Pro-G have published a new interview with Bill Tiller. Here?s a quote:
Pro-G: What do you think of other recent adventure games, like the episodic Sam and Max or Bone? Are you a fan?
BT: Yes and no. I love the fact they are making comedic adventure games and they are doing a great job of promotion. But I wish the games were hand painted or like the ones Peter Chan, Bill Eaken, Steve Purcell and I did, or fully rendered like Grim Fandango was. I like that better than real time 3D environments. Their engine has really neat capabilities too.
Thanks to the giant, unblinking, lid-less eye of
In real time 3d I can swing the camera and look in all directions. That is the whole point of real time 3d. It was games like Doom and Quake that pioneered real time 3d for shooters. I just don?t think you really need dynamic camera movement in an adventure games. I think pans, truck ins, close ups are probably good enough. Limited camera movement was great for Grim Fandango, Siberia and Runaway ? I didn?t miss being bale move the camera around all over the place. So it is just my preference. I?d like to see more hand painted, more high polygon, prerendered 3d backgrounds and environments in adventure games. I just think it looks better. Just an opinion. Other people have preferences for less detailed background and lost of dynamic camera movement. That is totally cool. As an artist I?m just attracted to cool, beautiful and imaginative art. Siberia and GrimFandango fit that bill for me.
Having said that I think there is a logical reason for going with 2d environments over real time 3D ones.. In adventure games the player spends a lot of time in a few locations searching around, examining things, going back and forth until the puzzle is solved. So environments art in an adventure game is seen for long period of time. But background sin movie so TV shows most shots are seven seconds at the most. But in adventure game the background is on the screen for as long as the player wants, - could be hours, and that is definitely more than 7 seconds. So the background NEEDS to hold your attention, so thus it needs to have a lot of interesting stuff to look at and explore. If you make the environment too simple in an adventure game, too flat, blank and lacking details, it will get boring pretty quick. In Cartoons you want the background to be fairly simple an reinforce the action on the screen not to interfere or competer with it. That?s is why then tend to be simple and more graphic. Just look at Foster Home for imaginary Friends by Craig McKraken. He and I both learned at Cal Arts from dan Hansen, a veteran Disney background designer, that background art is supposed to be designed to support and compliment the action, not overpower the frame and steel the scene from the actors. Just look at any frame form his show, it I supposed to be simple and beautiful. And it is only the screen for seven seconds at the most.
In games it is the opposite. In games we explore, and look, and examine the environment in detail. We look for clues, move objects around, look under things, and examine everything. The environment is picked over with a fine tooth comb. So in our case we should make the environments really intricate, detailed and inviting. And with a limited budget, far less than a million, I just think 2d is the way to go. Detailed paintings take only about 40 man hours to make and looks really nice and detailed. A level in a real time 3d game with the same amount of detail and beauty can take months and cost a ton.
So I it just what I like personally and I think it works best for adventure games. I hope I didn?t offend anyone. That wasn?t my intention at when I answered interviewers? question
Thanks,
Bill Tiller
It was quite a good interview, all told, and now I'm looking forward to it more - I didn't know there were so many ex-Lucas Arts workers on the team.