|
Interviews
Frogwares
CEO Waël Amr Speaks
on Sherlock Holmes & the Silver Earring & More!
Interview conducted by Randy Sluganski
We recently
had the opportunity to chat with Waël Amr the CEO of Frogwares
not only about their newest release - Sherlock
Holmes and the Silver Earring - but also much more. Waël
Amr is a rarity in this industry, he tells it like it is and does
not mince words. His unwavering support of the adventure genre is
to be applauded and, as you will read, he is not reluctant to speak
his mind on the subject.
JA - You now have
2 Sherlock Holmes games to your credit, what would you say you have
learned that can be applied to the next game in the series?
Both games are truly
different!
The first one The
Mystery of the Mummy is a nice gentle average adventure
game, it is quite superficial concerning the character development
but an entertaining game with a certain appeal as far as it sold
very well.
The
Silver Earring is a game dedicated to Sherlock Holmes
fans, inspired by a novel written by a fan. The character of Sherlock
Holmes, his relation with the other characters, his means of investigating,
and his way to reveal his thoughts and the truth, deeply influence
the gameplay and it might not offer all the flexibility that some
players could want.
Your question points
at the problem posed when you begin to create a new series: if you
intend to successfully sell games with some recurrent and newer
elements (story telling style, graphic style, technology, dialog
type), does a game dedicated to the Holmesian community have a better
chance to become a series, or more exactly does a game realized
in the pure Sherlock Holmes style have a chance to meet a wider
public than the only (but numerous!) Holmesians?
I think yes, the feedback
we had from players on The Silver Earring
was the best we’ve yet received from any of the games we have
developed and for me the key points are:
Respect the original
characters:
This is given is by the
story itself but in the case of Sherlock Holmes, it has to be considered
an independent topic.
Sherlock
Holmes is the perfect brain (even though for spite he pretends his
brother Mycroft is even smarter) and we had to think about the correct
way to present Holmes behavior in the game, even if it opposes the
gameplay, I will give you few examples:
Sherlock Holmes is not
always running: Holmes would never run inside Sherringford Hall
or 221b Baker Street because it makes no sense, even if some players
would prefer that he move quicker.
You must find everything
in an area before leaving: Sherlock Holmes is a man of perfection,
he will not leave a place until he will find the necessary elements
to advance his investigation.
We never hear Sherlock
Holmes provide hints, he does not share his deep thoughts even with
his friend Watson, you must form your own conclusion, and he will
form his.
We cannot intervene
on the issue of the plot: you can fail during the investigation
but to choose the right or wrong person instead of Holmes wasn’t
realistic for us.
The dialogues are in
the purest Arthur Conan Doyle (ACD) style, the relations inside
the triumvirate (Holmes/ Watson/Lestrade) is authentic, the Baker
street apartment looks like you would expect: slippers, tobacco,
harpoon on the wall, etc.
An excellent
story influencing the gameplay:
We
did think, as The Silver Earring was first
a book, if you could guess the solution before reaching the conclusion
(if you are a mystery fan), you would be extremely pleased. Of course,
you can write to the author to verify your conclusions before reaching
the end of the book, and ask for a reply, but most of the time,
you just continue reading to the end and keep your satisfaction
to yourself if you guessed true.
True mystery fans like
to be surprised and even if they want to guess a part of the truth,
they want a part of it to be very challenging, almost impossible
to discover, except for a hard working, superior brain.
This
is where Sherlock Holmes intervenes. If you like Sherlock Holmes
(and this game is made for Sherlock Holmes fans) you admire him,
and that is precisely why we conduct this game like a story or a
movie, you can guess, you can form your conclusion, you can intervene,
you get exactly the same elements as Holmes to solve the mystery
and recreate the story around The Silver Earring.
But he will make the conclusion, gathering all the pieces of the
puzzle, in his own particular dramatic way, making you jaw dropping
at every second of the 23 minutes case conclusion.
Excellent graphics
which can compete with the lords of the adventure category, within
the limit of the point-and-click technology.
The correct technology
and interface, despite it not being a real key point in
our genre I believe.
The music
is very important for me, and we try to give the best we can in
this area, but it’s obviously not a key point for many players.
I wish to add that The
Silver Earring is the first game on which we worked
independently; it means team, story, dialogs, technology and money.
That wasn’t the case on our previous titles. For us the difference
is huge and the freedom we got from this independence helped greatly
to improve the quality of our game.
JA - Is there
any specific Holmes story that was used as an inspiration for the
writing of Silver Earring?
