Jason
chasing a bee
We take a break from our regularly scheduled programming to bring you <a href="http://www.rpgcodex.net/content.php?id=202">an interview</a> with indie adventure game designer <strong>Dave Gilbert</strong> of <a href="http://wadjeteyegames.com/" target="_blank"><strong>Wadjet Eye Games</strong></a>.
<blockquote><strong>The gameplay is much more dialogue oriented than the typical adventure game, as shown by Sierra and Lucas Arts, where you mostly collect and combine items. What made you decide to deviate from the traditional adventure formula and focus on dialogue instead of items?</strong>
Even though Blackwell deals with ghosts, it’s very grounded in reality. And in a setting like that, it’s hard to justify the usual adventure game puzzles of using objects in obscure ways to solve arbitrary puzzles. In you’re in a fantasy game and you find a door that can only be opened by six mystical bagels, then fine. You can accept that. But when the setting is urban noir, it’s more difficult to suspend your disbelief. So instead I focused more on dialog-related puzzles and gameplay. I’ve always been a sucker for games like that.</blockquote>
<blockquote><strong>The gameplay is much more dialogue oriented than the typical adventure game, as shown by Sierra and Lucas Arts, where you mostly collect and combine items. What made you decide to deviate from the traditional adventure formula and focus on dialogue instead of items?</strong>
Even though Blackwell deals with ghosts, it’s very grounded in reality. And in a setting like that, it’s hard to justify the usual adventure game puzzles of using objects in obscure ways to solve arbitrary puzzles. In you’re in a fantasy game and you find a door that can only be opened by six mystical bagels, then fine. You can accept that. But when the setting is urban noir, it’s more difficult to suspend your disbelief. So instead I focused more on dialog-related puzzles and gameplay. I’ve always been a sucker for games like that.</blockquote>