

Some of the things you showed in previews were cut out of the final game. In retrospect (and to answer the question above a little more), I do wish I had put in more adventure game puzzles.

That's one of the reasons the non-episodic version focused more on combat and less on the puzzles. Players were having a lot of fun with puzzles and combat, but found it hard to switch back to a 90s style adventure game. In the original design, there was a lot more adventure game play, but what we found as we played the game and watched people playing it was once you let people beat on something with a sword, their mind disconnects and becomes more primal.
#DEATHSPANK DESIGNER HOW TO#
In terms of gameplay, how did you think about the balance between quests where players have to basically knock around a bunch of orqs, and where they need to sit down and think about how to tackle a puzzle? Especially since this is the first time you make this kind of game. We'll let lawyers and nuns argue over semantics.

I know it's splitting hairs, but I don't see it as a sequel so much as the second half of the epic story. Part 2 was done at the same time as Part 1, so I was completely involved in the design, writing and production of it as well. Part 2 was just announced which will end the Thong of Virtue story. How would you approach that? Would you just let Hothead work it out on their own? Your departure from Hothead brings-up a question of a sequel: the ending of the game certainly hints at one. DeathSpank knows how to fight, but he doesn't know where the Artifact is or even what it is. The trick was to put him into a world and situations he didn't know about so the player wouldn't feel like they are playing catch-up with the main character. For an action game like DeathSpank, he needs to be competent and know what he's doing. Guybrush was a fish out of water character and that fit well for an adventure game where the main character needs to be as lost as the player. What was the thinking behind that? Thongs of Virtue is really the end of the DeathSpank saga, so I wanted players to feel that he was at the end of a long journey. Guybrush arrives as naive and clueless as the player, whereas Deathspank arrives fully-formed, complete with a backlog of completed quests. It's interesting how you approached Deathspank differently to how you approached Guybrush Threepwood. Just last week I had a great idea for the Indiana Jones and The Last Crusade adventure game. It's too soon after the release of the game. I don't know if there are any major things I would have done different yet. Obviously I could write down hundreds of little nitpicks I have with the game, but I could do that for Monkey Island as well. How did you approach that with Deathspank? Do you think there was anything you'd have done differently, in retrospect? In a recent interview with Chris Remo, you talked about games' examples of "conventional wisdom" and why game developers should attempt to re-examine them. In the released version, combat became more important. The episodic version was more of an adventure game with combat thrown in to give you something to do as you went from place to place. In the episodic version, the world would have been much smaller and there wouldn't have been as much grinding on combat, but it would have been 3 or 4 hours of game play. What you saw in Part 1 of the game was basically the Orphans of Justice story drawn out and beefed up with a lot more combat. Yes, it was originally going to be episodic, but for business reasons it was changed to non-episodic. How different is the final game - by evolution or design - from its original pitch? Was it originally meant to be an episodic game? And how different is the final story from its episodic form ( Orphans of Justice)? One of my biggest concerns was how the humor would come across and it hit dead on. Though Kroms disappeared, it seems he was successful as the following interview appeared in Mojo's mail box on a tattered piece of paper.Ĭongratulations on releasing Deathspank! It's excellent! How do you feel about how it's been received so far? The day he waved goodbye was the last time he was ever seen by a mortal soul. After the release of DeathSpank, Kroms went on a quest to find Ron Gilbert and ask him some important questions.
