GS: So that small, devoted fanbase, that's your target audience?
DG: Well, ultimately, we want everyone in the world to play our games, but yeah. I'd say we're not really specifically aiming at a small audience or anything, we just kind of tend to like licenses that are maybe a little bit peculiar, that maybe wouldn't work for other companies. We like to do stuff that has a lot of story and character in it. We're not really trying to make shoot-em-up games, action games. Something like Sam & Max, it's hard to see what other kind of games you can do with it. You can do driving and shooting, but it would be kind of wrong.
GS: You could do a Chase HQ remake...
DG: You need lots of talking, there needs to be a lot of casual time going in the game.
GS: Telltale's digital distribution model, and even first title [Telltale Texas Hold 'Em], seems to be a very casual games approach. Is there a central belief that adventures can work on a sort of casual download basis?
DG: You may be a little off the mark in having us aimed at adventure games. We're not really trying to do that, exactly, we just have a lot of experience making adventure games, and are bringing the things that we learned about storytelling in games from that to bear on the kinds of things we're doing. So we're actually willing to bend away from that and do other kinds of gameplay, as long as we keep the story stuff in focus.
I'm actually pretty interested in where we come down in relation to the casual games space, because basically what we're doing is kind of non-casual casual games, and so the average casual game you sort of pick it up and you play for twenty minutes and you're done, on your lunch hour or whatever, and then you play it again and again and again, whereas ours are more sort of play it for a little while, and you're like oh, wow, I want to keep playing this for a while but, ah, my lunch hour is over. And I sort of wonder how much crossover there's going to be between people who - it seems like casual games are aimed at people who don't have enough time for huge games, and so what we're making is sort of games on a smaller scale, more regular distribution. We kind of have that sort of life set-up. No one else is really doing that, so.