Sam & Max screens! 14 Jul, 2006 / Comments: 68
More or less. Check out the three awesome-looking images on 1up as well as the accompanying preview, which claims that we'll get a two-hour episode monthly! We also have an official release month, October, and even some vague plot elements for the pilot episode! Be sure to buy that August issue of CGW when it's out in stores, or right now online - it contains a different preview from the 1up article as well as more screens.
And, don't forget that today's episode of The 1up Show will feature Sam & Max. Exciting stuff, guys!
Update: 1up's "gamevideos.com" has a video feature up called The Return of Sam & Max.
By the way, why is everyone only discussing price in terms of the whole thing together? Telltale's treating these games as individual products, and so should you. If episode 1 costs, say, 7.99, then it should be a matter of whether or not you're willing to pay that much for one episode. Grouping the games together as if they were one and estimating hours and comparing prices to other retail games (which aren't made by independent developers) is a bit over the top. Besides which, Telltale might sell the whole season for a smaller price when it's all over.
* Since each episode takes less time to come out than a full game, you as a gamer get content to play much more quickly than you would with a full game. Instead of waiting 3-4 years for a game you can wait 3-6 months.
* Developers don't have to put all their eggs in one basket - instead of having to spend years of their lives dedicated to a project and then have it not do as well as they expected, they can only put one year into something, and then turn out an improved followup episode in a shorter turnaround.
Hypothetical example: If Sam & Max Freelance Police had been episodic we probably would have in fact gotten to play it, since instead of a bunch of arbitrary marketing hoodoo judging whether the game lives or dies before it's even out, they could have released a few of the cases which were complete and moved from there.
Episodic gaming isn't done to milk the consumer. It's done because structurally it's advantageous to independent and/or off-the-beaten-path game developers. The games get out to gamers sooner, risks and crazy ideas can be carried out in your game's design without gambling on years of work and millions of dollars, and the team can build improvements into each subsequent title over a far shorter period of time instead of having to wait for a "full sequel" to add new features or refine gameplay.
Maybe the problem you're experiencing is that as production costs have gone up across the board all games have gotten shorter. Or, maybe you've become older and are better at games now than you used to be. (For instance I can beat Mega Man 2 or Contra in a couple of evenings, but it took me weeks when those games first came out when I was a little kid). And don't say "What about Oblivion, it's ridiculously long?" because that game is one of the very very few exceptions to the rule.
I have some choice words about the popular rise of the concept of quantifying your game experience into "hours of game per dollar" and the implied disregard of the quality per hour of the experience that goes along with that, but I'll save that for later.
Why is it that adventure gamers claim they'll do anything to bring the good old days back, said when Sam & Max was canceled that all they wanted was another Sam & Max game, and now when they're finally getting it they suddenly become inexplicably ultra conservative when it comes to the damn distribution manner? It's just like the stupid demands about interface, lack of any action elements, etc. That's why we see garbage like Syberia all the time and no genuinely good adventure games. (But who cares, at least it's 2D and point and click and boring!) How about we give Telltale a chance, hmm?
I don't think the price is an issue, especially when bearing in mind that most of us (here, at least) are between 25-30 years old (how sad is that?). It's not like when I was 12 or something, had to work for a whole summer just so I could buy Sam & Max when it first came out; so money or episodic is not an issue (although I will be waiting for the whole bundle, personally).
What troubles me is that the game will be 2 hours long or so. Who here wasn't disappointed to find out that they could complete Full Throttle in 45 minutes (if I remember correctly). The whole interaction lasted for 45 minutes (excluding cut-scenes). Sure, I loved the game, but it was just too short. Short episodes (even in the bundle), would simply seem unsatisfactory. I'd definitely prefer a longer & well thought-out game; even Full Throttle with its extra long cut-scenes and shortlived gameplay seems more welcoming than hit-and-run type of games.
I'll cut this off here, since it's getting to be a long post as it is.
Anyway, fingers crossed, Sam & Max won't be a disappointment.
My bad, I thought they'd be totally stand-alone. I guess that would make it a bit more interesting & worthwhile.
The alternative is 2004 happening all over again, because serious games take serious money to develop. Even LucasArts couldn't justify the cost of finishing their Sam & Max sequel, so what makes you think Telltale is in a position to?
Going episodic will enable us to enjoy what is looking to be some classic Sam & Max because of Jake's points. Stop whining you pack of dogs.
No, I can't resist:
The reason Lucasarts can't justify the cost of developing adventure games is because they do not produce as large a profit as their [i]Star Wars[/i] and [i]Indiana Jones[/i] franchises. This does not mean that their adventure games were not profitable. Telltale has no comparable franchises to Lucasarts big two, so this excuse is not applicable to their situation.
A large part of the cost of game development is related to the method and practices of game development. What I mean is that game developers are often wasteful; they could achieve the same results with far greater efficiency if they revised their working practices. Bloated teams, poor planning and leadership, unreasonable deadlines and even locating your business in an expensive area of the world all raise development costs.
There is so much more that I would add to this, and many more points that I would like to address, but I don't have the time to write more.
One final note: People who disagree with the majority opinion here on mixnmojo are not whining. Show some maturity, please.
With all due respect, what the hell do publishers know about the dynamics and efficiencies of development teams? I've worked for most of the last 10 years for a multinational record company. Doesn't mean I have any authority into the most cost-effective way bands should record their albums.
No one knows for sure why Sam & Max 2 was cancelled, but it's easy enough to guess. Sure, a large company may cancel a game because they don't think it will be profitable ENOUGH, but it's pretty clear that at the time LucasArs was in a financial hole, and they were likely trying to cut their losses to the point that they'd rather forfeit the money they spent on development rather than spend the money necessary to releaseit. Again, we have no official answer, but when a company ships three huge bombs and cancels a game that's already been in a year of development (FT2) before losing their president, and at that point cancels a game that happens to be a graphic adventure at a time where the need for marketing muscle was about to become a factor...well, any explanation but yours makes the most sense.
What I really don't understand is how you say LucasArts can't finance a full-fledged adventure because it isn't worth it to them, and then suggest that Telltale should be able to because it isn't dependent on huge, sure-fire licenses. What? You do recall that Telltale is an independent company while LucasArts has the monetary resource of, um, George Lucas, right? You basically just said that a company with little money should be expected to develop a large project more than a company with a lot of money.
WTF?
'Because Telltale don't have a Star Wars or Indy Jones scale franchise to lean on, they can't subsidise less profitible (adventure) games as LucasArts did.'
So I do not understand you moaning about the (assumed) price-point of Sam & Max episodes.
Without A Star Wars style cash-cow, how the hell are Telltale supposed to survive without shaking up the business model somewhat?
My point is that Lucasarts don't make adventure games any more because their big franchises are *more* profitable, not because their adventure games did not produce a profit.
Telltale are not in this position. They need to shake up their developmental model rather than their business model. There is no reason why adventure games should cost as much to develop as Lucasarts used to spend.
Let me put it another way. If you had the choice of investing your money in two companies - one would earn you a 10% profit, and the other a 50% profit - which would you choose? They're both profitable companies, but you'd invest your time and money in the most profitable one, right?
It's the same for Sam'n'Max.
(Though it will also start to break the page pretty soon. The first person to do this looses.)
I'm also loving the terror warning on the toilet. Good to see that it's going to be relevant and non-pc.