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Features

Funny, Me? On Leisure Suit Larry: Magna Cum Laude and the Search for
Humor in Gaming
In
late summer of 2002, I was summoned to the office of High Voltage
Software's head design honcho, Tom Smith. I had just finished a
grueling several months as part of an effort to get a platformer
with a movie tie-in out of the door, and was enjoying the light
schedule that came with being without a project. This made me a
marked man, however; the current go-to guy for a seemingly endless
demand for "<insert license here> and turn it into a
Grand Theft Auto clone for us please" pitch docs publishers
couldn't get enough of at the time. I was all the more delighted,
then, when Tom let me in on a little-known company secret: Vivendi
was interested in reviving the Leisure Suit Larry franchise,
and High Voltage Software was in the running.
Like
many of you, I am a big fan of classic adventure games, and a big
fan of the Leisure Suit Larry franchise. I had spent countless
hours as a youth doing my best to lose Larry's virginity well before
I began to address my own. As Tom began to fill me in on his progress,
I felt a wave of excitement that eclipsed any other I'd felt as
a game designer - I was going to work on a Leisure Suit Larry
game.
Had
I known what was in store for me during my two-year stint on Leisure
Suit Larry: Magna Cum Laude, my enthusiasm would have been coupled
with a healthy dose of real-world panic. Before it was all over,
Tom, Mathew Entin (another designer/writer on MCL), and myself would
write over 90,000 words of dialog spoken by over three dozen characters,
direct over 150 hours of voice over, and spend over two weeks trying
to motion capture as much of it as we could. If that were not enough,
we had the added pressure of having to be funny with nearly everything
we wrote.
Building
on a Legacy
One
of the first things we did as designers was to revisit the franchise.
Vivendi was interested in "updating" Leisure Suit Larry
for a younger, broader audience and wanted to put the game on consoles
as well as PCs. While they certainly wanted to keep older fans of
the license happy, all parties involved had made a commitment at
the outset to seek alternatives to "point and click" gameplay,
traditional puzzle solving, and other conventions of the adventure
game genre that appeal less to the mainstream than to hardcore adventure
gamers. In addition, it was unclear to us at the time whether we
would have Al Lowe as a resource, or to what extent his involvement,
if any, would be. We had big shoes to fill, and it was clear we
would be taking the series in a new direction. With this in mind,
we reexamined each of the classic Leisure Suit Larry games,
pulling from them aspects we hoped to preserve in Magna Cum Laude
and studying their appeal.
The
Leisure Suit Larry games of the 80's and 90's are funny.
If you disagree, you are wrong. Collectively the franchise has sold
millions to people all over the world who love its brand of subtle
humor, clever puns, and tongue-in-cheek innuendo. The games were
targeted mostly to somewhat cerebral, adult male PC gamers, along
with a healthy dose of sophisticated college-aged and adolescent
fans, as well as women attracted to the caricature of the toothless
male predator. By 1999, however, sales of traditional adventure
games were in steep decline and Sierra pulled the plug on an eighth
installment of the franchise. In their estimation, there simply
weren't enough of the aforementioned target market willing to financially
support another Leisure Suit Larry game.
We
at High Voltage have fond memories of the series and enjoy Al Lowe's
sense of humor, but as we played each game in turn, it became evident
to us that trying to emulate Al's comedic style would be a mistake
if we were to succeed in bringing in new fans, namely mainstream
teens and young adults for whom the comedic bar has been set by
The Simpsons, South Park, Family Guy, and the
American Pie films. The writing would have to change to reflect
this shift in demographic.
There
was never any doubt in our minds, however, that we had a wonderfully
conceived character in Larry Laffer, one that could make the transition
from hardcore adventure game icon to modern-day hero for Spike TV-watching
twenty-somethings with ease. The traits that make him such a lovable
loser are universal. Larry Laffer is resolute, obnoxious, well meaning,
harmless, an anachronism, frustrated, average, and makes us laugh.
The long-term appeal of the LSL franchise lies with fans'
ability to relate to, sympathize, laugh with and at its main character.
It was Larry Laffer's mannerisms and personality traits, more than
the actual style of humor that we sought to preserve and emulate
to the best of our ability.
Although
we were convinced that Larry Laffer's likeable loser mentality should
serve as the backbone for the writing in Magna Cum Laude,
we decided to pass the torch to a new protagonist, Larry Lovage,
Larry Laffer's nephew. There were several reasons for the decision.
First, we really wanted to do a comedy in a college setting, a tongue-in-cheek
ode to the "wild comedies" of the '80s, '90s, and today.
