Q&A With the Design Team

Hello, honorary Freelance Police! Thanks for pre-ordering the game.

I'm Chuck Jordan, designer and writer of "The Penal Zone", the first episode of "The Devil's Playhouse." I'm also the guy responsible for making sure all the season's stories fit together in some semblance of order.

This thread is for your questions about the new season, as well as "Beyond Time and Space" and "Save the World," and general Sam & Max design-type stuff. I'll be starting out, and as we go on I'll try to rope in the other designers: Mike Stemmle, Andy Hartzell, Joe Pinney, and Dave Grossman.

I'll be answering your questions whenever I've got the time & know-how, with a super-bonus semi-live Q&A today (Monday Mar 15) from 2-3 PM.

So ask away!
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Comments

  • edited March 2010
    Dear Mr. Chuck,
    What is everyone's favorite puzzle/segment from the past seasons? Maybe there could also be a tease about their favorite puzzle from The Penal Zone?

    Thank you kindly,
    Mr. Huggernaut
  • edited March 2010
    Hi Chuck,

    In previous seasons of Sam and Max, the Street has featured as a sort of hub linking together the game's many varied locations. With the new series seemingly venturing away from our world and out into space, is the Street going to be left behind? And, if not, in what ways has it changed/expanded since the last season?

    Thanks,
    -SamnMad.
  • edited March 2010
    Woo! And so it begins!

    A couple of questions:

    1) I know Telltale considers the comic as the main inspiration of their games, and the new game seems to take the comic roots to a whole new level. Is there any comic (or, of course, cartoon episode or (cancelled) game) in particular that serves as a main inspiration for any of the episodes? Anything that you feel wasn't really present (or even possible) in Telltale's previous episodes?

    2) Max's new powers bring a whole new dynamic to the game, making the gameplay feel all fresh. It reminds me a bit of Loom. Was that an inspiration behind the choice to do it this way (or if it wasn't, what was?)? Will we see more weird new gameplay choices in future Telltale titles (which I'm very much in favor of!)?

    3) Season 2 very directly adressed some of the biggest issues people had with the first season. What are the biggest differences this time? What is it that this game does better than Season 2 (or Season 1)?

    4) Where does Max keep his gun?
  • edited March 2010
    What does the role of "designer" actually cover? How much do they collaborate on what actually gets into the episode with programmers, graphics artists, et cetera?
  • edited March 2010
    My only Question, how many forms did Sal go through before Cockroach.
  • edited March 2010
    By any chance, the doors of DeSoto DO work?
  • edited March 2010
    Is that Narrator dude with the rose and spiffy accent really the devil returning in another form or is The Devil's Playhouse just a catchy title.
  • edited March 2010
    Will this season be like the previous sam & max seasons, with seemingly separate cases, being linked together in the end, or will it be more like ToMI, where one episode starts where the one before it left off?

    cheers
  • edited March 2010
    I have two questions.

    1. When planning season 3, did you use TomI kind of like a stepping stone to see what you could do with season 3?

    2. How much more demanding on PC's will this be compared to Monkey Island?
  • edited March 2010
    I have a question, are you planning a season 4?
  • edited March 2010
    Do you guy ever plan to do any referance or bring back any characters from Hit the Road?
  • edited March 2010
    2-3PM which timezone? Because it's 9PM here.

    Anyway, my only question for the moment:
    1) Is the entire stroyline for the season already set in stone, or is the entire arc still up for some modification at this point?
  • edited March 2010
    Huggernaut wrote:
    What is everyone's favorite puzzle/segment from the past seasons? Maybe there could also be a tease about their favorite puzzle from The Penal Zone?
    My favorite puzzle from previous episodes is either Tic Tac Doom from 106, which was just plain clever; or the puzzle in 203 where you have to make Jurgen unpopular by manipulating "Midtown Cowboys."

