Nettmøte med spillveteran bak «Bone»- , «Sam & Max»- og «CSI»- spillene.
EPISODEFORM: Forrige uke ble «Bone: The Great Cow Race» sluppet - ekslusivt på internett. Les anmeldelsen av spillet her!
Foto: Telltale Games
TV-SPILL: Telltale Games har nylig gitt ut et spill på «gamlemåten» - «CSI: 3 Dimensions of Murder» finner du i butikkene, distribuert av Ubisoft.
Foto: Telltale Games / Ubisoft
TEGNESERIE: Frem mot lanseringen av «Sam & Max»-spillet, kan du lese tegneseriesnutter om de to antiheltene på Telltales hjemmeside.
Foto: Steve Purcell / Telltale Games
Som på alle andre områder er det markedet som rår, og i tilfellet LucasArts betød det en overfokusering på «Star Wars»-spill – noe som betød at vi kunne vinke farvel til de klassiske eventyrspillene fra det legendariske spillselskapet.
Dannet eget firma
En rekke ansatte i LucasArts mislikte dette, og trakk seg ut. Noen av disse dannet Telltale Games, som nå er aktuelle med de nylig utgitte spillene «Bone: The Great Cow Race» og «CSI: 3 Dimensions of Murder».
Litt lenger opp i ermet finner du «Sam & Max», som nostalgiske spillelskere følger med argusøyne (i første rekke via tegneseriene som Steve Purcell legger ut). Dette spillet vil også bli laget i flere episoder, slik vi kjenner fra «Bone»-spillene.
Ved å løsrive seg fra spillutgiverne, og i stedet distribuere noen av spillene på egenhånd via internett, presterer Telltale Games å hanke inn mest mulig av inntektene fra spillene på egenhånd. Mange mener at dette er fremtidens måte å selge og kjøpe spill på – uten at kundene behøver å sette en fot i spillbutikkene.
De to «Bone»-episodene som er gitt ut har man kun kunnet kjøpe på Telltales egne nettsiden, enten i nedlastbar form, eller på disk mot et litt høyere beløp. «CSI»-spillet distribueres fortsatt på gamlemåten, via Ubisoft.
Svarer på dine spørsmål
Dan Connors er sjef for Telltale Games, og stiller opp på et nettmøte litt senere i dag for å svare på de spørsmålene du måtte ha om firmaet, spillene de lager, og måten spillene blir distribuert ut til spillerne. Connors stilte også opp på nettmøte her i fjor.
Han har på forhånd sagt fra at han ikke kan si så veldig mye om «Sam & Max»-spillene (men det er likevel lov å prøve seg, han velger selv hva han vil svare på ...). Husk også å sende inn spørsmålene dine på engelsk – ellers forstår han ikke noe av dem.
Send inn spørsmål til nettmøtet her!
blah
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Shut up, and get back to working on Sam & Max. And make all the Sam & Max games you create available on the Revolution's virtual console. That is all. Thanks.
Innsendt av: khbd
Dan
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Adventure Games
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Do you think there's still room for adventure games on today's platform (including handheld)?
What made the adventure game genre crumble? Is it the technology, natural selection or Miss Croft?
Innsendt av: Carl Bérubé
Dan
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piracy
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How successful have you guys been at defending yourselves against piracy? You have interesting anti-piracy protection and I was wondering how cost-effective it has been. Would you suggest the same thing to small indie devs that worry about piracy?
Innsendt av: Robert
Dan
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druglord??
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why aint annybody making graff or durg-related games..but in an adventure kind of way?
it would be killer if someone did..
Innsendt av: mrObsqr
dan
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Other LucasArts games
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Love the fact that you're making a new Sam&Max game (and adventuregames in general), and as some of you guys are old LucasArts masters, my hopes are high!
But what about other old LucasArts games? Any plans for buying out the licenses for eg. Monkey Island or DotT?
Good Luck, and keep out what seems like excellent work!
Innsendt av: Bernard
Dan
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Consoles and shadows
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Will we see any of your games (especially Bone and Sam&Max) on console download services like Xbox Live Arcade and Nintendo Virtual Console?
Could you at least add character shadowing to your graphics engine? I don't need nextgen graphics but things look odd when your character doesn't cast a shadow. I think we should have some basic graphical improvements on hardware that supports it.
Thanks, and keep up the good work.
Innsendt av: Mike St. Clair
Here's what Kevin, our chief technology officer, has to say about shadows: "Our game engine (The T3 Tool) is special in that it's got a huge focus on writing, acting and authoring. One of the reasons we don't have shadows yet is a reflection of my commitment to enabling designers and artist more than "eye candy". I firmly believe this is why we've been able to put our so much quality content in such a short amount of time."
Although shadows haven't been implemented yet, we did a lot with lighting effects and shaders in the CSI game that just came out. It gives a good sense of the direction we're going with our graphics.
Emily, Telltale Marketing
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Story/plot
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Is the story/plot already in place for Sam'n'max, or is it still under development? Any teasers you'd be willing to give would of course be a very welcome bonus.
