GS: Do you know how much of that original treatment carried over, if at all?
DG: Oh, essentially none of it. I mean, we couldn't really do the same stuff, we couldn't use any of the assets, and using the design stuff would have been questionable too. Also I, as the lead designer, I was not familiar with that. I wasn't there working on that. So we basically just started over. And we also wanted the treatment to be different. This, coming from Steve himself, he wanted it to be a little more gritty, like the comics. The Lucasarts treatments were always a little more polished up, and we wanted to get a little bit more of that dirt on the streets, and the paper cups and people being mean and nasty. There's a lot of that in the comics, and it doesn't come off in the Lucasarts games.
GS: Are we talking gritty visually, as well?
DG: Yes, actually. We sent Steve a screenshot of the street that we had built, and one of his really interesting comments was, "The sky's blue. It probably shouldn't be blue, let's try a yellow one." And boy, that yellow sky just makes it look really filthy and disgusting, and he loved it.
GS: From a business perspective - I mean, obviously you guys like Sam & Max and enjoy working on the property - but from a business perspective, why Sam & Max? Do young gamers, does your potential audience know who Sam & Max are? Does that matter?
DG: Well, yeah. This is obviously a better question for Dan [Connors, Telltale CEO], I was not in on the decision. I'm totally happy about it, sure. Sam & Max has a very strong, devoted, and peculiar fanbase, both the comics and the game have that, and that's actually pretty good for us. We work small enough that we don't need to have the license that's the biggest movie of the year because we're spending $20 million on the game and so everybody in the world has to buy it in order to do it. If we just have kind of a small devoted fanbase, we can make something that's kind of personal and fun.