    In 301 I think some of the teleportation puzzles are really neat.
    SamnMad wrote:
    In previous seasons of Sam and Max, the Street has featured as a sort of hub linking together the game's many varied locations. With the new series seemingly venturing away from our world and out into space, is the Street going to be left behind? And, if not, in what ways has it changed/expanded since the last season?
    The new season is going to be centered around New York, not outer space! Sam & Max's street is still a major location in the game, but we're using it a little differently than in previous seasons. We wanted to use more of New York City, instead of seeing little glimpses of places from all over the world. And we wanted to make sure that the street was just one of the locations you'd visit, and the action was more spread out all over the city.

    The biggest changes to the street happen in the first episode, when General Skun-ka'pe arrives.
    Tjibbbe wrote:
    I know Telltale considers the comic as the main inspiration of their games, and the new game seems to take the comic roots to a whole new level. Is there any comic (or, of course, cartoon episode or (cancelled) game) in particular that serves as a main inspiration for any of the episodes? Anything that you feel wasn't really present (or even possible) in Telltale's previous episodes?
    I think "Beast from the Cereal Aisle" and "Bad Day on the Moon" are the two main influences on the story this season, but I've read the comics so many times that they all kind of run together for me. The visual influence is to make the city seem dirtier and more realistic than past seasons; the comics always seemed more like Sam & Max were cartoon characters in the real world, instead of existing in a big cartoon where everything is simple and brightly-colored. Plus, Steve always crams in tons of detail into the comics -- rats, pigeons, roaches, and whatever else -- so we wanted more stuff always going on in the background.
    Tjibbbe wrote:
    Max's new powers bring a whole new dynamic to the game, making the gameplay feel all fresh. It reminds me a bit of Loom. Was that an inspiration behind the choice to do it this way (or if it wasn't, what was?)? Will we see more weird new gameplay choices in future Telltale titles (which I'm very much in favor of!)?
    I've actually never played "Loom," so it wasn't a conscious influence. (My first LEC game was "The Secret of Monkey Island.") It was more a result of looking at what worked best in previous episodes -- "Chariots of the Dogs" and "Moai Better Blues" in particular -- as well as what's going on in independent games and other puzzle games. In the indies, they usually take one core concept and do a bunch of variations on it: turning negative space into positive space, making clones of yourself, or, of course, using a portal gun to move from one place to another. I really liked that "Moai Better Blues" (which was designed before anybody here knew about Portal!) took the one concept of the Bermuda Triangles and built a bunch of puzzles around that. So the idea is that instead of having a bunch of inventory items, and you have to figure out what each one's specific purpose is; you have a smaller set of psychic powers and we tell you exactly how they work. Then, you have to figure out how to use those to fit the situation.

    As for whether that kind of thing shows up in the future, it depends on the designers of future games, and of course the feedback we get from season 3.
    Tjibbbe wrote:
    Season 2 very directly adressed some of the biggest issues people had with the first season. What are the biggest differences this time? What is it that this game does better than Season 2 (or Season 1)?
    I'm hoping that the world ends up feeling bigger and more detailed. We're also more conscious about changing up the formula -- we want to build up a big world over time, with characters and places that you get to know in greater detail, but also keep it from feeling that you're doing the same thing over and over again.
    Tjibbbe wrote:
    Where does Max keep his gun?
    In his holster, of course.
  • edited March 2010
    I was reading the comics yesterday (On the Road, to be specific) and the funny thing is that every time I've read the comics, I've noticed something new. (This time it was a guy being squashed between two buildings.)
    I like it that you're trying to bring more detail into the world, this is one of the only things that was a major difference for me between the comics and the telltale games.
    Hmmm... Not really a question I guess... ehmmm... Oh, i know:
    Will there be a guy who's squashed between buildings in this game? :D

    And maybe:
    How much is Steve Purcell still contributing to the writing? Is he still coming up with story ideas and jokes? And what's his take on the Max' psychic powers thing?
  • edited March 2010
    Will there be a Wii version of The Devil's Playhouse?
  • edited March 2010
    Has there ever been a puzzle where the testers couldn't figure it out on their own and needed to be taken out as a result of this, but for some storytelling element you really wanted to keep it in the game?

