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       #Post#: 56--------------------------------------------------
       Tierra Entertainment: Game Design Q&A
   DIR By: Pam
       Date: May 23, 2021, 9:18 am
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       Josh Roberts — January 31, 2003
       Adventure Gamers
  HTML https://adventuregamers.com/articles/view/17568
       The anonymous game developers at Tierra Entertainment, who are
       behind such high-profile adventure game remakes as King's Quest
       VGA and the completely re-imagined King's Quest 2: Romancing the
       Stones, have some advice for anyone setting out to create an
       adventure game: Start small.
       But if you, like the developers at Tierra themselves, just can't
       seem reconcile that advice with your own game design ambitions,
       then read on. Tierra's Anonymous Game Developer # 1 reveals what
       she's learned about amateur game design, and what you'll need to
       know before you start your own project.
       What advice would you give people with no experience who are
       just starting on the path to creating an adventure game? What is
       the hardest thing about creating a game?
       The truth is, everyone has a good idea. Everyone thinks they
       have the next great plot, the next best-selling game. But an
       idea is only worth so much. You need to actually have the
       dedication to finish what you begin, and trust us, however much
       work you think it takes, it will require a thousand times more
       than that!
       I would think it's natural to recommend starting small, but I
       guess we didn't follow our own rule. We assumed King's Quest
       would be a tiny game, since it was the earliest, and probably
       most primitive, and it was already laid out for us in such an
       orderly fashion, but boy were we wrong! No matter what game you
       make, original or remake, putting together the artwork, music,
       plot, etc. will only be 50% of the job.
       Probably the easiest, most enjoyable part of making games is the
       creative work, making artwork, animations, music, and scripting.
       It seems like the hard work while you're making it. But, once
       that's done, the true test comes. Can you sit with that game for
       months, testing it, fixing bugs, playing it 10 times a day from
       beginning to end to make sure it is all working properly? Can
       you do it when the only thing you want to do is forget the
       stupid game and throw your computer out the window?
       Realize that if you want to make games and complete them, it's
       not just about creativity, but also responsibility. It's about
       working when you don't want to work, and doing things you don't
       want to do. We got lucky with King's Quest. We were just too
       naïve to understand that the game would be as long and
       complicated as it was! But making it through to the end has
       given us confidence to continue with more projects.
       Also, fear is a big obstacle—both the fear of not being able to
       make a game, and the fear of success. You always need to train
       yourself to recognize this fear, and then form a mechanism for
       overcoming it as well. For instance, if you are pacing around a
       room when you could be working on your game, chances are, you're
       subconsciously fearful of working any further. If you just force
       yourself, with willpower, to sit down for those first few
       minutes and start working, the momentum will push you through
       the day and give you newfound confidence to help you throughout
       your project.
       Overall, I would recommend starting small enough to keep
       motivated, but big enough to feel rewarded. Take it one step at
       a time, be optimistic, and always remind yourself that you can
       accomplish it. It helps to work with a close friend that is as
       motivated as you, and try to stay away from large groups of team
       members. It is VERY hard to run even a small team efficiently.
       It's nearly impossible to do the same with a large group of
       people who don't all have the same vision.
       Don't be upset if you can't create a perfect game the first time
       around. You'll get better with practice. And most importantly,
       create a good time management plan and keep on schedule. Game
       development needs to be like a river approaching a waterfall. If
       you can do a lot of little things, and get them done, you will
       gain momentum and go full force to the end. Be sure to give
       yourself pep talks if you're feeling like you can't continue.
       You can if you just push yourself. You are the only one you are
       competing with, and nobody can stop you if you put your mind to
       it.
       Is there any part of the process that took more or less time to
       complete than you anticipated?
       YES! The background art took less time than we expected, and the
       character dialogue pictures took very little time as well (they
       only take about 15 minutes to draw, and under an hour to color
       and animate). The character animations and scripting are what
       take forever! Sprites are very tedious to make as well, and they
       take a while to import into the game engine, and often have to
       be touched up and then re-imported.
       Scripting takes a long time because it consists of a lot of
       going back and forth to get a certain "look" to your scene, and
       if something doesn't look quite right, then it can take ANY
       amount of time to fix. It could be minutes or it could be hours.
       For King's Quest 2, I've scripted scenes that I thought would
       take forever, in under an hour, and I've also scripted scenes
       that I thought would be quick and easy, but have ended up taking
       me a few days to perfect!
       You have a very small group of people working on your games, and
       yet already you've released two full games. What makes your team
       so much more successful than most others?
       It's a small team of dedicated members who all have the same
       vision. It was actually only two of us who worked on King's
       Quest, and now a few more members have joined the crew for
       King's Quest 2. None of us are power hungry, and we all are
       pretty accepting of constructive criticism. Yet, nobody dishes
       out more criticism than needed. At many fan projects, half of
       the time is spent complaining about how something isn't good
       enough, and then it's touched up over and over again for weeks,
       showing little improvement over the original picture!
       In our team, if something really should be changed, we say it.
       But, you would never hear something like, "I like green better
       than red. Change that color." That's just a waste of time. If
       somebody wants someone wearing green, they mention it beforehand
       to prevent wasting time. Also, the age of most of our members is
       much older than most other fan groups. I think this lends to the
       maturity of our team, and also our ability to realistically
       dedicate ourselves to the projects. We aren't just doing this
       because we are bored, or because our friends will think it's
       cool. We're doing this because we feel strongly about it.
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