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Psychonauts Q&A withTim SchaferConducted by Omni
We
know who you are, we know what you've been working on the last few years
so answer this instead: Do
you have any deep psychological scars?
If yes, how did you get them?
If no, which ones do you wish you had? Well
I was picked on a lot by a bully named “Bobby” when I was a kid.
Once he found me collecting tadpoles in a creek and he kicked my tadpole
bucket over. Then he laughed. I was scarred by that for the rest of the
afternoon at least. Of course, it was worse for the tadpoles. I
know you've answered this one a few dozen times, but I'll ask it anyway:
What's Psychonauts all about? Summer
camp. Old legends. Conspiracy theories. Trauma. Regret. Inferiority
complexes. Guilt. Fathers. Mothers. First crushes. Decay. Insanity.
Mutation. Disco.
Will
there be any difference between the Xbox, PC and PS2 versions? Yes,
each one will be better than the others. Other than that, they will all
be exactly the same. Any
project has its highs and lows but what has been the lowest point of
Psychonauts's development? What
about the highest point (that didn't involve licking frogs)? Well,
the lowest point was probably when we lost our first publisher. We were
really worried and concerned that they would go out of business. I mean
without our game, they had nothing, really. And we really didn’t want
to put all those people out of work, and devastate the Seattle economy.
But we really wish them well and hope that somehow they make it
The
adventure genre is practically synonymous with the name "Tim
Schafer”. Will you ever
be able to shake the legacies of Grim Fandango, Full Throttle and the
like? Would you even want
to? Well, if I could get people to just selectively remember them, that would be great. Like if they could remember the style of Grim Frandango, the sales figures of Full Throttle, the sense of humor of Day of the Tentacle, and then somehow mash that all up together in their brain. That would be awesome.
People’s memories of past games are a challenge. Because as the years go by, people romanticize old games. They make them kind of perfect in their head. Or they mix them up with their memories of being a kid. So someone says, oh I “LOOOVED” that game, really what they just miss is being 13 and not having anything to worry about except what game to play next. So when you make a new game, you’re not just trying to top your previous games. You’re trying to top peoples idealized and selective memories of what’s gone before. That’s okay. It keeps you motivated.
Raz
action figures. A good
idea? What
could be bad about that!? Well, I guess if they came to life. And were
evil. And if they had little spears. And sharp little teeth. That’s an
argument against, I suppose. |
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We
always hear about the exploits of Hollywood celebrities and the gaming
industry (or at least the ESA) likes to tout itself as bigger than the
movie industry, so why don’t we hear more about the misadventures of
game developers? Probably because we’re fat and wear fanny packs and still think box goatees are a good idea.
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Any
star power behind Psychonauts? Celebrity
endorsements? Oh,
Psychonauts is beloved by all the top celebrities, you can count on
that. Like hundreds of them. Pound for pound, we have more celebrity
fans than any other game. How
is the design process organized at Double Fine? Is there a lot of input from everyone on the team? Well,
let’s not say “organized.” But here is how it happens. I work with
designers, like Erik Robson, and we hide out in a meeting room, until
people find us, and then tell us what they think. So we have to change
meeting rooms repeatedly to stop that from happening. Later, we put the
ideas we have into documents, and then hide them on the network, but
people find those too. Eventually, despite all your best efforts, what
you end up with is a collaborative work of art made by 40 or so people.
And that’s pretty cool. Especially if you then take credit for it all,
like I do.
Humor
in gaming can be difficult to pull off yet most, if not all, the
projects you have worked on managed it. Is there some kind of blueprint you follow or does it just
happen spontaneously? Yes, I have a humor blueprint I bought off Amazon that I use a lot. It’s kind of like mad-libs. You just plug in the fart jokes and bad puns and then scan it into the computer, and then you’re pretty much done. Hey, wait a second. You’re implying one of the old games I did wasn’t funny. Which one was it? You tell me which one it was and I’ll show you the blueprint and prove to you why it’s funny. Do
you get attached to the characters you create? No, but some of them get attached to me. They follow me around, they want to be my friends, they tell me to do stuff. One of them followed me out to my car the other night, trying to bum a ride home, as usual. I’m like, “You don’t have a home. You’re an imaginary, fictional game character.” And they’re like, “Oh that’s right. I don’t have a home. Huh. Well… I could stay with you!” This is why I keep a tire iron under my front seat. What
kind of chair have you sat on most during Psychonauts development?
(Provide a picture if possible.) Well,
I don’t have my digital camera in today, but I found this picture on
the web that’s kind of similar:
When you retire from making games what will you do to occupy your time? Probably
sitting on a similar kind of chair, but bigger. If
videogames are a visual medium, why does anyone bother trying to create
a story-driven game? How
does Psychonauts’s story drive the game? Nobody
does bother, for the most part. Oh, but we try because story motivates
you to put up with all that tedious gameplay
the law requires us to put in. Most
of the projects you’ve worked on have been “one-off” games without
any sequels. Would you want
Psychonauts to turn into a franchise?
Are derivative sequels bad for the industry? Kind of a leading question don’t you think? Are derivative sequels bad for the industry? I’m not sure, I mean is toxic candy bad for kids? Is carcinogenic pollution bad for the environment? (And strangely, the answer to all those questions is still, “Depends how much money it makes.”)
(March 27, 2005)
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