Also at Adventure Island is an interview with the folks from Telltale:Creating episodic games obviously has some advantages and disadvantages. Now that Sam and Max 2 is also brought out this way, I guess Telltale is satisfied with how the episodic games are received. So what are your experiences with this kind of developing? For instance, what is the hardest thing to do when making an episode?
Dave Grossman: Making small games, episodic or no, is kind of like writing short stories or poems in that it forces you to focus on what the essential core of the experience is going to be. As quickly as we're doing these, something that takes four hours to animate could impact the schedule, so we really have to plan fairly exhaustively and be sure that every moment contributes something to the whole. Ideally you should do that with a larger game, too, but you'd have a little more breathing room. Also, we have to sway our thinking towards elements that are going to be useful over and over again, episode to episode, rather than one-off gags, which is not necessarily something we're used to doing -- at least not with adventure games. |