Indie Adventures
Transcription
Indie Adventures
START The Indie Reboot of the Point and Click Adventure James O’Connor witnesses the reawakening of a sleeping giant 16 B y the late 1990s, if you listen to the popular rhetoric, the point and click adventure was dead. It wasn’t clear who was to blame: the enormous success of Myst, some argued, had diluted the genre with copycat efforts, while others put it down to improving PC technologies that drew players towards more intensive, action-packed games. Still others believed that the puzzles in the games being released were simply too silly, too abstract, to win over audiences. In March 1999, Al Lowe announced at GDC that Sierra was no longer interested in his Leisure Suit Larry games: “Is adventure dead? It is in my house… at least for now”. Over the next few years, we all watched as LucasArts cancelled revivals of Sam & Max and Full Throttle, and the genre shifted into niche territory throughout most of the world. While there were still a few big titles released over the decade that followed, many of the most prolific (Dreamfall, Broken Sword: The Sleeping Dragon, Still Life) embraced console-friendly control schemes and incorporated out-of-place action sequences, arguably diluting the essence of the genre’s appeal. Every review of an adventure game opened with a caveat explaining that the genre was dead, and we should be happy with whatever we could get. Cut to 2012. Tim Schafer is given $3.3 million on Kickstarter to make a traditional point ‘n click adventure game. The Walking Dead, an incredibly simple but wonderfully well plotted episodic adventure game, is awarded numerous Game of the Year accolades and enjoys immense mainstream success. In September, the crowd-funded Dreamfall Chapters was on the cover of PC Powerplay. Clearly, somewhere along the line, something changed; while adventure games haven’t exactly become a dominant genre, no one is writing them off as dead anymore. The rise of 17 independent development and digital distribution have given developers better tools and easier means of getting their games out there, and allowed for the production of games that cater to a niche market that was, for the longest time, starving for content. Chatting with the folks behind some of the best (although not necessarily the biggest) adventure games of the last few years reveals that the passion for the genre never really went away – in fact the rise of independent point and click adventure games predates the current indie boom, but it’s only recently that these games have come roaring back into focus. NEVER REALLY DEAD >> Dave Gilbert has been working on adventure games since 2001, when he first started making freeware games for competitions run by forums and fansites. His first commercial release, The Shivah (which started as freeware but developed into something more when Gilbert realised that he was enjoying working on it so much that he “couldn’t envision doing anything else”), went online in 2006. He and his wife Janet (interviewed in HYPER #237 about the process of porting Gemini his spare time non-stop (aside from a single two-week break) for five years. It was one of the first games to go up on Kickstarter, according to Twelve: Back then, KS campaigns were much smaller, so I thought the $2000 I got was pretty impressive.” Even if the genre wasn’t truly dead, it was certainly out of the public eye… at least in English speaking parts of the world. According to Claas Wolter, PR director for German-based Daedalic Entertainment (The Whispered World, Deponia, The Night of the Rabbit), “Germany, Austria and Switzerland have remained very strong when it comes to adventure games. We also still have a very heavy and busy retail business for PC games over here, huge shelves dedicated to many, many PC games. France is also a pretty popular adventure gaming market, and so are the Nordics, the Netherlands, Belgium, Luxemburg, Italy, Poland and Russia.” More and more games are getting translated into English now though, and released through digital services at sensible prices. Resonance 2 Vince Twelve is currently planning a sequel to Resonance, set thirty years after the events of the first. “It's a standalone story in the same universe that deals with some of the ramifications of the game's events, but doesn't require you to have played Resonance to follow along. There will definitely be some nods in there for fans of the original, though!” STUDIO SESSIONS >> Many of the best adventure games of the last decade have been made in Adventure Game Studio, a free I don’t think people ever stopped wanting to play adventure games Rue to iOS) now operate Wadjet Eye Games, which is probably best known for its Blackwell game series. Gilbert questions whether it’s right to say that the genre ever died. “I’ve always found it odd that the point-and-click style was singled out as being dead. Nobody ever said schmups were dead, or 2D platformers, or roguelikes, even though they undoubtedly were ‘dead’ when you apply the same standards to them. They just became niche, and as games became more expensive to produce it became harder to justify making them. I don’t think the audience ever really went away. It’s just the industry moved on to bigger fish.” In 2010 Wadjet Eye moved into publishing other developer’s games in order to expand their business and profit margins. “It enabled us to take a few more risks than we would have otherwise, because we didn’t have to rely on every game being a smash hit in order to survive”, says Gilbert. It led to their involvement in some exciting new games, including the unexpectedly popular Gemini Rue and Vince Twelve’s Resonance, a game that Twelve had been working on in 18 development tool initially released in 1997. 