Autumn Moon Interview 06 Feb, 2010 / Comments: 25
Like many of you, we at Mojo have been wondering about what's going on at Autumn Moon Entertainment, who have been rather quiet recently despite putting out their second game, Ghost Pirates of Vooju Island, in Germany this past fall, with the English release coming in only a month.
So we asked.
Join us in an epic interview with CEO Bill Tiller as we discuss Ghost Pirates, A Vampyre Story, and the studio in general. You'll also find the first word on A Bat's Tale's status since the game was announced at the beginning of last year before seemingly falling off the map. Read the interview for a ship's hold worth of quality tidbits, production tales, and almost inevitable musings on the adventure game market.
Thanks are owed, of course, to the always gracious Bill Tiller and the rest of the Autumn Moon team.
Update: Because you can never get enough Ghost Pirates coverage, a brief new preview for the game has been posted by MCV, claiming a February 19th release date for the English release, although Mamba's site itself still purports March 26th. The preview also states that "Ghost Pirates will be marketed with ads and competitions in key gaming magazines and specialist adventure games websites." Evidently, they're on to something there.
Maybe next time.
1. They really, really should stop having the first game be a set-up to the second. The first should be self-contained, and with a door open just enough for a second game. I'm guessing a lot of people were reluctant to buy AVS and now Ghost Pirates based on this.
2. He's right: the adventure game market isn't what as big as it used to be (or is exactly what it used to be in a much bigger market, I dunno). Digital distribution, however, has made it easier to reach all the fans. Why not stick the game up on Steam? A lot of people trust Steam. Bonus cherry: if they have a sale on your game, they could help sell a few hundred extra copies.
3. I wouldn't mind smaller episodic games. I doubt their business model is set-up like Telltale's, but if they released a new AVS game every year, it'd be pretty great. Obviously, it'd have to be a bit shorter, but if it were also a bit cheaper, then hey. It could work. I don't have any numbers, but it could.
4. It's probably a good idea to work on only one game at a time. Indie studios need to work on some other game as the first is rounding-up, and that's fine, but they shouldn't still be writing dialogue for game 1 whilst starting game scripting for game 2.
Just some thoughts. I liked the interview and am looking forward to AVS2.
Mind telling us how it compares as a solid adventure game in general?
The puzzle-design is the thing I didn't like that much: too often I got the impression that the characters had puzzle-solving ideas I ignored, forcing me to follow THEIR logic instead of mine.
All in all, I enjoyed Ghost Pirates more than A Vampyre Story. As Bill says, the game is far from being perfect, but they're evolving.
Dialogues are shorter and funnier than the endless banter in AVS.
I kept thinking the game could be a Monkey Island rip-off BEFORE actually playing the game. When I was playing it, I was reminded of MI no more than once or twice. GP probably manages to get the Pirates of the Caribbean Ride at Disneyland even better than MI.
For the record, I bought the German version with English subtitles, but I also did a bit of editing on the Italian translation of the original English dialogue for the soon-to-be-released (March the 26th) Italian edition. ;-)
I'm sure point 4 isn't always feasable -- Bill has talked elsewhere about always having to think several stages ahead, and that can mean having more than one project on the go.
And 2 -- sure, but is it that easy? Do you just press a button, and your game ends up on Steam? I doubt it.
And why would people be reluctant to buy a game because it leads on to a sequel? I suppose because they think they won't be getting the full story? Personally it doesn't bother me.
"I suppose because they think they won't be getting the full story?" Exactly.
"And 2 -- sure, but is it that easy? Do you just press a button, and your game ends up on Steam? I doubt it."
No - Steam is a business deal, not Megaupload, but it's a profitable deal. I don't have any numbers, buttt it'll at least lend a wider market. Look at me: I'd play the games, but I can't get them from anywhere. Steam would be a good place.
I still say that Steam would be a good move.
"I remember working on Curse of Monkey Island and suggesting we have a mermaid in the game, and Larry Ahern and Jonathan Ackley saying that was too fantastic for MI"
I'm sure a few people agree...
I think if TMI is a little more "out there" than the others, the justification is in the fact that the game's setting is literally a little more out there than the previous installments, rather than because of the distance between the previous games. We're obviously still "Deep in the Caribbean" in the same universe as the other games, but it takes place a little further from home, away from the Tri-Island area.