    The reason I ask this is because of the whole "Red Portal in Stinky's" puzzle...
  • edited March 2010
    Hey, thanks for answering my questions! I just thought of another one:

    In the GiantBomb quicklook you mention that there were several stories the team was considering, but everyone always seemed to like the Psychic Max-storyline the best. The gameplay seems to be centered around Max's powers. Did the new gameplay decisions follow the story decisions here, or did you want to do something different with the gameplay this time anyway?

    And I know you probably can't answer this, but what are some of the different storylines you guys considered that didn't make it? Or perhaps something that was cut from one of the older seasons, like the infamous spin-the-bottle scene that was cut from 204?
  • edited March 2010
    What does the role of "designer" actually cover? How much do they collaborate on what actually gets into the episode with programmers, graphics artists, et cetera?
    It changes from season to season and from designer to designer, but the designer is basically responsible for everything that goes into an episode. It's most like the writing credit in TV production; you come up with the basics of a story (and in our case, puzzles) in a "writer's room," and then one person is responsible for coming up with the game design doc. Sometimes the same person goes on to write the script; other times, it can be a different person.

    We're starting to have a separate "director" role, who takes the design and script and then collaborates with the content programmers, animators, chore artists, etc. through the course of the episode's production. And that's in collaboration with the art director, animation director, lead chore artist, etc. It's a little like the designer is in charge of the "game" side of things, and the director is in charge of the visual/presentation/storytelling side of things. On "The Penal Zone," Nick Herman handled much of the direction, with lead choreographer Dennis Lenart and of course Jake, who does a little bit of everything.
    Remolay wrote:
    My only Question, how many forms did Sal go through before Cockroach.
    We knew we wanted a giant cockroach in the game from day one, since Steve likes drawing them.
    GinnyN wrote:
    By any chance, the doors of DeSoto DO work?
    The doors of the DeSoto have always worked; Sam & Max just prefer not to use them. They're big fans of the Dukes of Hazzard.
    Is that Narrator dude with the rose and spiffy accent really the devil returning in another form or is The Devil's Playhouse just a catchy title.
    The Narrator is just there because most of the TV shows and movies influencing the season have a narrator. There's Criswell from Plan 9 from Outer Space and Rod Serling from "Night Gallery" and "The Twilight Zone", plus the voice-over at the beginning of "The Outer Limits." Also, there's a great werewolf movie from the 70s called The Beast Must Die! with an opening narration. It was a great way to fit the tone, plus introduce people to Sam & Max if they'd never heard of them before, without just dropping them into a big weird story. Also, I didn't want people thinking they couldn't understand Sam & Max if they hadn't read the comics or played the previous two seasons.

    To find out what "The Devil's Playhouse" means, you'll have to stay through the last episode.
    Soracha wrote:
    Will this season be like the previous sam & max seasons, with seemingly separate cases, being linked together in the end, or will it be more like ToMI, where one episode starts where the one before it left off?
    It's more like Tales of Monkey Island, with each episode being a chapter in a larger story. People seemed to like that a lot in Monkey Island, and also the final couple of episode in season 2 of Sam & Max.
    Icedhope wrote:
    When planning season 3, did you use TomI kind of like a stepping stone to see what you could do with season 3?
    All of the series build on each other, but since Monkey Island was the most recent series, it had the most direct influence. From the story side, again, the episodes are a lot more closely linked than they were in previous seasons. And of course, it's building off all the great visual work the studio learned how to do in Wallace & Gromit as well as Monkey Island.
    Icedhope wrote:
    How much more demanding on computer will this be for PC's compared to Monkey Island?
    You'd have to check the system specs and possibly try out a demo to know for sure. We still have the "quality" setting, so you can turn off stuff like depth-of-field and real-time shadows if it's not performing well on your computer. Season 3's requirements are going to be higher than Tales of Monkey Island, though, since we've got bigger environments with more stuff going on.
    kierian123 wrote:
    I have a question, are you planning a season 4?
    Not yet, we've got to finish season 3 first!
  • edited March 2010
    When would you say that work on the new season truly began (how long has the game been in development)?

