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Sam
& Max: Culture Shock Q&A Conducted
by Lee Cieniawa
First of all, please give your background and history working in gaming and with Sam & Max. Dan
Connors: I spent 11
years at LucasArts and worked as a tester, producer, designer and
director. Aside from the work at Telltale, I am most proud of my work as
QA supervisor at LucasArts from 95-97 because the quality of the games
released by LucasArts at that time was incredibly high. My last role at
Lucas was as producer on the Freelance Police title. Dave Grossman: I started working in games in 1989 when I hired on at LucasArts. I wrote, designed, programmed, and eventually led graphic adventure projects there, including The Secret of Monkey Island, Monkey 2, and Day of the Tentacle. In 1994 I escaped and began doing writing and design on a freelance basis, working with companies like Humongous, Disney, Hulabee, Dreamworks, Nickelodeon, Fisher-Price, and so on. I did quite a few adventure games for kids during that period, including the Pajama Sam series, Moop and Dreadly, and a Freddi Fish title which might be the only underwater western ever written. I came on board as the senior designer at Telltale in the middle of 2005, led design on The Great Cow Race and am now primarily consumed writing and designing Sam & Max Season One. My history with Sam & Max dates back to sometime in the |
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1980s
when I discovered the comic books, so I was delighted to meet Steve
Purcell on my first day at LucasArts. I was already quite busy with Day
of the Tentacle when Sam & Max Hit the Road was made, but worked
briefly with Steve on the design for a sequel which never got the green
light. Season One is my first stab at writing for these characters,
which is every bit as fun as I imagined it would be. |
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When graphics were 2D and limited, and midi sound was the norm back when PC games first became popular, a game’s story was so much more important to how well received and enjoyed it was by gamers. Today, a weak story can hide behind pretty pictures and orchestrated music. Sam & Max: Culture Shock obviously has better graphics than the first Sam & Max title. How did the development team assure that the story, which Sam & Max fans would expect to be very good, once again would retain that same high level of quality (and accompanying humor) as before? Dave:
The offbeat humor
behind Sam & Max is kind of tricky to capture, but it's easy to tell
when you're not getting it right. Things that help include researching
the characters thoroughly, taking several passes at it, and having
plenty of experience with this sort of thing. We also have some access
to Steve, who is very useful. The point & click genre had a massive following in the earliest days of PC gaming. What will draw back older gamers to Sam & Max that fondly remember the first title and attract newer gamers that never even played a point & click PC game? Dave:
Quality! Keeping the
bar high in terms of characters, humor, and story/puzzle design is what
we always try to do. I think that last item is the one that a lot of
point and click titles have executed poorly over the years, but they're
all important. Episodic games (with an expectation of a shorter amount of gameplay) are relatively new publisher offerings compared to the traditional full-price titles (with an expectation of a larger amount of gameplay). What are the benefits to both developers and gamers in regard to episodic gaming as well as possible negatives for each? Dave:
There's less risk on
both sides. It's like going on a series of dates instead of getting
married the day you meet. And a shorter game fits a bit better into the
hectic lives so many of us lead these days. But my favorite part from a
development perspective is that I don't have time to get tired of the
game I'm working on before it's ready for release. ... Dan:
For
gamers, first, they can get involved in the game at a much lower cost.
Second, they can get a steady stream of content instead of waiting two
years for the next game. As this continues to evolve, I think gamers
will benefit from developers exploiting the things that are unique to
the episodic model, like character development and the ability to evolve
the player's experience over time. Episodic games can also be topical,
with references to things going on in the news or other current events. What amount of gameplay hours should gamers expect out of each episode of Sam & Max? Dave:
It's hard to predict
because it depends on the player, but probably only a couple of hours
for the average person.
Can gamers expect a low price tag for each episode leading up to a full season’s worth that add up to a full game price? Dave:
We're offering them
for $8.95 an episode or $34.95 for the full season of six, which is
actually less than you'd tend to pay for a full game. The new Sam & Max: Culture Shock, in fact, seems to almost be geared to follow a premeditated timetable. With that in mind, is there really any scheduled frequency to when new episodes are planned to be released, or will it be that standard-issue “it’s done when it’s done”? Dan:
We feel like a
predictable schedule is a critical piece in making it episodic. There's
a two-month gap between the first and second episodes, and after that
there will be a new episode released each month. I’m sure the development team was excited when LucasArts greenlighted the new Sam & Max (and Full Throttle) as well as disappointed once both projects were unceremoniously canceled. Why did LucasArts seem to think it was time for the return for two of its more famous early franchises and then seem to think it was time to cancel them? Dan:
If you look at what
was happening with LucasArts' original titles at the time Full Throttle
2 and Sam & Max were cancelled, you may gain some insight into their
decision-making. Right before Sam & Max was cancelled, there was a
major management change at the company and LucasArts became much more
focused on Star Wars and the enormous console market. After LucasArts dumped both games, was there any expectation that the development team would ever create another Sam & Max title? Dan:
Other people
probably thought it was a pipe dream and would never happen, but at
Telltale we have always believed there is enormous value and integrity
to the license. We just needed to think a little differently to make it
happen. GameTap also saw that value and has been a strong partner for
us. What was the development team’s reaction when someone (GameTap & Telltale Games) actually decided to support another Sam & Max game? And how relieved was the team that it actually was completed and ready to publish? Dan:
Telltale always
intended on making Sam & Max, and once we signed the license, we
built the team in order to do it. GameTap has been a great partner for
doing this, but we always intended to get it done. Looking back on how events unfolded as Sam & Max: Culture Shock was, does the development team see the LucasArts decision to cancel the game back in 2003 as sort of a blessing in disguise? Dan:
Freelance Police was
really funny and there were great gags, so it’s a bummer we can’t
use them, but I don’t look back. Telltale is in a really good place
right now. Culture Shock has met our expectations and we are busy
cranking out five more. Dave: Not only would I not have gotten to do a Sam & Max game, there's a distinct possibility that Telltale might never have been founded if the LucasArts title hadn't been cancelled. I like it here, so for me personally it was a blessing not in disguise.
(November 2, 2006) |
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