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Interviews
Interview
with Private Moon Studios, developers of Agon
(which is now up
to episode three)
by
Alexander Tait
1. Who will
like Agon?
I believe that everyone who likes pure adventure games, the excitement
of travel and discovery, the romanticism of the turn of the century,
complicated puzzles and board games will like it.
2. Tell us about the story line.
The story of Agon is set
at the turn of the century but in some of its details it reaches
as far back as the Middle Ages or even
farther. The protagonist is Professor Hunt, who starts from the British
Museum in London in 1903 to travel twelve points of the world following
a strange legend. He starts out following the clues of a mysterious
manuscript, of which he finds several more during his travels, and
looks for the last descendants of cursed families that possess lost
board games, called ‘fate games.’ Each episode has its
self-contained story, they can be enjoyed separately, but it is a
fact that the background story becomes clearer and clearer, as we
find more information in the scenes and the correspondences, which
contain a rather strangely depicted version of the way the world
works.

3. How is part 3 different?
The Madagascar episode takes place in a somewhat larger space and
has more puzzles, so it ensures a longer playing time than the earlier
parts. There is more communication with the characters in the game,
and perhaps its visual world is richer, although this is due more
to the choice of the scene.
4. Does the game require any knowledge of the previous parts?
No, not necessarily. At the start of each episode, a short text
provides the gamer with the most important information, as a simple
intro. Then the immediate objective is framed in a rather dubious
manner as usual for adventure games. This objective is not so simple
to reach, sometimes it is simple obstacles and sometimes it is a
whole turn in the story that hinders the protagonist. It is typical
that he is forced to face a brand new problem and it gains priority,
as for instance his life is in danger, or the original objective
seems impossible to reach but the new situation somehow still gets
him closer to his original aim. Madagascar, Burma, Peking, Lapland,
Toledo etc.; these scenes are so interesting in themselves that they
almost offer special and exciting stories and even their exploration
is an adventure in itself.
5. Will there be any action sequences in the game? Mazes?
Action sequences are certainly not to be expected in Agon, and we
are not particularly fond of maze puzzles either. However, if we
are out for life-like solutions it is unavoidable for unknown scenes
taking up a large space (such as a jungle, a desert, a mine system
or even a larger hotel) not to appear as mazes. This would have the
same effect in reality, too. Similarly, the time factor cannot be
neglected in certain cases, which does not mean that we would be
left to rely on our reflexes. Anyway, if any of the elements that
we usually deplore should appear, we will strive to place them in
a way that they serve reality and not the spending of time or simple
excitement, and to avoid turns that have been seen a thousand times.

6. Are there subplots that might be discovered in subsequent replays
of the game? Does this game have replayability (beyond the fact it
is an adventure game and often enjoyed with repeated plays!)?
Agon contains optional elements, tasks that have multiple solutions,
details and smaller stories that are useless in solving the aim but
are very important to build the atmosphere; what is more, we are
planning two good solutions for episode four. We believe we are dealing
with the questions of nonlinearity and interactivity in an optimal
manner. I have personally been interested in these issues for a long
time, as I think that the makers of a good adventure game are ultimately
creating a world. Nevertheless a small cheat differentiates the result
from creating a real world, namely that this world can be explored
only in a seemingly nonlinear and interactive form. It is a question
whether it is worth lowering these limits. The story created by the
writers is what engages the gamer in the new world, what motivates
him or her to explore. The story places limits on the game, but these
limits also save the virtual worlds from boredom. Simply the fact
that we can interact with anything does not cause conflict, does
not result in exciting adventure. This is what happens in the real
world, and yet lots of people lead boring lives, so lots of people
live their escapism exactly in such a limited world as the world
of adventure games. Nonlinearity also results in losing the specific
story, since the story is built of plots and chains of actions. If
that chain is cut up, the story ceases to exist or becomes fragmented
at least; it will not be as attractive as it could be with tighter
connections. Additionally, it is certain that it takes the same amount
of work to develop a totally interactive lifelike room as to develop
a complete game, and this heroic work would not be rewarded by the
gamers, who want to be entertained, want to explore, face exciting
problems, and not just lift, push and combine objects. That is why
nonlinearity/linearity and the question of interactive/static environment
needs to be treated in a smart way, because reliving experiences
is not the most important aspect. But it is not impossible: sometimes
we do re-watch the absolutely linear films, re-read our favorite
novels.
7. Are there any in-jokes in the game, nods to other games?
We have had numerous ideas already, as we love Easter egg hunting
but in our list of priorities, these always ranked so far behind
that most were not included in the game. Of course, humorous remarks
and scenes do occur in the episodes nevertheless (it is worth watching
the guard of the Malagasy village for a longer time after he sits
down on the stone next to the gate). But we must also watch out that
this is only a mild spice to the romantic and mystic adventure, since
the balance is easy to lose.
8. Will there be hints in the game?
No, we are not planning
to build hints into the game. However, the professor’s remarks
and narrations count as such ideas and helps although they also
serve easier identification with the character
and the spirit of the age.

