Everybody's got his own take on it, and you know that kind of thing's one of BioWare's main selling points. But my own take is that I hate any kind of "branching" content at all, whether it's as big as an alternate ending or as seemingly small as using one item instead of another to solve the same puzzle. Some of that's practical: I don't like the idea of making content that half of your players aren't going to see; I'd rather have the team spending their time on stuff that's guaranteed to be in the game.
I get that, but on the other hand you're already doing it. Half the players (or, I'd even say, most the players) are going to miss lots of stuff. The whole "did you try...?" thing is all about that. People might use the "right" dialogue before they have time to ask the wrong ones, and they'll disappear. And so on.
So I'm not sure it would make that much of a difference if there also were two ways to go around a given puzzle. Although I get Dashing's argument that if more items can do the trick, then it's easier to reach the solution.
Anyways, I just wanted to comment on that because when I read "I don't like the idea of making content that half of your players aren't going to see" my first thought was "but you already do!".
What you hear about maps is that they're a great way to navigate around a city, so the new season has a city map to let you drive from location to location.
So, short answer: there's no plan to have all the episodes run into each other, because it doesn't really add anything as far as we're concerned.
As a result, we broke Jared. I hope you're happy.
Totally. Just fix him before the next season, will you .
Everybody's got his own take on it, and you know that kind of thing's one of BioWare's main selling points.
Of course they make RPG's (the real kind, so not Hack&Slash, MMORPG or Oblivion style) so that's pretty much a given that'll be in. Can't imagine a RPG without different solutions to problems, branches and lots of way to costumize your character.
Might as well go and compare to FPS'es. Apples and oranges and all.
Having said that I totally like RPG's, so I wouldn't mind having a semi-RPG'ish mini-game hidden in the game.
Also, I second Avistew's
Anyways, I just wanted to comment on that because when I read "I don't like the idea of making content that half of your players aren't going to see" my first thought was "but you already do!".
And play S&M 101 and get stuck in conversation mode in the dream selecting both the noose and gold fish tank at the same time. Darn TTG and their buggy games! (no, not really... TTG's are one of the rare new games which can't make me write a couple A4's of bugreports)
...But my own take is that I hate any kind of "branching" content at all, whether it's as big as an alternate ending or as seemingly small as using one item instead of another to solve the same puzzle. Some of that's practical: I don't like the idea of making content that half of your players aren't going to see; I'd rather have the team spending their time on stuff that's guaranteed to be in the game.
Even if you had infinite time and money, though, I still wouldn't like branching paths or alternate solutions. (Unless your story's specifically about branching paths or alternate realities). The reason is that it seems like "fake" interactivity -- it's letting players do a bunch of different things instead of the one most interesting thing...
Yes, I too was never a big fan branching stories ala mass effect and the like. I think it is because the choices always feels forced and you end up playing a designer made story anyway. "fake interactivity" as you put it is a very good description... The guys at BlackIsle/Trokia made it work fairly well on the good old Fallout/Arcanum games though
When I was talking about open ended puzzle gameplay I never meant for any of the story/cutscene/dialogue to change. I was simply thinking about puzzles that, by their very nature, allowed the player to think somewhat creatively about a problem, instead of hunting for a solution that is already there. Dynamic puzzles if you like, so that players could talk (brag) on the forums about how they specifically solved a certain situation in the game.
Anyway, I got my answer so thank you. But I do have another question for you if you don't mind
In terms of areas to explore, not length, roughly how big will the new season episodes be (compared to season 1 and 2)? Will we see an episode that is as big as the season 2 finale?, because that one was huge!
Why the 70's? I love the vibe you've chosen for this season, I just wonder why you chose that decade particularly?
I think Sam & Max just have a late 70s/early 80s vibe to them: weird, creepy, vaguely sinister, but ultimately goofy. And when we started looking for reference material, it reinforced that. We knew we wanted it to be like a horror anthology with a narrator, and that meant "Night Gallery." We knew we had psychic powers, and that implied "In Search Of" and also Carrie and The Fury. We knew we wanted a "dirtier" and weirder version of New York, and that started to imply stuff like The Warriors. And we wanted a cheesy sci-fi feel for the first episode, and kept going back to "Space: 1999" and Logan's Run and Zardoz. Plus when Jake and Ryan were coming up with aesthetics for the effects and UI, we kept going back to old TV promos and early 80s visual effects. Plus Blue Note jazz album covers, for some reason.
