Sam & Max: The Comeback :
Sam & Max Return
Telltale Games hasn't been around very long, but the game developer's achievements have been quite impressive. The company was founded in 2004 by several ex-LucasArts who were working on Sam & Max: Freelance Police, the long-awaited sequel to the popular 1993 title Sam & Max Hit the Road. When the sequel was cancelled by LucasArts late in the game's development, some of the key designers decided to branch off on their own and resurrect the franchise, which is based on Steve Purcell's comic book series.

Rob Wright: LucasArts declined to follow-up Sam & Max Hit the Road, yet you and others left the company and started a small independent developer and somehow made it happen. Dan Connors: We were doing a lot of research about online gaming at LucasArts several years ago but there really wasn't a market for content like this. So we decided it was feasible to start a new company from the ground up and build it through digital distribution. We wanted to do content like Sam & Max and there just wasn't a venue for it. The comic had such a strong following but the audience that the product was built for wasn't huge to begin with, so that was a challenge. Rob Wright: But four years later, the timing seems right. You signed a deal with GameTap for digital distribution. Dan Connors: Well, that was key. We believed in the content, but we needed a channel for the product. And there was no guarantee that digital distribution would be able to adequately support it. And being a new company, we needed a guaranteed revenue stream. Luckily, GameTap came along and it was the right choice. GameTap got a lot of exposure from having original, exclusive content like Sam & Max, and we got a viable channel for the games, so it was a win-win situation. Rob Wright: Sam & Max has a big cult following but were you aiming for a bigger audience with the episodes? Dan Connors: Our goal was to impress the Sam & Max crowd and build a core audience with them. Everyone remembers those old LucasArts games like Sam & Max Hit the Road because they inspired a lot of us to get into the games business. Rob Wright: Some people have said that episodic game development improves the quality of life for developers? Is episodic game development easier than traditional game development? Dan Connors: Yes, but getting to the point where we could do it consistently was hard. The process and preparation was difficult because it's so different. Every month you're closing an episode, and closing a game is the tensest part of the process. So it's like doing a TV show instead of traditional game development, which can take years. The scope of a normal game becomes so big that the entire process becomes unwieldy. And that's the good thing about episodic game development. You don't have the death marches, plus the content is smaller so it's easier to get a handle on. So in that respect, the quality of life for developers is much better. Rob Wright: The Sam & Max episodes are a lot different in other respects. The games focus more on the story and dialogue than graphics and animation. Dan Connors: Absolutely. And that makes it easier on one hand but harder on the other. So much of the Sam & Max games depend on comic timing, humorous dialogue and voice acting. So it's crucial that we get those parts done well. And we've had some issues. We had to switch to a new voice actor between the first and second episodes, and that was very difficult [Telltale has a detailed postmortem feature of Sam & Max Season One in the current issue of Game Developer Magazine].
Rob Wright: Were there any other options for you besides GameTap? Dan Connors: Not many. We did talk with Valve about Steam but it was pretty late in the process with GameTap. Steam was really the only other option. But I think Valve was more focused on their own content rather than third party content at that time, which is fine. Rob Wright: What about plans for the Wii? When will we see Sam & Max on the consoles? Dan Connors: We hope to have that done soon. I think the Wii in particular holds a lot of potential for us because it's reaching out to a larger audience with different kinds of content. And we've clearly seen that a lot of fans want Sam & Max on the Wii. So we think the Wii is great and we definitely want to be a part of it. But nothing has been confirmed at this point [. Rob Wright: Do you think there are many developers out there that are interested in episodic content? Dan Connors: I think other developers out there are looking at the model. You have Halo episodes in the works, for example. Funcom is looking at episodic gaming with Dreamfall [Chapters], too. But it all depends on the storytelling and how and where they cut it off. I think if Funcom wants to sell to people that bought the two previous Dreamfall games, which were really deep, then they need to think through how long each episode will be and how long they need to keep people immersed, because 90 minutes isn't going to cut it. Rob Wright: Are you happy with where Sam & Max Season One is at this point? Are we going to see a Season Two? Dan Connors: We couldn't be happier. It's been a great all around experience. And yes, there will definitely be more Sam & Max. This is just the start. We're really excited because there are so many new things to try and places to go. Rob Wright: Like what? Dan Connors: We could do a spin-off series, perhaps. Maybe a "Joanie Loves Chachi" for Sam & Max. Rob Wright: Um... Dan Connors: Just kidding. For further reading and viewing, check out these items: A Joystiq interview with Sam & Max creator Steve Purcell. A Gamasutra interview with Telltale's Kevin Bruner on his five favorite games.
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