Primordia
Regarding Bioware, I took an outside writing test and they liked my work so much that they quickly put me on a plane to meet them and sign a contract as a full-time senior writer. But this was in winter, and I was flying from Boston (horrible weather) to Edmonton (horrible weather) via Minnesota (horrible weather). At the time I was a student at Harvard Law School and I had the idea that I would wear a business suit and show them how "Serious and Professional" I was.
But my flights were so delayed by blizzards and bad weather that instead of arriving the day before my interview, I arrived at 5:00 in the morning of the interview and on top of that all my luggage was lost on the way, leaving me with nothing more than the sweatshirt I'd been wearing for the 36+ hours that the entire trip lasted. So I turned up half delirious, unable to sleep at all on the plane, and looking like a homeless man. The interviews went well, but then in the evening I had to take a writing test on the spot, and by then "half delusional" had become "completely delusional."
When I got home, I received an email from James Ohlen saying that the test, apart from my staging, was one of the best he had seen, the interviews were incredible, but that my staging was undoubtedly somewhat "incoherent". Fortunately, they did not take that into account and hired me anyway!
-In 2012 your first game, Primordia, finally appears. An indie sci-fi adventure game that soon became a Steam critical success and bestseller. Why a graphic adventure as the first game and why that old school style?
What just happened was that it was a game that he had been dreaming of since he was 12 years old. At the time the dream started, the style was not old school, but rather edgy. I am a man who does not change his loves, I am married to my girlfriend from school, I go to the same Vietnamese restaurant since I studied high school, and the music I love is the music of my childhood. Fortunately for me, James and Vic had the same dreams and that's how it all started.
-As a veteran player Primordia I really liked it and it made me nostalgic for the classic adventures from before. I was also able to appreciate it as an author's adventure with a clear background message. What were your main influences and inspirations when making Primordia?
Really, too many to name. From the games, Planescape: Torment provided the inspiration for the relationship between Horatio (The Nameless One) and Crispin (Morte), and Clarity took some inspiration from Vhailor, though it was also inspired by a tireless, brilliant, strict, and beautiful judge with who I worked after law school. Fallout helped inspire the setting, as did Full Throttle. The idea for a song on the phonograph came from Full Throttle, for example. Loom was also a great inspiration for his way of building the world; Loom has a very small world, but it successfully hints at a much larger world, with a rich lore and setting. Beneath a Steel Sky was a huge inspiration for Vic, but maybe a little less for me.
But many of the inspirations were also born from books, such as "Canticle to Saint Lebowitz" by Miller, "Ciberiada" by Lem, "City" by Simak, or "The Road» by Cormac McCarthy ... and even various poems. My great-aunt Virginia's poem "The Heirs" was really my main starting point. Unfortunately, although it was translated into Spanish during his lifetime, I do not keep a copy of the Spanish translation.
-As an independent studio I imagine that you always have a very tight budget and you cannot translate the games into all the languages that you would like. The Spanish and Hispanic fan community is very active in translating games for free. What do you think of amateur amateur translations, do you appreciate them as a support to your works or as an intrusion? Is it so expensive to translate a game officially?
It's hard to express how grateful I am to the fans who translate the games. In fact, the word "grateful" doesn't do justice to how I really feel about them.
But first of all a small note. The first major fan translation I met is the Japanese to English translation of Final Fantasy V. A key translator on that team was Katsuyuki Omuro. His younger brother, Hideaki Omuro, was the main programmer for Infinity, the gameboy RPG that was my first paid job in the video game industry. In other words, it is fair to say that the beginning of my professional path within the industry is indirectly due to fan translations.
That nice coincidence aside, translation work is bridge-building work. It is the essence of humanism, not the religion of robots in Primordia, but that beautiful creed that has enriched our world so much, that is, finding the common ground between two different cultures so that they can fully communicate with each other. In my experience, all good translators and all fans who translate are motivated by love and generosity.