Just out of curiosity, on all the cover screens show a "based on..." gag, who comes up with those and do they actually have any connection to the story of that episode at all?
We started that in season two in reference to the running gag in the comics. Whoever's doing the episode (or me) comes up with them, and they ideally have as little connection to the episode as possible, just like the comics do. (We still have to sell these things, though, so we can't get away with calling an episode "Fair Wind to Java" or "Monkeys Violating the Heavenly Temple" if it's got nothing to do with the episode's story).
What's your opinion of the method of joke telling that Family Guy often uses - where many of the jokes are flashbacks or snippets of other events?
I suppose it's okay in moderation, but if you use it over and over again it stops being a running gag and starts being a crutch. Luckily, we can't do those easily because it would require a scene load and throw off the timing. I like that we did that once in Monkey 3 (when you put a pin in the voodoo dolls in the Voodoo Lady's hut), but it's something that's easier in movies and TV shows than in videogames.
For many Sam & Max episodes, there are only 2 locations overall (e.g. Straight & Narrow, and White House in "Abe Lincoln Must Die") Could you tell us what the average amount of locations will be per episode in Season 3?
No, because it really varies from episode to episode. And we don't tend to think in terms of "locations" (like, say, the Zombie Factory), but in the number of environments (outside the castle, the main hall, Jurgen's lab). We're still experimenting with how many environments we can reasonably produce for an episode, and how to use the environments in more interesting ways. So, for instance, you're not doing the same thing in Stinky's every episode.
This is a fantastic quote for all those people who feel like a lot of games are focusing too much on "choice" can I post it on another forum?
In the same vein of that question, are you guys alright with us taking quotes from this thread?
You can use it as long as you correct my typo of "you're story's" to "your story's." I've seen people quoting this forum on other message boards already; we'd just ask that you mention the game and that the forum is open to the folks who pre-ordered. Because this is supposed to be a perk for people who already bought the game.
In terms of areas to explore, not length, roughly how big will the new season episodes be (compared to season 1 and 2)? Will we see an episode that is as big as the season 2 finale?, because that one was huge!
I get that, but on the other hand you're already doing it. Half the players (or, I'd even say, most the players) are going to miss lots of stuff. The whole "did you try...?" thing is all about that. People might use the "right" dialogue before they have time to ask the wrong ones, and they'll disappear. And so on.
So I'm not sure it would make that much of a difference if there also were two ways to go around a given puzzle. Although I get Dashing's argument that if more items can do the trick, then it's easier to reach the solution.
But advancing the story always takes precedence over everything else. So even if you choose the "right" dialogue item and that cuts out the goofy choices, you haven't changed the outcome of the story. It's the difference between making a choice just for fun (I want to hear what happens when he says this), vs. making a choice that's actively involved in playing the game.
And I believe that's exactly why it makes a difference how you solve a puzzle: I want to make sure that we're all in agreement (the designer, the developers, and the player) that choice X is the most interesting and cleverest solution. I believe that if there's ever a point where you've got several solutions to a problem that all seem to make as much sense as any of the others, then we've given you a boring problem to solve.
Do we have a Linux support this time or we have just to hope?
How much would it cost a Wine based porting? (Like Picasa)
I do not want to appear a snob jerk, but since the ID could make a linux version of a complex game like Doom 3 I was wondering why porting is so rare.
Telltale doesn't support Linux, but some players on the forums have had some success using Wine and the like. I don't have any idea how much it'd cost to do an "official" Wine port, but there aren't any plans anytime soon.
And I'd imagine that the reason ID can do a Linux port of Doom 3 is because they're a very programmer-driven company and because Carmack likes to tinker; Telltale is more content-focused. Plus, DOOM is obviously such a huge series that ID can afford to spend all their resources porting their games to every possible platform. Adventure games are just a different market -- for the most part, the people who are interested enough in technology to be running and maintaining Linux (even "user-friendly" versions like Ubuntu) have lost interest in more casual games like graphic adventures. Remember that getting a game up and running on a platform is only a small part of the job: you have to have enough QA guys to test all the different versions, customer support for anybody running the different versions, etc.
Of course [BioWare] make RPG's (the real kind, so not Hack&Slash, MMORPG or Oblivion style) so that's pretty much a given that'll be in. Can't imagine a RPG without different solutions to problems, branches and lots of way to costumize your character.
Might as well go and compare to FPS'es. Apples and oranges and all.