1997 was a banner year for adventure games – Broken Sword 2 went on to sell over a million copies, Myst sequel Riven outsold every other game released that year, and The Last Express gave us something truly special – but the release of Adventure Game Studio was, in hindsight, perhaps the most important development for the genre that year. The software – which recently went open source, allowing developers to port their games onto tablets – has been essential for several of the developers we spoke with. Most of the Wadjet Eye games – including the Blackwell series, Resonance and Primordia – were developed in AGS, and Australian developers Dane Krams (Anna’s Quest Volume 1) and Walk Thru Walls Studios (Metal Dead and upcoming sequel Metal Dead: Encore) wouldn’t have been able to make their games without it. “The software is specifically designed to make exactly what we wanted to with Metal Dead”, explains Walk Thru Walls’ Liam O’Sullivan. “Not a single day of development went by where we didn’t discover something new Viva le Revolution Far more exciting than Double Fine’s troubled Broken Age is the approaching release of Broken Sword: The Serpent’s Curse, another Kickstarter success story. Developers Revolution Software have also promised Beneath A Steel Sky 2, based on the level of interest they’ve received from fans for new adventure games. that the engine could do to help us make our vision a reality.” The tools available have taken away some of the potential risks involved, but the success stories weren’t developed for free. Before getting into publishing, Dave Gilbert explains, the financial side of developing his games was stressing him out. “The sad fact about adventure games is that they are very asset heavy, and take a lot of time to produce. We had to rely on every game selling well in order to pay our bills and fund the next game. If we had one flop, we were done for.” Dane Krams, whose expenses were comparatively slim (he had to buy Adobe Suite, pay his voice actors a modest sum, and acquire music rights), is glad that more developers are taking the risks now. “It seemed like for a long time there just weren’t enough people brave enough to try making them, and the ones that did didn’t put enough money behind them to make them work. Maybe it goes hand in hand with the rise of popularity with independent gaming, and money becoming less of an issue. I don’t think people ever stopped wanting to play adventure games, and obviously people didn’t really want to stop making them either, it just didn’t seem viable to do so for a while.” BACK IN ACTION >> Jane Jensen and Chris Jones are two of the biggest names in adventure gaming. Jensen is best known as the lead writer and designer on the critically acclaimed and much beloved Gabriel Knight series, while Jones both designed and starred in the Tex Murphy games. But by the end of the 90s, things looked grim for their careers in pointing and clicking. “After Gabriel Knight 3 in 1999, the way things were in the industry, I thought that was it”, says Jensen. “I wrote novels for a few years after that.” Jensen has made a comeback to the genre recently though – after a decade of working on cheaper casual titles based on existing licenses, Jensen returned in 2010 with Gray Matter. The game faced numerous issues in development, and was released to mildly positive reviews (we gave it a 7). By 2012, developer WizarBox had declared bankruptcy, but by then Jensen had moved onto more interesting projects: she has served as story consultant on the episodic series ‘Cognition’ (which just wrapped up), and has been working on ‘Moebius’, a title she received 19 funding for through Kickstarter, and which she plans to release in December or January. Jones, too, has funded a new Tex Murphy game through Kickstarter, a dream he wasn’t sure would ever be realised. “(Writer) Aaron Conners and I had always hoped to bring Tex Murphy back. However, when Access Software was purchased by Microsoft, we weren’t sure if we would ever get the chance. During that time, we spoke with several publishers about the possibility of a new Tex game, but we never managed to get anywhere past the pitch. Publishers were much more interested in creating console games, and they didn’t think Tex would be a good fit. Then, in early 2012 we heard about Double Fine’s success through Kickstarter. We were astounded by the support old adventure game genre titles and their makers were having with crowdfunding. It showed that there was still interest and strong support for adventure games.” Both designers are also aware, however, that things have changed a bit since their biggest successes. The successful modern indie point ‘n click isn’t necessarily easy, but it is simplified compared to what it used to be – it’s rare for these games to have more than a few basic command options, whereas the original Gabriel Knight, for instance, had nine separate interaction options for everything you could interact with. “I worked in casual games for a number of years so I am more aware of keeping the gameplay smooth and not filled with what many people would find roadblocks”, says Jensen. “I don’t think that has to mean ‘easy’ either. But I am aware of, and am trying to help define, a more modern take on the genre.” Jones, who is set to don the fedora of a “much older, but not necessarily wiser Tex” next year, wants the new game to