|
Interviews
Rebecca
Clements of Cirque De Zale
By:
Dimitris Manos
Cirque De
Zale Review
This review and interview
originally appeared in The Inventory 14 & 15.
The Inventory is the Internet's only online, downloadable adventure
magazine
and is translated into seven different languages. You can download
past issues of The Inventory from Just
Adventure.
Yourself
- Tell us a bit
about yourself.
I'm a hot, little communist
cowgirl currently studying
Japanese at a university in Brisbane, Australia. I care for
sick kittens in my spare time, as well as drawing semi-
(non)profitable Japanese style comics. I discovered
AGS while making castles out of my millions of dollars
one day, and have made one incredibly successful game
since then. I now spend my time travelling the world
and teaching others how to make games and find love
on the stock market. Sometimes I lie, sometimes I
don't. I'm one of the few chosen ones on this earth that
know Queen are the greatest band ever. My two great
loves are rugby league and karaoke (though sometimes I
think karaoke is just playing with my feelings).

- What are
your all-time favourite adventure games?
I'm glad you didn't
ask me to pick one. Obviously, the first two 'Monkey
Island' games are hard to go past, and 'Grim Fandango' is
amazing. I love almost all of the old Sierra titles
too, particularly 'Quest for Glory' and 'King's
Quest'. I have a special little place in my heart
for 'Simon the Sorcerer' though.
- Have you played any
recent adventures that you enjoyed?
Well, due to almost
no decent adventure games being released commercially these days,
lately
it's been
all AGS games. 'Odysseus Kent' is one of the more
atmospheric AGS games and it'll always be one of my
favourites, though I recently played both '5 Days a
Stranger' (by the creator of 'Odysseus Kent') and
'Pleurghburg' and I'd be hard pressed to find many
commercial games that could beat those for
entertainment value.
Cirque De Zale
- When did you first think
of creating an adventure game?
I think everyone who played
all the early adventure games had a secret little dream to create
their
own.
I know that while I was growing up, Roberta Williams
was one of my first idols and as a result I got it
into my head to learn programming (a dream that was thankfully
crushed as soon as I started learning and I realised
how utterly boring it was). In December of last year I
really started thinking seriously about making a
game, though I had no idea how I would handle
the programming side. Thankfully, I had a
couple of friends that knew about AGS and it
was probably no more than an hour after I
discovered the software that I started scribbling
notes for Cirque.

- How long did it take
you to create Cirque De Zale in total?
Total? It's hard to say
since if another bug pops up, I'll still technically be working
on it.
Though, aside
from
little touch-ups, the whole thing from conception
to first release probably took a little over 4 months.
The
bulk of the game was created in 3 months, though
I was
spending an unholy amount of hours each day working
on it as I was on my summer holidays.
- How did you come up
with the ... poop boy
profession?
I had to give Alexander
a humiliating and degrading job (it's always fun to be evil
to your main
character) as well
as putting him in the circus environment so
it made sense that he might want to aspire to be the
ringleader. I think working with excrement is pretty degrading,
though. I mean no offence to all those
hard working
sanitation worker types out there ... you guys rule!
- Did
you have any inspirations when you created Cirque De
Zale?
I guess anyone would
be able to see that Monkey Island and Guybrush Threepwood were
my
main inspirations
so I won't go on about that. Simon the
Sorcerer was
also a huge inspiration, I loved his anti-hero sentiment
when I first played 'Simon the Sorcerer
2'.
I think everything else came from various game
and movie stories that I've encountered over the years
and have
wanted to completely screw around with.

-
Alexander Zale is quite obnoxious and meanspirited. Was this
a way to escape the stereotype
hero framework that most writers work with
or
did
you think it would just be more fun?
Hmm,
both! I've always loved stories where they make
fun of the usual narrative conventions
and stereotypes so I wanted to do a bit of that but of
course I wanted to
make the game funny as well. I guess
that's just my kind
of humour. I'm sure anyone who knows me will agree
with that. I think Alexander's the
kind of guy I'd like to be if I were an 80 year old man (and
I really can't
wait for that day!).
- During the development
of a game it
is quite often that the story of the game has to change
due
to quite a few reasons (i.e. time restrictions,
developer realizes some parts of
the story
don't
make sense etc). Did it happen during production
of Cirque De Zale as well? Did you have to
change the script somehow compared to the original
plan or did you stick to the initial idea?
For the most
part, I managed to stick to the original idea. There were times
during those long,
lonely
nights
in front of the monitor that I was tempted to knock out
a couple of rooms and shorten the
story, but in the end
I'm glad I stuck with it, because I'd
be getting even more complaints about
the
length of the
game
otherwise! There were quite a few instances
of minor script changes here and there
but I don't
think the
game suffered for it. As precious as
I am about these things, I
managed to let them go.

