How Dare You! #09: Guillaume Tournier alias PapyPilgrim

Guillaume Tournier alias PapyPilgrim

“Time is a good way to tell a whim from an aspiration. I came out of it with a clear idea of the kind of games I want to make.”

Um sich die Entscheidung abzuringen, ob er tatsächlich in Vollzeit Indie-Spiele entwickleln soll oder nicht, ging Guillaume Tournier auf eine lange Reise. Der 27-jährige Pariser wanderte vom französischen Le Puy-en-Velay aus bis nach Santiago de Compostela, dem Ziel des Jakobswegs. Fast 1.600 Kilometer legte er dabei zu Fuß zurück. Sein Pseudonym PapyPilgrim ist damit bewusst gewählt. Eben jenes Pilgern hat ihn – und seine Spiele – maßgeblich geprägt.

Guillaume nutzt aber nicht das Romantisierungspotenzial seiner Wandergeschichte. Er will sie nicht als das Zentrum seiner Persönlichkeit verstanden wissen: “Walking all day long, every day, forces you to focus: Enjoying a scenery, finding a place to sleep, chatting with a stranger, getting food or water, cursing the weather, treating blisters, not getting lost… And when you don’t have any reasons to focus on something that doesn’t truly matter to you, you just stop caring about it. This is not a conscious process: One day you just happen to have a different opinion than the last time you thought about it. Or, when that’s something you truly care about, your opinion don’t change at all. Really, this wasn’t a 2-months-of-intense-reflection thing: I just went from ‘I might make games’ to ‘I will make games’. And when asked why, I went from giving numerous reasons to just one: A game can matter to someone, change someone. And I want to make one of those, not a dopamine fix.”

Communications Control

Doch auch das Ludum Dare hat Guillaume nachhaltig beeinflusst und ihm neue Richtungen aufgewiesen. So arbeitet er seit über drei Monaten daran, seinen Beitrag für die 31. Ausgabe des Gamejams zu einem vollständigen Spiel weiterzuentwickeln. Dieser heißt Communications Control und stellt eine Art atmosphärisches Text-Adventure mit Science-Fiction-Szenario dar: „I really like where the game is going. I have made enough progress to say that a first playable version will be available in the weeks following Ludum Dare 32. I thought it would be a nice way to acknowledge the game’s origins. As for a complete release, it’s hard to give a precise date since I don’t know how much tuning will arise from the feedbacks I get during those experiments. It is still a few months away though.“

Im Rahmen des 22. Ludum Dares entwickelte er Deadly Robot Spree: „It was my very first game, and frankly I didn’t know what I was doing. I had big plans for it. I thought it would be easy. I thought my game would be awesome. I failed miserably and delivered barely more than a one-room platformer. I was extremely surprised that people liked it; to me it was just a testimony of how bad I was. But I unknowingly made many good decisions and focused on the right things.“ Seither hat er niemals auch nur ein einzelnes Ludum Dare verpasst.


Your three golden rules for game development?

  • The player should be shown things, not told about things. The player should do things, not be shown things.
  • Don’t put something in your game if you don’t need to. Not enough is better than too much.
  • If you give an option to the player: Give a reason not to choose it, or remove the option. For example: What’s the point of a fire-button if I end up firing non-stop?

Soccer Punch

Auf meine Frage, ob es irgendeine Person gäbe, mit der er einmal zusammenarbeiten möchte, antwortet Guillaume euphorisch: „Hands down: DDRKirbyISQ! I always check his entries, and I have always like it. The music he produces is awesome, his graphics are good, and the games always feel like complete products, without bugs and broken features. I am always in awe of the amount and quality of work he can deliver in the span of a weekend. And he regularly do collabs – so, who knows?“ Allerdings ist auch Guillaumes neuster Beitrag sehr gelungen und weist einen großen Spaßfaktor mit Flow-Gefühl auf.

Die Rede ist von Soccer Punch. Bevor ich genauer erkläre, worum es dabei geht, muss man sich folgendes vorstellen: Wären Tsubasa Ohzora und Son Goku mal gemeinsam einen trinken gegangen, hätten daraufhin im Alkoholrausch gemeinsam eine leidenschaftliche Nacht verbracht und auf wundersame Weise ein Kind gezeugt, dann wäre dabei der Charakter aus Soccer Punch entstanden. Dieser hat eine unglaubliche Wucht in seinen Tritten, dass er damit eine ganze Großstadt in Schutt und Asche legen kann. Was unglaublich absurd klingt, macht gleichzeitig enorme Freude.

Zum Abschied verfasste Guillaume noch ein wunderbares Manifest über die Bedeutung digitaler Spiele als Medium, welches ich euch nicht vorenthalten möchte. Adieu!


„Games are the only medium were the audience is active. And that, in my opinion, is what makes the medium much more powerful than any other. Because when you, as a player, are a participant instead of a spectator, it becomes personal.

No other medium can allow you to be put in the shoes of someone else and face the problems they would face.

No other medium can, through your own actions, make you understand on an intuitive level the ins and outs of any given situation.

No other medium can force you to make your own opinion about something, because you are not just exposed to facts: you experienced a point of view that was not your own. And you experienced the consequences.

No other medium has the opportunity to educate you, without teaching.

But for that, a game has to be about something. Too many games try to be like other media and don’t exploit this opportunity.

I’m not telling that games should have a story. I’m not telling that games with a story shouldn’t be linear.

Make any game you like! But make it about something. Something you care about, and wish more people would pay attention to.“

Für die Artikelreihe “How Dare You!” hat Sebastian Ludum Dare-Teilnehmer*Innen aus aller Welt interviewt und portraitiert sie in Textform. Vom 20. April bis zum 10. Mai 2015 erscheint täglich ein neues Portrait.