|Ron Gilbert a go-go
||Posted by: Dalixam | Comments (5)
|In a recent interview Ron Gilbert announced that he's going to make a game for adults and that a publishing deal is about to be signed. It won't be an aventure game though, but other than that there is no information about the game. A German transcript of the Austrian radio interview can be found here . (Why is there not an English one?)
Edit: tentacle-guy has been extremely nice and done an English translation of the German transcript. You can find it in the comments.
|Comment by: tentacle-guy @ 10:59, Thursday, July 22, 2004
|Comment by: Dalixam @ 22:14, Tuesday, July 20, 2004
|Dang, I must have misread what country it was when I posted the news. Well, it's fixed now :)
|Comment by: tentacle-guy @ 17:33, Monday, July 19, 2004
|Just saw a rather big mistake...
"Everyone who wants to create a game needs both, but often enough both points are needed all in tumble."
has to be:
"Everyone who wants to create a game needs both, but often enough both points are mixed up."
In German there are rather similar words to express these things, you know:
"durcheinander gebraucht"="needed all in tumble"
"durcheinander gebracht"="mixed up"
I overlooked that at first...sorry!
And another thing I overlooked:
It was no Australian radiostation, as Dalixam mentions, but an AUSTRIAN radiostation, AUSTRIAN! You know, the small country in the middle of Europe, in which I'm sitting at the moment!
Was that too patriotic?
Ok...that was it for now.
|Edited 1 time(s)|
|Comment by: gaming_guy @ 18:05, Friday, July 16, 2004
|just wanted 2 say thanks 2 tentacle-guy im from the UK and id just like 2 say ur english is excellent
|Comment by: tentacle-guy @ 21:10, Thursday, July 15, 2004
|For everyone who doesn't know German: here a provisional translation. (I hope there are not too many mistakes since I am originally German speaker...)
Quick & Dirty – Ron Gilbert
He began as a simple programmer, was sent to the by then completely unimportant game-department of LucasArts and began after some years that were marked by arcade-games with doing something absolutely absurd. An adventure game, which could be handled just with a mouse. Without text-interpreter, without command line.
Maniac Mansion got a complete success, the rest is history. But not for Ron Gilbert, who wrote after the great successes at LucasArts really awesome learning games for children with Homungous (and Fat Man as sound track composer), produced the real time strategy game “Total Annihilation” and went through hard times as his subsidiary company “Cavedog” went to the dogs with the ruin of the publisher “GT Interactive”.
But times are fine again – exactly in these days Ron is bargaining with a publisher. He’s planning a new game. This time it’s no adventure, though.
- Are you developing games for adults again?
-Yes, I’m completing a deal with a publisher at the moment.
- Are your first games a curse for you? – You will always be the “Maniac-Mansion-Ron”.
-The only curse is that I’m often connected with the genre adventure. When I introduced my new game to the publishers, everybody thought I would create an adventure again. The first 30 minutes I had to destroy these expectations.
-Is Myst one of the games to blame for the death of adventures?
-No, adventures killed themselves. There was no need for the help of someone other. Old Man Murray has an excellent explanation.
-What features must a good adventure have?
-A story and mental challenges. Eyerybody likes stories, we tell stories for thousands of years. Today nearly no game has a story apart from those which they are claiming to have. They have scenarios. A simple plot, but they do not have real storys. A story is acomplex thing, a journey that potentiates the listener/spectator/player to get to know something about himself. Most stories in games are only apologies for the action, for the killing that is going to happen later. The “story” is shown by a boring 5-minutes-cutscene at the beginning.
-The best dialogue in an adventure?
-Grim Fandango, without doubt. Tim Schaefer is a ingenious author.
-Because thy are so phallic.
-Game developers: workmen or artists?
-Both. Everyone who wants to create a game needs both, but often enough both points are needed all in tumble.
-Do game developers have some sort of ethic responsibility? And do they also take it?
-Everybody who does anything which has an effect on anyone has an ethnic responsibility. Games can influence millions of people and game developers have to understand that. You simply must not give the chance to bash a prostitute in a game without knowing that this has an influence on people. And I do not say that games should not offer that – but designers have to understand, what they are playing with.
-Is “game violence” real violence?
-As long as I do not smash the PC on your head, not. But violence in games influences people, especially young children. Everyone who says that a six-year-old child is not influenced by the violence he sees, has not dealed with a six-year-old child yet. What is making me concerned is the dulling towards violence, which we are already able to feel. We should be deterred by violence in realitiy. I fear senseless violence leads to complete desensitisation.
-Do you feel like a revolutionary?
-Not at all. What have I done recently?
-Have you been, are you or will you ever be a revolutionary?
-I think my first adventures were revolutionary. Maniac Mansion and Monkey Island have gone long new ways.
-Whom did the joke with the chain saw gas came from?
-I’m not sure. Many peaple work together at a good game. As a designer I have never had the feeling that I had to have all the good ideas. For Monkey Island praised very often, but Tim Schaefer and Dave Grossman are also meritorious. We had long bull-shit-sessions in which we just hang around and had fun.
-What would have been your version of Monkey Island 3?
-Funny, extremely funny.
-The most underestimated joke in a game?
-Probably something out of Leisure Suit Larry.
-Internet gaming – Hype or really cool?
-Really cool, if people would only begin to notice that.
-Computer games are different than movies or books – but why excactly?
-With games you interact. This is a rather important thing, which hasn’t been explored rudimentary up to now. Stories can mean us so much, if we can interact with them at once. We only have to find out how to tell them in the right way.
-Computer game-shows on TV?
-I haven’t seen one yet which I would have liked – at least not in the US.
-Does game industry need heroes, stars? Are game developers, game characters or the personifications of game heroes stars in reality? Glamour ans games?
-Yes, I think, it needs that. It would make the whole thing a little more personal. If you look at a book, the name of the auther is often larger than the title. And the star or director of films are often more powerful promoted than the story itself. Of course this all has also disadvantages.
-When you develop games, to whom do you talk then? Is the game medium or massage?
-Interactivity is the medium, massage is all that which people put into the game. Of course the question is: Do games have a massage? Do they contain anything more than mindless fun? I guess this is excactly what art differs from everything else.
-We also can be more profane: computer games and sex – why does that seem to be ompossible?
-For computer geeks? It is.
Hope you enjoyed it! (: