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Interviews
Interview
with Cesar Bittar, Phoenix Freeware Online’s Project
Director of King’s Quest IX
By Alexander Tait
07 June 2004
Coincidentally with the
recent article in The Inventory, I was given the opportunity to
do an interview with Cesar Bittar, the Project
Director of the King’s Quest IX development team.
1. Thanks for
taking the time for the interview. In The Inventory, you identified
your
favorite King’s Quest. Remind us of what
it was and what made it your favorite?
I am a fan of stories,
of plots that do not come out of a cheap “bathroom” reading.
I like when I see designers really taking the plot and story of a
game into consideration, and taking the time to also develop the
lands and characters. King’s Quest VI was filled with this.
Even if Alexander was 2D, the whole background story was developed
to points where they constructed a solid world that was open for
experiencing. The whole game was really well thought out, and thus
is the reason I believe this is not only mine, but many people’s
favorite.
2. So, which
was your least favorite King’s Quest and why?
It would be unfair to
say anything from 1-4 as I played these “out
of time”. So, I would go with King’s Quest V, because,
even if groundbreaking (it introduced 256 VGA and the point & click
interface Sierra used for so many years), the game was poorly designed
in my opinion, especially when you could meet dead ends that forced
you to retrace steps of previous saved games (if you were lucky to
have them). I had to play the game a couple of times to finish it,
and it really frustrated me at points.
3. Although
adventure gamers have criticized King’s Quest
8, it was my first trip into the world of Daventry and I thoroughly
enjoyed it. Was there anything of merit in King’s Quest 8 in
your opinion?
I enjoyed the game greatly.
I am a very open minded person, and King’s Quest was open to these kinds of experiments in a bigger
way than say, the Gabriel Knight series. Moreover, I never saw Mask
of Eternity as a true King’s Quest game. I enjoyed it as something
based on the King’s Quest world, but not a real continuation
to the series, although we do keep it as part of the storyline of
King’s Quest IX.
4. Who will
like King’s
Quest IX?
Anyone who likes a great
plot and a good adventure game. Fans of the saga of course, but
it is also open to everyone who likes fantastic
and smart stories. Fans of series such as Lord of the Rings, Dragonlance,
and even Final Fantasy, may find many elements of King’s Quest
IX appealing to them. The game truly is a different and unique experience
that goes beyond a simple adventure game.
5. What other
games have inspired the development of King’s
Quest IX?
I believe Final Fantasy plots inspired me a great deal. Of course, the Lord
of the Rings trilogy, and the way it was presented was something
I really looked after. I dare to say also the Flash online series
Broken Saints played a part here. However, the one game that made
me open my eyes to a real change into the way King’s Quest had been approached over the years was the masterpiece The
Longest Journey. After playing that game sometime in January 2001, I knew
King’s Quest needed to be taken to that level of storytelling
in order to cause an impact in the public.
6. Tell us about
the storyline of King’s Quest IX.
Like I said in the interview with The
Inventory, the game revolves
around a prophecy that contains two sides, and it plays into the
story as the flip of a coin. Duality is one of the themes that surface
into the grand plot, as I am a believer that there is no pure good
or true evil, and that things always happen for a reason. Here, two
societies find ground to a battle that involves such prophecy and
have been taking place for one thousand years. A prophecy in which
each one of the characters of the gameplay a key role.
Much more than that, however, what this game is really about is
unity. How to deal with your own demons to become one, bringing such
duality into oneness. It is a journey of the heart, of the soul,
of the mind, and it will beat these character down to an abyss, where
they will finally choose if they should prevail, and why they should
prevail, or if they should just give up.
7. Does the
game require any knowledge of the King’s Quest story?
It is not necessary, but
it is always a plus to know who these characters are off-hand.
Having said that, however, all the important events
of previous King’s Quests are explained through the story as
they become noticed.
From another standpoint, given the vast amounts of personality injected
into these characters, those without previous knowledge of who they
are, will probably find it easier to encounter such complex characters
than those who know them and are used to seeing them as 2D fairy
tale characters.
