Last week, the always diligent Google News alerted me to this Gamasutra article, Toward Better Readability in Adventure Games. Telltale's name comes up (in a good way) as the only company really addressing the problem of getting stuck -- and, ultimately, unstuck -- in notoriously linear adventure games, thanks to our built-in hint system. You should check out the article, it's a good read (and not just because it says nice things about us!)
What struck me about this article is that it talks about a lot of the same issues our own Brendan Q. Ferguson identified in this blog way back on July 4, 2004. The company was just getting off the ground and Brendan was no doubt sitting in his old broom closet "office" when he wrote it, so it's interesting to look back on that blog, knowing what we know now. Kind of like digging up a time capsule in your back yard, but not as dirty.
I'm not the only one feeling nostalgic these days. Dan sat down with Edge Online to talk about where the company has been these past five years, and where we're headed. Part one of the interview is up today, with part two coming tomorrow. Read it, and be enlightened!
The Great Cow Race at IndieCade's E for All booth in 2007
We received an email from IndieCade this morning asking for help spreading the word about their current call for submissions. If you're an independent game designer, this is a great chance to get recognition for your work!
Bone: The Great Cow Race was included in IndieCade a couple of years ago. If your game is chosen for their 2009 showcase, it'll be featured throughout the year at industry shows like E3 and others around the globe.
Black coffee: the secret to design director Dave Grossman's success?
IGN is in the process of counting down the Top 100 Game Creators of All Time, and today the venerable Dave Grossman appeared at number 73. As a Telltale fan, you probably already know who Dave is. If not, well, play one of our games and watch for his name in the credits. (Or just click here.)
We caught up with Dave mere moments after he received the news of this exhilarating win. "I'd like to thank the editors of IGN for their kindness in accepting my humble but substantial bribe and including me on their list," he said. "I am honored to be in such noble company, but am even more excited that they plugged my awesome book, Ode to the Stuff in the Sink!"*
Having expressed these sentiments, Dave went back to work on Wallace & Gromit's Grand Adventures, which will be coming soon to a PC and Xbox 360 near you.
Update 2/26! Videogamer.com just posted a lengthy interview with Dave Grossman himself. So if you're one of those who doesn't know who he is (blasphemy!), now you will.
Surely you've been reading Strong Bad's dev blog, in which the masked star of Strong Bad's Cool Game for Attractive People offers his insights about the game development process. Now we're taking you even deeper into the intriguing world of episodic game design with Behind the Bad, a series of short documentaries that pulls back the curtain to reveal exactly what it is we do around here...
Thanks to our friends at G4 for helping to promote Behind the Bad!