Gamasutra: The Art & Business of Making Gamesspacer
Telltale Tells All (Pt. 1) - An Interview with Dave Grossman
View All     RSS
October 22, 2018
arrowPress Releases
October 22, 2018
Games Press
View All     RSS
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Telltale Tells All (Pt. 1) - An Interview with Dave Grossman


July 26, 2006 Article Start Previous Page 4 of 7 Next
 

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.


Article Start Previous Page 4 of 7 Next

Related Jobs

Remedy Entertainment
Remedy Entertainment — Espoo, Finland
[10.22.18]

Gameplay Designer
Remedy Entertainment
Remedy Entertainment — Espoo, Finland
[10.22.18]

Senior Environment Artist
Remedy Entertainment
Remedy Entertainment — Espoo, Finland
[10.22.18]

Senior Gameplay Programmer
YAGER Development GmbH
YAGER Development GmbH — Berlin, Germany
[10.22.18]

Senior Game Designer (f/m)





Loading Comments

loader image