loading . . . Why The Dream Logic of Love Eternal Doesn't Need to Explain Itself _In 2017, professor Ian Bogost_ _proudly declared in_ The Atlantic _that games don't need stories. "Thatâs a problem to be ignored rather than solved. Gamesâ obsession with story obscures more ambitious goals anyway," he wrote. Bogost's general point was that stories are what you build on top of a medium's true material foundations, and games are actually best at disassembling ordinary objects and systems and reassembling them in surprising new ways._
_"There was a really big trend in the 2000s to have your story expressed explicitly through the mechanics," LA-based game designer Toby Alden says. 'The joke I always make is a platformer where itâs like, âIâm_ grappling _with the loss of my wife."_
_Right around the same time Bogost penned his broadside, brothers Toby and Ben Alden began updating a pet project called_ Love _, a hyper-difficult "masocore" game that almost no one finished and, to Bogost's point, was devoid of any narrative. But even for a physics-minded designer like Alden, the allure of telling some kind of story, even if the game itself doesn't demand it, was simply too great. But rather than deliver the story through the player's actions themselves,_Love Eternal, _the newly-released game simply leans into the abstraction._
_You are a Maya, a girl who's family has disappeared during dinner, and you're dropped into a perlious world in clear disrepair. You father has become some kind of wraith and a childhood friend has become something else entirely. It's all eerie but also deliberately indecipherable. In this conversation, Toby and I talk about the influence of ambient music like Aphex Twin, the perils of working with your brother, and how to make games that feel like playing music._
## How Do You Design a Level That Feels Like Playing a Theremin?
**JAMIN WARREN:**_I first found out about your work from Jenna Caravello, who recommended we connect. Iâd reached out to her because I was interested in what was happening with animators in Los Angeles given their relationship to games. How did you make your way into game-making?_
**TOBY:** Almost as long as I can remember, itâs been something Iâve wanted to do. Around high school, I played _Cave Story_ for the first time and became aware that making a game was something one person could do. As soon as that was on my radar, I began taking stabs at itâmaking mods for _Cave Story_ , trying to make Flash games. I started a lot of projects and didnât finish any until a little after college. But the desire was there from a young age.
**WARREN:**_Youâve mentioned making music and wanting sound to fill the room. Tell me about the relationship between your music practice and your games._
**TOBY:** Iâve made music for a long timeâit developed parallel to game making, with a similar trajectory of false starts until around college. A little after that, I started DJing, which Iâve done for almost a decade. Those three form the brunt of my artistic output: DJing, making music, making games. Music and games are very complementaryâobviously because games contain music. But thereâs almost a parallel between playing a game and playing an instrument, where it produces sound that fills a room. I think a lot about what one of my games would be like if you were in the room but werenât the one playingâyou just heard it. Would it be abrasive? Or would it be more soothing, ambient background noise? Which is what I usually lean towards.
**WARREN:**_What kind of music were you DJing? Were there particular artists that pulled you into music early on?_
**TOBY:** A lot of what I was inspired by early on was sample-based musicâDJ Shadow, Burial, IDM like Aphex Twin, and Kettel. A lot of rap production, like _36 Chambers_. Sample-based stuff especially had a big influence because it fit the way I thought about soundsâthrough experimenting, sampling, and re-sampling. And ambient music. Iâve always listened to a lot of it, and thatâs a big part of what I DJ nowâstuff that leans toward ambient, dub, ambient techno, down-tempo.
**WARREN:**_You didnât do the music for Love Eternal yourself (Emily Glass did.) Even if youâre not the person making the music, the decision to contract somebody who fits a particular vision speaks to taste. How did you connect with Emily? Did you start with a score in mind?_
**TOBY:** She was my first choice because she was the most talented person I knew who made music, and she had the emotional depth and richness of sound I thought would fit really well. Being in the position of directing a project requires this balance of egotism and humilityâthe things you know you can do well, you want to be confident in. But you really need to know what youâre not good at and then trust the people you assign those roles to. There wasnât a lot of back and forthâsmall adjustments to fit technical specifications, but for the most part, I could let them do what I knew they were good at. I wanted the music to be ambient in the classical Brian Eno senseâwhere if you pay attention, a lot of nuance comes out, but if you donât, it recedes into the background. I said something along those lines in my original pitch to Emily, and the first thing I got back I was like, âYep. Thatâs exactly it.â
## Do Games Need to Explain Their Own Mechanics?
**WARREN:**_For the storyâyouâve said it wasnât planned in a particular way. I typically donât think of platformers as games where story isnât really important anyway. Were there moments where what the game required mechanically was at odds with what you wanted to express narratively?_
**TOBY:** No, there wasnât. There was a really big trend in the 2000s where it was very chic to have your story expressed explicitly through the mechanicsâor have the mechanics cleverly comment on your story. The joke I always make is a platformer where itâs like, âIâm grappling with the loss of my wife.â But I think one of the strengths of video games is that people are willing to accept a level of abstraction. They donât actually find it jarring to do a bunch of arbitrary platforming and then have a story beat. The gravity mechanicâwhere you can flip gravityâitâs never explained. Thereâs no in-game reason why you can do that. But Iâve never had anyone ask me why she can do that. I think video games are allowed to operate with this dream-like logic, and you give up some storytelling power if you ignore that. It was very freeing to write the story in a more abstract way that didnât explain everything. Thereâs no moment in the game where Maya looks to the camera and says, âWhatâs going on? Why am I in this castle?â
**WARREN:**_The way the game functions is at this subconscious state of working through individual levels. When I would think about things too much, it made it difficult. It felt more like playing a theremin than playing a pianoâlike playing a fretless bass rather than a harp. Can you tell me about what the feel of the levels should be like?_
**TOBY:** A lot of it comes down to intuition and experimentation. Thereâs a lot of just opening the level editor, smearing some spikes and geometry around, hopping into the game, seeing what it feels like. And then maybe you have one particular moment where itâs like, âOh, that was really satisfying.â Maybe I can do that a second time in a slightly different way, or structure the whole level around it. That happens more often than sitting down with a fully formed idea. Despite what YouTube essays would have you believe, there arenât really rules I follow to produce a brilliant level. Itâs a lot more experimenting, playing, and seeing what feels fun or interesting. https://www.killscreen.com/toby-love-eternal-ambient-game-design-intuition/