Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

16 March 2013

An Interview with Jan Theysen, Creative Director for Insanely Awesome Indie Point-And-Click Adventure Video Games

Welcome to the world of interactive puzzle point-and-click adventures, a place where you can play unique characters and help them through perilous dangerous and adventure. Solve riddles, explore worlds, and maybe, just maybe defeat evil forces hell bent on dominating the world. I was first introduced to this exciting style of gameplay when I purchased and downloaded The Book of Unwritten Tales via Steam. After the first ten minutes, I was hooked. As a roleplayer, geek, and lover of puzzles, I found it to be the most engaging story and game I'd played... well, ever.

The Book of Unwritten Tales is a self-described "hurly-burly and humorous Point & Click Adventure set in a fair and beautiful RPG fantasy world", which is a fairly accurate description. Not only is the plot exciting, but the characters are diverse and entertaining. The humour within the video game is very geeky, witty, and even, I dare say, a little meta with references from Lord of the Rings, Harry Potter, Discworld, Star Wars... just about anything you can imagine. Not only that, the game mechanics flow very smoothly. At first, I was weary because the game relies so much on combining more than 250 items different items to answer puzzles. I've had enough experience with different games to know these features can often be buggy. However, I was pleasantly surprised at how smooth the mechanics ran.



This video game is created by KING Art Games, an indie video game developer from Bremen, Germany. They've been producing games for the last 12 years and have come out with around 40 titles including the aforementioned Book of Unwritten Tales, which is the top rated Adventure game of the last 10 years. KING Art Games work with Nordic Games who are a wholly owned publishing subsidiary based in Vienna, Austria. Nordic Games publishes a wide variety of quality games for Nintendo Wii, Playstation and PC. I was privileged to interview Jan Theysen, KING Art Games creative director to talk about The Book of Unwritten Tales, it's prequel Critter Chronicles, and their up-and-coming super secret project The Raven.

1. First of all, I would like to say that I’m extremely honoured to be able to interview you. Just to start off with a basic question, can you explain to me and my readers what a Creative Director is at what you do for KING Art Games?

Thank you for your questions in the first place. My partner Marc Koenig and I founded KING Art 13 years ago. He is the guy for the money, the contracts… the business-side of the company. As the Creative Director I am responsible for the creative side. It’s my responsibility to organize all the creative work that’s done inside the company and by our freelancers. This goes from the first idea of a new project and covers all parts of a game, e.g. the story, its characters, the background setting, the humour etc.


2. As a gamer myself, I was fascinated to discover after I completed The Book of Unwritten Tales and Critter Chronicles that they were not originally written in English, but in German! However, the dialog and jokes seem to transfer seamlessly. What was the experience like to write and create games that were translated to different languages?

Everybody in the company speaks English but I think it’s almost impossible to write good dialogues in a foreign language. We knew from the beginning that we had to write the game in German first and have it translated later.

We watch US movies and television series all the time, so we know this kind of “international humour” that works almost everywhere. We tried to avoid German humour (yes, there is such a thing!) and German inside jokes and went straight for the international taste. That probably made it easier to translate. Actually, “translate” is the wrong word. It has been “localized” which means it hasn’t been translated 1:1 but the idea of a sentence or the essence of a joke has been re-written in English. Mark Estdale and his company OMUK in London did a fantastic job with it.



3. Many have praised The Book of Unwritten Tales saying it is the best point-and-click game in the last decade. For gamers who are not as familiar with point-and-click adventure games, what can you tell them about both The Book of Unwritten Tales and Critter Chronicles? How do you think your games stand out from the rest?

The Book of Unwritten Tales is a classic point & click adventure in the tradition of the old Lucas Arts games, set in a “typical” RPG/fantasy world. The world and the characters are inspired by World of Warcraft, Harry Potter, Dungeons & Dragons, Discworld and so on. We love fantasy books, movies and games and put a ton of references and little inside-jokes into the games.

I think it’s fun to take archetypical characters, locations and quests from the RPG world and give them a new twist. You play an adventurer, a wizards and Elven princesses and have to save the world… but you can’t fight. For every problem you have to find an alternative (often funny) solution.

The Critter Chronicles are a sort of “add on”. The story takes place before the events of “The Book of Unwritten Tales” and you learn how Nate and the Critter, two of the protagonists in our world, meet for the first time.

It is difficult to answer what makes your game stand out from the rest. I guess we really put a lot of love on all levels into our games, but then again, which developer doesn’t?



4. When I first saw the teaser for The Book of Unwritten Tales I was incredibly entertained that the teaser was a throwback to the WoW Lich King expansion. Throughout playing both games, I’ve tried to keep up with all of the pop culture references, but I lost count. I think it’s fabulous that a group of people can create such an original, entertaining game that also is clearly influenced by a number of other media. What various media do you think inspired both games and how did you manage to keep that balance between original and tongue-in-cheek pop culture references?