Although it might be in character for Larry Laffer to chase eighteen
year-old coeds, we weren't sure teens and twentysomethings could
relate to a middle-aged lothario chasing girls twenty years his
junior as much as they would someone closer to their own age. On
a practical note, it also concerned us that we couldn't depend with
certainty on Al Lowe's involvement (ultimately, he did not join
the project). Without the creative mind behind Larry Laffer, we
were reluctant to try and put words in his mouth, fearing they would
not sound as authentic to older fans. Lastly, we felt that passing
the torch was the right thing to do, out of respect for the legacy
we were building on. Older fans have referred to Magna Cum Laude
as a spin-off, which is not too far off the mark. Taking the series
in a new direction was a risk, and we felt good about leaving the
door open for the spotlight to return to Larry Laffer if we failed.
Looking
back at the previous Larry games was fun and rewarding. We
got reacquainted with a beloved character from our gaming past and
found nearly everything about him (save his age) worth preserving.
We made a conscious decision to take the style of comedy in a new
direction, one that would appeal more to a younger, mainstream audience
as well as to us game designers who in the absence of Al Lowe, would
have to write the scripts. Armed with screenshots of our favorite
Leisure Suit Larry moments (many ended up as Easter eggs
in Magna Cum Laude) we forged ahead to the next phase of
our research: our competition.
It
is my opinion that most video games which seek to amuse can be placed
in one of two categories: mainstream and "nerd humor".
Please note I use the term "nerd" with the utmost affection.
Being 50% nerd myself, I don't seek to exclude myself from this
category or tout the virtues of one group over the other. Nerds
are good people. Some of my best friends are nerds. Nerds are the
bedrock on which this industry was able to grow into the largest
entertainment medium in the world, and it is my sincere hope it
will never turn its back on those who made it what it is today.
But mainstream audiences, by virtue of their sheer numbers are the
brass ring for which many a publisher doth reach, and it is my experience
that there are some clear differences between what the two groups
will find amusing. I am generalizing of course, I don't mean to
say that high school jocks never tell each other amusing EverQuest
stories in the hall, or that nerds can't appreciate Animal House
(indeed more nerds venture into the mainstream for entertainment
than vice-versa), but if you are developing a comedy you better
know which group you are targeting, or you might be unpleasantly
surprised at the results.
A
good example here is the recently released Bard's Tale. For
those of you unfamiliar with its premise, Bard's Tale is
the fantasy role playing game that turns the genre upside-down,
taking a tongue-in-cheek look at its many well-worn conventions.
I am enjoying the game immensely, thanks to the hundreds of beautiful
summer afternoons spent in my friend's basement playing Dungeons
and Dragons as a youth, as well as countless hours spent killing
rats, collecting treasure, and upgrading spells on my PC. My nerd
half has seen every boring quest and stale story arc fantasy RPGs
have thrown our way and is amused at the satire. To people who have
never rolled a twenty-sider or thumb their nose at games like Balder's
Gate, however, its humor will most likely go over like a lead
balloon.
Conker's
Bad Fur Day on the other hand, is an unabashed mainstream success
story. It's crude, vulgar, and downright lowbrow, and proud of it.
Older gamers and nerds tend to be more intellectual than their younger
mainstream counterparts, and most (but not all) fail to see the
humor in a level boss who is a giant lump of poo. Yet there are
hundreds of thousands of teens and young men in their early twenties
for whom Conker's has a special place in their heart, and
a million plus or more will likely buy the updated Xbox version
this spring. BMX XXX similarly polarized gamers on a much
smaller scale.
So
where exactly does this observation get us? Knowing the difference
between what is exclusively nerd fare and what will amuse the casual
gamer is your first, most important step to winning over your audience.
The next is to make sure you have writers who can effectively speak
to them. Know your place on the nerd/meathead spectrum and evaluate
your chance at success honestly. If you have a burning desire to
write jokes that refer to Penny Arcade and Fark, you are a nerd.
If your target market shares your enthusiasm for this type of humor
then they are probably nerds too, and you have a fighting chance.
If however, your target market has never heard of Penny Arcade,
Fark, or Slashdot, and you have a feeling they wouldn't have much
use for them if they did, you may want to hand over the reigns to
someone else.
In
our case, Entin and I felt that our mainstream sensibilities, at
times a hindrance in our industry, put us in a good position to
write dialog that spoke well to the casual gamer. Had we been asked
to write something similar to Bard's Tale we would have been
better off passing the buck to an extremely talented someone else.
By aiming for a broader audience we would undoubtedly lose some
older fans, but we felt we could successfully appeal to a wider
audience while still keeping many whose tastes ran more highbrow.
As
our research into our competitors concluded, and although we found
a lot that amused us in the games we looked at, we felt there was
nothing currently on the market similar to what we wanted to achieve
with Magna Cum Laude. Conker's Bad Fur Day and BMX
XXX are targeted to a much younger audience than the one we
were after. We wanted to do something mainstream, yet something
that did not necessarily aim for the lowest common denominator (at
least not all the time). We wanted MCL to be the video game
equivalent of The Simpsons, Family Guy, or South
Park, and although we knew our writing would never quite compare
with the genius found there, we felt it would be fun to try, and
if we were even halfway successful, we would be in an enviable position
as the only game of its kind for fans of the type of comedy we most
admired.
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