Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Blizzard opposes Valve Dota name registration [1]
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Treyarch / Activision
Lighting Artist, Cinematic
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
 
Age of Games releases the
fourth episode of the...
 
Gaming comes to London
Fashion Week
 
Gala Networks Europe
augura un buon San
Valentino
 
Gala Networks Europe
herkesin Sevgililer...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Comic-Con: Hothead, Telltale Wax Episodic
by Spencer Yip, Staff [PC, Console/PC]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
August 1, 2007
 
Comic-Con: Hothead, Telltale Wax Episodic

At last week's San Diego Comic-Con, Telltale Games, one of the 'veterans' in the episodic gaming universe with Sam & Max, and Hothead Games, the team behind the upcoming Penny Arcade Adventures, held a panel discussing the new episodic gaming medium, and some interesting opinions ensues.

After one season of Sam & Max, “The biggest thing we learned is the model works,” said Dave Grossman, Telltale's lead designer on Sam & Max: Season One. “From a design standpoint we learned that a lot of people are playing these games as a season, rather than individual episodes. We are going to give a little more attention up front on how these episodes play to each other.”

While Telltale has made a name for themselves as one of the pioneers in episodic gaming they are still open to traditional game design cycles. Telltale CEO Dan Connors explained, “If the right job came around and it was an 18-month gig we might do it. We still do the CSI games and they kind of are on a traditional schedule.”

When asked about the advantages of designing episodic games Joel DeYoung from Hothead exclaimed, “I would say personally having shorter turn around time minimizes or reduces the chance of having an unpleasant crunch at the end of a project. There is always going to be a crunch getting things out the door. I would rather have smaller ones more frequently than an epic crunch at the end of two years.”

Connors interjected, “On our schedules we couldn’t go on a death march. It would be like a death walk or a death stroll.”

Hothead's Darren Evenson chimed in with a heartfelt response, “As developers it really sucks when you pour in two years of your life into a product and most of the people who play the game maybe half of it. You’ve got half your content that remains unseen and effectively is forgotten."

Evenson concluded: "Having episodic really allows digestible chunks. People aren’t intimidated by the size of it. And price point is another thing. It is a lot easier for someone to decide to buy a $10, $20 or $30 game opposed to an epic $60 or $70 game and invest a lot of time.”
 
   
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.