Primordia
When I think about the thousands of hours fans spent translating Primordia, making sure their weird idioms, obscure references, different speech patterns, silly rhymes, puns, and jokes all fit together somehow in Spanish, French, German and Russian… It overwhelms me. Working with those translators was one of the greatest joys of doing Primordia, and seeing the excitement of players who otherwise would never have experienced Primordia just makes me very happy and grateful.
In addition to that, of course, I have been the recipient of translated texts all my life. Primordia is based on the stories of Borges, I think for example, in Memorioso, Unamuno, Márquez, Levi, Calvino, Lem, Dostoevsky, etc., etc. And of course all those Japanese games that were part of my childhood. Primordia could not have existed without the translators who brought all that together. I could not exist without translators. A version of Mark Yohalem without them would be a very haggard version compared to the version of the one that reveled in the works of everyone.
Regarding the economy, I think the reality is that it is not profitable to pay professional fees to translate small freelance games, and cheap professional translators lack the same care and commitment as volunteers. However, I always try to give some attention to my translators. I sent a stuffed Crispin to the brilliant Colombian who translated it Primordia into Spanish.
-It is considered that as an indie game Primordia was a success. Can you live today from indie games? How is the relationship of an indie studio with Steam? And with GOG?
I am a lawyer by profession and game development no longer represents a significant part of my income. I think it would be difficult, but not impossible, to live making independent adventure games. But the pressure to earn enough to survive would take away the joy of making video games and push me to make concessions in order to sell them. Right now, I am blessed to be able to make the game I want, always with the goal of enriching the players, but not with the desire to enrich myself.
These days it is very easy to get an indie game on Steam or on GOG. Each one takes 30% of the sales. That said, it seems reasonable to me. It has never been easy for an independent developer to bring a game to market, and I think it's wonderful that so many games are being released today. Of course that means that probably fewer people will buy Strangeland compared to those who bought Primordia due to more competition, but "more competition" here means that "other people will be able to fulfill their dreams." As it is clear to me that I would not sacrifice my dreams for someone else's earnings, I would not ask another to sacrifice his dreams for mine. I'm really not one of those indie developers who says, "I wish fewer games were released on Steam." But of course, maybe that's easy for me to say since, as I said, I don't live off game development.
-Mark will not be long before we can enjoy your second game, Strangeland, again a classic graphic adventure. What can you tell us about Strangeland? When can we play it?
I believe it will be launched in the first quarter of 2021. It has taken us so many years to do it that we do not want to rush the last steps. I feel like when we released Primordia we were a bit too hasty, it wasn't until the December 2013 patch that we got the game to go all right. I don't want the same thing to happen to us with Strangeland, and for the most excited and committed fans to encounter the worst version of the game.
Strangeland
What can I say about the game? It is a psychological horror game. Like Primordia, it's about how to face the end of the world. But here, the end of the world is a personal loss. The inspiration for the game was the death of my grandparents, the same grandfather who taught me to code so many years ago and his wife. She had suffered from dementia for years. He, a NASA engineer, worked in vain to find a way to engineer a solution. But the human brain is not a space shuttle, and the mind has no aerodynamics. It was an unsolvable puzzle. Right after she died, he died too. He had been living for her, so when she died, he left his own burden and accompanied her.
Their deaths provide the game with its most important themes. The loss, the pain, the identity, the memory, the love… But, of course, this is a game, not an obituary. So try to unlock riddles and solve puzzles that connect with those themes, and explore a horrible carnival whose symbols represent the pain that the protagonist is trying to understand. I guess if Primordia could be described as a mix between Planescape: Torment and Beneath a Steel Sky, Strangeland would be like mixing Photopia and Sanitarium. Of course, that would oversimplify all the games I just mentioned, but it's a good way to keep it short.
-The works of Goya, Bradbury and Peake have served as inspiration for Strangeland. Can we assume that it is also going to be an "author's adventure game"? Will the player know how to capture the influences?