    I remember several articles at IGN, 1UP, etc., that mentioned season three coming in early 2009. The general consensus seems to be that it was delayed because of the opportunity of Monkey Island popping up for you guys. So is The Devil's Playhouse the result of a year (or more) of planning and programming?
  • edited March 2010
    1. Besides New York City and General Skunka'pe's ship, what other locations are there going to be in the first episode?

    2. We saw in several videos that there was six slots for psychic powers. Does that mean that there will be six powers in the entire series or does it mean that we will be able to hold a maximum six powers at a time and there will be morethan six?
  • edited March 2010
    mateo360 wrote:
    Do you guy ever plan to do any reference or bring back any characters from Hit the Road?
    Nope. It's more like Hit the Road, the cartoon series, and Telltale's games all exist in their own pocket universe, each one based on the comics. Fans here on the forums have speculated that that's for legal reasons, that everything introduced in Hit the Road still belongs to LucasArts and everything in the cartoons still belongs to Nelvana or Shout! Factory. I honestly can't tell you whether that's the case or not, because I've never bothered to check. The simpler reason is that it's just more interesting to come up with new stuff instead of bringing back the old.
    2-3PM which timezone? Because it's 9PM here.
    Sorry, I should've said 2-3PM Pacific Daylight Time, AKA right now!
    Is the entire storyline for the season already set in stone, or is the entire arc still up for some modification at this point?
    Maybe not stone, but maybe like reasonably hard clay. Obviously the entire arc can't change, since we're releasing the first episode in a few weeks! But the story has stayed relatively intact for a while now, so it's unlikely to change significantly.
    Joop wrote:
    Will there be a guy who's squashed between buildings in this game?
    Well now there has to be, it sounds like.
    Joop wrote:
    How much is Steve Purcell still contributing to the writing? Is he still coming up with story ideas and jokes? And what's his take on the Max' psychic powers thing?
    Steve's got a full-time job at Pixar, so he doesn't have a lot of time to be working on an episodic game series in addition to that. We had a series of brainstorming meetings with Steve, Mike Stemmle, Dave Grossman, and me at the beginning of the project, and I went to make a season pitch that incorporated as many of Steve's ideas as we could fit in. He approved the season story and the individual episode concepts and recommended changes. He approves & gives feedback on all the character and environment designs, and we run puzzle ideas and some gags by him to make sure that they fit in with the characters.
  • edited March 2010
    EDIT: My one real question was answered :)
  • edited March 2010
    Okay, I do have a third question...What was the hardest part about designing this season...I probably will have another question later.
  • ShauntronShauntron Telltale Alumni
    edited March 2010
    Huggernaut wrote: »
    dear mr. Chuck,
    what is everyone's favorite puzzle/segment from the past seasons? Maybe there could also be a tease about their favorite puzzle from the penal zone?

    Thank you kindly,
    mr. Huggernaut

    the huggernaut!!!
  • edited March 2010
    Oh man, I almost feel bad for asking so many questions, but I figured I'd ask one last question before going to bed. Is there any chance we'll be playing (a psychic version of) Fizzball this season? The power-granting tools are all based on forgotten childhood toys, and if they are Max's childhood toys there has to be an axe in there somewhere.
  • edited March 2010
    CannonMan wrote:
    Will there be a Wii version of The Devil's Playhouse?
    Not in the initial launch, which is for PC, Mac, and PS3 only. Our engine runs on the Wii and the Xbox 360, though, so releasing them on other platforms in the future is a definite possibility.
    Zeek wrote:
    Has there ever been a puzzle where the testers couldn't figure it out on their own and needed to be taken out as a result of this, but for some storytelling element you really wanted to keep it in the game?