But I don't think that's the case. For one thing, I think genres are becoming less and less relevant (and that's a good thing). If you think in terms of "first person shooter" vs "RPG" vs "point and click adventure" then you're just going to keep making minor iterations on the same game over and over again. You only get cool stuff when you start to think of what the game's trying to do: "story-based game" vs "simulation" vs "puzzle game" etc. Half-Life 2, Portal, and Team Fortress 2 are all different types of games (story-based game, puzzle game, and team-based strategy game) all using the same engine and basically the same first-person interface.
Also, BioWare's games aren't full of branching choices just because they make RPGs; I'd say the opposite is true: they make RPGs because they like making games full of branching choices. They use the choices as a selling point (at least, for KOTOR and Mass Effect they did); that's their focus. The Final Fantasy games are also RPGs, but they're not about choice or customization, but about presentation.
In terms of areas to explore, not length, roughly how big will the new season episodes be (compared to season 1 and 2)? Will we see an episode that is as big as the season 2 finale?, because that one was huge!
As I said earlier, we're still experimenting with what feels like a good length. (You can't really separate time/length from the number of areas, because they're too connected). The finale of season 2 was, frankly, too big -- everyone wanted the season to go out on a high note, but towards the end of the episode, it just feels like you're slogging through another set of things to get to the end. We're still working on ways to make it feel like you're exploring and seeing new things, without it just turning into a drag -- not just for the development team, but for the players as well.
Will Sam & Max's office become even more littered with memorobilia from previous cases? I can imagine hardly being able to walk or see the walls by the end of season 3 (as is joked about by their cupboard in 204).
Thanks for answering SO many questions so far. My question (and apologies if its been asked already) is twofold:
Who are your favourite minor characters in Telltale's version of Sam and Max and who, from the previous seasons, do you feel has the most potential to be further developed?
Talking about multiple solutions. What *was* the correct answer to the ToMI 1 puzzle? Using the wind device or going on the moans of DeSinge?
Well in that case - there was only one solution to the puzzle, but multiple types of hints to get you to the solution.
Something like the 10,000 grubs vs getting the cochlea the "easy" way is an example of two solutions to the one puzzle (getting a cochlea). Of course, one of them was deliberately made to be stupidly difficult and boring, so going the "easy" way makes a much more fun game.
NOTE: "Easy" way is of course not all that easy, and involves many many sub-puzzles.
Half-Life 2, Portal, and Team Fortress 2 are all different types of games (story-based game, puzzle game, and team-based strategy game) all using the same engine and basically the same first-person interface.
Yeah, and it made a mean RPG (Vampire: Bloodlines). That's more just versatility of the engine (as the Unreal Engine can just as well run adventures, RPG's or RTS'es!) though.
Also, is it weird for a person who likes adventures like me to dislike puzzle games like Portal?
Also, BioWare's games aren't full of branching choices just because they make RPGs; I'd say the opposite is true: they make RPGs because they like making games full of branching choices. They use the choices as a selling point (at least, for KOTOR and Mass Effect they did); that's their focus. The Final Fantasy games are also RPGs, but they're not about choice or customization, but about presentation.
I probably should have said CRPG, as FF is a JRPG who indeed sacrifice choices for story most of the time.
And I do think RPG's should contain choices, because otherwise there wouldn't be much roleplaying involved. Then it's just following a story someone set up. Much like an adventure as Sam&Max, but with more boring grinding than puzzles to press forward (as you may notice, I don't really like JRPG's). I suppose one can opt you also play the 'role of Sam' so S&M is kind of a RPG from certain perspective though...
I think Sam & Max just have a late 70s/early 80s vibe to them: weird, creepy, vaguely sinister, but ultimately goofy. And when we started looking for reference material, it reinforced that. We knew we wanted it to be like a horror anthology with a narrator, and that meant "Night Gallery." We knew we had psychic powers, and that implied "In Search Of" and also Carrie and The Fury. We knew we wanted a "dirtier" and weirder version of New York, and that started to imply stuff like The Warriors. And we wanted a cheesy sci-fi feel for the first episode, and kept going back to "Space: 1999" and Logan's Run and Zardoz. Plus when Jake and Ryan were coming up with aesthetics for the effects and UI, we kept going back to old TV promos and early 80s visual effects. Plus Blue Note jazz album covers, for some reason.
Please, PLEASE, tell me you did not draw inspiration in costume design from Zardoz.
