If there ever was a blockbuster title to come from Microsoft's XNA driven Indie Games line -- it
would be Clover. To be blunt -- if you haven't played Clover yet, you're missing out on something major. Mixing Simplistic yet addictive gameplay with unique watercolor visuals and less than subtle political undertones, Clover is like nothing else you've played.
Selected by IGN as one of the top ten games on the service and -- Clover has been the subject of a wide variety of national media attention becoming the face of the movement.
But what happens when that face is a reluctant one? We sat down with Clover's Lead Developer Daniel "Deejay" Jones and discussed everything from his game, to problems with the Indie Game line and even proper mustache technique.
XBFF: Tell us about your background. How did you get started as a game designer and where did Binary Tweed come from. Is clover your first game?
Deejay: Up until last year I was Head Of Web Development (Europe/Americas) at a multinational online derivatives trading company - in a nutshell, doing a nerd job for a finance company. As you can probably guess things weren't going to well in finance around that time, and it just so happened that the ability to sell Community Games was announced then too. I set up Binary Tweed immediately after leaving the finance sector, and started work on Clover.
I'd always wanted to get into the games business. I studied to that end, but along came the dot.com boom and I suddenly realised I knew more about web technologies than games programming. I visited my parents not long ago and whilst clearing out some cupboards I found a load of old maps I'd drawn for games I'd designed as a kid, so really I guess I'm going after a lifelong ambition.
XBFF: What was the inspiration behind Clover?
Deejay: Clover came into being for a number of reasons. First and foremost, we had to look at how to make a compelling experience that worked to our strengths. There were tons of twin-stick shooters at XBLCG's launch, and nothing with a plot. As I don't come from a games development background, I knew we weren't going to be able to do fancy 3D games with lush effects, so we needed to take the fight to somewhere we could win - artwork and plot. So, that defined what kind of gameplay experience we were aiming for, but the actual tone and plot of the game were much more influenced by music than anything else, specifically the work of bands like Pink Punk and One Minute Silence.
XBFF: The water color ascetics of Clover are like nothing we've seen before. What led to the decision to go this route? Was it a hard process implementing them?
Deejay: This was again a matter of playing to our strengths. Jeanette does a lot of art in various physical media, and it made sense to try and do something different rather than another 'me-too' kinda game. There's also supposed to be a certain amount of naivety suggested by the art style, which is important for setting the mood and setting up the plot.
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