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Interviews
Interview With Dimitris Manos of The Inventory
Conducted by Randy Sluganski
About 3 years ago, I received an email from someone interested in
creating an online adventure magazine and asked if Just Adventure
could be the host. At the time, I was pretty ill and unable to write
and more than welcomed the opportunity to add some new material to
Just Adventure. It turned out to be a fortunate decision: the writer
was Dimitris Manos and his online magazine, The Inventory, is now
a worldwide success.
Dimitris is one of the
adventure genres brightest young stars, besides being a top-notch
promoter of the genre, he is also currently trying
his hand at development. He has steadfastly refused to buckle under
to the criticisms of others in the adventure community whose definitions
of what comprises an adventure game depends on the developer. Quite
simply – he plays no favorites. Dimitris is a very goal-orientated,
driven individual and I appreciate his time spent not only responding
to my questions, but also getting to know him a little better.
What inspired
you to start an online adventure magazine?
I can’t really say
that something inspired me to start an online magazine cause that
was not the initial plan anyway. The Inventory
was not meant to be a magazine when we started! What happened was
that Yngvil Runde and I had formed an online club for adventure gamers
in Scandinavia. Then I thought that it might be a cool idea to send
out a monthly newsletter to all our members. But when I started adding
material to the newsletter, the ideas just popped up one after the
other, and in the end the final result was much more than a newsletter,
it was a full blown magazine with previews, interviews and reviews
How many different
languages is The Inventory translated into and how large do you
estimate your current readership to be?
Right now The Inventory
is translated in French, Italian and Russian, while we will
probably have a Spanish version soon. We also have
an agreement with the biggest Portuguese gaming site, PTGamers for articles exchange and some of the articles featured in The
Inventory
are featured in their website. As for our readership it is very
hard to say, due to the fact that The Inventory is available
through a
number of sources. Apart from theinventory.org , justadventure.com
and the three sites that host the foreign versions (www.planete-aventure.net,
www.adventuresplanet.it and www.questzone.ru) The Inventory is
also available in the CDs of gaming magazines in several countries
(Greece,
India and Bulgaria for the time being) so it is difficult to
say. Unfortunately it is impossible to get feedback from all
of the sources
that provide the magazine so it could be anyone’s guess
how many people read each issue, it could practically be anything
from
40,000 to 100,000 readers.
You’ve
so far released 23 issues of The Inventory. What have you learned
during that time that you believe has made
The Inventory better?
Well the first and most obvious improvement of The Inventory throughout
these 2 years is the layout. This was apparently the biggest problem
of The Inventory, since I was taking care of the layout personally
and I had no training or education for this sort of thing. I have
tried to improve however by reading tutorials and by taking a look
at other professional magazines.
One more thing that I’ve learned is that you can’t please
everybody. Trying to do so is a lost cause. Last but not least, I’ve
learned that there is no such thing as an objective review. As for
those that claim they write objective reviews…well let’s
just say that if I were their spouse I’d be worried.
The Inventory
has already earned a reputation for scoops – such
as your exclusive screenshots from A Vampyre Story – how have
you, in such a short time, already been able to earn the respect
of so many publishers and developers?
It’s the parties I tell you. I give them a free weekend pass
for The Inventory mansion and they give me scoops in return. Kidding
aside, it is because of several reasons. a) The magazine reaches
a wide audience b) It doesn’t just reach a wide audience, it
reaches the right kind of audience. I know for a fact that many developers
and most major publishers around the world read The Inventory every
month. c) I have tried repeatedly in the past to bring developers
in contact with publishers and I guess both sides (developers, publishers)
feel grateful to me about that.
What do you like
most about the current state of the adventure genre and what do
you dislike the most about the current state of
the adventure genre?
What I like the most is
the large number of new development companies and the interest
that some publishesr show in the genre, especially
in Europe. The publishers there are really trying their best to give
the genre a boost and there are many small developers who are working
on great looking titles right now. What I dislike the most is the ‘bandwagon’ mentality. ‘Hey
Myst sold a million copies. Let’s make a hundred Myst clones
with lifeless worlds and loads of machinery.’ . ‘Hey
Syberia sold well, let’s make a hundred Syberia clones with
female leads and prerendered backgrounds’. ‘You know
what, the Law and Order games sold well, let’s make a hundred
Law & Order – clones with pre-rendered 1st person graphics
based on a TV-series’. Some innovation would be definitely
more than welcome in the genre. And when I say innovation I don’t
mean action sequences or direct control.
