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Spanking Death: Ron Gilbert Goes Episodic... And Loves It
 
 
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Features
  Spanking Death: Ron Gilbert Goes Episodic... And Loves It
by Chris Remo
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June 30, 2008 Article Start Previous Page 4 of 7 Next
 

What you mentioned about how only 20% of gamers will see the end of your game, it's remarkable how true that is despite the outcries from the certain, very specific, hardcore segment of gamers, which is demanding super-duper long games.

I was talking to Valve - this must've been like two or three years ago at this point - and one of the things that they said is that they can do all of their tracking through Steam about usage of their games so few people actually get to the end. And then a few years later they released Portal, which was this completely self-sufficient experience in a few hours. I'm wondering if you've played that, and what you thought of it.

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RG: Yeah, I did play Portal. I think there were a lot of things I really liked about Portal. I think having the short game is great, although people bitched about how short it was, which is really amusing to me.

Yeah. That's true.

RG: But yeah, I think Portal was really neat. I think that whole gameplay mechanism was a lot of fun. I think the only downside for me, with Portal, was it seems like they had this really neat little kind of "technology trick", you know, with the portals; and it was really fun to play with that, and I'm glad that it was a short game, because I don't think that you could've sustained that for much longer. I was really not grabbed by the whole "sterile laboratory" environment of it all. I kept, in the back of my head, I kept saying, "What would Nintendo do with it?"

You know, if this was a technology that Nintendo had come up with, and they were going to produce a game on the Wii, where would it take place? What world would it be in? So I think they missed the boat, creativity-wise, with their whole world and their story and everything.

But, you know, Valve is a company very focused on the hardcore gamers; that is a great audience for them, and I think in trying to hit that audience, I think they did the right thing with the game.

Do you know if Hothead is going to try to do anything similar to what Telltale is doing, and build its episodic structure into a complete business model that can be taken to other developers? Telltale seems to really be trying to make that its entire focus in the industry.

RG: I think one of Hothead's big focuses is on episodic stuff. I don't know if it's necessarily "episodic" per se, but I think one of their big focuses is on, I guess you call them "lapsed gamers". These people who are really into gaming, they enjoy hardcore gaming, but they just don't have the time to invest in the stuff.

They're not 35 year old women who are interested in match-3 games. The whole casual game market, which to me is like, I don't even know if I consider that games, in a way, you know? So it's not really those people, but it's the people who have played hardcore games; they've played Half-Life, they've played these things, but they just don't have the time anymore. And I think that's really Hothead's focus, is really trying to get those people. And I think episodic is a very good first step for that.

On the topic of audiences that maybe aren't being catered to as much as they could be - because of your historical importance in the adventure genre, I'm curious what you think about it.

I have, honestly, quite a few friends who played a lot of adventure games back in the '90s, and when that genre started to fade... there are still a lot of adventure games being made today, but it's not quite the glory days that it was when it was you, and Tim Schafer, and Sierra, and Revolution, and all those guys. I feel like a lot of people who I knew, who played those games at the time, aren't playing games now, because they're less interested in just being another space marine. And I'm curious if you think that those gamers will ever be catered to.

One thing I talk about a lot is games that are easier for those people to get into, you know? Games that are still what we would call full games. They're not Bejeweled or something; you're still in a rich world, with a character, and you're controlling it, and you're making decisions, and you're exploring, and doing those things. But just with that greater focus on character and story. I'm wondering if you think that there's any mechanism by which those players will be able to find things that they enjoy again, or if the industry has moved on.

RG: Well, I definitely agree with you, that this industry has one too many space marine games. I'm tired of seeing that stuff, and I think there is no doubt about that. But I think you are absolutely right; there are just a lot of people out there that are being disserviced by the types of games that are coming out.

And you see that a little bit in the success of the Wii, because you don't have a bunch of space marine games on it; you have some things that are lighter, that are more fun, that are more creative, that are more visually interesting... Not "visually" from the "obsessed with technology" kind of interesting, but the "artistically" visually interesting. And I think the success of that proves that out, that there really is that audience, there.

And that is one of the things that I want to do with DeathSpank, and other episodic games I may make, is to do things that are a little more interesting and a little more varied, and to build some games for those people that did like those old adventure games. I mean, DeathSpank, even though there is this kind-of Diablo-esque RPG in it, it is very much an intricate, complex adventure game, much like Monkey Island was.


LucasArts' The Secret of Monkey Island

So I am hoping that I can build this, and that those people are going to like it, and come to it, but it also has some other stuff that people who maybe aren't into adventure games as much, because they are kind of slow and contemplative, that there's other aspects of it that they're going to get into. There is a little bit of adrenaline going on.

I think the key with DeathSpank is going to be to meld those two things together in the right ways, that they don't turn those two types of players off, but they'll actually enhance the whole experience. That's the challenge that I see with the game, getting those two things done right together.

 
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Comments

Dean Gebert
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Coming from the movie industry, I still don't understand why games wants to move into the Hollywood model. It's exclusive, fragmented, and rarely innovative. On top of that, it's financially obese at every step of the supply chain. None of these things are good for consumers. Why do we want to follow this model again?

