Blast from the past, and glimpses of the future...
TelltaleGames
Former Telltale Staff
Last week, the always diligent Google News alerted me to this Gamasutra article, Toward Better Readability in Adventure Games. Telltale's name comes up (in a good way) as the only company really addressing the problem of getting stuck -- and, ultimately, unstuck -- in notoriously linear adventure games, thanks to our built-in hint system. You should check out the article, it's a good read (and not just because it says nice things about us!)
What struck me about this article is that it talks about a lot of the same issues our own Brendan Q. Ferguson identified in this blog way back on July 4, 2004. The company was just getting off the ground and Brendan was no doubt sitting in his old broom closet "office" when he wrote it, so it's interesting to look back on that blog, knowing what we know now. Kind of like digging up a time capsule in your back yard, but not as dirty.
I'm not the only one feeling nostalgic these days. Dan sat down with Edge Online to talk about where the company has been these past five years, and where we're headed. Part one of the interview is up today, with part two coming tomorrow. Read it, and be enlightened!
UPDATE: Here's part two of the Edge interview.
What struck me about this article is that it talks about a lot of the same issues our own Brendan Q. Ferguson identified in this blog way back on July 4, 2004. The company was just getting off the ground and Brendan was no doubt sitting in his old broom closet "office" when he wrote it, so it's interesting to look back on that blog, knowing what we know now. Kind of like digging up a time capsule in your back yard, but not as dirty.
I'm not the only one feeling nostalgic these days. Dan sat down with Edge Online to talk about where the company has been these past five years, and where we're headed. Part one of the interview is up today, with part two coming tomorrow. Read it, and be enlightened!
UPDATE: Here's part two of the Edge interview.
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