A brief history: point-and-click is best suited to mice, not console controllers, so they decided to make a console-friendly controller scheme for W&G. Direct control of Wallace & Gromit turned out to be a lot more engaging than clicking on a screen and watching them walk.
I did love how wallace and gromit controlled on the xbox when i bought it and you're right, the task of clicking is much less intuitive than it is on a move, but when i went going for the dvd collectors edition, i found the scheme to be slighty more cumbersome on the computer. is there a reason why you cant do both? for instance, on tales of monkey you can navigate your way through most scenes by clicking on interactable items, however nothing happens when you just click somewhere on the screen that you could walk to. would it be possible to have characters go to where you click, as well as navigate by keyboard/joystick?
I just want to thank Chuck for answering so many questions! I think everyone who has pre-ordered has got their moneys worth in this thread. A heap of interesting information.
We do all of our testing in-house. It works much MUCH better than having external testing. There really is nothing like being able to walk over to a designer or programmer and hash out an issue on the spot.
But on the off-off-chance that we open up Telltale-London, we will be sure to let you know!
Sweet thanks!! Just so you know my skills include coffee and tea making (you ever tried genuine English Tea(tm)?), I can answer phones and do your laundry!!
Also I can kinda program a bit but not brilliant
Also if London falls through I can get ya a sweet deal in Hull
Anyway, onto my next question:
A lot of games (or movies or tv shows or whatever) can end up in development hell because the big guns can't decide between them what plot to go with - especially if you have, for example, someone like Steven Speilberg, George Lucas and Harrison Ford all trying to please themselves!! But anyway, is there a "top dog" at TellTale who decides what overall plot to go with in terms of Sam & Max, or is it more of a group decision? (Or is it good ol' Steve?) I only ask because, to quote Adrian Edmondson, "We've got a plot this year!!"
Once again thanks everyone at TellTale! You are without a doubt my favourite developer!
Definitely thank you for taking the time to answer our questions chuck and every member whose taken part in this little fan to developer conversation, there are few other developers so prolific with top notch inventive games and even fewer with such a strong commitment to creating great stories with interesting characters. This preorder has been worth more than what i've paid.
P.s. curse of monkey island was definately one of the last great lucasarts adventures, with fantastic hand drawn art. I shall always be saddened by the loss of a sam and max star trek spoof. And, freelance police academy? Totally genius, it would easily be a great game.
Just out of curiosity, on all the cover screens show a "based on..." gag, who comes up with those and do they actually have any connection to the story of that episode at all?
I actually remember reading an interview with Steve Purcell who discussed comics. I think it was related to when the first season was coming out.
Anyway one of the questions asked was about the 'based on' gag in the comics. Steve said that at least some of his comics were actually based off of comics his brother wrote about a dog and rabbit, and that Sam 'n Max were originally parodies of his brother's comics. So when he titled his comics, he quoted the title from his brother's comics.
I thought that was a neat bit of trivia. I wish I could find that interview again...
Will Sam & Max's office become even more littered with memorobilia from previous cases? I can imagine hardly being able to walk or see the walls by the end of season 3 (as is joked about by their cupboard in 204).
Without spoiling anything, I'll just say that something significant happens to their office during episode 301.
Who are your favourite minor characters in Telltale's version of Sam and Max and who, from the previous seasons, do you feel has the most potential to be further developed?
I've got to admit that Mr. Featherly is my favorite minor character from the Telltale games, and I'm always looking for any excuse to squeeze him into a story even when it doesn't make sense. As for characters who can be further developed, we're going to be seeing a little bit more of Stinky and Grandpa Stinky's story this season.
is there a reason why you cant do both? for instance, on tales of monkey you can navigate your way through most scenes by clicking on interactable items, however nothing happens when you just click somewhere on the screen that you could walk to. would it be possible to have characters go to where you click, as well as navigate by keyboard/joystick?
This suggestion comes up frequently, but direct control is not compatible with "pure" point-and-click. The problem is "click somewhere on the screen that you could walk to." Unless the camera is set up in a specific way, you can't accurately translate the mouse click to a point in 3D space. If you check out the thread about the controls currently going on in the Sam & Max main forum, forum member Wapcaplet posted a screenshot from Monkey Island that's a good example: Guybrush is framed from the waist up, with the moon and DeSinge's lab in the background. There'd be no way just by clicking to make Guybrush move forward towards the camera, or for that matter, to walk directly behind him.