Tim Carter
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Film is rarely innovative? What planet did you come from? Also if film being "obese" means that the creators get a cut that reflects the fact that they... um... actually created the work (as opposed to the suits and the shareholders getting it all, and the creators getting a mere wage), then I'll take "obese" any day.

Luke Rymarz
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Disregarding the money aspect, Gilbert does make some other interesting points about the movie industry. Clear job titles would be very useful, proper standardization (movie scripts all look the same, why not game design specs?), and more focus on cultivating talent by publishing games that are in the middle ground. As it is now, it seems like you either already have a big studio to make your game, or you build it in the garage as an experiment. Something in between, like a lot of indie movies, does sound like it would bring a lot of talent to the surface.

Philipp Kolhoff
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Comparing the game and movie industry i always like to see episodic games like TV Series because it is so obvious. Episodic games should tell some small stories with recurrent characters and elements and maybe a larger storyline over all episodes of a season. By doing that, the gamer has the chance to get to know his characters in a much deeper way. For example, the game designer has the chance to take a whole episode just to introduce one character. And i think taking the time to slowly build up a story would pay off. At least it does in TV series. Following a Season of Lost or Heroes is by no means less attractive than watchnig a blockbuster movie. It is just different and for some people exactly what they are looking for. So is episodic gaming.

Anonymous
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Concerning his comments about a bunch of people designing something. I think think the disadvantages outweigh any advantages. There always needs to be one person in charge of the final design. For us it seems like its the lead designer but there are too many people above him on the chain that can come in and change things. It might be someone who is remotely attached to the game but they can come in and ruin ideas.

You definitely need to give other designers, or level designers, scripters ownership for their part too and the lead designer needs to recognize that. Otherwise team members can get frustrated and you might lose some talent.

Basically I am trying to say its very complicated these days and amazing that situations like I describe ever produce something decent. I think it would be a great idea to have clear definitions of responsibilities and I think the old adventure genre is still ahead of the curve in these respects.

Jeff Zugale
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The movie industry has a distinct advantage over the game industry - they only have one basic "platform" that's been essentially the same for roughly a hundred years, the motion picture camera and photographic motion picture film. Even though the technology has recently changed a great deal with the introduction of digital filmmaking and processing, the basic hardware used to shoot a film is essentially the same, and functions the same way. You have a camera, it has lenses and some kind of recording medium, you have lights and sound recording equipment, and all that other stuff.

Sergey Eisenstein would not have to re-learn the mechanics of how to shoot a film if he suddenly were reincarnated and put on a brand-new film.

In contrast in games, we're reinventing the platforms and basic tools every 3-5 years, or upgrading them so drastically that the tools themselves wind up re-engineering the way games are made. On top of that, most studios have their own in-house tools and engines, with varying design and user-friendliness.

Sure, there's a bit more standardization happening these days with engines like Unreal and middleware like Bink and Havok, but even with that, there's no "one toolset fits all" solution. Most games require custom programming within the engine, which means the toolset changes, which can mean steep learning curves for the production staff at inconvenient times.

So we can't just go over to Studio Systems and rent 2 Panavisions and 3 Arris, buy 5,000 feet of film stock and "shoot a game" in 3 weeks, then take it over to a post house and cut it together, like filmmakers have been able to do since what, the 1930s? '40s, maybe?

Using their basic standardized toolset, it's still possible for filmmakers to make a *distinctive*, high-quality film. Using a generic game toolset, it's extremely difficult if not impossible for a game studio to make a distinctive game.

We're always going to have a problem to some extent with our constantly-evolving tech and tools.

Trace o'Connor
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This interview really got me thinking about target audience and how they like to play games -- not just age, gender, and what entertains them short-term. The section on p. 4 talking about Valve, Portal, and "hard core" gamers who like to play to the end really intrigued me. Emailed a link and the topic to a few friends whom I thought would also find this tasty food for thought. Thanks for the inspiration! -- And I'm looking forward to Deathspank!

Tim Carter
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Jeff Zugale, you have it backwards. Film has been a constantly evolving language. Eisenstein wasn't "trained". He was an inventor. The thing in film, though, is that because the technology is more constant the aesthetics and forms can be innovated on. In games, a huge issue is because the foundational technology keeps shifting under us, we can't get down to the business of innovating games.

Take the first-person shooter. Nothing really fundamentally innovative has happened to that genre in years. Why? Too much focus on making it prettier - better graphics. But the fundamental elements - the fact you see out a single-perspective, you move, fire, have a use key, etc - have remained static. Except for minor incremental improvements, the gameplay has remained static.

That's the issue. We can't innovate on the gameplay because everyone thinks it's about tools.

If film people ran the film industry the way game people run games, we wouldn't have Method Acting yet, we wouldn't have New Wave, we wouldn't have Cinema Verite, we wouldn't have Film Noir. We just have a lot of awesome colour 3D cameras, but boring stories and wooden acting.

Steven An
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Total agreement with the "lapsed gamer" market. There have been other names, like mid-core and ex-core gamer, but I can say I'm definitely in this market. I have other responsibilities these days, so I can't dedicate myself as much to games, but I still want to play "full" games. I have no interest in Bejeweled, but no time for Mass Effect either. "Portal" was great for me. Looking forward to "DeathSpank"!


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