My hope with these kinds of influences and allusions is that they only "contribute" to the game. A player who does not know them will not have an incomplete experience, but a player who does know them will have a richer and more complete experience.
However, we are adding something new to Strangeland. In addition to the developer feedback we already had in Primordia, there is now an 'annotation mode'. When enabled, notes will appear on the screen when there is an allusion in dialogue, and dialogue will pause for the player to read the note. That way, when a character alludes to a passage from Ecclesiastes, a verse from the Havamal, one of Los caprichos, or a line from the game Kyrandia, the most curious players will be able to know what is happening. But, as I say, this is totally optional and in my opinion unnecessary to enjoy the adventure. It is "enrichment", not something "mandatory."
-Obligatory question. Are you planning to translate Strangeland into Spanish?
I am very sure that we will have a Spanish translation. I'm not sure we will have one at launch. The translator of Primordia is a friend and a man of great principles and has some concern about providing amateur translations for a commercial game when they launch, because it may be unfair for professional translators and perhaps unfair enrichment for publishers. / developers.
Strangeland
We may be able to work out a fix to translate it at launch, but I would only do so if I can be sure that I am not compromising the integrity of the translation or the integrity of the translator. One possibility is that our dear Spanish translators translate it one year after its launch. Another possibility is that to find a way to reasonably solve the equity problems. And another minor possibility is to find another translator, but don't forget that I am the kind of person who cannot change of Vietnamese restaurant ... much less of trusted colleagues.
-And now let's talk a bit about the future of Woorwood Studios. What plans do you have for after Strangeland? Will we see you collaborating with other developers again?
The next project is Fallen Gods, a "rogue-lite" role-playing game inspired by the board game Barbarian Prince, the game books Lone Wolf and Norse mythology. I've been working on it for a long time. I have no idea when it will be ready for release. In 2022, maybe?
Vic and James want to try to make Cloudlands, the adventure game that we started and abandoned after Primordia. It's hard to imagine going back to it, it would be like putting your sweaty clothes back on after they get cold ... But maybe.
-Already on a personal level Mark. What was your best moment as a member of the video game industry? And your worst moment?
The best, as an anecdote when I participated for the first time in a meeting with InXile for the game Torment: Tides of Numenera, and around the table everyone were my heroes: Brian Fargo, George Ziets, Kevin Saunders, Colin McComb and others. And instead of proving to be idols with feet of clay, they were gold from start to finish. The idea of them wanting my thoughts on their game was amazing to me.
More personally, the best was when I received an email from someone who had struggled with depression and suicidal thoughts their entire life. He had just played Primordia and found joy and hope in him. Moving down the dark path of life depends on the light of others, and it seemed like a true blessing to have lit that light for someone else.
The worst was when to save on voice actor costs, TimeGate Studios randomly cut off a third of the words from my script for Kohan II: Kings of War, rendering it largely incoherent. I was able to fix it, somehow, but the total carelessness and randomness of the cuts, from people that I really admire and that I really enjoyed working with, hurt me a lot. It so happened that although people loved the game, they were basically indifferent to my work on it.
-To finish now. Are you still playing adventure games? What games have you played lately?
I play adventures with my daughters, although somewhat less than before, as we now mainly play Nintendo games. We never play recent releases, only classics. My favorite discovery from playing with them was the Pajama Sam series, which I had never played before and which I think is amazing.
I've tried to at least keep up with some of the many amazing recent releases, like Beautiful Desolation, Thimbleweed Park, Whispers of a Machine, Unavowed, etc. Then I complement it by reading or watching Let's Plays but unfortunately, I don't have much time to play alone, I prefer to spend time playing with my children or making games. Let me conclude by saying that I always enjoy having the opportunity to talk about adventure games. I'm surprised anyone cares what I have to say! (They might not, but even pretending is fun.)
Thanks for your time and kindness Mark. We will be awaiting the release of Strangeland and your next projects.