Second video talks times at LucasArts and writing process.
Did you back this project? Head over to http://www.kickstarter.com/projects/doublefine/
The promised behind-the-scenes videos of the development of Double Fine’s Kickstarter project continue
Yesterday we began coverage of the second video detailing the Double Fine Adventure Kickstarter project that is now in development. Videos are available for backers, or on the backer forums, and we covered Tim Schafer – founder of Double Fine – and his initial process for developing the game. We covered free writing, and how it links into development.
We ended with Schafer saying that each day moves forward the ideas, which unleashes the next wave of ideas, and his process for naming the game. He shows a book with the naming process for Grim Fandango, which looked to go through about 20 or 30 names. He has also been interviewing fans of adventures games playing the game now, including the writer of Pyschonauts.
As Ron Gilbert said, why are games like Monkey Island still being played? Is that nostalgia-based, or are they genuinely good? The iOS app for Monkey Island seemed popular, so I’d argue it’s the former. Gilbert also said they need to evolve, while retaining the spirit of the genre.
What makes adventure games fun?
Schafer says an important aspect is pacing. Interviewing employees, he asks the best and most frustrating moment. An example of the latter was pixel hunting, which is searching for a solution to the puzzle which is hidden away in the background. Another employee, JB LeBreton, a game designer at Double Fine, says the games created a feeling of infinite possibility. In my opinion, adventure game can feel like you’re on a predetermined path.
Another question was whether puzzles should be in, because they arguably block the flow. The makers of Sword & Sworcery EP said they didn’t miss having to figure out solutions, but Schafer says the puzzles do fit into the game Double Fine is making.
There’s also the need to key atmosphere, because there are so many forms of entertainment now. Schafer said the goal is creating a world which feels real, and almost haunts players when they’re not playing so they want to return. Schafer also said the game will be about two different people in two different worlds, perhaps in two different realities. We’ll see.
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