Showing posts with label Interview. Show all posts
Showing posts with label Interview. Show all posts

Tuesday, 20 September 2022

Interview: A Few Words With Kevin Pope

Edited by Joe Pranevich

Last time, we began our coverage of Nord and Bert by looking at the first of eight included scenarios. I’ve already played the next two scenarios (I am stuck on the third) and a new gameplay post will be coming in a few days. Before we get there, I want first to share with you a conversation with one of the men most responsible for the distinctive look of the game: Kevin Pope. While it may seem strange to consider the “look” of a 1987 text adventure, Pope’s images– starting with the game’s cover art– seems an almost inseparable part of the experience today. Players pored over Pope’s included illustrations to reveal hints about each chapter’s distinctive style of puzzles. Although the illustrations are spartan, I have become a fan of Pope’s work. 

Kevin was an invaluable resource during the development of our introductory post. He was gracious enough to answer most of my questions, piling on stories and anecdotes beyond what could fit in our brief narrative. With his permission, I have edited our correspondence and assembled them into this mini-interview. Please enjoy, in his own words, a brief discussion with Infocom’s most famous illustrator. 

Thursday, 31 October 2019

Kickstarter Special - Summer Daze At Hero-U & Interview with Corey Cole

By the TAG Team


It’s no secret that here at “The Adventure Gamer”, we have a soft spot for the Quest for Glory series and the works of Corey and Lori Cole. Three of their games are on our Top Ten! Although we are a retro gaming establishment, we reviewed Hero-U: Rogue to Redemption last year and have received a ton of positive feedback about the decision. That review (and the accompanying interview) are among the most popular posts on the site. We can only assume that you, like us, are fans!

We have been exceptionally selective in terms of what recent projects we feature, but we’d like to direct you to a kickstarter by Corey and Lori Cole’s Transolar Games: Summer Daze at Hero-U. This game is a prequel to the previous Hero-U title and explores a shift towards more narrative storytelling by integrating visual novel elements. It looks like it’s off to a good start. Summer Daze lets you play as either the mischievous female rogue or a studious and introspective male wizard with his meerbat familiar.

The campaign's funding goal is $99,999 because as Corey points out, “we'd hate to come up $1 short.” At the moment, they are just over 70% of the way to their goal with less than a week to go. We’re really love to see this game get funded and hope you will check it out if you are a fan of the series.

As an added bonus, Corey Cole has agreed to speak with us and answer some lingering questions that your humble admins had about the development of his games. Even if you aren’t into his kickstarter, I encourage you to scroll down!

Wednesday, 30 January 2019

Interview with Brian Cody, Co-Creator of Fooblitzky

By Joe Pranevich



From time to time, it has been our pleasure to not only play and explore the classic games, but to discuss them with their creators. We’ve spoken to game designers and game illustrators, but I am pleased to have been able to spend some virtual time with someone who was both: Brian Cody, the co-creator of Fooblitzky, Infocom’s first and last computer board game. If you missed our coverage of that game, you can find it here. Brian was not only responsible for much of the game design, he also developed the game’s unique graphical style.

The following interview has been assembled from a series of emails in January 2019 and edited together for your reading enjoyment.

Wednesday, 11 July 2018

Interview with Corey Cole

Introduction by Joe, questions by the TAG community & editors

Lori and Corey Cole have created some of the all-time classic adventure games

As we wrap up our special “month long” coverage of the launch of Hero-U: Rogue to Redemption, we want to close out as we began: with the personalities and stories behind the games. To that end, our community and editors put together a set of interview questions which Corey has been kind enough to answer for us even while he and Lori were putting the finishing touches on their game launch. Well, the day has finally arrived and Hero-U is available for sale! Please have a look at our our review of a pre-release version and check out their game on Steam, GOG, or other places where independent games are sold.

Monday, 19 March 2018

Interview with Muriel Tramis

Introduction by Ilmari


Our first interview with a French adventure gaming legend

It has been almost a year, since we posted a call for questions for Muriel Tramis, a creative force behind many titles of Coktel Vision - a company that played a similar role as Sierra in French adventure gaming industry, and indeed, later merged with Sierra. We've covered many of her games in the past and we might already distinguish two central topics investigated in her games - her Caribbean heritage (as shown in Mewilo) and sexuality (for instance, in Geisha). The latest game with her involvement we've covered was Fascination and we still have plenty of her games to look forward. I am pleased to announce that we've finally received the answers, together with some exciting news concerning a crowd-funding campaign for remaking an old game of Muriel Tramis. Without further ado, let's begin the interview!

Thursday, 6 April 2017

Call for Questions for Muriel Tramis

Written by Ilmari


Although we have had a bit of a love-hate relationship with French adventure gaming, I am sincerely of the opinion that a history of its early days would be an interesting field of study. Careful readers of our Missed Classics might have seen that I’ve done my share in trying to make this otherwise rather forgotten era more accessible. I have especially followed the career of Muriel Tramis, interesting not just as one of the first female game designers, but also as probably the first game designer hailing from Martinique.


Her official LinkedIn -picture
This remarkable person worked for Tomahawk, subsidiary of Coktel Vision, which later became a part of the enlarging empire of Sierra. In what might be taken as an ironic result, the takeover of a French gaming company was followed by a takeover by a French media company Vivendi. After few years in this media corporation, Muriel Tramis left Vivendi and founded her own company Avantilles in 2003. I’ve been trying to track her down, in order to conduct an interview with her, but for quite a long time, the trail was cold.

Until the beginning of April.

Friday, 16 September 2016

A Conversation with David Marsh

Interview by Joe Pranevich


As we close out our coverage of Sherlock Holmes: Consulting Detective, I am thrilled to have been able to speak to one of the masterminds behind ICOM Simulations’ success, David Marsh. In the first decades of his career, David helped bring us classics like Deja Vu, Shadowgate, and Uninvited. He was the art director for the Consulting Detective series. These days, David is the driving force behind Zojoi, the current owner of much of ICOM’s adventure gaming legacy. He and his team have recently released updated versions of the first three Consulting Detective cases plus a complete reimagining of the original Shadowgate.

