A closer look at Media Molecule's wildly ambitious new game.
“Dreamsurfing” is the term Media Molecule uses to describe moving from one dream to another in unbroken succession through different aesthetics and genres; a journey through an eccentric subconscious. It’s a fitting new word, as Dreams is shaping up to be the most startlingly original and ambitious game to come out of the studio thus far.
“Dreamsurfing allows us to do something expressive and it means we’re not tied to only one particular time zone and type of character,” says Media Molecule director Siobhan Reddy, as we watch Molecule artist Maja-Lisa Kehlet dreamsurf with two glowing PlayStation Move controllers. “I’m personally so excited about what we’re going to do because I don’t know yet. We have at our fingertips a really powerful tool. We can experiment with this experience - and that’s so exciting.”
Throughout our conversation, Reddy throws out words like “dreamsurfing,” “flow state” and “jamming”: the sort of esoteric terminology you’d expect from a musician, not a first party video game developer. But as I watched Kehlet begin to jam, pulling out pre-created assets to flesh out the bare bones of a forest scene with two little on-screen teardrops - Dreams’ “imps” - the lingo began to click into place. How else could you describe this weird, harmonious remixing?
“We have a few guiding principles with Dreams,” says Reddy. “At the end of LittleBigPlanet 2 we wanted to side-step where we were going with user-generated-content and get on a new path, and we wanted that new path to be more about self-expression. When we looked at the screen, when artists were making themes and characters, we wanted people’s style to be able to come through.”
A good theme to anchor this goal, Media Molecule decided, was “dreams”. After all, they are the most personal thing one can experience, and their abstract makeup can inspire incredible artistic expression.
“We wanted people to be able sketch their dreams like a dream journal, but in a place where you could actually recreate it digitally,” says Reddy. “In order to be able to do something like that you need to get in a flow state, so that’s why we use the word ‘performance’, as it’s the closest analogy we have of that.”
Watching Kehlet at work is indeed mesmerising. As she populates a forest with trees, she begins to turn them upside down, their hollow bases sticking out of the ground. “We call these happy accidents,” says Reddy.
“One of the things that excites me about Dreams is watching someone play it. Because they’re in this flow state, it’s so interesting to watch. Game development has never been that interesting to watch.”