You may remember me waxing poetic about the Child's Play Charity a few weeks ago. Well, when Christopher Grant at Joystiq wrote in last week asking if we could cough up a few more goodies for charity, we couldn't resist, so we've tossed some items into the pot for their Child's Play auction. Up for grabs right now are a Max & Crossbones t-shirt and one of the few remaining sketchbooks from Steve Purcell's original print run, signed by the artist himself. GameTap chipped in some free three-month subscriptions which are included in the same lot. It's a Sam & Max fan's dream come true! Go here to bid on the lot.
There's another set of goodies coming up soon, too, this time of the Bone persuasion. We're donating a Cow Race CD version signed by key members of the development team, and a coupon to get downloads of both director's cuts for free. Bone creator Jeff Smith is adding to the love by donating signed, hardcover copies of Out from Boneville and The Great Cow Race. This lot should be up soon. I'll link to it when it is.
So, happy holidays to all... especially those kids in the hospital. What are you waiting for? Go bid!
This deliciously detailed interview with our very own senior designer Dave Grossman originally appeared in the November issue of Belgian magazine PC Gameplay Benelux. The magazine gave us permission to reprint the English version here. (They also reviewed Culture Shock in the same issue and gave it an 84% - thanks guys!)
How open were the guys at LucasArts when you approached them with a new idea? Didn't you get a blank stare when you proposed them the idea for a game where a dictatorial tentacle takes over the world?
Do power mad tentacles seem like a strange idea? Actually, it was pretty easy to get the go-ahead for Day of the Tentacle. As I recall, the way it happened was that Tim Schafer and I were fresh off of Monkey Island 2 and ready to lead our own project -- or as ready as we were going to be, anyway -- and Kelly Flock, who was in charge at the time, asked us specifically if we'd like to do a sequel to Maniac Mansion. The license fit reasonably well with our collective sense of humor, and I think there was the feeling that having it nominally be a sequel would keep us from going too far off the deep end. So we worked on the design for a while and then presented it to the rest of the all-powerful project leader group, who recognized its merits. We were advised to cut five characters and three locations, which was a fairly standard thing to be told and we were ready for it. I think it took under a half hour to make the cuts to the design, and then we went ahead and built it.
I don't know how many of you get to go to the Game Developers Conference each year, but I suspect that those who have had the pleasure will agree with me that one of the coolest parts of the event is the Independent Games Festival.
The Independent Games Festival (known by day as the IGF) is a sort of convention-within-a-convention at GDC, occuping a small but ever-growing corner of the show, wholly dedicated to games made by developers working on their own outside the traditional publisher system. The IGF features rows and rows of the current year's crop of independently developed games, all of which are demoed by their respective, eager-to-chat (or, in the later days of the conference, eager-to-feign-sleep) developers. Walking around the booths each year fills me with an infectious, unshakable, and slightly unsettling feeling of happiness, and, you know, reminds me why I like games.
I lost where I was going with this, but long story short, the finalists for the 2007 Independent Games Festival were announced, and our very own Bone: The Great Cow Race is a contender for the "Excellence in Audio" category. Woo!
This is Heather Logas, Telltale's resident curmudgeonly game designer/whatever else I happen to be doing that day and future ruler of everything important. Yes, I am still here. While you have been floating about in a Sam & Max induced haze, some of you may have been able to clear your heads from the fog just long enough to wonder what in heck ever happened to those charming Bone cousins and their mysterious valley. In fact, we have not abandoned Jeff Smith's curious world. In these past several months while some have been obsessing over certain canines and lagomorphs, others of the stalwart Telltale team have been re-visiting our treasured Bone games and gently massaging them with renewed care and affection.
"Hey Fone Bone, is it me, or is there something different about Thorn?"
You see, although Jeff holds our telling of his tale in high regard, in hindsight there were just a few things he wished had been included in the first two Bone games. There were some updates we wanted on our end as well, and so we decided to work together to produce new, shinier versions of Out from Boneville and The Great Cow Race. Most of these changes are not too drastic, although you may find yourself enraptured by the new opening cutscene in Out from Boneville and startled by how much better our dear Thorn looks and sounds. The other little changes may be harder to catch, but definitely make an impact on how the story feels throughout both games.