telltale
Telltale Games has been churning out the episodes of their
Sam & Max and
Strong Bad series; GameSetWatch talked to Mike Stemmle, LucasArts veteran and current Telltale writer and designer, about the Telltale design process, the veteran-friendly atmosphere (unsurprisingly, the Telltale ranks are full of other LucasArts veterans), and the potentials for non-licensed IP. On the inner workings of Telltale, Stemmle has this to say:
More »
episodic gaming
Ron Gilbert is probably best known for his work at LucasArts, where he worked on such favorites as
Maniac Mansion,
The Secret of Monkey Island, and
Day Of The Tentacle. Most recently, he's worked on
Penny Arcade Adventures and has a forthcoming title called
DeathSpank. Gamasutra sat down for a somewhat lengthy interview, discussing the episodic model, working within the current industry framework, and moving outside the current studio framework into a more 'Hollywood' type model. On this aspect (shifting to a more 'team' based approach where people come together to work on specific projects), he's got this to say:
More »
sam & max
It's an interesting question. Telltale's own Bone died before its time, SiN did likewise, and most full game sequels come around faster than Half-Life 2's "episodes". So why, the, does Sam & Max stand as the only successful episodic series to date?
For the other companies, Valve and Ritual, they made a lot of the mistakes we did early on. But we stuck to our guns and kept going, while they had so many other things going on at the same time. They bailed out a little earlier. We were all in it together then they dropped off.
That was Telltale's Dan Connors basically saying that since
all episodic gaming's going to make mistakes, best to make sure your episodes are as cheap and fast to produce as Sam & Max is. Budding episodic developers, take note.
Q&A: Telltale tells why Sam & Max works [GameSpot]
game development
Kevin Bruner, one of the people behind Telltale Games and their
Sam and Max series, sat down with gamesindustry.biz at the Nordic Game conference and talked about the promise and peril of episodic gaming - with mostly really positive things to say. His thoughts on the benefits of episodic games for developers reminded me of John Laurence's comments on the micro-transaction model - essentially, it allows more freedom to the developer to create what they want, since 'risk and cost can be lowered up front':
More »
investor pride
Telltale Games, responsible for the episodic releases of
Sam & Max, are on the receiving of a big, fat investment check. The company has snapped up $6 million in venture funding to focus development on new titles, hire new staff and expand its games to "additional hardware platforms." Telltale CTO and co-found Kevin Bruner said of the deal "We're extremely pleased." Who would've thought that 6 million bucks equates to "extremely pleased"?
More »
sam & max
Shacknews' Chris Remo caught up with Telltale Games CEO Dan Connors recently to talk about the episodic series Sam & Max. Now on its fourth chapter, the game may be hopping from the PC and the Gametap subscription service over to consoles.
More »
sin
After reading that developer Ritual Entertainment had been
aquired by casual games house MumboJumbo, I assumed we'd never hear from the SiN crew ever again. I also theorized that SiN Episodes: Emergence was a certified sales failure (fortunately, that's not in print). Turns out I was
about 74.2% wrong.
More »
sin
Is SiN Episodes already done? After making what seemed like a minor splash on the Steam platform with its first episode, the Games For Windows magazine crew sounds down on the future of Ritual Entertainment's episodic title, SiN Episodes, on their weekly podcast.
More »
sam & max
Sam & Max fans, your new episode is almost ready. The next chapter "Situation: Comedy" is due to hit the Gametap service on December 21st for an early Xmas present, then available non-subscribers and season owners after the new year.
More »