8. Adventure gamers
have been resistant to 3D graphics in games. Is there anything
in King’s
Quest IX that will win them over?
We use 3D in the game to enhance the plot. We incorporate the feature
in a subtle way, giving adventure gamers what they want (screen-to-screen
gameplay); while at the same time we use 3D to give the game a more
cinematic feeling. It is not something that has not been done before,
but there are a couple of sections where the 3D aspect of the game
will really shine.
9. How many voice actors are there? Why do adventure games struggle
to find good voice acting?
About 45 are cast and that is without counting the online voice
actors.
It does not matter how
good a plot can be, how smart and touching it can be, if you do
not have the right people to pull the feelings
as they have been written, the story will not have the same level
of impact, as it will lack believability. If the actors cannot pull
the character’s arch of a story, the way they change and become
something truly different than what they were at their introduction,
the audience will not feel this, and it will all turn out to be wasted
words and infinite boredom.
10. Has there been any contact with Sierra about this game?
We have not yet contacted Sierra.
11. Is this your first game?
Yes, it is. Although when I was six, a friend and I tried to put
a game together. It never worked, of course, but we did get one screen
done.
This is not the first
story I’ve written, however. I have
been writing throughout my whole life all kind of stories and poems.
I am starting to like writing fantastic plots much more now. I used
to write drama, and classic and psychological horror before, as well
as love poems.
12. I recently played Beneath
a Steel Sky and was struck by how
good old games were. What is missing from many of the modern adventure
games?
Blame Myst. A third person perspective adventure game is always
more enjoyable because you get to know your character better. In
the Myst-kind of stories, you normally take the role of the gamer,
and how much fun can that be? It totally kills the idea of escaping
somewhere else and becoming someone else.
I do not think, however, the magic is gone. It is just that we used
to have more companies creating games and now such is not the case.
I have found this magic in other genres. I am currently playing a
game called Xenosaga (an RPG) and even though I still have to finish
it yet, I believe it is already in the top five games I have ever
played.
Then again, you have games like Syberia, The
Longest Journey, and
Broken Sword 3. They are still there; they are just not as many anymore.
13. Tell us about Phoenix Freeware Online.
The idea of the company
was bringing the adventure genre back to its roots, while revamping
it with new elements such as really effective
plots. We are currently located all over the world, and even when
King’s Quest IX is our main project now, we will surely expand
and create more games in the future.
King’s Quest IX is, in many ways, our learning curve. All the experience we have
acquired from this project will make it much
easier when, in the future, we delve into other productions.
Phoenix is also a community. We want to create a space for adventure
gamers where they can be given what they miss from the golden days,
and do not feel so alienated from the current state of the gaming
industry.
Our website illustrates
this fact by having monthly contests where fans have the opportunity
to be in the game, original Flash games
based on classic arcade and King’s Quest games, the developers’ journal
where you can hear from the directors themselves, chat sessions where
you can directly meet and talk to members of the team, the forum,
newsletter, gallery, screenshots, and the list goes on and on.
14. Who is on the development team?
About 40-50 people located all over the world as I said. They are
all very talented individuals who work as a team in order to fulfill
a big dream. I am still amazed at the incredible talent most of these
folks have in their respective areas.
15. How difficult is it to make a free game of this quality?
Very hard. We cannot work with real schedules and real life always
gets in the way. We are not privileged to work in an office from
9-5, so we must make the best use of the little resources we have
and try to maintain communication and motivation. We have a core
of individuals that drive the project, and then others that we need
to chase after so they complete the given assignments. It is not
easy to demand when you are paying your people; however, as any serious
volunteer project out there, rules are maintained. Everyone who wishes
to be part of our team needs to make sure they can dedicate some
time to the project weekly.
16. Will there be any action sequences in the game? Mazes?
There are a couple of “arcade” sequences
but nothing to be scared of. They only add tension to the sequences
they are
part of.
