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[In this honest indie postmortem, Wadjet Eye Games' Gilbert discusses the creation of adventure game sequel The Blackwell Convergence, looking at everything from promotion through art direction and engine to analyze what went right -- and wrong -- in the game's creation.]
The
Blackwell games are point-and-click adventures made by my small indie game studio, Wadjet Eye Games, that center on an awkward
writer named Rosangela ("Rosa") Blackwell who, upon her aunt's death,
inherited the family ghost. The ghost in
question is Joey Malone, a sardonic spirit from the 1930s. Their task is to
assist lost souls and investigate supernatural goings on.
The Blackwell Convergence marks the
third game in the series, and after three games I have realized that sequels
are a very funny thing. On the one hand, you have the opportunity to enlarge a
franchise and keep your characters in the public eye.
You've learned from your
mistakes, and can apply your newfound knowledge to making the next game better.
But you also run the big risk of alienating your old fans in the hope of
courting new ones. Is change always good? Well, read on, and see how I fared.
What
Went Right
1. Evolving
Rosa's Character
When I wrote
the first Blackwell game, my goal in creating Rosa Blackwell was to make
a character who was hurt by her past and thrust into a situation she had no interest
or desire to be in, but made the best of it and emerged a better person because
of it.
For the most
part, people liked Rosa. They liked her awkwardness; they liked the fact that
she was a relatable human being with flaws. Unfortunately, because of these
qualities, they also found her very difficult to play. She was often so
socially awkward that she became a hindrance rather than a help.
There was a
key moment in the first Blackwell game where Rosa needs to
speak to a woman named Nishanthi. Nishanthi is in the park, playing her flute
in front of a crowd of onlookers. A normal person would just walk up to her and
say "Excuse me" but Rosa is too shy to approach her in front of a
crowd. Instead, you have to solve a puzzle in order to draw Nishanthi away from
the crowd so Rosa is comfortable enough to talk to her.
As a
character study, it worked. It's a natural thing for Rosa to do, and it really
hammered home her sense of isolation and cemented her as a social misfit. But
for a player involved in an interactive experience? It was frustrating. he
original game was littered with moments like these and I wanted to fix that for
Convergence.
But, how was I supposed to "fix" Rosa without completely
changing her character? Simple. I didn't change her. I just put more focus on
her positive traits than her negative ones. Rosa is the bookish sort. She's a
writer and a reporter, which makes her intellectual and very observant. She
knows when people are acting suspicious or when they are lying. This is a side
of Rosa that we didn't see in the first game, so I made a point of showing
these traits in the sequel.
Plus, the
sequel takes place six months after the first, so she has had the time to
mature and get used to her new supernatural abilities. Rosa is still very
awkward in the game (and it provides the game with some of its more funny
moments), but the awkwardness takes a back seat to her other qualities which
get a chance to shine.
When the game was released, the change in Rosa's character was
instantly noticed by reviewers. Some criticized it for being too much of a
drastic change, while others felt it gave her a much-needed edge. I don't think
either is entirely accurate. For me, she is still the same Rosa Blackwell --
just viewed from a different angle.
2. Using AGS
as a Development Platform
It's a very good time to be an indie, as there are countless free
third party tools that you can use for development. As for myself, I use AGS.
Short for Adventure Game Studio, it is a third party engine geared toward the
creation of old-school adventure games. It is a system that has been tested and
refined for almost 10 years by many users, so it one of the more reliable tools
out there.
Using a mature existing engine like AGS took a ton of the grunt work
out of development. Being familiar with the system I was able to do 99% of the
programming myself, saving a lot on development costs.
It also enabled me to
prototype game events very quickly so I (and QA testers) was able to see what
worked well. If something didn't work well, it was a quick matter to make
adjustments. The only disadvantage of the system is the lack of portability, so
Convergence will never play on a Mac anytime soon -- but the benefits
more than made up for it.
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