industry - we have been contacted by both publishers, distributors, other developers, people who wants to work for us, larger international web sites, small blogs and Danish sites like your own.
N-Gamez: You tell us that you're considering attending numerous game exhibitions, among others the American E3 exhibition, but what about the new Danish D3 game exhibition, which is taking place this fall - do you have any specific plans regarding this?
Pollen Sonata: We don't have any specific plans. If the opportunity is present it would indeed be fun, but for now we will try to focus on the development of the game.
N-Gamez: Nintendos latest home consoles (Nintendo 64, Nintendo GameCube) had a tough time on the Danish market, but the Nintendo Wii seems to be turning things around. Has this progress had any influence on your choice of platform, and what are your immediate reactions to Nintendos Wii console?
Pollen Sonata: Our goal is not only the Danish market so the success of Nintendos consoles in this country is not a big concern for us. We have chosen the Nintendo Wii because our concept matches the platform well, but of course we also noticed the enormous success it has achieved on a global scale. It wont be long before the Nintendo Wii is the biggest platform on the market and we want to be a part of that market.
N-Gamez: A final remark; are there any specific games that have influenced or inspired the Pollen Sonata project?
Pollen Sonata: Not in relation to the basic concept, but it is not completely wrong when people have drawn parallels to games like Katamary Damacy, Pilotwings 64, Pikmin and Jenova Chen's Cloud - these are among our favourite games and small elements from each can be found in Pollen Sonata.
N-Gamez thanks the Pollen Sonata crew for the exclusive interview
Official Pollen Sonata website
Interview
N-Gamez: If understood correctly, Pollen Sonata is developed on Valve's source platform, but meant as a Nintendo Wii game. This leads us to ask if you are in possession of, or has been in contact with, a Nintendo Wii developer kit?
Pollen Sonata: Valve's source engine, which is not usable for Wii development, is just our prototype platform. For the final game we plan to use a commercial game engine, but we haven't decided a final one yet. Regarding the developer kit, we are not yet so far in the process that we need one.
N-Gamez: You describe how Pollen Sonata is well suited for the Nintendo Wii with its unique controller, but can you give us any further details regarding the planned use of the Wii controller and possible Nunchuck extension?
Pollen Sonata: We have thought of different ways of using the Wii controller. It depends on which kind of pollen species the player is controlling - the kind we already implemented in the prototype will be controlled, while in the air, by having the tilt functions of the Wii remote and Nunchuck represent each wing of the pollen. It is then up to the player to control the wings in an origami sense of style, and utilize the wind in the best ways possible.
N-Gamez: The Nintendo Wii platform has been launched as a platform targeted at a larger pool of people than traditional consoles. Have you thought of any specific age groups, which Pollen Sonata is aimed at?
Pollen Sonata: First of all we try to create something for the more experienced player, who is tired of the existing game genres and want to try something new. After that, we think the game will be suited for most casual gamers, who likes to crash at the couch with a more relaxed and not too hectic game, and finally those gamers, who seek something more poetic or maybe romantic in a game.
N-Gamez: The trailer uses a lot of time describing the pollen and their goal in relation to bringing the two young people together, and therefore we understand that the narrative element of the game will be centered around this story?
Pollen Sonata: We don't want to reveal all of the story, but we can tell you that it will be split into different fragments, which, during the course of the game, will be bonded together in a more general conclusion. The story about the boy and the girl is just one of these fragments and how it fits into the more general scheme, we cannot tell yet.
N-Gamez: In relation to the question above it could be interesting to ask, if Pollen Sonata deals with pollen as an individual self-reflecting organism or if they in other ways feature human characteristics?
Pollen Sonata: We don't seek to specifically grant the respective pollen human characteristics - we will rather let the player decide whether or not this is the case. That being said, they can feature recognizable traits and types, but generally their consciousness work on another level than humans.
N-Gamez: Pollen Sonata seems to be a plot driven game, but how do you balance the core gameplay in relation to the story elements? (E. g. are cut-scenes implemented, story-driving quests etc.?)
Pollen Sonata: We want to begin and end each of the different story fragments with cut-scenes, just as the storyline will be present during the course of the game. That being said, our plot is as much a mood creator as it's a story, so it will not in any way overshadow the game as it's sometime seen in plot driven games.
N-Gamez: Until now we have primarily seen pollen appear in the game, but what kind of other participants can we expect? Will the two people from the trailer participate and what kind of role do other organisms, e. g. insects, play in Pollen Sonata?
Pollen Sonata: Pollen are very small so the other participants will be huge. Those participants are primarily insects, but also small animals will be present in the different areas. Some might help the player while others represents challenges which must be overcome.
N-Gamez: Many stories are based around a dualism between good and evil. How does this dualism work in Pollen Sonata? (Are there any helpers, enemies etc. to be found?)
Pollen Sonata: There is no evil as such in Pollen Sonata - everyone only do what their fate brings and that fate is not always in favour of the player. Insects will both help and be of danger to the player. Those pollen which the player will gather along the way, will be helpful to the player. Furthermore, no evil don't mean no tragedies - good stories often describes the conflict between good and good.
N-Gamez: If we change focus to the immediate reactions regarding the game/project, then we've primarily noticed positive ones. Can you tell us anything about the reactions, e. g. international reactions compared to Danish ones?
Pollen Sonata: There has been an overwhelming interest in the game from many parts of the industry - we have been contacted by both publishers, distributors, other developers, people who wants to work for us, larger international web sites, small blogs and Danish sites like your own.
N-Gamez: You tell us that you're considering attending numerous game exhibitions, among others the American E3 exhibition, but what about the new Danish D3 game exhibition, which is taking place this fall - do you have any specific plans regarding this?
Pollen Sonata: We don't have any specific plans. If the opportunity is present it would indeed be fun, but for now we will try to focus on the development of the game.
N-Gamez: Nintendos latest home consoles (Nintendo 64, Nintendo GameCube) had a tough time on the Danish market, but the Nintendo Wii seems to be turning things around. Has this progress had any influence on your choice of platform, and what are your immediate reactions to Nintendos Wii console?
Pollen Sonata: Our goal is not only the Danish market so the success of Nintendos consoles in this country is not a big concern for us. We have chosen the Nintendo Wii because our concept matches the platform well, but of course we also noticed the enormous success it has achieved on a global scale. It wont be long before the Nintendo Wii is the biggest platform on the market and we want to be a part of that market.
N-Gamez: A final remark; are there any specific games that have influenced or inspired the Pollen Sonata project?
Pollen Sonata: Not in relation to the basic concept, but it is not completely wrong when people have drawn parallels to games like Katamary Damacy, Pilotwings 64, Pikmin and Jenova Chen's Cloud - these are among our favourite games and small elements from each can be found in Pollen Sonata.
N-Gamez thanks the Pollen Sonata crew for the exclusive interview
Official Pollen Sonata website