On the question of Mazes,
there are a couple of them too. However, they hardly work as the
traditional mazes found during past adventure
games. The first two encountered are: the Beast Castle’s (from
The Land of The Green Isles of “Heir Today, Gone Tomorrow”)
maze, which looks a lot like the one used in Conquest of Longbow;
and the second one is a forest in the Isle of Mist, which works a
lot like the Bayou one in the original Gabriel Knight Sins
of the Father.
There is however, a bigger,
much more elaborated maze where the final chapter of the game takes
place. However, this place, called “The
Maze of Infinity”, only serves as a setting, but never as a
maze needed to be solved. I basically wanted to recreate the feeling
of the well-known 80’s movie “Labyrinth”, and mix
it with the excitement found in the original Phantasmagoria’s
final section, the famous Chasing Sequence. Back to the question
of how our 3D will enhance the gameplay; this is one of those places
where the feature will shine in a very amazing and unique way.
17. Adventure
games aren’t dead; they’re
merely out of phase with the current market. Do you see that commercial
interest
in adventure games can be restored? What would it take?
Experiments. The thing is that these experiments will not work as
long as they are not supported by the current adventure gamers. If
we can bring the interest back into the genre, then true golden adventures
will also become much more viable.
Experimentation may be
the only way to bring the adventure back. Look at the RPG genre
and how it was pull back. It was only after
Blizzard’s Diablo that it kicked back into the mainstream.
And even when most people truly believe Diablo is not an RPG game,
it did serve as an opener for true RPGs making it back.
18. Do free games help or hinder the popularity of commercial games?
I have read that AGDI’s (formerly Tierra) remake of King’s
Quest I boosted Mask of Eternity sales. On the other side, it may
hurt the industry in a way in which you could prefer downloading
a free game rather than buying a $50 one. I am not an expert in the
area, although I have been educating myself more in the business
of the gaming industry lately, but I really cannot give you a true
answer at this point.
19. 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!)?
The game is very linear. As a designer, you have the option of working
on a very solid story that you wish the player to experience in a
very linear way, so that you have control on the story impact, or
sacrifice story to gameplay. As a lover of stories, I decided to
sacrifice gameplay and focus on an amazing story. The story itself
is really powerful enough to cause a desire to experience it multiple
times.
20. Are there any in-jokes in the game, nods to other games?
Even when we have created
the darkest King’s Quest to date,
we did not forget about the distinctive humor of the series. There
are a couple of jokes regarding adventure playing in general and
other Sierra series, as well as a few in-jokes for our own community.
Most of the jokes, however, will be enjoyed by anyone without previous
knowledge of Sierra or involved in the King’s Quest IX community.
21. Will there be a point system?
Yes. Both that and progress reports, that help you know how far
you are into a chapter.
22. Will there be hints in the game?
Other than the required clues to solve puzzles, no, we do not plan
for an in-game hint system.
23. Will there be a companion in the game?
More than one. We introduce
two new characters in the game: Tig-R-Oat, a funny, heart-warming
tiger-goat hybrid from the magical race of
The Enchanted; and Unique, a snotty and sarcastic fairy unicorn about
the size of one’s hand. They will accompany Alexander and Rosella
through their journey, making them really important characters in
the evolution of the plot, and the twin’s character arch.
Gameplay-wise, you will be able to use them in solving some of the
puzzles, but really, the most important part is the way they relate
to Alexander and Rosella.
Also, you will be able
to control the other main characters periodically, as they appear
in the later chapters of the game.
24. Will there be different levels of difficulty?
No. The puzzles range from very simple to ones that really make
you think.
25. So, what’s
next when this is finished?
There are plans for future endeavors, but I cannot comment on them
at this time.
26. 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?
1) The whole Final
Fantasy series.
2) Xenosaga
3) Kingdom Hearts
4) Beyond Good & Evil
5) Blizzard’s “craft” series (Warcraft, Starcraft).
I would only like to take
a moment to thank you for the interview and to let the whole adventure
community that King’s Quest
IX is going to knock you socks off.
Cesar, thanks a lot for
taking time out from the game.
King’s
Quest IX: Every Cloak has a Silver Lining is located
at http://www.kq9.org, Please check out the project and register
on the newsletter to keep up with the updates and progress.
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