Thank you very much! We are a bunch of pop-culture and RPG/fantasy geeks at KING Art. So we didn’t have to think hard about the next joke… it was always there, trying to get out.

At the time we started thinking about The Book of Unwritten Tales we had a pretty severe WoW-addiction problem in the company. Everybody was playing that game constantly so WoW has probably the biggest single influence (actually, the work-in-progress title for the game was “WoW-Adventure”). Other big influences were the usual suspects from Lord of the Rings, Discworld to Star Wars.



5. As an independent game developer do you think the market is easier to produce quality games and provide them to a bigger market with the availability of third-party developers, distributors, and cross-platform gaming compared to when KING Art Games was founded in 2000? What is your opinion on the new availability of gaining funding by the general public such as what Cloud Imperium Games Corporation has done with Star Citizen via websites like Kickstarter?

I think it’s easier than ever to distribute a game. No doubt about that.

But distribution is only one aspect. The more complicated side is the production and the financing. Not every good game has to be expensive in the making. But most of them are. And for years publishers were the guys who took all the risk and pay for the development. Without publishers believing in our ideas there would be not a single KING Art game.

However, over the last years, the publishers’ willingness to take risks has declined dramatically. So there needs to be new ways of financing games and crowed funding is one of them, I think.



6. How much time goes into developing character details and backstories for Nate, Ivo, Wilbur, and even Critter? What is this process like and, I have to ask, do you have a favourite character from the two games?

It took quite a while to develop the characters and especially the story and the puzzles. We knew early on we wanted to have more than one playable character and the archetypical “warrior/adventurer”, the little gnome wizard and the hot Elven ranger were easy choices. But then the work really starts. The characters had to work together, the audience had to like them and so on. You start to experiment with traits that might be interesting or funny in the context of the story – without knowing exactly what the story will be at the end. So it’s a lot about setup possibilities, seeding ideas that might or might not pay off later. I thought it might be a good idea if Wilbur, the gnome, is totally naive and very trusting about everything and everybody. I hoped it would invoke some kind of protective instinct.

But you can’t plan everything. The Critter wasn’t designed as a playable character at all. He was envisioned as a sidekick for Nate, like Chewbacca for Han Solo. But then everybody loved this strange little creature and we promoted him based on the feedback.

As a playable character I think I like Wilbur the most. He’s so enthusiastic which is really neat. When it comes to NPCs I like the mummy a lot and for some unexplored reasons I also like Munkus, the bad guy. He so desperately tries to be evil and fails every time.

7. Can fans expect to see more of their beloved characters from the Unwritten Tales series in the future? I, myself, am curious to what later happens to Wilbur and Ivo from The Book of Unwritten Tales.

I am curious, too…



8. At the end of last year, a trailer for the new game the Raven was released. What can you tell me about this exciting new “whodunit” adventure game? Can we expect even more fascinating puzzles, and if so, will there be a normal and hardmode feature like was introduced in Critter Chronicles?

It is a mixture between an Agatha Christie-like whodunit crime story and a “heist story” (The Sting, Dog Day Afternoon, the Ocean’s series). You play the same story from both perspectives – first from the perspective of the police/investigators, then from the perspective of the robbers. We think that’s a pretty interesting way of telling a story and we think people will enjoy it a lot.

The game takes place in “the real world”, in the 1960s. Early on we thought about the puzzle design and decided that we want to use only solutions that would work in the real world. So you can’t take a ladder and put it in your pocket. It’s hard to come up with puzzles that are plausible and that support the story. But we think it’s worth the effort because now everything feels pretty real and you can “stay in the story” all the time.

9. What was the inspiration for the up-and-coming crime adventure game the Raven and its characters? When can we expect it to be released?

I am a fan of crime stories and like the 1970s Agatha Christie movies, the 1960 BBC Miss Marple series, the 1990 BBC Poirot series and so on. I think it’s a natural fit for a point & click adventure story.

One aspect I really like was the idea of an “ensemble cast”. Typically in these stories there are 10-12 characters in a confined space and slowly, step by step, all their secrets are revealed. You get the chance to really know the characters – and in our case you get them to know from two different perspectives. There might by a character that reacts very differently to the different characters you play in the game. Or you might think you know a character exactly after you play the first half of the game, only to discover that he is in fact a very different person when you learn about another side of him/her the second time around.


10. Is there anything else you would like to relay to the fans of your games and maybe even those who are interested in purchasing and playing?