On a higher level, trying to do a "hybrid" method would violate part of what direct control is trying to do in the first place: set it up so that you move one way, and interact with things a different way. They're different things, conceptually: you shouldn't be having to treat the cursor like a grappling hook, pulling the character from one object to the next; you should just be able to walk around. The company's stance is that being able to directly control a character and move him around the environment is compelling enough to keep pursuing.
A lot of games (or movies or tv shows or whatever) can end up in development hell because the big guns can't decide between them what plot to go with - especially if you have, for example, someone like Steven Speilberg, George Lucas and Harrison Ford all trying to please themselves!! But anyway, is there a "top dog" at TellTale who decides what overall plot to go with in terms of Sam & Max, or is it more of a group decision?
When the initial season design is being mulled over, the top dog is Dave Grossman, the design director. Once the design team has decided on a story, it gets approved by Dan & Kevin. And of course, Steve always has final say on what works and doesn't work for Sam & Max.
They're different things, conceptually: you shouldn't be having to treat the cursor like a grappling hook, pulling the character from one object to the next; you should just be able to walk around.
Obviously you've been ignoring my suggestions for a new point-and-click IP that allows all sorts of camera angles AND point-and-click:
Stumpy: The Quadruple Amputee with a Prosthetic Grappling Hook: The Game.
Has the new gamepad compability provided any challenges in terms of hotspot placement and puzzle design? I would guess the gamepad controll system doesn't have the same "reach" as the mouse when trying to interact with far off hotspots (like a high window or a bird on the roof).
Did this new controll system limit gamedesign in any way, or did it open new possibilities?
Have you guys considered allowing for keyboard customization for the PC/Mac releases? I know personally I'm an ESDF movement key kind of guy instead of the more standard WASD. And I like to move my hot keys (like inventory key or the examine key) to spots near my movement keys, if I get the option.
If you haven't considered it is it due to limitation of your engine and the multi-platform code you've had to create or some other technical difficulty?
Comments
I get that, but on the other hand you're already doing it. Half the players (or, I'd even say, most the players) are going to miss lots of stuff. The whole "did you try...?" thing is all about that. People might use the "right" dialogue before they have time to ask the wrong ones, and they'll disappear. And so on.
So I'm not sure it would make that much of a difference if there also were two ways to go around a given puzzle. Although I get Dashing's argument that if more items can do the trick, then it's easier to reach the solution.
Anyways, I just wanted to comment on that because when I read "I don't like the idea of making content that half of your players aren't going to see" my first thought was "but you already do!".
So we got a map to point to? :winslow:
How much would it cost a Wine based porting? (Like Picasa)
I do not want to appear a snob jerk, but since the ID could make a linux version of a complex game like Doom 3 I was wondering why porting is so rare.
Might as well go and compare to FPS'es. Apples and oranges and all.
Having said that I totally like RPG's, so I wouldn't mind having a semi-RPG'ish mini-game hidden in the game.
Also, I second Avistew's
No questions for now...
If not...
Why New York?
And play S&M 101 and get stuck in conversation mode in the dream selecting both the noose and gold fish tank at the same time. Darn TTG and their buggy games! (no, not really... TTG's are one of the rare new games which can't make me write a couple A4's of bugreports)
When I was talking about open ended puzzle gameplay I never meant for any of the story/cutscene/dialogue to change. I was simply thinking about puzzles that, by their very nature, allowed the player to think somewhat creatively about a problem, instead of hunting for a solution that is already there. Dynamic puzzles if you like, so that players could talk (brag) on the forums about how they specifically solved a certain situation in the game.
Anyway, I got my answer so thank you. But I do have another question for you if you don't mind
In terms of areas to explore, not length, roughly how big will the new season episodes be (compared to season 1 and 2)? Will we see an episode that is as big as the season 2 finale?, because that one was huge!
We started that in season two in reference to the running gag in the comics. Whoever's doing the episode (or me) comes up with them, and they ideally have as little connection to the episode as possible, just like the comics do. (We still have to sell these things, though, so we can't get away with calling an episode "Fair Wind to Java" or "Monkeys Violating the Heavenly Temple" if it's got nothing to do with the episode's story).
I'm liking how General Skun-ka'pe turned out. Especially since we got Roger L Jackson to do the voice.
