They dovetail into the story properly, the kind of things where you have to figure it out, but when you do figure it out, you don't feel like the game design just screwed you over. In good adventure games, the puzzles really make sense. Well, I would say what he really hates is bad adventure games, because I think in good adventure games, the puzzles aren't obscure. We've spoken to a lot of adventure game developers here at GDC, and Erik Wolpaw told us that he hates adventure games because the puzzles are so obscure and ridiculous. People who have played Monkey Island are really going to recognize the intricate puzzle structure that goes into Deathspank. The adventure game part of Deathspank is probably a lot more of a hardcore adventure game. It's all action-based, and it's about collecting items and growing your character in those ways. The RPG in Deathspank is much more like Diablo or Zelda. The RPG that's in Penny Arcade is kind of a turn-based, almost Final Fantasy-like RPG. Ron: It's a little bit different in a couple of areas. How does the gameplay compare to that found in Penny Arcade Adventures? We just think it's going to be a great game. We think it's going to be a funny game and, like Ron said, we are focused on episodic and this is very well aligned with what we're already doing with Penny Arcade. Joel DeYoung, producer of Penny Arcade Adventures: Well, it's hilarious. I was kind of being pushed by a lot of people to turn it into a very large game, which I didn't want to do, and since Hothead is really focused on episodic, I think that just worked out really well.Īnd from Hothead's perspective, what did you see in this game that made you want to work on it? Larger publishers, EA, Activision, all these people, are just not set up to do episodic games. Also, I really wanted to do the game from the very beginning as an episodic game. That was the thing I was having a lot of trouble with at other publishers. I sent the design off to them and they really liked it, which was really good to me because I think they saw in the humor of the game, you know, what was going to be really interesting about it. Well, I started working with them on the Penny Arcade stuff for several months or so, and I thought "You know what, I'm gonna run DeathSpank by them." They're doing the Penny Arcade game which is very funny, and the sensibilities of the Penny Arcade game I think match very well with Deathspank. You initially said that you had this idea for the game and went from publisher to publisher until you finally got Hothead to say, "Okay, we're gonna make it." How did that come about? How much can you say about DeathSpank at this point?Īsk and I'll say "no comment" if I can't. Though the Orphans of Justice still have quite a bit of growing up to do, we quickly quizzed designer Ron about Deathspank's upcoming lampooning of adventure game heroes, as well as the series' inevitable downward spiral in quality after the, uh, 600,000th episode. Described as "the perfect melding of a Monkey Island style adventure game with the wicked RPG gameplay of Diablo," Ron Gilbert's episodic endeavor also formed part of our recent GDC interview with Hothead Games.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |