|
Interviews

The
Sapphire Claw developer Steve Ince speaks to
JA
by Ben Bowen
Firstly, thanks for taking the time to speak to Just Adventure,
Steve!
My pleasure. As many people
will already know, I frequent the JA forums on a regular basis,
so the chance to talk about the new game
is one I couldn’t turn down.
Firstly, for
the "newbies", tell us a little about your history
within the adventure game genre...
I worked for Revolution Software for eleven years, starting out
as an artist and sprite animator on Beneath a Steel Sky before moving
into a producer role for Broken Sword. I then became increasingly
involved in the design, story and dialogue, as well as implementing
parts of the games.
You're also an established cartoonist, having allowed Dane & Joe
to be run on this very site...
Thank you – I like
to have fun.
...and now you're here, with a new company, Juniper Games! Why have you decided
to set up a company, rather than pursue a freelance route within the industry?
When I left Revolution
a year ago I first pursued a freelance career, but I soon wanted
to find a way to realise all the ideas that fill
my head. Starting my own company seemed the best way to go about
this. I currently have ideas for five games, but whether I’ll
get the time to make them all, who knows.
Your first title is The
Sapphire Claw, based on your strip of the same name.
Where does the story of the Sapphire Claw draw its inspiration?
I feel like all the cartoons
and comics I’ve read ever since
I was a child have contributed in some way, but the main inspiration
comes from the likes of Wallace and Gromit, Chicken
Run, Toy Story and Indiana Jones as much as from games like Day
of the Tentacle,
Grim Fandango and Broken Sword. The original comic strip, Juniper
Crescent, owes a lot to wonderful strips like Calvin
and Hobbes,
Peanuts, The Perishers and Bloom County, to name but a few. With
such a variety of sources combined with my own sensibilities I hope
to create something a little special.
Why is it this particular strip, rather than any of your others, which you've
decided to turn into a game?
The Sapphire
Claw uses
characters from Juniper Crescent (as does Dane & Joe), which
is why the full title of the game is Juniper Crescent – The
Sapphire Claw. This story was the first extended story I developed
with the characters, so it just seemed natural
to develop this into a game format. Funnily enough, before I
started the comic strip I proposed a game idea based on it
to Revolution
but they wanted to pursue their own ideas.
What would be the main reason, other than it being written by yourself of course,
for adventure gamers to be excited by this title?
The player will have a rich gameplay experience because in every
location there will always be plenty of fun things to do, which will
either progress the main gameplay or give the player a cheerful little
diversion. The main story and gameplay will go hand in hand with
one-another, with the player using an intuitive interface that will
suit both the traditionalists as well as the evolutionists. There
is also going to be a large cast of wonderful characters.
You've referred to the game as an "Escapade". Why not just an "adventure
game"?
Escapade is such a descriptive
word for what I intend my games to put over to the player. While
the core gameplay of JC-TSC will have
much in common with many adventure games, there may be elements that
don’t quite fit with the genre. By stating this from the beginning
I hope that no one thinks I’m trying to deceive them in any
way. This does not mean that I intend to put action in this game,
by the way.
Are you going to be working any innovations into the title, or is it going
to follow a more traditional route?
Yes to both. I think it’s important to build on tradition,
but it’s equally important to bring in new ideas or the game
will not have enough interest. One thing I intend to do is to provide
a completely parallel gameplay thread that the player can choose
to play or not, depending on how they feel.
Would you say your company has anything in common with that other creative-based
developer, DoubleFine in San Francisco? Let's see... both headed by lead
designers in successful gaming companies with a strong history in visual
direction...
If I had a fraction of the talent and success that Tim Schafer has
had, I would be a happy man. I would say that the thing we probably
have most in common is the desire to work towards a vision that we
believe in with all our hearts.
Do you see the current way adventures are heading, in the form of Around
the World in 80 Days, Dreamfall, Myst V and so on, as a new renaissance in adventure
gaming?
In some respects, yes.
They’ll hopefully show that the strong
adventure game traditions can be built upon and expanded to give
a much more complete gaming experience. Of course, we won’t
know for sure until they’re released, but they are certainly
games to watch out for.
Which games do you aspire to in terms of creativity, writing and visual excellence?
Not necessarily within the genre...
In terms of sheer fun,
Day of the Tentacle. For dialogue, Grim
Fandango. For story and
epic scope, KOTOR (the first one) and Final
Fantasy 9. Visually, Half Life 2 and Abe’s
Odyssey.
I hope that one day
I’ll be able to make an escapade that combines
all those wonderful elements, but in my own way. In some ways, Tim
Schafer is already
going a long way towards doing just that.
Do you actively encourage experimentation within the genre?
Definitely! A lot of the
fun of developing games is in trying new things at the design stage.
Sometimes these things should be nipped
in the bud, but if we all played safe then we’d quickly head
for obscurity. I’d rather try five new things and only have
two of them succeed than not try anything new at all.
Many thanks for your time, on behalf of JA+ and the rest of us in the community
- and good luck in development of your new game!
Thanks, a pleasure.
|