New DS title, Insecticide, is already gaining a reputation as an original and new adventure game. With that in mind, site DS Fanboy, has managed to land a scoop with an interview with Larry Ahern who works at Crackpot Entertainment as Insecticide's Creative Director.
The DS game was delayed to match the PC release, right? Were any
features taken out or adjusted from one to meet the other?
You
know, we designed it pretty much with both platforms in mind. I guess what I
would say is that if you looked at our early pitch document, there was
everything and the kitchen sink. But some of that was "here's the idea we're
showing, and here's what we'd like to make" and then as you start to bargain
back and forth about what it is and what you're going to make and then as you
start putting schedules and budgets together, it very quickly comes down to
what's reality.
The IP was created with a lot of other interesting
interactive things in mind, and we got a fraction of it in there, but that's
what happens with every game. There's a core element of what's going on in the
IP and what kind of interactivity you want to have. That was the core all
along.
Was there any one specific feature from an early design
that had to go?
It's more detailed stuff, you know ... I think
that some of the features we do have in there, I wanted to be more elaborate. We
have sort of a Prince of Persia wall-walking thing that's going in
there. Originally, I wanted to set it up so that the environments were literally
multileveled stuff -- think about a bug crawling up a wall -- you'd basically be
able to deal with environments that way. so you'd go into a room and it'd be
human architectural style, but you might look up on the wall and there'd be a
door up there in the ceiling. So you could walk up the wall; so you'd walk along
different planes and the gravity wouldn't affect you that way. You'd have to get
a running jump, but physics affected you differently because you're a bug. We
had played around with that concept initially and had to scale it back. Again,
some of that stuff is like, you look at the gameplay balance -- how many things
can you do, and can you do them well if you have them all in there? That was a
fun concept that I liked, but, well, we're a detective adventure game, we're a
shooter, we're a platformer -- we can't be everything.
You're
making a part-action game now. Do you think action stuff is easier to
design?
You know, it's interesting, because I worked on early
design stuff for a few that never got off the ground, but never got the full
implementation, so I was a little gunshy coming in, thinking "is there going to
be all kinds of complexity here that I don't understand?" Really, I think at the
core, some of the basic design principles are similar, and then you're dealing
with more of the technical tuning stuff that -- the head designer's going to
deal with all the details anyway, but you've got assistance; our tech partner,
Creat in Russia, has a design team. We're giving them basic information about
weapon effects, range, damage, that kind of thing, and then they help us out. A
lot of what I'm doing is higher-level, helping design what the scenario is, and
then once it's implemented, talking about how to tune it.
You
worked on a few big Lucasarts sequels that didn't get out,
right?
I actually did initial design and pre-production for a
sequel to Full Throttle -- it might have been '99 or somewhere in there
-- and that one never really got a team. There was a lot of transition going on
at Lucas at that time, a lot of musical chairs, and we didn't have a lot of
resources. I was basically in the early design pitch mode, and it felt like I
was never getting anywhere, and it got to the point where it was like "Hey,
what's he been doing for a month?" "Well, you haven't been giving me any
resources, you're not giving me any guidance, and now you want to know what we
were doing and here it is!" and they were like "No, we're thinking more ...
something else." I said "Thank you very much, that's enough." So that didn't go
so good. It was fun working on the IP, but the environment was very
different.
Do you own the Insecticide
IP?
Yeah.
And that was probably a deliberate
(decision) --
Yeah, definitely. That's why I was thrilled with
Gamecock, because we were able to put a deal like that
together.
Did you contact a bunch of
publishers?
Yeah, we did. We shopped it around for a while, and
the interesting thing was that Gamecock wasn't the first publisher we talked to,
but they were early on, and they didn't even exist! We got put in touch with
them through some connection who said "These guys from Gathering of Developers
are doing a new deal." They're like "We love your game and we want to do it! But
we don't have any funding." So we shopped it around to a bunch of other places
and got some doors slammed in our faces.
We decided that, you know, this
sucks, and that "Hey, you see stuff like this on TV all the time -- let's just
make a TV show!" So then we spent six months and repurposed the whole IP and
made a television pitch bible and just started mailing it out to four or five
key connections in the TV business. We were just starting to get feedback from
them, and then Gamecock called and said "We got our money! Let's do it!" And a
bunch of the TV people came back with positive reactions, but they were like "We
love it, but it's not right for -- we need this kind of thing, or we need to
match it to this age group." It's amazing all the things -- like, "We don't want
any TV shows with monkeys in them this season!" So we just started that and it
got put on the backburner because the game deal came through. And we liked the
plan with Gamecock because they weren't some massive company that was going to
send this army of producers to look over our shoulder and second-guess
everything we were doing. That was a lot of motivation for breaking free of
larger companies anyway, to try to do it yourself.
So Gamecock
has a hands-off approach to development?
Oh yeah,
totally.
I learned that Josh Mandel (designer of Space Quest 6: The Spinal
Frontier and co-designer of Freddy Pharkas: Frontier Pharmacist) did
some of the writing for Insecticide. Is he part of Crackpot, or was he
contracted?
Crackpot is officially Mike Levine, who co-founded
the company with me. There are no employees, technically. He owns the company,
we co-own the IP, and there's no employees. It's all contract-- technically,
what i get for making this game is from the contract, and then because I co-own
the IP I'll get money at the end for all that kind of stuff, royalties that come
in.