In a wide-ranging conversation, David and I talk about all of those titles, games that didn’t quite make it, and even Road Runner’s Death Valley Rally. It was a lot of fun and I’m thrilled to be able to bring this interview with you.

Thursday, 21 July 2016

Interview with Mike Woodroffe

Introduction by Joe Pranevich

Head of Adventure Soft, Horror Soft, and Adventure International UK

A couple of weeks back, we posted a call for questions for an interview with Mike Woodroffe. And while he hasn’t been able to answer all of our questions, he has been kind enough to give us a peek into the thought processes behind one of the most important adventure game companies in Europe, if not globally. Here on The Adventure Gamer, we’ve still only scratched the surface of his catalog, covering Seas of Blood (1984), Robin Of Sherwood (1984), Elvira (1990), and Elvira II (1991). I know of at least ten more adventures that he created or was heavily involved in, several of which are already on the list for us to play in the future. Almost two dozen more were games that he helped shepherd to market in his role as head of several adventure game companies. He has made a terrific impact on our genre and I’m glad that he agreed to take some time to speak with us.

So without any more fanfare, here is our brief interview with Mr. Woodroffe, plus some bonus information from my correspondence with him over the last several weeks.

Tuesday, 28 June 2016

Two Interviews With Teoman Irmak

Introduction by Joe Pranevich


This week, we have a special treat: not one, but two interviews with artist Teoman Irmak. I first stumbled onto Teoman’s work while reviewing the Questprobe games. You may recall that I didn’t quite understand why some systems had different graphics than others and I interpreted this to being due to Adventure International optimizing the art for each platform. Not so! As I learned later, the different art was because the two “Adventure Internationals”, the US and UK ones, were targeting different platforms (the common ones for their regions) and employed separate groups of artists to do so.

Teoman’s work is likely to be more familiar to European adventure game fans, but we’ve seen his art in the original Elvira game and Robin of Sherwood, as well as the UK editions of the Questprobe games. He also worked on many more including Sorcerer of Claymorgue Castle, He-Man, Gremlins, Personal Nightmare, and others that I hope we will eventually cover as part of our Missed Classic series.

So why do we have two interviews? Teoman has been kind enough not only to answer a few questions for me, but also to provide us an unabridged interview that he did last year for Sam Dyer’s book, ZX Spectrum: A Visual Compendium. There’s a bit of overlap between the two interviews, but together they provide a fantastic glimpse at some of the processes that underscored early adventure gaming.

Thursday, 12 May 2016

Call for Questions for Mike Woodroffe

Introduction by Joe Pranevich


If you’re like me, you’ve asked yourself more than once, “Who was it that got the brilliant idea to combine a 1980s horror movie personality with adventure and RPG game elements to create the Elvira series?” Or who it was that brought Scott Adams-style adventure gaming to Europe? Or who was the mad genius behind a cornucopia of licensed adventure games based on He-Man, Fighting Fantasy gamebooks, Robin Hood, and even Super Gran, a British TV series about a grandmother that gets super powers?

Sunday, 8 May 2016

Conquests of Pop Culture: An Interview with Christy Marx

Written by Alex

I recently had the pleasure of playing through Sierra’s excellent Conquests of the Longbow: The Legend of Robin Hood, and thoroughly enjoyed every minute of it, Much the Miller’s Son notwithstanding. The game’s lead designer was one Christy Marx, whom you may have heard of: among other things, she was the mind responsible for Longbow’s spiritual predecessor, Conquests of Camelot.



In addition to designing two great late-80s/early-90s adventure games for Sierra, Ms. Marx is a talented and imaginative writer who has had an interesting and varied career in the creative arts. In fact, she’s responsible for a few things that I know you’ve heard of. What’s more, she’s a really nice woman who has been more than gracious with her time, responding to an out-of-the-blue email request for an interview from some weird lawyer/retrogaming chrono-blogger for the edification of The Adventure Gamer community. Over the last few weeks, I have taken questions from you, the readers, and emailed them to Christy, who found time in her busy schedule to answer them all. Enjoy!

Thursday, 1 October 2015

Interview with Scott Adams and Kem McNair

Introduction by Joe Pranevich with questions by “The Adventure Gamer” readers




Introduction

Before we close up our summer series on Questprobe, Scott Adams and Kem McNair have been kind enough to agree to be interviewed by our community. As you know, Scott Adams was the CEO, lead programmer, and game designer for Adventure International. Scott pretty much invented the personal computer adventure game with his release of Adventureland in 1978. He has been tremendously helpful to me during my several months with Questprobe, answering many questions, and even providing me with the incomplete copy of Questprobe #4 which you have already read about. Kem McNair was the Art Director for Adventure International and drew the graphics for many of the games personally, including the Questprobe series that we have just played.

Monday, 31 August 2015

What’s Your Story - The Mara

Answers: The Mara
Introduction and captions:  Ilmari

If there has been one commenter of this blog that everyone knows, it must be Canageek - that eager critic of silly adventure game plots, voracious hunter of CAPs and lover of all things geek. Of course, he hasn’t always kept up with the progress of the blog, but like a Phoenix, he has always risen from the ashes renewed. But just around the time when Trickster gifted this blog to his followers, Canageek was getting more and more behind the blog schedule. This time it was serious, this time something had got him. And that something had a name - Mara.

Just as we thought we had lost our fine Canadian fellow for good, a voice appeared in the posts of old. We had gained a new reader, for Canageek had convinced Mara to take up the challenge of reading the whole history of our blog. In the months to come, she moved gradually, post by post, nearer to this day. And now the time has come to introduce you to Mara properly.