- Why did
you decide to use a Lucasarts-style
interface?
I don't know if a Sierra
style game was really my style. As much
as I love
playing
those games,
what I
wanted
for Cirque was for it to be a tribute to 'Monkey Island'.
I wanted people to get
a real sense of nostalgia as they
played it, which is exactly
the kind of game I'd love to play. It just follows that I
give it
the same
basic
GUI as
MI and try to make the
sprites, dialogue and backgrounds look similar. I really
have
to
thank
Proskrito for the template, because there's no way
I'd be able to program my
own GUI like that.
- What programs did you
use to create the
characters and backgrounds for
Cirque De Zale?
Paint Shop Pro all the
way, man! I've
never
managed
to use another paint
program. Photoshop in particular
I
find too... messy.
PSP is a great, simple and it's just
perfect for the kind of
art I typically do.
- Is there any chance
we might see a speech add-on for the game?
It's always a possibility
that I may lose my mind one day. Really, I don't think
so. I've
had
a few offers
from
people to do voices
for it. I'd like
to do
other games
in
the future that use speech
and I've got some great people in mind to do the voices
when I do,
but like
I said before, Cirque
was supposed to follow
in the
footsteps
of Monkey Island
and other
Lucasarts games,
and so it just wouldn't
seem right. Personally,
I love being able to
imagine the voice you
think suits
the
character yourself. It's been incredibly interesting
to hear some of my
friends do quotes from the game in
voices I never would
have imagined. I think that's a
nice advantage of
text-only games.

- What do you think of
the feedback you have received so far for your adventure?
I was
-extremely- flattered at the sheer number of compliments
I got! I
didn't expect that many people to
play the game
(especially outside of
the AGS
community) and
I thought most of the
feedback would
be criticism
but most people are fine with accepting that it's an amateur
game and my first attempt so they
forgive a lot of
mistakes and
shortcomings. The
criticism has
been great too because now I know exactly the kinds
of things
I
need to
work
on next time.
I don't think,
to this date, anyone has said, 'It's
crap'... which
makes me happy.
- If you could
develop Cirque De Zale all over again from the
very beginning,
what would
you do
differently?
Go through all
that horror again? My god.
I guess the only thing
I'd do is more beta testing before
I released
it, and spend
a bit more time on Alexander's walk cycle.
You people just won't
let that go!
- How many times has Cirque
De Zale been downloaded so far?
I have absolutely
no idea. It's available for download
in a few places
now, so it's impossible to say. The only link with
a counter is on
the main AGS page,
and that's
currently sitting on 1432. I suspect it's a much higher
number than that from some of the other links though,
especially
considering that's it's
available at
Underdogs (though
when I last checked, it was listed as 'Cirque DU
Zale').

-
Is there ever going to be a Cirque De Zale
2?
Most
definitely! I've already written parts of
it
and
I'm
going to work towards making it a more professional
looking
game (and longer, too). I might have done so with the first
game if
I'd known it
was going
to
get this
much
attention. Who knows what WACKY things Alexander will get up
to next time?
AGS games
-
What are
in your opinion the top
five adventures created
with AGS? Which one
of them is the best
and why?
Oh, gee.
OK... in no particular order, 'Odysseus Kent',
'Pleurghburg', '5
Days
a
Stranger',
'King's Quest
II+'
and 'Garfield'. Picking the 'best' is
impossible because they
all fit into different categories. 'Odysseus Kent'
has the coolest and most
nostalgic feel to it. 'Pleurghburg'
is
HUGE and has the best replay value. '5 Days' is the
best made amateur game I've ever played (and spooky to boot).
'Kings Quest
II+' is the
best
'spoof'
of a commercial
game, and 'Garfield' is without a doubt the
best 'Garfield' game ever made and great if you're a fan
of the original
comics. Sorry, I just couldn't pick one,
I piked on your well thought
out question.
- In what ways do
you think AGS adventures could
improve
in general?
I believe Chris
said
it in
his interview
last month,
but I
have to agree - script editing! One of
the most
offputting things when
you're playing a game is seeing a lot of spelling mistakes,
bad punctuation and
grammar,
or just not being able to
read the
text easily. I don't mind if a game
has a
few mistakes
here and
there (I'm
sure Cirque has a few!) but it's such a small thing that
makes
such a different to the atmosphere of a game.
Storywise, I think a lot of
AGS users are doing -fine- and
when you're
playing
a fun game, the graphics
don't matter that much.