    The reason I ask this is because of the whole "Red Portal in Stinky's" puzzle...
    No, we tend to cut puzzles only if they're not working for the storytelling, or if they're more complicated to produce than fun. (There was a puzzle in 202 where you had to take the babies' food orders that just wasn't that much fun). If the testers run into readability/difficulty problems with a puzzle, we try to fix it instead of cut it.

    And Will or somebody can correct me if I'm wrong, but I don't recall any of the QA team or playtesters having an unreasonably hard time with that puzzle in Stinky's. That's the thing about adventure games: there's no real "science" to puzzle design, and what's incredibly hard or obscure for one person can be stone simple to another.
    Tjibbbe wrote:
    In the GiantBomb quicklook you mention that there were several stories the team was considering, but everyone always seemed to like the Psychic Max-storyline the best. The gameplay seems to be centered around Max's powers. Did the new gameplay decisions follow the story decisions here, or did you want to do something different with the gameplay this time anyway?
    Both, actually. I'd been wanting to experiment with more systematic puzzles for a while, especially after hearing Brendan explain the Bermuda Triangles in 202. And when we first started brainstorming season 3, Mike Stemmle mentioned "Max's latent psychic powers." The two ideas fit together well, so it seemed like a natural.
    Tjibbbe wrote:
    And I know you probably can't answer this, but what are some of the different storylines you guys considered that didn't make it? Or perhaps something that was cut from one of the older seasons, like the infamous spin-the-bottle scene that was cut from 204?
    Not a lot gets cut, actually. I can't mention anything for season 3 without spoiling it. In season 2, there was the spin-the-bottle puzzle (which was really just a horrific idea, in retrospect), and that food orders puzzle I just mentioned. I can't really think of anything else that's been cut without eventually showing up somewhere else.
    I remember several articles at IGN, 1UP, etc., that mentioned season three coming in early 2009. The general consensus seems to be that it was delayed because of the opportunity of Monkey Island popping up for you guys. So is The Devil's Playhouse the result of a year (or more) of planning and programming?
    Brainstorming started towards the end of Strong Bad. Monkey Island did, obviously, become a huge priority for the studio as soon as it became available, but there are always multiple things going on in the studio. Production on the new season of Sam & Max started around last September.
  • edited March 2010
    I just have 3 quick questions.

    So is it true that Bosco is not needed for this Season or is it a lie so that no one knows what's coming?

    I noticed Max's voice in this Season, did Andrew return to play Max?

    From the beginning of the teaser, I've wondered to myself "Why psychic powers?" how did this brilliant idea get formed and why wasn't it used sooner?

    -splash1
  • edited March 2010
    joseppey wrote:
    Besides New York City and General Skunka'pe's ship, what other locations are there going to be in the first episode?
    It's a surprise! If you're not afraid of spoilers, though, you can watch the Quick Look currently up at GiantBomb.com, and you'll see one of the new locations on the map.
    joseppey wrote:
    We saw in several videos that there was six slots for psychic powers. Does that mean that there will be six powers in the entire series or does it mean that we will be able to hold a maximum six powers at a time and there will be more than six?
    You'll have a maximum of six at one time. We're not saying what all the powers are yet, so it'll be a surprise as the season goes on. The first episode focuses on future vision and teleportation.
    Icedhope wrote:
    What was the hardest part about designing this season...I probably will have another question later.
    The hardest part is waiting to find out what your next question is going to be.
    Tjibbbe wrote:
    Is there any chance we'll be playing (a psychic version of) Fizzball this season? The power-granting tools are all based on forgotten childhood toys, and if they are Max's childhood toys there has to be an axe in there somewhere.
    No, no Fizzball this season. The idea comes up all the time (I think I remember Mike mentioning it coming up when they were doing Hit the Road, even), but if you're going to do it, you want to really do it justice. To do it really well, you'd want fancy physics and effects, the kind which don't really make sense in an adventure game engine.
    So is it true that Bosco is not needed for this Season or is it a lie so that no one knows what's coming?
    It's true. Unless it's a lie, in which case I'm still lying right now.
    I noticed Max's voice in this Season, did Andrew return to play Max?
    Andrew Chaikin is doing several voices for this season, but not Max.
    From the beginning of the teaser, I've wondered to myself "Why psychic powers?" how did this brilliant idea get formed and why wasn't it used sooner?
    I partly answered this earlier -- Mike mentioned Max's psychic powers, and it fit really well with the kinds of puzzles we wanted to experiment with this season. As for why it wasn't used sooner, I'd guess that's because Mike hadn't started working here yet.
  • edited March 2010
    Chuck wrote: »
    Well now there has to be, it sounds like.