Fascinating, she would appear to be from Vulcan

Monday, 15 June 2015

Space Quest IV - Interview with the Two Guys from Andromeda

By The TAG team


The galaxy or the constellation? We forgot to ask.

I know I speak for all of the contributors here when I say that we love adventure games. We love to play adventure games, write about adventure games, but most importantly learn about adventure games. These games are an important part of our digital heritage and the work that we do here preserves and promotes the memory of some absolutely fantastic games.

That is why we have been so excited that, just over a month ago, Scott Murphy and Mark Crowe (better known as the “Two Guys from Andromeda”) agreed to a special interview with The Adventure Gamer to coincide with our playthrough of Space Quest IV. These questions wouldn’t come from the admins or writers for TAG, but rather all of our contributors. We quickly pulled together a call for questions and sent them off to Scott and Mark for their answers. Today, we can finally share with you the answers to our burning questions!

Wednesday, 6 May 2015

Twenty Questions to Two Guys from Andromeda

By Ilmari

The first game where I realized games had developers was Space Quest 3. At one point of the game Roger Wilco found his way into a lair of evil pirates, who had imprisoned two aliens with prominent pig snouts. My 8-year old self wasn't really sure who these aliens were, until Roger finally drove them to Earth and left them to work in Sierra. Wasn't Sierra the company that had published Space Quests? And they had two pig-nosed aliens working with them? And were these aliens actually behind this game? The name Two Guys From Andromeda was then forcefully imprinted to my mind, especially as Space Quests were my favourite games at the time.


This picture spells nostalgia for me

Monday, 14 October 2013

Interview: Jay Ziebarth - The Ballads of Reemus 2

I've mentioned previously that I receive a lot of emails from game developers and promoters. Most of them want me to review their latest game for the blog, which is not something I'm willing to do (it would distract me from the underlying goal of The Adventure Gamer). Occasionally one catches my attention though, and I find myself wanting to do my part to help. Jay Ziebarth's message was one such email, partly because he gave me a copy of his first game The Ballads of Reemus, but mostly because he'd clearly read some of the blog and understood how things work around here. After looking into the game, I found that the sequel is on Kickstarter right now, and it's touch and go as to whether it will get the funds needed. I felt compelled to find out more about it and its creator, which resulted in the interview below. Do check out the Kickstarter campaign if you get a chance, and if it looks like something you'd like to play, well you know what to do. Oh, and if anyone has any questions, I'm sure Jay will pop in at some point to say hi.

Who are you and what’s your background in gaming?

My name is Jay Ziebarth but I've been known as "Zeebarf" online since 1999. I started out making cartoons and flash movies on sites like Newgrounds.com. I'm primarily an artist and writer. My background in gaming is only that of a fan. Everything I've done has been self-taught.


Jay (Zeebarf) Ziebarth: The only Canadian point and clicker on Kickstarter

How did adventure games become your weapon of choice?

I've been an adventure fan since first discovering "Maniac Mansion" on the Commodore 64 in the 80's. Adventure games combine all my passions into one. I love storytelling and writing, characters and puzzles. I always wanted to make one but never really had the tools or skills to do it.

It wasn't until I learned how to use the program Adobe Flash that I was able to do anything about it. I played a flash game called "Samorost", I loved it and realized that I could probably make a game like that myself. My goal was to eventually make a full Lucas Arts style adventure game, so I just started making point and click games in flash, all free to play in the browser. Each game I tried to teach myself a little more. I've since made 15 flash adventure games. I finally realized my Lucas Arts dream last year when I completed my first commercial adventure game "The Ballads of Reemus".


 Samorost: Damn that's a beautiful game!

What made you decide to start making your own games and how would you sum up the experience of the early years?

I had gotten quite good using Adobe Flash for art and animation and I had a pretty solid understanding of basic action scripting. In 2007 I found myself with a bunch of free time and I had always wanted to make a game, so I started teaching myself some more advanced programming concepts using "Samorost" as a template. I created a simple horror adventure game called "The Visitor" where you play an alien worm terrorizing a cottage. People really loved it and it went viral, I ended up getting offers to make games for other sites like Comedy Central. So I ran with and here I am six years later still creating games.

The early years were all about pushing my skill set. I started out having no clue how to do anything and each game I tried to add a new programming concept to my tool box. Those early years were probably the most fun since I really had no pressure to create a hit game. I just made whatever I felt like and let the reviews from players shape my future games. It was all trial by fire. Make a game, find out what people loved and hated about it. Tweak the ideas based on feedback and make another one. If you play my games in chronological order you can see them grow and improve.


The Visitor: I played about five minutes of this and had to tear myself away. Very addictive!

You were previously heavily involved in a TV show called Sons of Butcher. How did that happen and is it any good?

Depends on what you consider "Good" :) It's a really weird animated series about three guys who run a butcher shop by day and at night they're in an over the top KISS type, spandex clad rock band. It's fully animated except the three main characters have real heads on cartoon bodies. I was one of the real heads. It was a late night adult cartoon, so the content isn't for the faint of heart.

How it happened was basically luck. I was working in TV making props for "The Red Green Show" in Canada. The production company that made that show was looking for something new and we had already been working on the idea as a web cartoon. So we pitched it to them, they liked it and helped us get a meeting with Teletoon, who was the main animation broadcaster in Canada. The unique style sold them and they gave us a shot. We had zero experience making a TV show so naturally we made ourselves the head writers and lead actors. It was just one of those serendipitous moments in life. We ended up creating 26 episodes over two seasons, we got nominated for a Gemini Award and then they canned it. I rank it as the best job I've ever had in my life.

Every episode is currently online at www.sonsofbutcher.com - If you like your cartoon characters fat and dirty then you'll probably love it. Otherwise, you've been warned.


Sons of Butcher: If it's anything like Metalocalypse then I'm in!

How did ClickShake Games come about?

