Team Meat: Games Today Provide Empty Happiness; Expansion Plans

In an excellent interview over at GameReactor (part 1 here, part 2 here ) Team Meat reveals their thoughts on modern game’s difficulty. Can you guess why they think that the industry is catering to a  larger audience?

“It’s 100% business. It’s a logical business plan. If you want to be able to make as many people as happy as possible, even if it means an empty happiness. So that’s why every single game has super in-depth tutorials that teach the player so they can’t make any mistakes. Everyone’s trying to make sure no-one gets discouraged in any way possible and they make their way through to the end. Because videogames right now are treated like movies. In order to get the whole experience you need to finish every aspect of the game so they want to make it so everyone can do that. And that’s business. It makes business sense.”

This viewpoint comes  to no surprise  for SMB players, I’m sure. Still, it’s great to see that some people in the industry get it, you know? After all, as Edmund states, “not every game in the world should be easily beaten.”

And now, with a hit game on their hands, money, fame, fortune (except not…they haven’t been paid in years), Team Meat will probably look to expand, right? Wrong. On the subject of expansion, Team Meat said the following: “NEVER! Never ever. The very idea of paying someone a salary and insurance and making sure…the idea of someone’s livelihood relying on me is fearful. I don’t like it. I couldn’t raise a child right now.

Whenever any independent gets any sort of money they feel like they have to expand. And in order to make new games they have to expand. This isn’t not every independent, obviously there are always exceptions. But a lot of them do. They got to get these fourteen artists, they got to get this and that but when you get to that point you’re not so much creating games anymore as more you’re trying to find work to pay your employees. And I’ve done that. I’ve been there, in a situation where I’ve looked for contract work and that was a miserable time in my life. I had a shitload of money but that’s not fun. It wasn’t working on what I wanted to. If we hire people we have to find work, find them work, find money and have to make the next ‘whatever’ game. I don’t want to do that but I have to because I’ve five people to pay. It’s scary.”

Of course we all know the real reason they’re not expanding is because they want to keep their sexual friendship intact. Anyway, make sure to read the interview in full–there’s a lot of meaty stuff in there, including how Team Meat got together, a very expensive Coke Zero bottle, and what Team Meat thinks about the new-fangled motion controllers.




  1. Aerothorn

    I think he’s going a bit far here; he seems to imply that games that aren’t brutally difficult are all easy and coddling, like there’s no middle ground, and this somehow makes it an “empty” happiness. His comparison with other mediums is astute, but to say it’s “100% business” is the write the audience’s desires out of the equation. I, for one, like having games I can finish.

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