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Telltale Tells All (Pt. 2) - Hit By the Business End of the Rabbity-Thing
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Telltale Tells All (Pt. 2) - Hit By the Business End of the Rabbity-Thing

July 31, 2006 Article Start Previous Page 2 of 4 Next

GS: As I was discussing with Dave [Grossman] earlier, I know you guys don't want to be classified as an "adventure game developer," but it seems to be what you're good at, and you seem to be sort of pushing adventure games into what I'd consider a casual-style market. Is there room for adventure games in the casual space?

DC: Well, yeah, I mean, if you look at CSI, that's a game that we chose, and the CSI audience is basically what anyone else would describe as the casual audience. It's a casual experience in that it's easy to play. You can get in there and experience the world. The production values are not. There's full 3D, we went to a lot of our game roots to create that immersive feeling that I'm in the show, that I'm interacting with these characters, and I think there's a great interest in that for just fans of the show that aren't necessarily gamers otherwise, but want to play an interactive version of the television show.

When I think casual, I think mass. I don't think our games are built for Tetris users, I think our games are built for fans of our licenses. Anybody who loves the license can come in and have the experience, and that's really our goal.

GS: …to appeal to these preexisting fanbases, rather than trying to attract a new audience?

DC: To offer an interactive component to proven licenses, and to build something that anyone who loves the license can get in and play and enjoy, instead of focusing on one small niche, one small kind of thumbs of steel group.

GS: At the same time though, do you feel like you might be drawing a new audience in with an IP like Sam & Max by making it interactive?

DC: Definitely. This is why Gametap makes a great partner for us, because they're going out and going after a similar audience as us, people that want to come in and play some games and enjoy a gaming experience, get in, try some Galaga, try some whatever they're going to play, and then go and check out the Sam & Max game. If they like it, they can continue to play it, and hopefully they get some laughs and enjoy it, and continue in the series and continue waiting for new episodes.

We're definitely building it out with the belief that Sam & Max can appeal to anybody, not just fans of the license. Bone and Sam & Max, we went after both of those because we saw a cult following around those licenses that really pointed at the quality of the license, the quality of the content, that there is something there that people latch on to and enjoy, that's credible, and will always be there. And it makes it more of a long-term success plan, something that has legs, because we're still returning to the core thing that made it great in the first place; in the case of Sam & Max the interesting characters, in the case of Bone the great, epic story. Even with CSI, obviously their formula was money in the bank.

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