At the time I was looking to take my games to the next level, my programming skills weren't as sharp as I needed them to be and the programmers I had been working with were doing it for me in their spare time. I really wanted to be a full time game developer and I knew to do that I'd need a full time programmer to work with. I ended up meeting Steve Castro during a Newgrounds.com game jam, we worked really well together and he was looking to go full time into game development as well. He lives in Ohio and I'm in Ontario, Canada, so we did a couple client projects together to see if a long distance partnership could work. When things went smoothly we decided to make it legit and formed ClickShake Games in 2010. We worked with each other for four years and only ever met in person twice.


 Oooohhhhh...mixed messages! What should I do!!!!????

What can you tell us about The Ballads of Reemus. Was it everything you hoped it would be?

The Ballads of Reemus is about a medieval exterminator named Reemus who along with his sidekick Liam the purple bear try to legitimize "extermination" as a heroic career path and find their 15 minutes of fame. It’s classic point and click adventuring with a few optional side quests, like hidden bug squishing thrown in for fun. It has all the bells and whistles like full voice acting and animated cut scenes.

As far as being everything I had hoped it would be, I think it is definitely close. We did it with an extremely tiny budget, working on it between client work. It took two years to complete. Overall I wish I could've made it longer and expand on some of the ideas but for a first crack at a commercial game I think it turned out pretty good. The people who've played it all enjoyed it, and it had good reviews and even won "Best Story" at the Casual Connect conference this year in San Francisco. So I'm proud of it. Could I make it better? Definitely but that's what sequels are for...


 The Ballads of Reemus: Well it sure looks better than David Gray's first effort.

The sequel (The Ballads of Reemus 2) is yet to reach full funding. Why should the adventure gaming community back this project?

If you're a fan of 2D, outlandish and funny adventure games then you'll definitely enjoy my work. This new game will be a beefier tale with more focus on exploration. If the first one was my Maniac Mansion, then this one will be my Day of the Tentacle.

At the end of the day I'm an adventure fan trying to do my part to keep the genre alive and kicking. With your help I can make a new notable adventure game that expands Trickster's playlist and keeps him point and clicking.


 You can back the game on Kickstarter here

But why talk about it, when you can just play my games now and decide for yourself:

The Several Journeys of Reemus series - http://zeebarf.com/the-several-journeys-of-reemus

The Ballads of Reemus demo - http://www.clickshakegames.com/reemus/ballads/demo.php

or try some of my other adventure games - http://www.clickshakegames.com/games/

Thursday, 14 February 2013

Interview: Mike Marecek - Sierra Convention 2014


As I’ve mentioned previously, I regularly get contacted by people who would like me to mention their game, event or online casino in this blog. Most of these get ignored for the simple reason that I want The Adventure Gamer to remain focused on chronologically playing adventure games. However, occasionally one seems worthy of attention, such as an email I received from Ben Rosner a few days ago. Ben is helping to organise a Sierra Convention for fans like us, and agreed to pass on any questions I might have to Mike Marecek, the man behind the idea!


Mike Marecek - It's too easy to make crude jokes about this image so I will refrain

Now those of you that have been here a while will know that the first thing I did was Google Mike to see what I could find out about the guy. It turns out that this guy deserves some serious respect in this field, not only for his vast knowledge on everything Sierra, but also because of his stupendously impressive collection. Check it out here: http://youcantbesrsly.com/?page_id=115


Man, I'd love to have this collection. My wife would be less impressed.

Here’s the original email:

“I represent the 2014 Sierra Convention. I was wondering if your blog would be able to put up a short article/feature about our convention. It will be located on the West Coast, and will feature well known Sierra alumni such as Scott Murphy (space quest/space venture), Mark Crowe (space quest/space venture), Jim Walls (Police Quest, also will be working on a new Police Adventure game soon) and David Homb (Phantasmagoria).  Thank you for your time. If you have any other questions, please do not hesitate to e-mail me back.

Sincerely,
Ben Rosner
Social Media Director
Sierra Convention 2014”


Can you imagine the costumes at a Sierra convention? There are almost too many awesome choices!

Here are the subsequent questions and answers. This is not an extensive interview by any means, but I thought it would be of interest to the readership here.

The Trickster: Where and when will the conference be held?
Mike: We are looking at California or Washington State for the first year. This is mainly so we are closer to the Sierra alumni that want to attend. Our dream is for the event to grow each year and have it all over the world, this way fans all over the place can enjoy the convention without having to travel far every year. The dates are also not yet locked down. We are hoping for summer of 2014 but right now we are still in limbo on a lot of details. As we progress with planning & event details we hope to narrow down the weekend for the event.


I better go see Leonard quickly to try and get cheap passage!

The Trickster: I believe the event is entirely fan driven and not by Sierra itself. Is this correct?
Mike: This is correct. At this time the event is entirely fan driven but many of the original Sierra alumni have expressed interest in involvement with the project.

The Trickster: How did the event come to exist?
Mike: I have had this idea for many years. I attend a lot of various conventions and sometimes I am lucky enough to see someone wearing a Space Quest shirt or find a copy of Kings Quest but it is a rarity. I have really wanted to have a place where Sierra (and adventure game fans as a whole) fans could get together and trade old games, art work, merchandise, stories, etc... It would be amazing to also sit down and have the old designers & programmers share stories and sign copies of classic games. I think classic Sierra has a big enough following that a convention like this one can sustain itself. I never really did much of anything with the idea until Eriq Chang (ArtOfSierra.com & FableFoundry.com) pushed me into doing it. He and I have a special love for Sierra and we can sit on the phone or Skype for hours talking about it and sharing stories. Once he talked me into actually doing something with the idea, he's been a great help in getting the ground work for the event started, including our early logo designs (check out FB page for images).


Things are just not real until you have a logo. This makes it real!

The Trickster: Is this the first such conference?
Mike: At present we know there have been some vintage game conventions but nothing that has really been focussed on Sierra.