Mike had worked with him on some totally unrelated web project and
found out that he used to be a designer at Sierra. The ironic thing is, of our
whole team, the one area that we didn't need help on was adventure game design,
which I had a bunch of experience on, except I was too busy. The great thing is,
he's got a great sense of humor, and he totally understands how to design those
kind of puzzles, so I was able to give him a crash course in the IP and
structurally what we need to do in each section -- the goals, the scenario, and
in some cases I gave him the setup, and then he would go off on the design stuff
and then we'd review it. He did a great job. And then part of the puzzle design,
he was doing some of the interactive dialogue, and I ended up writing some of
that later -- no offense, Josh (laughs). Some of the story changed after the
design assignment I gave him, so I had to go back and rewrite a bunch of stuff
related to that.
The game has an E10 rating, right? It's about
murder investigations. How do you do that?
You know, the funny
thing is, my approach to games has always been that I want to make something
that's family friendly. I have a 9 year old son and I want to make something
that's okay for him. But even before I had kids I liked the idea of making
something that appeals to me and that adults are going to like, but it has
different layers. In other words, there are going to be some jokes that only
adults are going to get, some references. There's going to be a whole layer that
goes over kids' heads, but they're still going to like the goofy cartoon bugs
and whatever else. The storyline is a bit complex, so I don't know if they're
saying it's targeted at 10-year-olds; they're just saying the content is not
inappropriate for anyone 10 and older. You don't see anybody get murdered, and
it's a bug, you know, and he's squashed, and it's like a bug on a windshield
kind of thing. We play it up for humor, and that probably affects the rating a
bit.
When you look at the details they talk about, you know, tobacco
use, because Roachy has a cigar. That's one of the things-- cartoon violence is
one of the others. I think the tone of your violence affects a lot. Ours is a
comedy, it's a cartoon, it's bugs -- that tone is not very intense. Kids can
handle it. And it's comedic how this stuff happens-- one of the guys does get
splatted on the grill of a truck, like a bug. We don't show it -- we cut away
and then there's a sound effect.
Was the DS always a target for
this game?
Interestingly it wasn't. We started out pitching as
PSP and PC, and a lot of that had to do with simultaneous development: we
thought we could share more assets across the two platforms that way. Initially
we switched to DS because we thought there was more of a market there. Some
things were more of a struggle because we had to rework things or do things from
scratch, but then the plus side is that the DS has a lot of things about it as a
platform that are similar to what you do on the PC with the mouse, you know, the
touch screen and stylus, so that actually made some things easier, and that
worked out in the end. And seeing the way the market's going for the DS with
adventure kinds of products, it seems like a smart place to be. I'm encouraged
about seeing that kind of product on the DS.
Have you played any
other DS adventure games?
I haven't. I'm waiting, cringing, for
when people ask me "What's your favorite game?" or "What's the last game you
played?" You know, I've got three kids, including a 2-year-old, I've got
freelance work on the side that I'm trying to transition into, and I've got a
game that keeps me busy 50-60 hours a week. I haven't played anything in a
while. I did some research early on, but a lot of it is, literally, games my son
would buy. I'd encourage him: "Hey, I'm kind of curious about that, does that
look interesting to you?" "Let's get that." "What did you think of it?" or I'd
look over his shoulder, i'd grab it for five minutes. i haven't played through a
game in a while.
I think the last game I played ... I downloaded the
BioShock demo, and I got to the end of
it, and said "You know what, i'm actually starting to get motion sick," and so
there's no way I'm getting through the whole game. And ultimately, while I
thought the art direction was gorgeous, and the storyline stuff they were
hinting at-- I loved the fact that hey, it's not space marines, it's not elves
and orcs. I'm excited about seeing that stuff in a big game, complex storylines
in products. To be fair I didn't play the game, I just played the demo-- but in
the end there's just too much first-person shooter in this for my taste. I like
shooters in some things, like I'm a big Half-Life fan. But it's a matter of where
you're going to go with it. I like seeing those action products -- if they pay
attention to what the IP is doing, what the storyline is. I think it's critical
for hooking the player. Unless you've got some kind of insanely innovative
gameplay thing going on, it seems like if you don't have compelling storyline
stuff happening, some kind of interesting characters or twist in the plot to
pull you along, you just start to feel like it's pretty tedious.
You got
a new gun and it's bigger and it's purple, and it shoots twice as fast -- it's
got to be something more than that.
Do you already have your next
game in motion?
We don't. that's the other interesting question
that I shouldn't answer because it sounds bad. Because of the virtual studio
model, that happens to be the way projects are going. Mike Levine, he has
another company, Affiliated Pictures, and he does a lot of interactive projects,
and he's swamped with work right now. And I've got another thing lined up that
goes through the end of summer for me. So we're both, like, too busy. You're
crunching to build the game, and as you get near the end of the game, if you're
going to roll into another one, that's when you try to pitch it and put the idea
together so you don't have too much downtime, but we don't have any overhead! We
have no employees, so we don't have to worry about that; we don't have to worry
about losing all our staff. A lot of our staff is contract people, or
subcontracting people, like the animation studio we did our FMVs with-- they're
there, I'm sure we could do another game next year and plug them in again, you
know, that's what they do. I like that business model.
The other thing
that's nice is that you're not killing yourself to get that next thing lined up
while you're supposed to be focusing on finishing your project, and it just
gives you a breather. I'm looking forward to the fact that I'm not trying to be
designer/art director/writer, all this stuff at once while we're doing two SKUs
(on the next project). The next project I have is a little too
focused.
Plus, I think it gives you an interesting breadth of experience.
I can do some other projects with somebody else and, like "Ah, I learned
something there" and then fold it back into what you were doing. So hopefully
you learn some stuff that takes some of the risk out of what you're going to do
next, because you're drawing on your interesting experience.