GS: So it would be unfair to call you guys an adventure game developer, it's just the way you see these particular properties, Bone and Sam & Max.
DG: Yeah. I mean, I...did you happen to catch our panel this morning?
GS: No, and I'll tell you exactly why. They decided to schedule the two best games-related panels at the exact same time, and I was at the other one.
DG: Oh, I know, I wanted to see the other one! But yeah, one of the things I was talking about there was just sort of starting from story and/or characters, depending on whether you're adapting a story, you start with the story, and if you're doing something like Sam & Max you just start with the characters themselves and say, 'What's appropriate for these characters? What do they do? What do they think about? What's going to be fun about their lives?' And I'm not particularly attached to any style of gameplay, but we have an engine that's working well for kind of point and click type of stuff. But we're building in a driving mechanic for Sam & Max, and it's entirely appropriate. I'm doing a detective story, I want to have some driving in there. I want to have shooting, and chase scenes, and stuff like that, but that's not going to be the focus of the game. So, again, it's whatever's appropriate to the license, the characters, and the story that we're trying to capture.
GS: So at its core, Sam & Max will be a pure adventure game.
DG: Sam & Max, yeah, basically it's a lot like you've seen already with Bone (above). It's point and clicking and puzzle solving, and we've kind of streamlined the interface a little bit. Things change a little bit for the driving and shooting, but it's still kind of point and clicky. It was interesting to try to make that, actually, because we don't want to change your basic interaction with the game too much when you get in the car and start driving. So you're aiming at the street to go around instead of operating the steering wheel with the arrow keys and stuff like that.