The Trickster: Is there a large cost involved in running something like this?
Mike: Yes, there are a lot of costs involved. We are looking at several large conference centers and along with that comes power, internet, tables, chairs, etc. etc. etc. Then we have the costs of a website, hosting, store fees, graphic design and printing. What once was a small idea has grown into a huge expense. We are hoping that once we can get our Kickstarter completed, fans will help in funding the event. Also, advanced ticket sales should help.


The website is just in development, but you gotta love the Sonny Bonds reference and the motto. "Still living the adventure!"

Also, we are looking for volunteers in the following departments:

- Graphic Arts
- Event Coordinator
- Web Development
- Event Staff
- Media Production
- Event Development Team

If anyone is interested, they should email mike@thesierracon.com

The Facebook page can be found here: http://www.facebook.com/TheSierraCon

Wednesday, 21 November 2012

Interview: Mark Yohalem and Victor Pflug - Primordia

There have been many things that have caught me by surprise since I started this blog. One of them is that people in the adventure game industry sporadically get in touch with me. I’ve had to ignore (or lightly brush off) some of these connections as I simply don’t have the time or inclination to support every project out there. I’m also conscious of not letting The Adventure Gamer lose its focus, which is to form a cohesive commentary on the chronological history of the genre. However, occasionally my interest is captured, and I can’t help but get on board. That’s the case with Primordia, which is an indie game that celebrates the retro point and click adventure style that we all love here.


The game is developed by Wormwood Studios and will be released by WadjetEye (the company behind other recent adventure games like Gemini Rue and Resonance) in December. The game’s writer, Mark Yohalem, got in touch with me recently to see if I might be interested in playing a media preview of their game. Given how busy I’ve been with Codename: ICEMAN and now Hero’s Quest, I’ve not yet had a chance to play it, but I liked the idea of interviewing Mark and his artistic partner in crime Victor. Mark agreed, not only to answer my questions, but also to answer any questions you guys might have about the game and development in general. Below is the result of that interview (it's long, but offers many insights that I'm sure you guys will appreciate), and it coincides very nicely with Primordia appearing on GOG for pre-order in the last couple of days.

A brief story outline from the website: "What happened to the humans? Set in a post-apocalyptic world strewn with cast-off machines, Primordia tells the story of Horatio Nullbuilt, a stoic robot who values his solitude and independence. Horatio spends his days studying the Book of Man, sparring with his droid companion Crispin, and tinkering with the airship they call home — a peaceful existence that becomes threatened when a rogue robot steals the energy source that the pair needs to survive. When Horatio and Crispin’s search for energy brings them to the dazzling city of Metropol, the simple quest to recover their stolen power core leads to unexpected discoveries about Horatio’s origins and a new understanding of the legendary humans who walked the earth before him."


THE TRICKSTER: What better way to start than finding out who the minds are behind Primordia? Can you reveal a little bit about yourself (and Victor if he’s handy)?

MARK: Like Daredevil, I'm an attorney by day.  By night, I write stories for computer games.  Before Primordia, I worked as a freelancer, primarily for large companies (Bioware, S2 Games, and TimeGate).  I'm a Californian, and I'm married with kids.

VIC: I'm an Australian artist/electronic musician. I'm also into circuit bending. I spent the last ten years practicing illustration and concept art, and I was really into aerosol art before that. My life as an artist feels, at this point, like it was all practice for Primordia.


Daredevil: Mark's alter ego

THE TRICKSTER: Most of the readers of this blog (not all of them of course) are thirty something year old men who have fond memories of growing up playing adventure games. Can you tell us a little bit about the experiences that led to you making a retro point and click adventure game?

MARK: I fall within your "most of the readers" category.  One of my earlier memories is playing King's Quest II with a friend -- or watching him play, anyway.  I remember the perplexity I felt as the parser rejected our repeated efforts to identify the thing on top of the mantelpiece in the elf's house.  (It was porridge, right?)  I also remember utter confusion when the Batmobile came out of the cave.
 
It wasn't until much later -- when I was about 12 -- that I played Loom and fell in love with adventure games.  One of the things that is staggering about Loom is the scope of the universe relative to the scope of the game.  The manual has all this history of these Guilds that not only don't appear in the game, but don't matter to the game at all.  And you have all these great spells (or weaves, I guess they were called) that never came into play, either.  And the version I had came with this tape-recorded narration that added yet another level of world-building.  At the same time, the game drew upon these deep cultural roots we have -- ones that I didn't even really know, but which still resonated with me as a kid: the Swan Maiden myth; the Greek Fates; Maleficent from Sleeping Beauty; the Emerald City from Oz; and, obviously, Tchaikovsky's  Swan Lake. The game simultaneously feels like an organic extension of the Western mythological canon and a full-formed universe unto itself.


"I played Loom and fell in love with adventure games"

So Loom more or less hooked me, and after that I played lots of point-and-clicks, as well as the parser version of Hero's Quest (now Quest for Glory), which I see is next up on your list. More or less contemporaneously with that, a friend of mine -- who's now a well-regarded professor of machine learning and natural language processing -- introduced me to the awful but awesome Hugo Whodunnit game.  (Does anyone else remember the actual red herring?  We have a shout-out to that in Primordia!)  We beat the game together, and then made a terrible text adventure game called Quentin Questor.  Having knocked out QQ1, we decided to make a graphical sequel that was, I think, set in the Wild West.  We got our moms to take us to the library and got a bunch of books with reference images, traced a few of them, and then gave up a few weeks later.  Ever since then, though, I really wanted to make a graphical adventure game.  It only took me twenty years!  (One of the items in Primordia is a "Quentin Questron LCD monitor" in homage to my misspent youth.)