It’s always great to get feedback from fans. We develop these games to entertain you and it’s always a morality boost when you see your games are being played and gamers enjoy them. If you did enjoy them, please tell others about it. Word-of-mouth recommendations are very important for indie games so let your voice be heard!

I hope you’ll enjoy our next games as much as most of you seem to have enjoyed our last games!

I'm quite sure I'll enjoy the next games as much, or even more (if possible!) I know I'm definitely looking forward to The Raven, especially after hearing that it's inspired by Agatha Christie stories! If you're interested in purchasing any of the games mentioned in the article please follow the links below!




Special thanks to Mr. Jan Theysen for taking the time to answer all of my questions and to Mr. Philipp Brock at Nordic Games for making it all possible!

13 February 2013

5 Ways To Kill Your Book

So you finally uploaded your e-book and you're ready to send it out into the world. Or maybe, you've done so, it's been weeks, and wow so many people are reading it. In fact, too many people. People are contacting you to talk about your book, wanting you to do events with them, and asking when the next book will be out. You didn't realize what a horrible burden this would be. You have no one to turn to, but one thing is certain... You have to kill your book.

Here are five sure-fire steps to make sure you kill and bury your book forever.

1. Delete your website. You don't need it, you don't need anyone! Try to erase as much web presence as possible. And, if you must be on the internet, make sure your Facebook pages, twitter, or any other social media is all under different username and NOT connected. The last thing in the world you want is for people to know anything about you or your book. Or, alternatively, keep your website, but load it with as many gadgets, music, and images as possible. Make sure anyone even daring to Google you will want to pull out their own fingernails by the time your page is loaded.


2. Do not respond to emails.
If you dare press that reply button you risk fans seeing you as likable and approachable. No matter how warm and friendly you are, you must fight off this urge. Be aloof, cold, and distant. In fact, forget you have an email all together. If you must reply to emails, make sure you do it as slowly as possible. It would be best that so much time has passed that the person you're responding to doesn't even remember who you are.

3. Snub other authors. This is obviously a game. And, like I said earlier, you don't need anyone. Whatever you do, do not try to make any connections with other authors. Don't try to be friends. And DO NOT READ THEIR BOOKS. The best way to kill your book and your career is to be as self-involved as possible and forget anything your mother ever taught you about manners or social etiquette.

4. Slap together the worst cover you can imagine. Don't hire an experienced book designer to put together a tasteful and appealing cover. Consider using clip art for your cover, it's free... right? Or, better yet, put a candid picture of your wife in her best Christmas sweater on the book cover. Cut her out using the wand tool in photoshop then put a wonderful starburst gradient behind her. Make your name bigger than the book title.

5. Do not giveaway your book. And definitely do not occasionally put it up for sale. This would cause other people to become curious about your book. It might even make them get it, read it, and recommend it to other readers. Under no circumstances should you be generous with your work. Expect everyone to buy your book for full price and be offended if anyone asks for a free copy to review.

11 February 2013

Little Inferno Review

Congratulations on your new Little Inferno Entertainment Fireplace! Throw your toys into your fire, and play with them as they burn. Stay warm in there. It's getting cold outside! Burn flaming logs, screaming robots, credit cards, batteries, exploding fish, unstable nuclear devices, and tiny galaxies. 
Little Inferno was released in 2012 by Tomorrow Corporation, an indie game developer who also released a game called World of Goo. It is advertised as "100% indie, made by 3 guys, no office, no publishers, no funding". It is available for Windows or Wii either through SteamTomorrow CorporationNintendo, or in the iPad App Store. It's considered a sandbox game, meaning players can freely roam through it. However, that only happens during end game. It's a unique puzzle game that is widely considered a satire.

My initial impression of Little Inferno was that perhaps it was too dark for me. The images of children and burning cute stuffed animals did not make me want to buy it. However, it somehow ended up on my wishlist and the concept of burning things for fun got stuck in my imagination. A few weeks later, I found myself getting it on an impulse buy in the early hours of the morning. I don't know, I like to burn things.

At first it was exactly as I expected from watching a few of the trailers. I was actually very gleeful earning coins and stamps by burning my toys so that I can purchase more toys... to burn. Soon I discovered that I could get bonuses for discovering "special" combinations of toys to burn. It's really very mesmerizing, I barely even noticed the little notes arriving from my character's neighbor. She'd even send me toys or ask for me to send her toys. Little did I know, this was an integral part of the plot. I was sent warnings not to burn my toys too quickly... that all good things come to an end, but I did not heed them; in fact, I burned them. After burning through toys and stamps and coins galore, the story took an abrupt and dark turn.