The story was written
by a fan before we developed the game; you would have to ask the
author about that! There are 56 Novelette and 4 novels written by
Sir Arthur Conan Doyle, and I know the author used the early writings
of ACD, The adventures of Sherlock Holmes, to create his
story. Personally I think that A Study in Scarlet and The
Sign of the Four contain a wealth of information about Sherlock
Holmes, The Hound of the Baskervilles is wonderfully written
and the Valley of Fear is….frightening above all
due to the human evil madness always present in this story.
We submitted the story
and the game to the Sherlock Holmes Society and they validated both.
After The Mystery of the Mummy they were
delighted with our new turn, we now collaborate together on a TV
show dedicated to Sherlock Holmes Societies all over Europe.
JA - The Silver
Earring is almost an entirely different style of game from Mystery
of the Mummy – is this due to constructive criticism from
the fans and if so what type of feedback did you receive.
The
general feedback for The Mystery of the Mummy
was good, the feedback of the adventure gamers was average, and
the feedback of Sherlock Holmes fan community wasn’t particularly
flattering.
And I agree with the
three of them, casual gamers can have a lot of satisfaction with
the Mystery of the Mummy, it is easy to
handle, slightly difficult, with a correct realization. The adventure
fans ask for more so logically a lesser proportion will greatly
appreciate it. And the Holmesians are clamoring for proper respect
of the master!
We listened to the feedback
and we tried to adapt. When we did Mystery of the Mummy
we were a team of less than 10 beginners; The Silver
Earring had 30 experienced people and the best Sherlock
Holmes story ever used in a Sherlock Holmes computer game (J). When
we hear critics we take them right into our heart and after being
relieved of the pain it caused we try to see if people are slightly
right, and most of the time they are. After the release of The
Mystery of the Mummy we thought we would need more
time, more resources, more attention, more concentration to do the
next game, and in the end it was worth it, The Silver
Earring is a true Holmesian game, with an excellent
plot and one of the longest end movies ever in a game and it will
remain a reference as the Sherlock Holmes game. If sales are any
indication, we were right to improve the quality and players do
appreciate it.
JA - Frogwares
games for the most part seem most concerned with strong characters,
crisp dialogue and logical puzzles. Can you elaborate on how each
of the above combines to create an interesting adventure game?
I do consider there are
two kinds of adventure game, even if there is no real purpose in
this classification; it helps to answer your question.
The
discoveries game, as is the case for Journey to the
Center of the Earth for example, or Syberia
or Myst. Even if they are rather different,
the first appeal for these games is certainly for the wonderful
graphics, the capacity of these games to immerse the players in
a fantastic atmosphere, to give a kind of new breathe and dreams
to the players. The triggers are different: Myst
is based on puzzle solving while Syberia
is based on the story and cerebral challenge is not its key point.
Journey to the Center of the Earth tries
to play on both sides, a deep immersive story, puzzles of various
complexity, we couldn’t do as much dialogs as we wanted as
the publisher limited them to ten thousands words due to localization
cost (while the American version was done by fantastic volunteers,
among them the incredible John Bell, the European versions were
done by localization studios), the content of dialog was limited
to “hello, do that, goodbye”. It was really frustrating
for us and for the players.
The Silver
Earring belongs to the second category, the investigation
genre same as Post Mortem or Jack
the Ripper. But what we wanted with The
Silver Earring is the best possible detective story,
being faithful to Sherlock Holmes.
Sherlock Holmes is the
best detective, and the best deserve the best! It means an excellent
plot and story, a deep study of the Victorian architecture to create
wonderful graphics, a violin from the late 19th century in the background,
a lot of characters to meet, nice voice acting made-in-England,
ironic tone into Holmes voice, Lestrade jealous and competing with
him, Watson seeing but failing to observe.
We had to create a game
from the original story and these elements needed to be balanced.
The levels are very different from one another; the first one is
more focused on dialogs and hints research just after Sir Bromsby’s
murder. The second is more focused on puzzles; the third has some
stealth sequences.
It means all levels are
very distinct in the gameplay and the global game is well balanced
without repetition.
Both styles require different
deepness into the various sides that are the characters, the story,
the dialogs, the graphics, the puzzles, in order to create different
emotions. If the basic components are the same they need to be balanced
differently to create an entertaining and believable world.
JA - The puzzles
in Silver Earring are truly a mixed bag and, I think, showcase
your familiarity with the adventure genre and what gamers want. What
are some of your favorite types of puzzles in a game?
Personally I prefer
the mathematical puzzles despite that they are quite hard to place
into games, they are few reasons into a constructed plot to implement
truly mathematical puzzles. Mysterious Journey I &
II are challenging in this domain, as well as the
Myst series.
We think puzzles must
serve the story and not to be in the center of the game, so they
must be various in their genre and difficulties. We gradually reduce
complexity in our games, as we see no real point into making very
complex puzzles with a strong story, if we have to make a choice
between the two and we choose the story.