VIC:  Some of my fondest childhood memories are of playing point and click adventure games with my brother. So yeah, I guess there's a certain nostalgic draw to those games for me. Plus, as an artist, retro adventure games just seem to give me a lot more freedom with the kind of graphics I can make for them, different perspectives for the backgrounds, more diverse animation, low resolution that's a bit faster to produce but still looks good and has a nostalgic draw. I'll take low res over high any day. It just looks pretty to me.


"A friend of mine introduced me to the awful but awesome Hugo Whodunnit game."

THE TRICKSTER: How did Wormwood Studios come about and how did you catch the attention of WadjetEye Games? Have you and Victor known each other for a long time?

MARK: Vic and I met when I answered a random post of his asking for help from a writer.  So we've known each other almost exactly as long as Primordia has been in development: 29 months.  In that time we've exchanged tens of thousands of emails and IMs, but I don't think we've ever actually spoken, owing largely to the time zone difference but also just to the weird nature of Internet collaborations.

Wadjet Eye Games got involved when Dave Gilbert -- i.e., Mr. WEG -- saw the development thread Vic had started on the Adventure Game Studios forums.  Based on the success WEG had with publishing Gemini Rue, Dave was fishing for additional games to publish.  He contacted Vic, and the rest is history!


Gemini Rue really seems to have fueled an adventure game resurgence

THE TRICKSTER: I notice the game is “co-developed” by the two companies. What does that really mean? How much involvement do they have in the design aspects of Primordia?

MARK: I think it's inaccurate to say the game is "co-developed" by Wadjet Eye Games.  More or less, WEG is publishing Primordia and Wormwood is developing it.  WEG's only real development role is finding and coordinating voice actors and the composer, Nathaniel Chambers.  But Nathaniel and the actors are not actually part of WEG; WEG is really just Dave Gilbert and his wife.  That's not to say that WEG hasn't been extremely helpful in coordinating that stuff, manging QA and publicity, and cheerleading us over the finish line.  But in terms of the core development aspects -- concept, art, code, writing, design -- that's all Wormwood's doing.  It's nice to be able to focus on that while Dave does all the dirty work!


Primordia looks really dark, in a good way!

THE TRICKSTER: New games (not necessarily adventure games) are often criticised for valuing explosions over intelligence. Do you think players expect better stories from indie games because the focus isn’t on the shiny for budgetary reasons?

MARK: This question is awesome because, as best I can tell, in order to make the trailers for the game, WEG took every single explosion in Primordia and strung them together into a long animation.  Since WEG knows more about marketing indie games than I do, I guess the inference is that indie players also want explosions?

Also, I'm not sure that indie games necessarily have better stories than corporate games.  In fact, the best game writing I can think of is all from fairly large companies (Lucas Arts, Black Isle, Obsidian, Double Fine, etc.).  The only comparable caliber in indie games that I can think of is in interactive fiction, where writers like Andrew Plotkin, Emily Short, Michael Gentry, and Adam Cadre (to name just a few) have done really excellent work.  But interactive fiction lends itself more easily to virtuoso writing than other games do.  When you look outside that genre, my sense is that indie writing actually tends to be either (a) actually less creative than the best corprate writing or (b) offputtingly arsty-for-art's-sake.  In either case, I think it tends also to be mechanically inferior in terms of the cinematic aspect of writing (timing, brevity, things like that) as well as just basic grammar, punctuation, crap like that.


There's no way that background could be anything but hand-drawn. A dedicated art that gives real depth to the environment.

Now, having been a self-loathing contrarian jerk, let me walk that back a little bit.  I think indie games (and, by this, I mean small-team indie games) -- at least the good ones, obviously there is an endless amount of terrible stuff, much more than with corporate games because anyone with free time and a free engine can make an indie game -- do tend to be better than corporate games in terms of having a "vision."  That's because you have less publisher pressure, less market pressure, and less management pressure, and fewer members of the development team.  Ultimately, Vic and I really only had to compromise to each other.  That means that what you see visually is more or less the vision and execution of one person (Vic) and what you read in the story is more or less the vision and execution of one person (me).  Obviously, Vic and I inspired each other -- his art and ideas affect my writing and vice versa -- but it wasn't like I was trying to manage a team or writers while satisfying a nagging boss or something.

What that means, practically, is that every line of Primordia's story (more or less) and every pixel of its art (more or less) is advancing the core themes of the game.  With a larger team, there's only so much direction you can provide because much of the thematic content of a work of art arise subconsciously.  There's no way I could raise another writer up to have all the same influences and experiences I have, no way Vic could do that for another artist.  If you press us, I can probably explain to you the reasoning behind ever word choice in the script and Vic an probably explain to you the reasoning behind every color choice in every sprite.  But I am 100% sure that I could not have directed another writer to write the lines the way I did because -- in most instances -- it wasn't until I wrote them that I knew what the line had to say.  For me, at least, writing works kind of like John Rawls's "reflective equilibrium": there's a deliberative thematic effort but also a wild creative one, and each one has to be adjusted and checked by the other one.

Anyway, I think "auteurial coherence" (wow, what an obnoxious way of putting it) is why even indie games with relatively minimalist stories -- like, say, Spelunky or Cave Story or Mount & Blade -- nevertheless have a narrative strength to them.  It's imbued in them by the creative process of having a small or even one-person team.


Horatio and his sidekick droid Crispin

THE TRICKSTER: Can Vic give us some insight into how the graphics development process works? Are “hand drawn” backgrounds exactly what they sound like? Does using an engine like AGS make it a reasonably straight forward process, allowing you to focus on art rather than technical challenges?

VIC: Almost all the graphics for Primordia, backgrounds and sprites, start out with a pencil sketch. I scan this and then paint it up using a Wacom tablet and graphical software, so yeah, I think it's pretty much as close as you can get to hand drawn without using entirely traditional mediums. One reason for this method is that I just feel most comfortable sketching and illustrating with pencil on paper. Graphical software is used to colour the scanned linework, as using acrylic or gouache to paint it (as was the case for games like Beneath a Steel Sky) would really take far too long to make it feasible for me. When I paint with traditional mediums, I tends to spend weeks on a single painting, so it just made a lot of sense to meet somewhere in between.

