The most rewarding thing about making games is having people play them. When I started making games, the only way I could imagine doing that, was by literally asking people to play and watching or playing with them. With personal computers and equipment comes a lot of context that, to me, is undesirable. I decided to experiment and create machines or platforms that have an intentional context and an appeal. All of my experiments were heavily constrained by the (lack of) budget and the short term ambition of where it would be used. The Luggatron is a prime example, as the entire idea came from the fact that I had a check-in bag for a 2 day flight to GDC Europe. I decided not to let it go to waste, and to bring an arcade that would fit.
“Changing the context of a game, by placing it into an arcade, changes the experience of the players. We’ve proven to ourselves that it does not require money, or even time, to do this, but the payoff is huge. With the endless duplications of digital content, the physical, the singular, becomes more and more meaningful, and both our games and arcades support that. We create games and installations that support people experiencing things together, rather than impart an experience that we designed, if that makes any sense. People will scream out at a near miss, an impossible shot or even hilarious game breaking bugs, and they remember this.”
The Luggatron was custom made for my talk at GDC Europe 2013.