JA - One of the
very few criticisms of Silver Earring has been about the
dreaded pixel-hunting. But can you truly make a point-and-click adventure
game without pixel-hunting?
Pixel
hunting or not is a choice. A detective story is based on the research
of clues and hints, they have different forms, dialogs, items or
observations made by the investigator. They all help to from conclusion,
for example to answer the quiz at the end of every level in The
Silver Earring. What we didn’t want with this
game is that people cannot play through it without understanding
it, without getting interested in it. The quiz is done for this
purpose and leads the players to form his own conclusions. We first
thought that we would not change the cursor to show the hotspots,
but we came to the conclusion that it would be too restrictive during
the beta testing. You can perfectly do an adventure game without
pixel hunting or other difficulties, but that would probably not
be a game with the ambition of The Silver Earring
in the investigation genre.
JA - Frogwares
seems intent on bringing classic novels and characters to life in
their adventure games: Journey to the Centre of the Earth,
Sherlock Holmes, et al – why do you think there is a market
for the classics in today’s eclectic game atmosphere.
We enjoy good stories;
we enjoy what human beings are able to do in their specificity:
imagine and create.
Classic authors do help
when they are good, it would be very pretentious to pretend to have
more capacity to anticipate the future than Jules Verne, nor more
capacity for analysis than Sherlock Holmes, and they are an excellent
base of work.
As
far as graphics go, they are an important part of the game, the
choice of classic author allows us to use more fantastic architecture
than today’s and copy their style, Journey to
the Center of the Earth was very interesting in that
domain, we studied deeply Art nouveau and Art deco to work on the
sets and create an underground world a la Jules Verne. My mother
and I are really keen on art deco furniture and our home is fully
decorated with Art Deco elements.
We did the same with
Sherlock Holmes and the Victorian era, I went to London a couple
of times to take over 4,000 photographs of streets, houses, interiors,
etc.
Working with Jules Verne
or Sherlock Holmes immerses more easily the player into a world
he already knows before playing, being known by the player we can
create more interesting and complex stories as the players don’t
have to learn everything from zero, where the heroes are, what do
they do, why they do things this way and not another.
The classical genre brings
the idea of a time period with different values, different time
pace, more self-confidence, than today’s marketing-cynical
world. Adventure games with classical themes are also educational,
the language used, the architecture, the graphics, allow the whole
family to play them and learn from them, this is a reason why France
or Germany has such high sales in the genre.
We
receive a lot of mail from mothers playing with their kids, urgently
looking for a solution when they are stuck, before a family crisis
occurs. 70% of our players are women (ladies, if you are reading,
this is for you: we love you!), women find more interesting features
than men in our video games, our author for Journey
to the Center of the Earth is a member of the female
minority working as game designers in the industry, and she is working
now on Around the World in Eighty Days
which will be released in few months. I hardly expect women to play
Bob the Metawarrior exterminating mutants of the planet Zark for
the clear reason that something happened somewhere and one space
government requires immediately your testosterone gun.
At least with Sherlock
Holmes or Jules Verne you know that you’re not going into
a B class Hollywood (or Bollywood) movie.
JA - Frogwares
gets better with each game and seems to be poised on the verge of
a blockbuster title – and it may well happen with the US release
of Silver Earring – what do you think needs to happen
for your products to be successful in the U.S.?
I’m not a marketing
and sales expert, and I’m not the best one to give a reply
but to speak on a (truly sad) business point - To have success you
need to have a good day one release, it means many boxes on the
shelves and to have many boxes on the shelves you need to do an
extensive marketing, which means money, and who has money? Big publishers.
So you will probably have more success dealing with a big publisher
than a small one (brilliant deduction…). More generally the
first sales of a game depend on its marketing, the second on its
quality. It means that virtually the quality of a game is not important
in the first weeks (if you had the chance to play to Spiderman
2 on PC, you probably know what I’m speaking
about), but only after the marketing efforts end their effect.
But the quality of the
marketing is important too, it’s very simple, since I do games,
I met less than 10 people working for publishers considering that
the sales of a game are due to its quality, and just remember that
80% of the marketing, sales, PR people working for publishers NEVER
play games, so how can they market correctly a product they don’t
know?
Then
come the journalists, on The Silver Earring
we got around 50 reviews so far in various languages, around 40%
of these reviews clearly demonstrate that the reviewer hadn’t
played the game or not beyond the demo version (I must say that
the main adventures web sites, played the game completely: JA, GB,
AG, Quandary Land, and the major web sites, IGN, Gamespot). So how
accurate is the judgment of the whole journalist community, what
can be their influence except in the case of the specialist web
sites or the most well known and the most serious?
