Latest News
spacer View All spacer
 
January 8, 2010
 
Analysis: The Conundrum of Final Fantasy XIII [15]
 
Child's Play Raises $1.7 Million In 2009
 
Capcom Reveals Weak Zack & Wiki Sales, Talks 'Tough' Wii Market [10]
spacer
Latest Features
spacer View All spacer
 
January 8, 2010
 
arrow Third-Party Publishers React To Deflating Wii Bubble [13]
 
arrow Designing for Immersion: Recreating Physical Experiences in Games [8]
 
arrow Postmortem: Blitz Games' Droplitz [6]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
January 8, 2010
 
Judging the IGF
 
Why You Should Use OpenGL And Not DirectX [6]
 
Premature Sunsets [4]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
January 8, 2010
 
Warner Bros Games
Software Engineer, Tech - WB Games (Chicago Location) - #115558
 
Warner Bros Games
Sr. Software Engineer, Gameplay - WB Games (Chicago Location) -#115557
 
First Act Interactive
Director of Marketing Seven45 Studios
 
Relic Entertainment
Senior Director of Development
 
Relic Entertainment
Senior Level Designer
 
Guerrilla Games
Senior Level Designer
 
Guerrilla Games
Lighting Artist
 
Guerrilla Games
Senior Environment Artist
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
News

  GCDC: Connors On Telltale's Episodic Move To Consoles
by Mathew Kumar, Leigh Alexander
0 comments
Share RSS
 
 
August 19, 2008
 
GCDC: Connors On Telltale's Episodic Move To Consoles
Advertisement
Telltale Games' CEO and co-founder Dan Connors says his company's found the key to maintaining consumer engagement over time -- "be there when we say we're going to be there."

Telltale earned its reputation by aiming to bring what it calls a "TV-style" format to games by delivering episodic titles to Internet portals as well as consoles.

Speaking at the GC Developers Conference in Leipzig, however, Connors says the mandate to "be there" becomes more challenging now that the company's moving on to consoles, most recently with Strong Bad Episode 1: Homestar Ruiner on WiiWare.

During Telltale's presentation, a slide lists Xbox Live Arcade as one of the developer's distribution channels -- "though we're not exactly on Xbox Live Arcade yet, so if you're in the press, don't write that down." [Ed's note: Too late.]

It's easier to start out with episodic delivery on PC, Connors says, because devs can patch and mod content quickly, there's lower risk and more space for innovation, plus the ability to be more connected with fans through blogs and forums. This helps engagement, Connors says, because fans can enjoy a community experience alongside the game between episodes.

Developers should leverage this community too, he advises -- "PC is still the most robust online space; especially for connecting to the audience. It's something we like to do a lot of at Telltale, and it can be harrowing because not all of us are trained in PR, but it's one of the best ways of maintaining a community."

Telltale's episodes are structured much like those of a TV series -- there's a premiere, core episodes and then a finale distributed online, followed by brand-building via dissemination through channels like Steam. Finally, it hits shelves in a "collector's edition DVD" for players who prefer the retail experience.

The benefits of this system, Connors says, are a small footprint and lots of reuse of assets (though they "keep the quality high") -- plus, it allows nimble teams that have to maximize productivity and be efficient because they're shipping a product every three months.

20 percent of players who buy a first episode next buy the whole season altogether, says Connors. Without providing specifics, he also said "most players" buy the whole season at once directly from Telltale, while "retail is the most powerful content-mover out there."

But even episodic at retail is different from the norm. "I haven't done a retail game since 2004, and so I think things have changed -- and if they have in the way I've heard, then I weep for everyone involved," says Connors.

"We have a steady deadline, so we always have this 'god, it has to be done' feeling at all time. That's our stress, but each day it's the busiest 8 hours as the team powers through the game."

And Telltale hopes to expand its portfolio as its brand strengthens. "Right now we have four franchises announced," says Connors, listing Wallace and Gromit, Sam and Max, Homestar Runner and Bone, and adding that the developer's more likely to focus on original properties and continue exploring console opportunities in spite of the challenges.
 
   
 
Comments

none
 
Comment:
 


Submit Comment