I suppose it's okay in moderation, but if you use it over and over again it stops being a running gag and starts being a crutch. Luckily, we can't do those easily because it would require a scene load and throw off the timing. I like that we did that once in Monkey 3 (when you put a pin in the voodoo dolls in the Voodoo Lady's hut), but it's something that's easier in movies and TV shows than in videogames.
No, because it really varies from episode to episode. And we don't tend to think in terms of "locations" (like, say, the Zombie Factory), but in the number of environments (outside the castle, the main hall, Jurgen's lab). We're still experimenting with how many environments we can reasonably produce for an episode, and how to use the environments in more interesting ways. So, for instance, you're not doing the same thing in Stinky's every episode.
You can use it as long as you correct my typo of "you're story's" to "your story's." I've seen people quoting this forum on other message boards already; we'd just ask that you mention the game and that the forum is open to the folks who pre-ordered. Because this is supposed to be a perk for people who already bought the game.
Let me think...hmm
Will Lefty`s power tools finaly open!?
And I believe that's exactly why it makes a difference how you solve a puzzle: I want to make sure that we're all in agreement (the designer, the developers, and the player) that choice X is the most interesting and cleverest solution. I believe that if there's ever a point where you've got several solutions to a problem that all seem to make as much sense as any of the others, then we've given you a boring problem to solve.
I was under the impression that you like it when we point at the map.
Telltale doesn't support Linux, but some players on the forums have had some success using Wine and the like. I don't have any idea how much it'd cost to do an "official" Wine port, but there aren't any plans anytime soon.
And I'd imagine that the reason ID can do a Linux port of Doom 3 is because they're a very programmer-driven company and because Carmack likes to tinker; Telltale is more content-focused. Plus, DOOM is obviously such a huge series that ID can afford to spend all their resources porting their games to every possible platform. Adventure games are just a different market -- for the most part, the people who are interested enough in technology to be running and maintaining Linux (even "user-friendly" versions like Ubuntu) have lost interest in more casual games like graphic adventures. Remember that getting a game up and running on a platform is only a small part of the job: you have to have enough QA guys to test all the different versions, customer support for anybody running the different versions, etc.
But I don't think that's the case. For one thing, I think genres are becoming less and less relevant (and that's a good thing). If you think in terms of "first person shooter" vs "RPG" vs "point and click adventure" then you're just going to keep making minor iterations on the same game over and over again. You only get cool stuff when you start to think of what the game's trying to do: "story-based game" vs "simulation" vs "puzzle game" etc. Half-Life 2, Portal, and Team Fortress 2 are all different types of games (story-based game, puzzle game, and team-based strategy game) all using the same engine and basically the same first-person interface.
Also, BioWare's games aren't full of branching choices just because they make RPGs; I'd say the opposite is true: they make RPGs because they like making games full of branching choices. They use the choices as a selling point (at least, for KOTOR and Mass Effect they did); that's their focus. The Final Fantasy games are also RPGs, but they're not about choice or customization, but about presentation.
Because Steve set the comics in New York.
As I said earlier, we're still experimenting with what feels like a good length. (You can't really separate time/length from the number of areas, because they're too connected). The finale of season 2 was, frankly, too big -- everyone wanted the season to go out on a high note, but towards the end of the episode, it just feels like you're slogging through another set of things to get to the end. We're still working on ways to make it feel like you're exploring and seeing new things, without it just turning into a drag -- not just for the development team, but for the players as well.
Thanks for answering SO many questions so far. My question (and apologies if its been asked already) is twofold:
Who are your favourite minor characters in Telltale's version of Sam and Max and who, from the previous seasons, do you feel has the most potential to be further developed?
Well in that case - there was only one solution to the puzzle, but multiple types of hints to get you to the solution.
Something like the 10,000 grubs vs getting the cochlea the "easy" way is an example of two solutions to the one puzzle (getting a cochlea). Of course, one of them was deliberately made to be stupidly difficult and boring, so going the "easy" way makes a much more fun game.
NOTE: "Easy" way is of course not all that easy, and involves many many sub-puzzles.
yep! (video contains spoiler of getting all grubs)
Also, is it weird for a person who likes adventures like me to dislike puzzle games like Portal? I probably should have said CRPG, as FF is a JRPG who indeed sacrifice choices for story most of the time.