That leaves the gamers
who pay for the product and play it to the end, their opinion is
the wisest and it is where success or failure happens. Beyond the
marketing and specialist opinion, gamer opinions relay the essential:
the game quality. If we want to increase our success, we need to
do better games, maybe more adapted to the north American culture.
We are in the adventure
field where potentials players are not easy to be marketed to, many
women would enjoy a good movie or a good game, but if they know
what movie they would like to see (because they already saw some)
they simply don’t know what game is good for them, so they
buy the Sims. I’m not speaking about
the hardcore playing women, but those who simply have a slight knowledge
of video games (chain saw beheading or a plumber running after magic
mushrooms) and know mainly the Sims.
As a conclusion, developers
should make better games, we should sign with publishers believing
in our product and I guess the marketing should be done wisely,
in our case, to relay more on Adventure web sites, advertise on
them and propose contests to the adventure players in a larger way
than today.
JA - Dialogue
is a key component of Silver Earring. Did you enlist any
outside help to script the character’s dialogue more to American
sensibilities?
As some already know,
Laura Mac Donald, who is an active member of the adventure community,
proof read the dialogs; I’m not sure she did it according
to American sensibilities. As she is shy and modest and that she
doesn’t want anybody to know about that, you are not forced
to read this answer and congratulate her (she really doesn’t
like it of course).
JA - The UK release
of Silver Earring was greeted with giveaways, a free Holmes
dvd with purchase of the game and even a press party, while the North
American release has had little or no fanfare at all. What accounts
for this difference?
This
interview is really business-oriented!!! The two publishers have
a different size, different priorities, you know also that 2004
is the 150th birthday of Sherlock Holmes, it is also the 100th birthday
of the “entente cordiale” between French and English
(and we are French and Digital Jesters are English). Sherlock Holmes
is England’s popular literature figure of the Victorian era,
when the British were ruling the world and their wealth reached
the highest level, I think this series of event played a role in
our collaboration, DJ and Frogwares have almost the same size, there
is a strong relationship between us.
Ubisoft treats the game
differently, selling the game together with Myst 4
in a promo bundle (which is quite flattering for Myst :) ), and
putting it on every shelf they can. They paid the money they owe
us, which is not the case of the supposed to be major publisher
in the adventure genre.
Digital Jesters and Ubisoft
are the best possible partners for their respective territory, without
a doubt.
JA - While your
games are treated warmly by the adventure community, sales have been
respectable, but not spectacular. What, in your opinion, needs to
be done to improve sales of Frogware’s adventure games in North
America?
We received great support
from the adventure community but web sites such as Gamespot and
IGN also gave us very good reviews and better than some adventure
web sites.
We would need to do better
games, in any case, to increase our success, and maybe to do games
more in accordance with the American culture, it would mean to use
an author from North America, a Jane Jensen for example, but would
she be interested?
I believe that wider
coverage from the US publishers among the adventure community would
help, as we are targeting casual gamers, the usual press or ladies
magazine would bring more result than placing advertisement in “PC
action death” or “Blood gamers”.
JA - Silver
Earring does something unique in that, while each chapter of
the game is non-linear, the chapter cannot be completed until you
have correctly answered a series of questions which then gives you
closure to that chapter. Can you explain your thought process behind
this decision?
There are two explanations,
one is linked to the way of Holmes investigates and the other is
connected to the quiz.
Sherlock
Holmes is the best detective ever, and it wasn’t logical that
he will go back and forth researching the clues, once again we consider
that if the player play as Holmes in the game, he/she is not
Sherlock Holmes, consequently, a player couldn’t leave a place
without getting all the necessary clues for the rest of
the investigation. As some elements are optional it is optional
to pick all the items or clues to continue the game.
As soon as we picked
up the idea of the quiz which purpose was to guide the player in
his conclusion, we considered that it will be extremely complex
to answer the quiz if you do not have all the elements in the inventory
at the time you have to answer it; or it would increase greatly
the difficulty or we would have had to lower the difficulty of the
questions and by then reduce the interest of the quiz. We made the
decision to keep the quiz and arrange the gameplay that the player
has to pick everything before leaving a place.
JA - Among the
Frogware’s staff, what are some of your favorite adventure games?
The Eye of
the Kraken, Under a Killing Moon,
the Myst series, Gabriel Knight
series.
JA - What can we
look forward to next from Frogwares? Are there any other classic novels
you would like to design into games.
We are now developing
Around the World in 80 Days and it is
so funny that I hesitate to release it in such a way, people will
laugh more than playing, but at least they will get satisfaction.
We have currently three titles in preparation, but shhhh!
Many thanks to Just Adventure
for your time and your interest.

Frogwares Staff
|