I find AGS is great for giving me a very smooth workflow. I can go from a thumbnail sketch, to pencilled lineart, to a finished and animated background within a day sometimes. That is, if I skip lunch and ignore the telephone. In fact, while working on Primordia, I also made a small game solo using AGS, called Beacon. I made that entire (albeit very small) game in under ten days as a distraction to shake up my creativity a bit. So yeah, the process of making adventure games in AGS can be a very fluid and rewarding process for the relatively technically unskilled, like myself. The beauty of AGS is it allows one to make games that are really only as complex as one would want them to be.


Beneath a Steel Sky - A big influence and a worthy one at that

THE TRICKSTER: I believe the game has voice acting by Logan Cunningham, who also worked on WadjetEye’s Resonance. Are there other voice actors involved and how exactly does the actor selection process work for this sort of thing? Is it simply a matter of saying “I need a deep, commanding voice” and then choosing from a database of hopefuls?

MARK: Lots of other voice actors.  Dozens, I think.  Basically Vic and I would describe the character and try to describe how the voice would sound, and Dave at WEG would offer up possible choices.  We'd pick from those.  Logan was really a serendipitous find because I was having a damned hard time explaining how Horatio (whom he voices) should sound.  I'm not even sure I knew how.  Logan basically just fell into the role.


Logan Cunningham

THE TRICKSTER: You mentioned in your email to me that Gobliiins was an influence on your design. I haven’t played the game personally, but it looks to have a very puzzle-based approach with a high level of teamwork involved in the solutions. Could the same be said for Primordia? What other games do you feel influenced the design?

MARK: The main thing from Gobliiins is the idea of having a "party" of heroes in an adventure game, each with a specific ability that is useful for overcoming certain obstacles.  (I could alternatively have mentioned Zack McKracken for that point, but I think I'd already mentioned that game elsewhere, and I was trying to establish my encyclopedic adventure-game-nerd credentials.)  Primordia is definitely less puzzle-oriented, and even less teamwork-oriented than Gobliiins, but utilizing the various characters' skills is an important part of the game.

The larger influences for me would be Loom, Grim Fandango, and Monkey Island (from an adventure game standpoint) and Planescape: Torment and Fallout (from an RPG standpoint).  Mostly I knew I wanted to tell a story that's not about saving the world, but about achieving the protagonist's personal goal; I wanted it to have a mythical quality to it; I wanted humor; I wanted the sense of a game world that was much larger than the game itself; and, on a brass tacks level, I wanted to have a small set of reused inventory items that functioned similarly to the "drafts" in Loom: so Horatio has a set of tools he gathers throughout the game akin to the drafts in Loom, but without the annoying memorization aspect.


Planescape: Torment: Stupendously awesome game!

THE TRICKSTER: A lot of adventure games these days have very linear progression, whereas retro games from the early days were often more open, giving the player choice on where they go first and in what order they attack things. What end of the spectrum have you taken and do you feel really effective storytelling and open puzzle progression can co-exist?

MARK: While I'd love for Primordia to be more non-linear, the truth is that I think we fall far short of the classic games.  At most, I would say we might have four or five puzzles triggered simultaneously.  It's almost never just one.  But if you look at games like King's Quest I through V -- there you could basically go anywhere in this huge world, and there must have been dozens of active puzzles.  You couldn't always advance in them, but they were there.

For several reasons, we can't reach that level.  One reason is just a resources issue.  As prodigious as Vic's talent is, one artist doing painterly scenes simply cannot create the amount of content that a classic Sierra or Lucas Arts game has.  When there is less geographic space, linearity is more likely to occur simply because there is an upper limit to the amount of puzzle density you can have.  Another reason is that I believe we have a stronger narrative component than the King's Quest games, which really were pretty much a series of thematically and narratively disconnected puzzle episodes.  A third reason is a judgment call, but I think gamers -- myself included -- simply don't have the constitution to play really open games like that anymore, except for sandbox-type games.  For example, I just read a negative review of the second Deponia game on Rock Paper Shotgun, a site that I consider pretty hardcore in terms of liking classical game design, that criticized it for having too much openess and freedom.  Having been corrupted by more directed games, I lack the willpower to design a more open one!

All that said, Primordia's not a game on rails like, say, Dreamfall.  There is never a point in the game where there is just one thing for you to do, except right as you approach the three chokepoints in the game (like the chapter ends in Grim Fandango, though there is no comparable break in the action). I do think that a certain kind of story-telling can fit with open puzzle progression: a story that is about environmental discovery (like Myst) or one that is very focused on the protagonist without much regard for the world around him.  For example, you could have an open-puzzle adventure game based on a Doctor Jekyll and Mr. Hyde or The Fly scenario, where the player can pursue any number of avenues trying to cure his condition.  The drama of the story comes from the protagonist himself, so it doesn't matter what order he approaches the puzzles.


Clarity: Do I sense some Giger influence Vic?

THE TRICKSTER: The story presses a lot of buttons for me, being a tale of friendship in a post-apocalyptic world, filled with very dark imagery. Beneath a Steel Sky and WALL-E both come to mind, which is a mix I’m willing to go with. Is the story something you’ve been toying with for a while or did it all come together to match Vic’s visual style?

MARK: A little of both, really.  I'm a mass consumer of influences, and the influences from Primordia were already churning inside me before Vic brought me on board.  The book The Road, a poem called "The Inheritors," Planescape: Torment, WALL-E -- all these things, along with projects I'd mulled but never developed -- were in place before I saw a brushstroke of Vic's artwork.  But once I saw his art, everything became filtered through that.  Vic also had a basic framework for the game already in place, and I more or less stuck to that.  (Two robots who live in a crashed airship going to a big city.)


