Once we’d designed the characters of Push
Me Pull You, we had to find places for them to play. As far as we were
concerned, these were normal people, just like you and me - they just
happened to be joined together at the waist by a long flesh-tube (you
know, like normal).
So when it came to designing the environments
for our characters to play in, I wanted to create spaces that reflected
our own experiences of playing sport. Most sports games present
professional-level play, using the familiar visual language of TV
broadcast to put the player in a role that’s part-passive-spectator,
part-active-player. There’s a power-fantasy element to this I think -
“It’s like I’m watching my favourite sport on TV, but I’m also in control.”
We
weren’t (and aren’t) really interested in that side of sports. None of
us follow professional sports in any meaningful way, so when it came to
giving a context to the invented sport in Push Me Pull You, we were far
more interested in presenting the kind of sports we play, not the ones
we watch.
This
is sport played with friends and family, the people from down the
street, the other kids at the campsite on a summer holiday. The stakes
are low, and although competition can be fierce, you’re ultimately just
playing to have fun with the people around you (this is also one of the
big reasons why we love local-multiplayer videogames).