    Cool, can't wait! :D
    I noticed Max's voice in this Season, did Andrew return to play Max?

    I've just replayed Culture Shock, and after that I checked the intro video to Season 3. You can here it's definitely not Andrew Chaikin, it's good ol' William Kasten. (I actually like his Max better.)

    EDIT: Chuck beat me to it. He's a fast one. ;)
  • edited March 2010
    My questions are mainly 'how did you get to this form' questions so

    Were you going for any other strange animals before Skun Ka'pe


    Is there any chance of an appearance by Mack Salmon?
  • edited March 2010
    Chuck wrote: »
    Sorry, I should've said 2-3PM Pacific Daylight Time, AKA right now!
    Gaaah... I missed it?

    Questions:
    1) Apparently I am not keeping up with TTG too much. What's this horrible puzzle in 204 you guys were talking about?
    2) What locations of NYC will we get to see? Famous ones too?
    3) Does the writer already include some puzzles, or get all of them added in afterwards? Or does the writer actually write story around puzzles already designed in the spinning session mentioned before?
  • edited March 2010
    I know that this is a very long ways off, but have you guys thought of doing a "Make-Up an Episode" contest for season 4 of Sam & Max? I only ask because some of the fans of the series might have some very weird/funny ideas for future episode that you guys might like to use. ;)
  • edited March 2010
    My favorite puzzle segment from last season was definately the time machine puzzle chain, being able to change things in the past to affect the present was way out here and worked out perfectly.

    I've read on some previews that you're slightly changing the way we go about solving puzzles in this season over last, any chance of a little enlightenment on what that could mean? I've also seen that we have more control over max in this version does that mean we'll possibly be seeing a switch character control button in the regular environment vs just in dialog?

    And of course, thank you guys for all the fantastic games you've brought us, you've truly been the gaming highlight of the last decade for me. And TTG finally coming to mac will probably take the cake for the next ten years.
  • edited March 2010
    1.What all old characters will we see, like will sybil, abe, Bosco, etc... be in, or will some of the characters not return?

    2. Will we get to combine items like in tales.

    3.Will we get to use max's powers on sams items.

    4. because of the computer trying ot move maxes inventory istems, will he have an inventory/be a playable character.
  • edited March 2010
    So I notice some plain references to Howard Lovecraft in the image and title of the final episode. Without giving any spoilers away, how much inspiration from Lovecraft or references to him has actually been used in this season?

    And since this season is based on spookier stuff, and is in New York City, will we see any Ghostbusters references? :D
  • edited March 2010
    Oops! Too late
  • edited March 2010
    Are any of the villains from the previous seasons going to return to get their revenge on Sam and Max?
  • edited March 2010
    How difficult is it to program for PC and Mac at the same time? I seem to remember someone saying back when TTG first started that it was like making the same game twice.

    What changed?
  • edited March 2010
    Which are the most annoying question you recieved from a fan? This one? =P

    Now seriously, what do you first in designing? The Puzzles or the story or everything at the same time?
  • edited March 2010
    Chuck, you were one of the main guys involved in the lesser known ill-fated project that was Sam & Max Plunge Through Space (for those unfamiliar read this). Have you been able to integrate any of the ideas from Plunge Through Space you never had a chance to realise but wanted to explore further in The Devil's Playhouse?
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