WALL-E: So much more than a kids movie

What's pretty remarkable is that I threw out an outline of the themes and basic plot of the story maybe a week into our collaboration, and the game came together almost exactly as planned (from a narrative standpoint).  It's very rare for me to have an idea emerge so completely so quickly, which makes me think that Primordia's key story elements had been building inside me for a while.  Also, working with a really good artist helps give concrete form to your ideas in a way that writing words on paper never can (at least for me).

One thing I'd urge on people trying to design games is to look outside of games for inspiration.  (I wrote an Escapist article called "A Childhood in Hyrule" about this, under a nom de plume.)  My own view is that games, at their best, remind us not of other games but of experiences we wish we had because of things other than games.  A space-opera game that captures the feeling of, say, Star Wars is worth more to me than one that recreates the feel of Star Control II, even though Star Control II is one of my all-time favorite games.


Editor's Choice no less Mr...ahem...O'Hale

THE TRICKSTER: Can you give the readers some insight into the world of making an indie game? How many man hours do you have to throw at it? What are some of the biggest challenges those interested would likely face?

VIC: I can't really answer for anyone but myself here, but I found there was a pretty steep cost to make a game of the calibre and length of Primordia. A lot of the asset creation was a blast for me, as I love painting, but there were many, many hours of hard work involved that were just that: hard work. I'm not sure what challenges others may face when making a game, but for me the greatest challenge was to stay true to my vision for Primordia.

MARK: As I mentioned, it's been 29 months since we started.  About six or seven months in, James Spanos, the coder, jumped on board too.  I don't think any of us worked "full time" (i.e., eight hours a day, five days a week) for any prolonged stretch, but I would say that we were all putting in at least four hours a day of serious work every day of the week.  (I'm really just speaking for myself; Vic may say otherwise!)  So I would conservatively estimate that we're looking at something like 9,000 man hours for a game that probably will take well less than 9 hours to play through, even if you're very diligent.  And that's not including the time Nathaniel Chambers (the composer and audio guy) spent, or that Dave at WEG spent inserting voice over, or that the voice actors spent recording lines.

The fact is, any game that relies on hand-made content will take a very long time.  It doesn't matter if it's a text adventure, a run 'n gun, or a jRPG.  And the amount of time it takes will be something like five times what you expect.


The darkness gives great opportunity for cool lighting effects

The biggest challenge, other than the sheer amount of time and work involved, is psychological.  Precisely because it takes so much time and work, by the time you're halfway through a medium-length project, you're much better at game design, writing, art, whatever, than you were when you started.  It's hard not to be somewhat disappointed by, if not disgusted with, your prior work.  And it's hard to look forward to the finish line because it's so far ahead.  It seems easier to throw everything out and start over or just give up.  And even if you get over that hurdle, as you get close to the end, there's another terrible moment when you realize that you will never be able to get the game quite right -- there's no time, the technology you're using is inadequate, too much effort was invested already in approaches that cannot possibly yield your dream game.  There, again, it's easy to lose spirit.

I guess the main lesson I've learned is that you have to finish things.  For a long time I just tried to make big games, and never finished them.  I got in a habit of abandoning projects, and -- for me -- habits are hard to kick.  Eventually I switched to just writing fiction, particularly short stories.  But even then I kept not finishing them.  Then I started finishing, and kept finishing, and even if most of those stories are terrible, they're done.  And the habit of finishing bad stories gave me the will to finish better ones.


It really must be amazing to see your story play out onscreen.

THE TRICKSTER: If you don’t mind me asking, is there any serious money to be made creating old school point and click adventures, or is it really just a labour of love?

VIC: For me, it's a labour of love that I hope makes enough money to allow me to keep making full-length games.

MARK: I think there is money to be made if, but only if, you are exploiting someone else!  (I say this only half in jest.)  As I said above, Wormwood sunk something like seven man-years into Primordia (which is just about the same as for Resonance).  Based on my crude estimates, I think the best we can hope for is a yield of about $28,500 per person per year, which is just about the average personal income in the United States.  It's also less than the average entry-level designer, artist, or coder makes at a game company.  A more realistic estimate is probably something less than $10,000 per person per year, well below the poverty line.

Now, if you have a team where the royalties’ distribution is really uneven -- like the team leader gets 80% and the rest of the team splits 20% -- or you're talking about a publisher or portal, then somebody might be making decent money.  But only because other people are working for an unreasonably low price!  So, ultimately, the system only works if game-making is primarily a labor of love for at least some of the folks in the production line.

That said, two things could make it more profitable.  First, if we kept making adventure games, I suspect we could shorten our development cycle.  Probably we could get it down to something like five man-years a game.  Second, if we could sell to portable devices (something that I think is plausible in the near future), I think we might be able to grow the revenue stream.  Between these, maybe we could double profits?  But, candidly, I can't say that I'd enjoy working full-time to endlessly churn out point-and-click adventures, even if it yielded $50,000 a year.  I'm not sure I could generate creatively satisfying projects fast enough to keep myself busy, and I'd rather dip my toe into other genres.


We helped get Hero-U across the line on Kickstarter. Lets help Mark and Victor get Primordia greenlit on Steam!

THE TRICKSTER: You must be very excited at the prospect of your game being released in under a month. Is there anything else you’d like to say to the readers before we hand over to them to ask you questions of their own?

MARK: This is utterly shameless, but if you're interested in Primordia, please vote for us on Steam Greenlight (http://steamcommunity.com/sharedfiles/filedetails/?id=108108057) and consider pre-ordering the game (http://wadjeteyegames.com/primordia).  This is a labor of love, but I wouldn't mind an extra-large Christmas turkey.

VIC: Excited, yes. Anything more to say, no, but I'd be happy to answer some of your readers’ questions should they have any for me.

Got anything you want to ask Mark or Vic? The microphone is yours!