Same question,
but about the adventure community. What do you like and dislike
the most about the adventure community as
a whole?
The adventure community
is really diverse and it would be difficult to describe it as a
whole, but I will try to answer the question
as best as possible. It’s also important to give a definition
to the term adventure community. I assume that when we say adventure
community we mean the developers, the publishers and the fans. So
I’ll try to split my answer in three parts.
Developers: What I like
most about them is that they are constantly trying to improve (House
of Tales, Revistronic, Future Games, Razbor
Studios to name a few). Each new title is better than their last
one and this makes the adventure future look bright. What I dislike
most about them is that most of the developers hardly aim for innovation
(and just to make this clear again, when I say innovation I don’t
mean keyboard controls or action elements).
Publishers: What I like the most about them is that they are gradually
giving more and more adventure developers the chance to see their
games sold in stores. What I dislike the most about them is that
they often do not make certain that the products they publish are
bug-free.
Fans: What I like the
most about the adventure fans is their dedication to the genre.
What I dislike the most about some adventure fans nowadays,
is the blind faith they show to developers that once created a game
they liked. It feels like if you make a good title, you might be
able to say the most illogical thing and you’ll get away with
it anyway.
What is your take
on Tim Schafer's "Graphics Killed
the Adventure Game" statement?
Let me answer your question
with another question. What is your take on Robert Theobald’s “The
millennium bug will have as big an impact on the global economies
as the oil shocks of the
1970s” statement? I really think it’s counterproductive
to talk about whether adventure games are dead or not and if they
are what killed them. It is as redundant and outdated as talking
about whether the millennium bug will cause havoc and mass hysteria.
Anyway, you asked so I’ll answer. Adventures faced extinction
during the end of the 90s, beginning of 2000. And for those who would
like to know what almost killed the adventure genre…well here
are in my opinion some of the most serious attempts to murder the
genre back at that time:
- Grim Fandango
- Phantasmagoria 2
- King’s Quest 8
- Simon the Sorcerer 3D
- A bazillion Myst-clones produced by that time
- Monkey Island 4
- The guys who fooled Ken Williams into selling Sierra to them
The fact that Sierra and Lucasarts stopped producing adventures was a major
blow for the genre. I mean, imagine if today Valve, ID Software and Rockstar
Games announced that they would not create shooters anymore, wouldn’t
that be a major blow for FPS games? It certainly would, even though it’s
easier to create a good FPS than it is to create a good adventure game. If
you are an FPS designer, you can come up with a new gun that can pick up
objects and throw them at other people, and you’ll have FPS geeks screaming
like little girls and worshiping you as the mega-developer of all times.
Now compare that to …say…Le Serpent Rouge puzzle from GK3….
and tell me which one is the most difficult to come up with.
Coming back to the adventure
genre…well the genre managed
to survive each and every blow it received, it’s been recovering
for a while and now it’s taking nice healthy walks in the park.
Soon we expect the genre to start running again. Let’s see
some of the developers working on adventures right now…Autumn
Moon Entertainment, Telltale Games, Wicked Studios, Revistronic,
House of Tales, Frogwares, Deck 13, Pendulo Studios, White Birds
Productions, Microids …those are only some I could remember
right now. Compare that with the developers working on adventures
in 2000 and you’ll see what I mean. The genre never died and
never will, so people… just move on.
You wanna know something
that is actually dead? Creativity in the gaming industry. That’s dead with a capital D. Go in a games
store and look at the titles there, it should be enough. Half of
the titles feature on their box some tough-looking guys pointing
a gun at you and the other half consists of licenses and RPGs. If
someone would make a statement about “Graphics killing creativity
in games”… now that would be something really interesting,
up-to-date and exciting to read/comment upon
You seem to be
very driven and goal-orientated. Can you provide us with some background
info on yourself?
I was born on the 14th
of November 1980, in a small city of Greece called Ioannina. Since
then I’ve lived in 3 different countries
(Greece, Wales and Sweden). I have a Master’s in information
systems, but I’m not really keen on working with the field
I’ve studied, I’d rather focus on game development. I
guess though people are more interested in what I have done and what
I am about to do more than who I am so we’d better move to
the next question.
What is your
definition of an adventure game?
A story-driven experience that requires from players to interact
with the environment and with other characters and to think their
way through problems and obstacles.
Do you think that
the adventure community’s
constant disagreements over keyboard vs. mouse, 3D vs. 2D, Myst
vs. anti-Myst
has hurt the genre or has it helped developers create better games?