stick close to what the series’ fans remember, with a branching narrative and multiple endings. “We are committed to the branching narratives and the logic puzzles since we’ve had a lot of Tex fans who want Tex to come back the way they remember it. We’re even using FMV because we feel that live actors can bring an emotional punch that can still be lost with CG characters. We have always provided two different experiences for the game players with regard to puzzle complexity. We offer “Gamer” and “Casual” mode. The Casual mode allows 20 F#ck off, Leisure Suit Larry Just as Pulp Fiction precipitated the John Travolta comeback that ultimately spawned Battlefield Earth, the indie adventure revolution led to a successful Kickstarter for Leisure Suit Larry Reloaded, a truly vile remake of a game that aged worse than just about anything else from the 80s. Steer clear. players to easily bypass puzzles so they can focus on the overall story while the gamer mode let’s people who love logic puzzles to indulge in those.” THE WRITE STUFF >> With more people than ever with access to devices capable of playing games, there’s a wider audience of players who want something different from the games that have been attracting most of the attention for the last decade. Ben Britten is the technical director at Tin Man Games, a Melbourne-based studio that has released several popular gamebook titles. Gamebooks, while different from traditional point and clicks, share much of the same geneology. “Ultimately the goal of both game styles is to take the players on an adventure and let them build a story along the way”, says Britten. “We definitely see people who were big fans of the Kings Quest series and Monkey Island games that are also big fans of gamebooks. These also tend to be people who love tabletop roleplaying and story based gaming in general.” The gamebooks released by Tin Man Games span several different genres and licenses, right move for the genre. Story, characters, atmosphere, quality, compelling experiences – that’s what we’re focusing on.” This is a sentiment shared by all of the developers we spoke with. “A good adventure game isn’t about the puzzles, but about immersing you in a story”, Dave Gilbert explains. “You are THERE, it’s happening to you, and you are making the events happen. It’s not always easy to pull off, but when done well there’s no experience like it.” Vince Twelve became involved in the scene because he remembered the joy these games brought him in his childhood: “I loved games of all genres, but felt especially drawn towards games that tested your brain rather than your reflexes. I also found some of the best stories in some adventure games and could really immerse myself into those worlds. I wanted to create experiences like that. And that’s why I made Resonance.” FINAL PIECE OF THE PUZZLE >> As a freelance critic, securing coverage for point and click adventure games is an uphill struggle. Aside from Telltale’s releases most local online outlets don’t cover them, and while magazines are more open to Story, characters, atmosphere – that’s what we’re focusing on GG, GoG Thanks to Good Old Games and Steam, many lost classics are now easily accessible, although Jane Jensen and Chris Murphy admitted that they rarely hear from new fans. “I don’t often receive fan mail from people who say they’ve just discovered Gabriel Knight”, says Jensen. “Usually it’s fans that played it way back when, or new Gray Matter fans.” and offer experiences that, while potentially quite deep, can be played through at a casual pace. “I think that there has always been a big audience for heavily narrative games especially in the RPG space”, Britten expounds. “There is a big chunk of the gaming audience that is a bit tired of rehashed FPS games that are just a slightly prettier version of last year’s big FPS titles and so there is a bit of a desire for more stories in games. I think that we are seeing this a great deal in the indie space but we are also seeing more emphasis put on storytelling in the AAA space as well, which I think is really great to see.” While many genres have expanded outwards, providing bigger experiences and more action, Claas Wolter believes that adventure games have made a comeback because developers have stopped to examine what made them popular in the first place. “Bringing the genre back to its roots, featuring 2D and 2.5D and especially focusing on stories, characters and atmosphere was obviously the reviewing them (and running articles like this one), it’s only the huge ones that really get noticed in a big way. “Whether we like it or not, point ‘n click games only appeal to a niche audience”, says Liam O’Sullivan. “That said, fans of the genre are very passionate and word of mouth amongst the community has worked wonders for us. Before we released Metal Dead, I think our naiveté about the industry and the indie scene was a blessing. If we knew back then just how much work it would be to build an audience, there’s a chance we would have given up very early on”. Daedalic has faced similar problems, Wolter says: “We know that there are many, many adventure gaming fans in the UK and North America. Still, sales are comparably low in these territories, as it’s hard to actually reach everyone who’s interested in these games. There are still many magazines who feel that reviewing or featuring adventure games isn’t something their audience wants to read.” Even so, for a genre that supposedly died over a decade ago, the point and click adventure scene is looking a lot healthier than it could be. 21