- We have seen one
or two attempts
to release independently developed
games as
commercial
products. Do you think it is possible
that we will
see companies in the near future
turning into
profitable businesses by selling independently developed
adventures?
I
doubt it, sadly. I just don't see
much hope for adventure games in the commercial
world
these
days,
be they friend or foe... sorry, I mean
amateur
or professionally
produced. I'd love nothing more than
to see a resurgence
of
adventure
games in today's
market,
but I just don't think it has a chance. Prove me
wrong,
kids! Prove me wrong.
- In the AGS forums
developers
show their early work on the
adventures they
are developing.
Do you keep an eye
on upcoming
AGS adventures? If so,
which ones are you looking most forward to in
the near
future?
I
keep one eye open, for sure.
I never play demos though, because
I'd rather just see the finished
product. I am looking
forward to FantomeLeChiekh's Monkey
Island game (the
art is marvellous), Blackthorne's 'Quest
for Infamy'
(mainly because he
stole my idea -
the jerk!) and Mar's 'Sam & Max: The Case Gilbert'
(because I need my S&M
fix badly!).
General
- Will we ever
see a website
exclusively for your own productions in
the future?
I'm
sure
you will,
I keep
telling myself
I'll make
one. Mind
you, don't
expect is
to get
updated more
than
once a
year... I
have a
terrible record
with the
webpages I
currently own.

-
Do you
see yourself
co-operating with
other AGS
developers to
create bigger
productions in
the
future
or do
you prefer
to work
alone?
I
prefer to
be in
charge! Not
necessarily alone,
though. At
the very
least, I
plan on
getting
together with
a couple
of rather
talented friends
of mine
to produce
a game
or two
one day.
- Do
you plan
to create
new adventure
games in
the future?
Er,
yes. I've
already mentioned
the sequel
to Cirque
and a
game with
friends. I
have at
least 3
other ideas
for
games
I plan
on making
at some
point
so
let's hope
I get
time to
do them.
Maybe my
fans could
start
supporting
me financially...?
- Former
Lucasarts vs
former Sierra.
What's
your
opinion?
Noooo!
My god,
they're in
totally separate
categories, man!
That's like
asking
me which
of my
children I like
best, except
that Lucasarts
and Sierra
aren't mine
and I'm infertile
thanks to
an accident
involving a
sharp fence
and a
horse.
I'll say
Lucasarts. are
typically
the
funnier
games, and
Sierra's are
the more...
adventurous.

-
Point and
click vs
direct control.
Which one
is in
your opinion
the most
suitable interface
for
adventure
games?
You
know, I'll
always say
point and
click except
in the
case of
Grim Fandango.
That
game is
just
perfect
the
way
it is.
- After
your experience
with the
development of
Cirque De
Zale,
what would
be the
best
advice you
would give
to a
developer-wannabe?
Plan
EVERYTHING on
paper before-hand
but
leave
room for
improvisation. Also,
don't get
hung up
on
making it
perfect, just
try to
make it
fun by
imagining what
kind of
game you'd
like to
play
yourself.
- Commercial
adventures nowadays
seem to
disappoint the
fans and
there is
a
certain 'magic'
missing,
a
special
kind
of
magic
that
adventures
of
the
80s
and
early
90s
used
to
have.
A
lot
of
adventure
fans
seem
to
agree
that
nowadays
companies
seem
to
focus
too
much
on
'spectacle.
and
too
little
on
gameplay
and
story.
What
is
your
opinion
on
that?
What
do
you
think
is
it
that
is
missing
from
recent adventure
games?
I'm
one
of
those
people
for
sure.
I'd
rather
play
'Kings
Quest
1'
100
times
than
fork
out
money
for
some
of
the
games
that
get
released
as
'adventure
games'
today.
I
think
the
problem
is
partly
that
game
developers
look
at the tools available to them, and from that decide
what
kind
of
game
they
can
make
that
uses
all
of
them.
You
have
to
imagine
how
a
game
should
be,
and
then
work
out
what
you
can
use
to
make
it
like
that.
Mind
you,
you
have
to
look
at
the
market
for
games
these
days
and
wonder
whether
a
game
like
the
original
adventures
would
be
profitable.
I
doubt
it,
but
I
don't
think
it
would
have
hurt
Lucasarts
to
give
it
a
go
with
the
new
Sam & Max
game.
If
anything
would
have
made it, that game would've.

- Do you think that
the adventures
created by
the AGS community
can bring back the classic
entertainment that
fans
used to get some years
ago?
I
think
it
already
is,
in
all
honesty.
I've
had
a
great time
in
the past 6 months
playing
some fantastic
adventure
games, some of
which (in my
opinion)
are
close
to
indistinguishable
from an
oldstyle commercial adventure game.
Keep it
up, everyone!
- Is there anything
else you
would like to add?
43
+ 106
= 149
... no,
wait! Look
out for
'Cirque de
Zale II' and other future
games
coming
from
the Mushroom Republic. Keep
breathing,
people!
|