9. Will there be a companion in the game?
Yes, the professor is searching the unknown in some episodes with
a companion, but if possible, I would not like to give away more
than that.
10. Will there be different levels of difficulty?
Agon, in my opinion, is of a mid-level difficulty; it does not make
much sense to build in levels of difficulty. Nevertheless, in the
board games appearing at the end of the episodes there is already
Normal and Easy Mode since these are not traditional puzzles, not
traditional elements in an adventure game, and we would not like
the extra challenge to discourage those who are not particularly
fond of board games.
11. What other games have inspired the development of Agon?
I have been an adamant collector of adventure games for over ten
years; I have almost 250 boxes on my shelf. Probably all of them
inspired the idea of Agon, but to be exact, none could be singled
out. Knowing so many adventures, I think it is the general principles
we managed to acquire; now our task is to fill the optimal form based
on those principles with our own content. Looking at the structure
of the game in an analytic way, one can discern the schemas, the
net of puzzles, which in most cases can be recreated again and again
in almost any environment. However, if the game is good, only the
experts can discover this schematic system as the story and the mystic
world provides this system as a natural challenge to gamers.
12. How many voice actors are there?
It is impossible to estimate in advance. We work episode by episode,
and a Canadian company that works with professional actors does the
casting for us based on the script. A British actor living in Hungary,
Peter Miekle lends the protagonist Professor Hunt his voice episode
after episode.

13. Tell us about
Private Moon.
Private Moon is a complex productions company; our primary profile
is pop music productions. It has a history of over ten years as a
music studio, independent record publisher and productions office.
However, Private Moon Studios is a special division, which we created
as an entirely separate organization out of private capital about
two years ago, especially to enable us to produce finally the Agon
adventure games series. Graphic artists, musicians and programmers,
that is professionals work on the project. But regarding our possibilities,
financial background and circumstances, we can be considered the
same kind of garage developers as those who have appeared recently
on the Internet. We work for our own enjoyment and only hope that
others will like the result.
14. Who is on the team?
László Falvay, a.k.a. ‘Lajka’ and myself
direct the production. He is responsible for the specific operation
while I work on the concept and the game design. Three 3D graphic
designers and one animation expert work day after day on the visual
presentation under Tamás Papp’s leadership, and Gábor
Csendes is the game’s single programmer. This is the basic
team, which is sometimes complemented by others, and László and
I often appear in other roles. He is primarily a graphic artist and
I am a musician and sound engineer.
15. How difficult is it to make a game of this quality?
Yes, the consistent maintenance
of a set standard of quality proves to be the hardest task. With
the 360° panoramic internal view,
we chose the solution that requires the most work and the most detailed
depiction. We work with an extreme number of pictures and camera
positions and there are no areas that could be neglected as in the
point ‘n’ click games with an external view, which are
becoming fashionable nowadays again. In addition, I think that we
set a high standard with the details and richness of the story and
the puzzles and sound effects so we have to keep busy. Keeping the
quality high is of primary importance for us, unfortunately, as gamers
can see, we consider the dates of publications as secondary if we
feel that an even more punctual rendering is needed.

