Interview: Jason Rohrer, Developer of Passage of Primrose

Zmogo.com has an interview up with Jason Rohrer, developer of the indie hit Passage. Jason was featured in Esquire Magazine’s geniuses issue for his video game art.

His newest game, Primrose, a compelling puzzle game, was recently released on PC, Mac, Linux, and iPhone.

From the article:

How would you describe Primrose, for anyone that hasn’t heard of it?

Primrose is a tile-clearing puzzle game.  It’s in the same family as Tetris, but it has completely new mechanics that have never been seen before.

How long did Primrose take to complete?

About two months.

Primrose is a bit of a departure from your other games, in that it isn’t obviously “about” anything. What made you decide to make a straightforward puzzle game like this?

I saw it as a challenge.  I wanted to push myself outside the area that I was comfortable working in.

People often talk about Tetris as being a perfect game or one of the best video games of all time.  They also describe it as a mysterious stroke of genius, never to be equaled or surpassed.  I wanted to try my hand at making a game like this—not a copy of Tetris, but a game with captivating, deep mechanics that could have a very long play life.

I also wanted to make something that was more appropriate for extended play on an iPhone.  My art games can each be played a handful of times at most, and though they might inspire interesting thought, the majority of people do not feel that they’re worth paying for.  The market really values games based on total playtime.

Read more here.