
The Jenius
Group: Admin
Posts: 2,567
Member No.: 1
Joined: 2-November 05

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Ok guys, here's the whole thing, directly copied and pasted from Thunderbird (my email program). I can't be bothered to make it look pretty right now, but I'll fix the formatting later. At least this way you all get to read it faster, and it isn't delayed due to my being slack. Without further ado, here it is...
(I lied. Just letting you know Vesh, that should you want to, feel free to format it, I don't mind. Don't really know why you'd want to, but you can if you like)
David,
Sorry for taking such a ridiculously long time with this interview. I hope my answers aren't too oblique. Let me know if you have any follow-up questions - I promise to get back to you promptly if you do!
Cheers,
Ragnar
> Something the fans of TLJ have been curious about since TLJ's release is > Sarah Hamilton. She seems to be very hard to contact. Would it be possible > for you to contact Sarah Hamilton on our behalf, and request a contact email > so that we might be able to interview her? (This address would by no means > be made public, and knowledge of it would be restricted to administrators of > The Divide, and RaMa, the administrator of The Black House.)
I'll try and arrange that for you, but I can't promise anything.
> Some critics and fans were somewhat disappointed in Dreamfall's lack of > challenge, compared to other adventure games of late. Was this an attempt to > make the game easier, and more accessible?
Hardcore fans and critics are typically the kind of players who are looking for a tough and lengthy challenge. That doesn't necessarily represent the majority of gamers, particularly adventure gamers, who are very much invested in the story and the characters, and who don't like being stuck.
So yes, it was a conscious decision on our part to make the game easier and more accessible. Maybe we went too far, and maybe it was a bit too easy for some - particularly the aforementioned fans - but I also think that TLJ was too difficult at times. We wanted to make sure that most players would be able to finish Dreamfall, and not abandon it halfway through.
> After Dreamfall: Part Two, are there any plans in your mind for the > continuation of Stark & Arcadia in the form of further games, or even in > another medium entirely?
'Dreamfall the Next' will not be the end of the TLJ universe - not by a long shot. There are more stories to be told - preferably through games, but if not, a graphic novel would probably be my second choice.
> In your opinion, what is Dreamfall's biggest strength, and what elements > are you most proud of?
There are a lot of things that I'm very proud of, it's hard to nail down just one. I love the audiovisual aspects of the game. It looks and sounds fantastic. I think we did a great job with the game engine, and I hope we can use it again - soon. To me, Zoë's an appealing protagonist, and I'm also extremely happy with how the actor portrayed her. And I think one of the game's biggest strengths is in the variety of gameplay.
> Similarly, what aspects of Dreamfall do you feel needed the most > improvement?
As is always the case when you're developing a brand new engine and game simultaneously, you don't get to really use the technology for all its worth. We didn't have enough time with all of these new features to really make them shine, and since the gameplay was so varied, we had to split our focus a bit too much at times. I also think that the pacing of the game towards the end was a bit off, and that there wasn't enough to do in the final two chapters. But on the whole, I'm very happy with what we achieved.
> Are there any 'scenes' or elements that were cut from Dreamfall that may > resurface in Dreamfall 2?
Oh yes.
You want more than that? Not a chance, bub.
> Was the exclusion of main character diary/diaries a deliberate decision?
Zoë had a diary, didn't she? Or did I just dream that?
I definitely did not want it to be a simple retread of April's diary. April was more of a diary writer - emphasis on 'was' - than Zoë is. Zoë's more practical, and she probably considers a diary to be a little too twee and girly. So her diary was more of a journal where she writes down what happens to her, rather than all of her feelings. But it's still a diary.
April - well, her life had changed, and so had she. Maybe we could still have allowed her a diary to vent her feelings and open her up a bit to the player...but we decided not to.
As for Kian... I don't know if he's the kind of man who sits down to write: "Dear Diary - today I met this totally awesome chick, but get this: she's a rebel! Suckage. Sincerely, Kian."
> A few players of DF claim to have activated the now infamous "Rain > Conversation" in Venice between Gabriel and Zoe where he asks if it's > raining in Casablanca. This gives the conversation upon her return to > Casablanca (where he mentions their "last conversation") some much-needed > context, given that he says that whether you hear the Rain Convo or not. > Does it actually appear in-game, and if so: how is it activated?
It was supposed to be in the game. It's actually a glitch, and the person responsible has been chastised. Repeatedly. With a sharp stick.
> You may recall promising bikinis, homosexuals, nudity, and mature language > in Dreamfall. What happened?
The bikinis were a joke - obviously. There was plenty of mature language. As for nudity... Well, there was supposed to be nudity, but the times have changed, especially in the U.S., and the ratings board doesn't look too kindly on male genitals. We could have flashed some tits, but everyone's already doing that. Frankly, what would be the point?
There were some gay characters, but they didn't advertise their sexual orientation. And I didn't want to do it just for the sake of saying "hey, we've got the gays! Lookie!". If it's right for the character - if sexuality adds something of value - then sure, we'll incorporate it. In this case, it had no purpose.
> What is your response to some of the negative feedback you've received from > fans of TLJ? If demand were great enough, would you consider bringing back > some of the elements of TLJ that these fans felt were lacking (harder > puzzles, conceptually more complex back-stories, more of a focus on what's > happening in the twin worlds, etc.), when Dreamfall 2/TLJ3 comes around?
