Doors That Don't Open: Simon Flesser on Constraint, Preservation, and Northern European Melancholy
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概要
Swedish studio Simogo spent their first five years making seven games—Year Walk, Device 6, Sailor's Dream—then two games over the next decade. Their new Legacy Collection preserves that early mobile work by recreating the iPhone itself inside modern platforms, complete with virtual gestures and motion controls. Simon Flesser talks about the decade-long conversation that led to preservation, the difference between remasters and ports, why doors that don't open are more interesting than the rooms behind them, and the specific Northern European melancholy that Americans mistake for horror. We discuss production constraints as creative fuel, the challenge of staying relevant across decades of game-making, and why no one would start a five-year project if they knew it would take five years.
- (00:00) - Introduction to Digital Preservation
- (00:33) - Samo's Legacy Collection and Preservation Challenges
- (05:25) - The Philosophy Behind Remasters and Ports
- (14:52) - Reflections on Time and Creative Evolution
- (28:09) - Production-Driven Game Development
- (29:16) - Architectural Influence in Game Design
- (35:08) - Intertextuality and Media Inspiration
- (44:23) - Creative Community and Future Plans