Innsendt av: Eivind
Dan
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When
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When can we expect the first screenshots from the new Sam'n'Max?
Innsendt av: Olav G. Nilsen
Dan
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WHY, WHY?!
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Hey, why did freelance police get canceled ?
Thank you so much for the games, sam and max is truly one of the greates games ever!
Innsendt av: Funkjof
"After careful evaluation of current market place realities and underlying economic considerations, we've decided that this was not the appropriate time to launch a graphic adventure on the PC."
That was the reason LucasArts gave back in 2004.
Emily, Telltale Marketing
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Same gametype?
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I was just wondering if the game will still be in the same type of game as the old Sam&Max? (Hit the road)
Hope you don't go "new ways" with this game, since many people love it as a classic. You wouldn't wanna ruin a classic, would you? :]
Also, I was wondering how hard it is to actually earn money on a game now a days. I mean, you have to spend a lot developing, creating and producing the games.. And with all the illegal pirate-business you have on the internet today, it must be heard to sell enough games..?
Innsendt av: Øyvind Sandnes
If you support the decisions we make, we will deliver you a very cool Sam and max experience
Dan
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Aaron Conners
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Any truth to the rumors that old Access Software-man Aaron Conners is now with Telltale..?
Innsendt av: Fred
Nope, no one named Aaron Conners here!
Our most recent hire is a programmer named Mark Darin, who is known around adventure gaming circles as the creator of the Nick Bounty adventure games. (You can get his games from www.pinheadgames.com -- they're free!)
Emily, Telltale Marketing
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Violence in games.
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Hi, there.
Do you think that violence in games affects people so that they commit violent crimes? Or that this is just some silly thing caused by the older genration?
Thanks, pal!
Greetings from an 15 year old dude.
Innsendt av: Olav
Either way with or without videogames there has alway been voilence and not just with this silly older generation.
No matter what its good to think about it and make informed choices.
Thanks for the greeting Dude, Right on!
Dan
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Console games
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Hi
Thnx for your great games! I wonder why releases like CSI doesn't get published for the consoles? The gameplay of the CSI games and/or Sam'n'Max (nudge nudge) would be great for the consoles!
Keep up the good work!
Innsendt av: Lars Werner
Emily, Telltale Marketing
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Pikmins and Pandas
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Is it true that the Revolution is powered by Pikmin and Pandas?
Innsendt av: Dave the Egg
Emily, Telltale Marketing
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Monkey Island...?
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Did Guybrush die with starwars? Is there any hope?
I want my chicken with a pully in the middle....
Innsendt av: Mr. Lee
We do have Dave Grossman working with us at Telltale. He was involved in the Secret of Monkey Island (and, of course, Day of the Tentacle!) If you play Bone: The Great Cow Race, you'll see a lot of his influence in that game (and there are even a couple of Monkey Island jokes tucked in!) So while Guybrush himself might not be making a comeback, we hope that some of the "magic" of the old LucasArts classics will reemerge in some of our new games. :)
Emily, Telltale Marketing
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Interactivity in episodic adventures
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Hi!
I must admit that I am yet to try the new chapter of your Bone Adventure, so I don't know if this has been fixed.
But I remember that The verb system in the first game was wery elementary. Every time you highlighted an object you only had one verb to use on it. And I found that to be a little too easy for an old adventure-fan. You get the distinct feeling that there is no problem beating the game (in theory, it seemed, you could just click away at every object and beat the game eventually). Will you be introducing more verbs for each object in the future (Some of the fun of older adventuregames was hearing the protagonists reaction to completely strange efforts on solving a puzzle).
I also noted at least one nasty clip between cameras that made the characters seem to change places (I guess you flipped the camera to the other side of them).
Will you try to improve your camerawork for Sam and Max? (one of the greatest things about the Sam and Max trailer was its cinematic feel, making you think that perhaps the new way to play games was more akind movies)
Other that that, thanks for making a Sam & Max game for us. I wish you all the best luck in your efforts.
Innsendt av: A. McDow
In the Great Cow Race we added more interactivity for old adventure gamers and so far the response has been very good from adventure gamers
Everything will continue to improve as we keep growing and developing as a company
Dan
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Graphics
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A lot of the old school adventure games is in a 2D enviroment. They all have that distinguishing cartoon look we all love (like discworld, full throttle and broken sword).. Will you keep that, or will you be looking for other ways to tell these adventure stories?
I guess I'm a little conservative on that point, I didn't even like monkey island 4 because of the graphics ;)
Innsendt av: Dan Richard Davidsen
I answered a similar question a minute ago (called Why 3D?) Our games so far have all been in 3D. There are several reasons for this, the biggest being that it's a lot more efficient and cost-effective to make a game in 3D these days.
One problem I see with some 3D games is that they change the interface or the way that you explore the world too much from what old school adventure fans are used to. Something we've tried to do with the Bone games is to maintain the point-and-click interface and gameplay of some of the classic 2D adventure games. So even though Bone is in 3D, in many ways it behaves similarly to a 2D game.