I guess the conversations
taking place in forums do not represent a very large chunk of the
demographic. I mean gaming itself takes
much time and most of the adventurers out there might not have the
time or the will to participate in online discussions. Furthermore
I don’t think that all the conversations online are very creative.
You see forums with thousands of members, yet in most forums you
usually get to read the same people expressing their opinions over
and over again. I think scientific polls would be of better use to
draw concrete conclusions about what adventurers really think on
each of those issues.
The magazines
in North America have not been kind to adventure games for many
years, is it the same in Europe or is there more tolerance
from European reviewers for puzzle-driven, thoughtful games?
You bet! Although I have
to make a small distinction here between puzzle-driven and story-driven
adventures. Puzzle-driven adventures
don’t rate that high in European magazines either. Story-driven
adventures however usually manage to get very good grades, some of
the best examples I can think of are: The Black Mirror, The
Westerner,
The Moment of Silence and Runaway.
Your outspokenness
and dedication to the adventure genre has found you in the center
of a few controversies. Do you think
your strong convictions have helped or hindered your career?
Neither I guess. The Inventory
is going better than ever before, I’m preparing a very slick adventure site for the European
market, and I have a job as a story-writer / game-designer so my
career is going much better than I could ever wish for right now.
I don’t think that the controversies I’ve been a part
of had anything to do with it though.
Do you think
that the future of the adventure genre rests with our Independent
Developers?
No. I love the indie productions and the games produced by them,
but to say that the future of the genre rests with them would be
an overstatement. It takes LOADS of time to create an adventure game
and developers would just loose interest if the financial return
was not enough to support themselves and their families. Unless of
course they find some way of gaining money for their work in which
case I could see many of them making a great business in the future,
but still I would not say that the future rests on the independent
developers. There are loads of commercial companies out there doing
a good job at creating adventures right now and they are getting
better and better.
From your perspective,
what are the main differences between the European and North American
adventure gamer?
Obviously to answer this
question I need to generalize and obviously there are exceptions
to the rule, but I’d say that in general
American adventure gamers enjoy puzzle-driven adventures more, while
in Europe adventurers are more keen on story-driven adventures.
You had been
working on an adventure game called Sealed Lips, but we have not
had any reports for some time. Is the game
still in development?
Yes and no. We had started
Sealed Lips as an online project, with a team consisting of people
from all over the world. We had two plans.
First, we would try to find investors to help us with funding. If
that wouldn’t succeed we would continue with development ourselves
and get paid for our work when the game would be finished and we
would start selling it. Both plans failed. But I’m still working
on the script and the game design and I am trying to shop it around
publishers and game development studios. If anyone is interested
contact me at d.manos@theinventory.org
I understand
you are currently working on an adventure game for mobile phones.
Are you able to tell us anything about the
project?
Certainly. The name of
the game is The Exchange Student. It is going to be a pure adventure
comedy game similar to the original Leisure
Suit Larry adventures by Al Lowe, with some influences from the cartoon
series Johnny Bravo as well. The most important inspiration however
is taken from my encounters with exchange students the past 5 years
I have been studying in Sweden. You will take role of Emilio, a 22
year old Italian student who is still a virgin. His best buddy Vicenzo
has just returned from an exchange program to Sweden and he tells
Emilio about the great time he had there and all the girls he met.
Emilio decides to follow his friends’ path and goes on an exchange
program to Sweden. I’m trying my best to get a well known developer
who’s also a friend of mine to help me develop the game, but
I can’t say who cause nothing is final yet. That’s all
I can say for now. We will have more for the readers of JA when we
start our PR campaign for the game, which by the way, is going to
be massive.
Is there a market
for mobile phone games?
Is there a market for
mobile phone games? Certainly. As far as I know the Nokia N-gage
(which is only one of the mobile phone brands
that Magixoft is developing games for) has sold over a million phones.
And trust me, not even one of those customers bought it for its phone
features (which let me tell you, are mediocre at its best). Is there
a market for mobile adventure games? That I do not know. But if there’s
not, we’ll start one! It’s all about PR.
What’s
the future hold for The Inventory?
Well The Inventory has
reached a certain peak point and I don’t
know how much it can be improved. It could of course use some improvements
in the layout and maybe some more content. But my biggest dreams
right now go far beyond The Inventory.
Thank you very much for the opportunity and for your work all those
years within the adventure genre Randy.
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