16. So, what’s
next when this is finished?
When this is finished?
As it seems right now, only retirement will come after the development
of Agon …! J On the one hand, numerous
episodes are waiting to be developed in the game (nothing would be
more satisfying than to walk this long way as planned and tell Professor
Hunt’s exciting story to the end). But I would not exclude
the possibility of a sequel since although the gigantic discovery
of episode fourteen duly finishes the story, it will also start a
new line of thought. In addition, of course, we have many other ideas,
almost exclusively within the genre of adventure games. Now, we are
striving to maintain our stability and to create the individual episodes
since, as I have mentioned, we are working among near amateur circumstances.
17. Do you see that commercial interest in adventure games can be
restored? What would it take?
Right now, we can only
talk about the slow regeneration of the genre; besides smaller
successes, we should be happy that we have not seen
it die. The genre of adventure games builds on values that are increasingly
lost from people’s lives: intellectuality, romanticism and
beauty, which operate in these games, as opposed to the world suffering
from the rule of speed, force and effects. Therefore it is a vain
hope that this value system and with it the time of adventure games
should return. Technology, developing at a rapid pace, is capable
of inducing miracles but for the time being, it influences only on
speed and bombastic effects so it may only help this ungratefully
forgotten genre on a sidetrack. However, it will not be lost as long
as there are people with a sense of taste, who are able to withstand
the current.
18. Do you think adventure gamers need to branch out or welcome
experimentation in the structure of an adventure game or should they
be more proactive to further the cause of traditional adventure gamers?
The genre of adventure games sticks to such basic elements that
provide a strong enough framework so that every adventure gamer can
trust the experimental pieces born within the genre. There have always
been special productions during the past years (Biosys, Tender Loving
Care, POV, Missing, etc.), which did not achieve huge success (apart
from being enjoyed by the more courageous), but extended the horizon
of possibilities and set of ideas for all of us. These experimentations
are important and would deserve more support. Let me stress, I am
only talking about experimentation within the genre. Action-adventure
and RPG-adventure alloys are only for gamers, in my opinion, who
are happy to play both genres in the first place.

19. Increasingly, I see the influence of adventure games in other
genres of gaming, particularly with storyline development and puzzles.
What are the five best non-adventure games?
True, more complex and larger productions increasingly use adventure-like
elements thus enhancing the depth of the story and the playing time.
Nevertheless, they are still very far from my taste so I do not play
such games. Neither the story, nor the graphic solutions attract
me so much as to make me forget the annoying and strange solutions.
Some strategic games (Caesar III, Traffic Giant, Zoo Tycoon, etc.),
maybe some clones of the Commandos series (Desperados, Robin Hood,
etc.) keep my attention for a short while, but I must confess I have
never made it through any of them.
20. Do free games help or hinder the popularity of commercial games?
If something is free,
it can be assumed that its production must have cost far lower
than the costs of products sold for money; or
we are facing an utter fool. In my opinion, visuals are a strong
characteristic of adventure games, which cannot be produced without
a lot of money or at least a huge amount of time beyond a certain
quality. A part of this is of course “paid back” in the
form of positive statements and congratulations but neither solve
the very concrete problem of paying the bread of the developer day
after day. However, free games are beneficial to the genre because
on the one hand they are encouraging other developers, on the other
hand new creative talents may appear through them, who will be able
to use their gift and experiences gathered in making amateur games
among luckier circumstances next time.
21. Thanks for
the interview. What is in Agon’s future?
I would be happy to
talk about the novelties of the near future. One is the fourth
episode, whose production we have invested lot
of time and energy in, and which perhaps again somewhat outdoes
the earlier ones, fitting into the series at the same time. Gamers
will
experience a somewhat different game style in the part entitled
The Lost Sword of Toledo. We have placed much emphasis on communication
in addition to the intelligent puzzles based on the usual inventory
and discovery of logical relationships. It is important to say
however
that this does not necessarily mean a line of development, simply
that the scene of Toledo and the story demanded that kind of
game style. In accordance, we meet and talk to much more characters
in
the episode, what is more further persons, NPCs also appear.
It is interesting that the game space, the part of the city,
can be discovered
from the first moment; it is only some sub-scenes that open up
when there is a reason. The game will perhaps be even bigger
and with
a longer playing time than the one in Madagascar, so I am careful
only to state tentatively that we would like to release it in
May. February is closer though, when two important novelties
await those
visiting the Agon website: on the one hand, the
first three Agon episodes are downloadable in Macintosh format
(and further developments will take place approximately at the
same time
for both platforms). On the other, we offer the episodes of the
game in a brand new form from now on. The whole games will be
downloadable,
but only a demo-sized portion will be playable without buying
a registration code. That is, from one viewpoint, free demos
of all three episodes
will be available, and from another, Agon will be able to spread
freely as a shareware program (through the Internet and CD supplements
of magazines); you will have to visit our website only to buy
the license. And of course it is worth doing so for other novelties
as
after the update, important correspondences related to the Agon
story and the online board games (NetBoards) are available from
here in
addition to news, forum discussions and all kinds of extras.
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