There will always be negative feedback, especially when following in the footsteps of a game like TLJ. It's hard to live up to such lofty expectations, although I think that - for the most part - the response has been quite positive. We're hovering at a 77% average on GameRankings, which isn't bad at all, seeing as the average was pulled down quite a bit by a couple of, uh, surprisingly negative reviews.
I personally think the backstories were just as complex this time around - more so for the central characters, and there's much that hasn't yet been revealed. Harder puzzles? Maybe just more puzzles. I don't necessarily equate 'harder' with 'fun'. And Dreamfall was all about the goings-on in the twin worlds - something that will become much more apparent when the story continues.
> Considering the fan response to the combat/stealth sequences in Dreamfall, > are you likely to consider incorporating these into future Dreamfall games?
If the story demands action, combat, or stealth - then definitely, yes. We'd want to tweak and polish those gameplay mechanics a lot more, of course. After all, that's what sequels are for: Doing it better. I believe that our vision of the modern adventure is still valid, and I think variety is key to an interesting journey.
> Has Dreamfall sold well enough for Funcom to be considering giving the > go-ahead for a sequel, when NBT is out the door?
No decision has been made yet. We're definitely discussing it. I'll post an update on my site if and when there's news.
> This isn't quite an interview question, so much as a "please": Any chance of > a novel set in the TLJ universe?
If I ever get the time, I'd love to write a story set in the TLJ universe. There's so much to explore, for example the ten years between the first and second games - there's a lot going on there that hasn't yet been touched on, like where April went, and why. Like I said earlier, I'd prefer to make it a graphic novel, because the visual element is so important, but a novel - or novella, or short story - would be fun, too. It's a time-consuming process, however, and right now I'm booked solid. If it happens, it probably won't happen this year. Or next.
I stand by my promise, however, that if we don't get the go-ahead to make a sequel, I'll find another way to finish the story.
> Is the current NBT as close to your heart as the TLJ series? Or close to > your heart but in more of a "something I want to do" way than a "something I > need to do" way?
When you start working on something, 'want' quickly becomes 'need'. So yes, it's something I need to do, and yes it's definitely close to my heart.
Besides, the NBT story and universe has been bouncing around my (admittedly overcrowded) head since the mid-90s, so it's very personal, very much something I've been looking forward to doing. I believe it's going to be an even cooler universe than the TLJ one to explore, and I also believe that everyone who loved TLJ and Dreamfall will love NBT. But that might just be the booze talking.
> Faith, Belief and Trust have been major themes in both TLJs. > Believing/trusting/having faith in others and yourself, going beyond your > own horizon and daring to trust in something greater than yourself and your > ego. Is this theme important to you? And do you feel that computer games in > general are lacking in "philosophical substance" of this kind? Is there a > problem with incorporating this kind of theme in a medium that so often > "plays down" to the "masses"?
The problem isn't the medium - you can tell important stories in any medium - but rather the way it's perceived. Yes, games are lacking in thematic substance, and for the most part that's fine - you don't need it to be entertained. And playing a game is primarily about entertainment. But when you tell a story, it benefits from having more layers - more substance - and that's what we tried to do in both TLJ and Dreamfall.
> Is there a limit to how short a non-episodic adventure game can be (in > playing time) before the character development becomes too "sketchy" to > involve the user? In other words, did using three playable characters and > "shortening" the playing time make Dreamfall a harder game to fall in love > with than TLJ?
I'm not sure that's true. First off, lot of people who played Dreamfall before playing TLJ fell in love with the former, preferring it to the original. I think it was harder for established TLJ fans to embrace Dreamfall, because it wasn't necessarily what they were expecting. Secondly, movies do a good job of getting you attached to the destinies of their characters - and they only have a couple of hours. Lastly, I wouldn't say that fifteen hours - which is the average playing time unless you skip a lot of dialogue - is 'short', and it definitely allowed us to develop our characters. Not all of them are given equal screen time, of course, and Kian was definitely more of an enigma than Zoë, but that was intentional. We wanted him to remain something of a mystery to players...for the time being.
> How different has Dreamfall turned out from what you originally had in mind > for a TLJ sequel?
It's very, very close to what I had in mind from years back. A lot of details have changed, certainly, but the big picture is right in line with my vision for the saga.
Trust me, it'll all make sense in the end.
> From an old, old Usenet thread: > -------------------- > Q: Why does April provide stability by her presence if she isn't the new > Guardian and the Guardian has no power in any case until installed in the > Tower? > RT: Because April has powers of her own that remain a mystery by the end of > the game. Her story doesn't end, and I hope some day I'll be able to tell > the rest of it! > -------------------- > Has the rest been told now? (You can get around this one by promising > prequels, in-quels and other things, you don't have to promise a > continuation and thereby indicate that April is still alive in some form.)
In-quels? Haven't heard that one before.
No, the whole story hasn't been told - far from it - and no, that doesn't mean April's coming back! My answer is still valid, and nothing has changed. Like I said, it'll all make sense in the end...
> On behalf of the community, thankyou for giving us Dreamfall, and for > allowing us to conduct these interviews. We are all very grateful that you > are so communicative with your fans, and we hope this continues in the > future.
Thanks!
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