And I do think RPG's should contain choices, because otherwise there wouldn't be much roleplaying involved. Then it's just following a story someone set up. Much like an adventure as Sam&Max, but with more boring grinding than puzzles to press forward (as you may notice, I don't really like JRPG's). I suppose one can opt you also play the 'role of Sam' so S&M is kind of a RPG from certain perspective though... Oops, you're right. But instead of acknowledging that I just put my fingers in my ears and sing "lalalalala".
The Monkey Island way!
Please, PLEASE, tell me you did not draw inspiration in costume design from Zardoz.
I did love how wallace and gromit controlled on the xbox when i bought it and you're right, the task of clicking is much less intuitive than it is on a move, but when i went going for the dvd collectors edition, i found the scheme to be slighty more cumbersome on the computer. is there a reason why you cant do both? for instance, on tales of monkey you can navigate your way through most scenes by clicking on interactable items, however nothing happens when you just click somewhere on the screen that you could walk to. would it be possible to have characters go to where you click, as well as navigate by keyboard/joystick?
Sweet thanks!! Just so you know my skills include coffee and tea making (you ever tried genuine English Tea(tm)?), I can answer phones and do your laundry!!
Also I can kinda program a bit but not brilliant
Also if London falls through I can get ya a sweet deal in Hull
Anyway, onto my next question:
A lot of games (or movies or tv shows or whatever) can end up in development hell because the big guns can't decide between them what plot to go with - especially if you have, for example, someone like Steven Speilberg, George Lucas and Harrison Ford all trying to please themselves!! But anyway, is there a "top dog" at TellTale who decides what overall plot to go with in terms of Sam & Max, or is it more of a group decision? (Or is it good ol' Steve?) I only ask because, to quote Adrian Edmondson, "We've got a plot this year!!"
Once again thanks everyone at TellTale! You are without a doubt my favourite developer!
Actually, i hope they did.
P.s. curse of monkey island was definately one of the last great lucasarts adventures, with fantastic hand drawn art. I shall always be saddened by the loss of a sam and max star trek spoof. And, freelance police academy? Totally genius, it would easily be a great game.
omfg! O.o
Kinda thought of that and got too lazy to actually compare the pics.
Thanks for the links. Looks like they already did indeed :eek:
I actually remember reading an interview with Steve Purcell who discussed comics. I think it was related to when the first season was coming out.
Anyway one of the questions asked was about the 'based on' gag in the comics. Steve said that at least some of his comics were actually based off of comics his brother wrote about a dog and rabbit, and that Sam 'n Max were originally parodies of his brother's comics. So when he titled his comics, he quoted the title from his brother's comics.
I thought that was a neat bit of trivia. I wish I could find that interview again...
Yeah do Hull, it's like the LA of England
I've got to admit that Mr. Featherly is my favorite minor character from the Telltale games, and I'm always looking for any excuse to squeeze him into a story even when it doesn't make sense. As for characters who can be further developed, we're going to be seeing a little bit more of Stinky and Grandpa Stinky's story this season.
This suggestion comes up frequently, but direct control is not compatible with "pure" point-and-click. The problem is "click somewhere on the screen that you could walk to." Unless the camera is set up in a specific way, you can't accurately translate the mouse click to a point in 3D space. If you check out the thread about the controls currently going on in the Sam & Max main forum, forum member Wapcaplet posted a screenshot from Monkey Island that's a good example: Guybrush is framed from the waist up, with the moon and DeSinge's lab in the background. There'd be no way just by clicking to make Guybrush move forward towards the camera, or for that matter, to walk directly behind him.
On a higher level, trying to do a "hybrid" method would violate part of what direct control is trying to do in the first place: set it up so that you move one way, and interact with things a different way. They're different things, conceptually: you shouldn't be having to treat the cursor like a grappling hook, pulling the character from one object to the next; you should just be able to walk around. The company's stance is that being able to directly control a character and move him around the environment is compelling enough to keep pursuing.
When the initial season design is being mulled over, the top dog is Dave Grossman, the design director. Once the design team has decided on a story, it gets approved by Dan & Kevin. And of course, Steve always has final say on what works and doesn't work for Sam & Max.
Bingo.
Stumpy: The Quadruple Amputee with a Prosthetic Grappling Hook: The Game.
Did this new controll system limit gamedesign in any way, or did it open new possibilities?
If you haven't considered it is it due to limitation of your engine and the multi-platform code you've had to create or some other technical difficulty?
It's Mack Salmon, not Mac Sammun. The title is probably a parody of the name Sam and Max.
EDIT: Had to correct my own spelling. O_o