It is important to note the magnificent quality of the game itself. The artwork, akin to the style of Jhonen Vasquez, was appealing and set a sinister (yet oddly playful) tone for the game. I should also mention that the soundtrack, which can be downloaded for free here, is impeccable and haunting. There is an overall sense of foreboding that is woven into the game, but the player is too immersed in the addicting puzzles and mysteries of the Little Inferno to care. Inevitably, the game does come to an end, with a tongue-in-cheek message that will leave the player scratching their head and asking themselves... "Was I just insulted?" Right before they click "New Game" to play again.

My only critique of Little Inferno is that the meta message embedded in the plot overshadows some of the most entertaining elements of the game. On some message boards, gamers ask if Little Inferno is worth shelling out the $10. To some I would say, probably not. Only because there is roughly 2 - 4 hours gameplay for the whole game. I would suggest catching it on a sale, like the Steam holiday sale bumping it down by a very reasonable 33%. I wish that the game had two modes, a "story" mode and a "game" mode. This way, after players go through the story, they can come back and earn all of those meaningless tokens and toys. Of course, suggesting such a thing is against the very essence of the plot. However, if you're like me and you have the urge to burn, go ahead and purchase it at full price. I really was not disappointed and I don't think anyone would be. 

I give this game 4 out of 5 broomsticks
(With hopes that perhaps there will be a "game" mode of it someday!)

09 February 2013

Firefly Book Tour Sign Up

Hey guys and gals, I'm co-hosting a book tour for the release of Firefly by Belle Whittington. This is going to be a very fun tour involving lots of free goodies, multiple interview subjects, and an Easter egg blog scavenger hunt! Hurry up and sign up, limited copies available to those who wish to review!


07 February 2013

10 Ways to Stand Out as a YA Indie Author

No one said indie publishing was easy. And if they did, I'd be wary if they really knew what they were talking about.


What acclaimed indie-author Belle Whittington says: 
When LB approached me about co-writing this post, I thought it was a terrific idea. Not only because of the subject material, which is one of my most passionate obsessions, but mostly because I was excited about co-writing something with my very talented daughter. She and I have worked really hard together over the past year-and-a-half on promoting Cicada and Firefly and also promoting me as an author. We’ve learned a lot, to say the least. And, no doubt, we’ll learn a lot more over the next couple of years. However, LB wanted to share what we’ve learned so far, and she gave me the restriction of listing five tips to stand out as an indie author. I can’t tell you how difficult it is for me to smash this swarm of information that’s buzzing around inside my head into five tips. But, here goes!

LB's tips:
1. Be dynamic! Whether you want to come off as magical and sparkly or simplistic and minimal, you want your book and website design to be dynamic. It should not only capture your personality and your book's concept, the designs that represent you should be bold and follow the rules of design. 

If you're not familiar with design principles, start small. For instance, have your name bigger than your book title. That's a big no-no and takes away from your cover. Research what makes an eye-catching cover before you seek out a designer. Look around at other book covers and see what you like. Then bring those covers to the designer you pick so they know what you're looking for.

2. Mold your persona. Even as an indie author, you're still in the spotlight; more-so because you directly communicate with your readers. Brainstorm for a while and figure out what top two or three traits you want to be known for. Perhaps you want to be whimsical and kind like J.K. Rowling, sassy and out-going like Amanda Hocking, or maybe you are more of a recluse like J.D. Salinger.


05 February 2013

Burning Stuff and Other Things I Shouldn't Do



It's been a while since I posted a blog... wait, I shouldn't start out like that. I hate when posts start out like that. Let's see, what should I say?

I'm refocusing the blog on reviews in general, not just books. This is for a few reasons. First of all, I read mostly non-fictions and scholarly journals in my leisure time. (I know it's a little shocking.) The second reason is I play video games and watch TV shows a hellavua lot. I'm a junkie, really. And that's cool too, because it's a hobby. This totes doesn't mean I won't review an indie book, it just means I'm broadening my horizons. My first review will be on a game called Little Inferno. Never heard of it? That's okay, you will hear of it soon enough. If you're like me and you like burning things, you'll like the game.

I have a few projects I'm starting up. The biggest one is learning Coral Draw and exploring designing vectors and logos (using vectors, derp). If I can do well at this, I will be hired as a graphic designer for a new sign business that will create advertisements, billboards, and business signs in the greater Houston area. Exciting? Yeah, I know.

I am also taking a Design I class. This isn't really for a degree, since I already have art credits. It's more because I love the professor and I want to sharpen my design "eye". I'm working with a lot of mixed media, NOT graphic art. This is super awesome because I can take what I learn and apply it to my design work.

What does this mean for readers? Well, it means since I'm "learning", my rates for book covers and logos will be cheaper for a while. So, you should probs contact me if you like my work and want to make sweet magic with me. I know you want to. ;)