There's also a lot that can be done in 3D in terms of graphics (if you compare screenshots of Bone to screenshots of the new CSI game, you'll see that -- we used the same engine for both but the graphics look completely different). I think as we continue making games this way, you'll see that there's a lot that can be done in 3D to make it cartoony. And 3D gives us a lot more freedom to animate the characters, which can be very important in a cartoon game.
Emily, Telltale Marketing
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Pure Pwnage
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Have you seen Pure Pwnange? If so, what do you think of it?
Innsendt av: Olav
Are you talking about www.purepwnage.com? I'm not familiar with this site, but I'll check it out now that you've mentioned it!
Emily, Telltale Marketing
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other old classics.
Innsendt av:
Dan
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Mac support
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I was wondering if you are going to support OS X somewhere along the line? Or should I keep playing the old Sam&Max on SCUMMvm in order to enjoy Sam&Max? Same question goes to Bone really.
Another question: Which games did you enjoy back in the "good old days" of adventure games?
Innsendt av: Kalvå
We have a lot of Mac fans here at Telltale (in fact, Kevin Bruner, our chief technology officer, is a Mac user!) Right now making PC games makes the most sense because that's the largest audience for adventure games, but we're certainly open to the possibility of Mac versions of our games. (Also, with the XP support that's going to be offered under OSX for the new Intel-based Macs, it might turn out that Bone and other PC games can be run on Macs without porting them!)
Pretty much everyone at Telltale enjoyed the old LucasArts and Sierra adventures. We have a shelf full of old adventure games (going all the way back to text games like A Mind Forever Voyaging) in the office.
Heather Logas, who is one of the designers on Bone, really liked the Quest for Glory series. Randy Tudor, the lead programmer on the Bone games, says Day of the Tentacle and the Monkey Island series are his favorites. Dave Grossman mentioned recently that Legend of Zelda on the SNES was a very influential game for him.
Hope that answers your questions! :)
Emily Morganti, Telltale Marketing
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XBLA
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Any chance of seeing Bone or any of your future games on XBox Live Arcade? Seems like they'd be a perfect match.
Innsendt av: Daniel Coleman
I think I will forward this note to Microsoft today
Dan
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A difficult question!
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What is your favorite game? (No, not one of your own games!) And who is your "mentor" of sorts (which game creator has made the biggest impact on your style?).
Innsendt av: Erik Fossum
I think as a mentor Larry Holland has had a big effect because of the way he tells the story through the gameplay, and Jonathan Ackley because of the way he brought all the creativity out of every member of his team while making Monkey 3
Dan
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The Most Beautiful Animal in the World
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Could you include some Giraffes in some of your games for me?
Innsendt av: Bolleh
Emily, Telltale Marketing
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Violence?
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Please tell me you'll turn a cat inside out!? Will there be more insane gratuitous violence? SnM is the funnies thing I have ever played. Made me giggle till coke (a cola) came out my nose back then, and I'm sure I haven grown too old.
Innsendt av: Anders Whist
Dan
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Why 3D?
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One thing that springs to mind when I see all these sequels and remakes of classic games, is that very few actually manage to capture the good ol' feel of the originals. Some come close, (Monkey Island 4) and others swing and miss by a mile (Leisure Suit Larry: Cum Laudly or whatever.)
One of the main problems, as I see it, is that they feel to slick and massproduced. With sleek, but stiff 3D models, you never get the same handmade feel that you had in 2D. So my plea, or question is:
Why can't we see an 2D animated adventure game? Is it too hard to sell, or are people to lazy to make them?
Innsendt av: Lyn Gordon
At Telltale, we're all big fans of the old 2D games, too. The problem with 2D, compared to 3D, is that it takes more time and money to make the game. It's not a matter of being lazy, but of having to choose the method that lets us make games with the budgets we have, and sell them so we can stay in business and make more games!
We've put a lot of work into our engine (and continue to refine it), and we hope the 3D games we make will keep getting better and better.
Emily, Telltale Marketing
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Tim Schafer
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What is your relationship with producer Tim Schafer, and what is your oppinion on his games?
Innsendt av: ss
Dan
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Development time
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Hi,
How long time does it take to make one episode of Bone? Do you start making one episode once the previous one is done, or do you "multitask" on different episodes?
And will the Telltale-engine also be used for Sam'n'Max?
Innsendt av: Curious George
Dan
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Bone
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Will your adaptation of The Great Cow Race involve some kickass Cow Racing? I certainly hope so.
Innsendt av: ståle
As far as The Great Cow race obviously with a name like the Great Cow Race there is some pressure to make kick ass Cow racing. Our goal was to make the Race itself a highly dramatic experience in the spirit of Ben Hur but keep the interactivity consistent with the rest of the game. I think we did good job and I am very happy with the result. You will have to check it out for yourself and see if you agree
Dan
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