Our heroic design director Dave Grossman recently did an interview with French gaming site JeuxVideo.com. The interview has been translated into French for their readers, but they gave us permission to toss the English version up on our blog for the rest of you. So here you go!
JeuxVideo: Games like Sam & Max or Runaway prove that adventure games with a touch of humour a la LucasArts can still be major sellers, appealing to both core and casual gamers. So, how do you feel now towards Lucas still saying that the adventure genre is dead?
Dave Grossman: Perhaps "dead" is a more relative and subjective kind of term than we thought? It has long been my opinion that any lack of success adventure games have had as a genre stems mostly from there not being enough good ones, rather than from any inherent limitation of the form. That is, I blame the designers, not the tastes of the audience. Furthermore, I think that adventures' tools for the melding of story with game design are the kind of thing that will prove interesting to a more casual crowd.
Despite our best efforts to maintain secrecy, Google has caught ahold of our top-secret plans for Strong Bad's Cool Game For Attractive People. Or maybe there's been an hilarious page crawling blooper involving Strong Bad's developer blog. Only you can decide which.
The year was 2005. Telltale was a young company staffed by a handful of eager designers and programmers who were just setting out to revolutionize the gaming world. The first step toward world domination: Create a casual game with engaging characters to showcase just what Telltale could do, and learn something about making funny games in the process. Telltale Texas Hold'em was that game.
I'm embarrassed to admit that I didn't play Hold'em until a few months ago when I was asked to write copy for a casual game portal that would be adding it to their line-up. I dutifully loaded up the game during my lunch break, thinking I could breeze through before everyone staggered back in from their hamburger and Starbucks runs and noticed what I was doing. Three hours later, I was still at it. And yeah, everyone noticed, but I didn't care. This game is addictive. And wicked funny.
And now, the riveting conclusion of "Telltale's take on story in games," courtesy of designer Heather Logas.
What elements make up a good videogame story?
The same elements that make up a good any kind of story. Interesting characters, dramatic tension, interesting situations that the audience can, in some fashion, relate to. The differences are not in the substance of the stories themselves, but in the mechanics of telling an interactive story vs. a non-interactive one.
What influences, if any, do you take from other media (i.e. film, tv, comics/graphic novels)?
I don't remember the last time I walked out of a movie without saying to my husband "Wouldn't that make a great game?" Other media is rich with ideas that would work great as games or part of games. When I am working on a game my brain is constantly tackling problems by sorting through similar situations in books I've read or movies I've seen.
It's kind of like having an "inspiration stew" in my head, that I can sort through, and pull out a potato of an idea. Then I can take that potato and play with it, maybe mash it up. Eventually it ends up on top of a shepherd's pie or I've moved on to a different root vegetable, but it all started with a potato from the stew.