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	<title>The Artful Gamer &#187; Interviews</title>
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	<link>http://www.artfulgamer.com</link>
	<description>in search of the poetic and lyrical in video games</description>
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		<title>The Artful Gamer on The Experience Points Podcast</title>
		<link>http://www.artfulgamer.com/2010/09/21/the-artful-gamer-on-the-experience-points-podcast/</link>
		<comments>http://www.artfulgamer.com/2010/09/21/the-artful-gamer-on-the-experience-points-podcast/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 06:55:32 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Interviews]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=794</guid>
		<description><![CDATA[Due to the fact that I got married over the weekend, I neglected to mention that the two very articulate gentlemen who write the Experience Points blog and podcast - Scott Juster and Jorge Albor &#8211; spoke for a few hours with yours truly. We spent most of our time discussing a recent article of [...]]]></description>
			<content:encoded><![CDATA[<p>Due to the fact that I got married over the weekend, I neglected to mention that the two very articulate gentlemen who write the <a href="http://experiencepoints.blogspot.com/" target="_blank">Experience Points blog and podcast </a>- Scott Juster and Jorge Albor &#8211; spoke for a few hours with yours truly. We spent most of our time discussing a recent article of mine: <em>The Neurotic Joy of Gaming</em>, trying to collectively understand what kind of play &#8220;mastery&#8221; is and what it means for gamers. I feel privileged to have been on their podcast, and I can&#8217;t wait until I get another chance to sit down and talk with them (perhaps next time over a beer).</p>
<p>If you can stand my tremendously Canadian accent, <a href="http://media.libsyn.com/media/experiencepoints/EXP_Podcast_95_-_Masters_of_Mastery.mp3" target="_blank">feel free to listen in on our conversation here.</a> The show notes are also <a href="http://experiencepoints.blogspot.com/2010/09/exp-podcast-95-masters-of-mastery.html" target="_blank">available here</a>.</p>
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		<slash:comments>7</slash:comments>
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		<title>Fanfare: The Art of Sierra Official Launch</title>
		<link>http://www.artfulgamer.com/2010/08/27/the-art-of-sierra-official-launch/</link>
		<comments>http://www.artfulgamer.com/2010/08/27/the-art-of-sierra-official-launch/#comments</comments>
		<pubDate>Sat, 28 Aug 2010 05:59:50 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Artful Games]]></category>
		<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=727</guid>
		<description><![CDATA[A little story first. &#8220;My son. He&#8217;s such a geek&#8221;, my mother ribbed at me in her familiar Québéçoise accent. She flipped over the jewel case in my hands and looked at the back cover, and shook her head. I looked up at the cashier, my eyes pleading for some way out of this. She giggled [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-full wp-image-759" title="sierra_title" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/sierra_title.jpg" alt="" width="300" height="358" />A little story first.</p>
<p>&#8220;My son. He&#8217;s such a geek&#8221;, my mother ribbed at me in her familiar Québéçoise accent. She flipped over the jewel case in my hands and looked at the back cover, and shook her head.</p>
<p>I looked up at the cashier, my eyes pleading for some way out of this. She giggled instead, and I blushed. I gave my mother an &#8220;Aw mom!&#8221; look.</p>
<p>I was 15 years old, and we were standing at the checkout of a <em>London Drugs</em> store in the city. The store carried everything, from diapers and bee-sting kits, to Polaroid cameras and Froot Loops. I was here for the computer games.</p>
<p>The back of the store had a bargain shelf lined with computer games..most of them were crap shareware titles like <em>PKWare Utilities</em> and the occasional decent <em>Crazy Nick&#8217;s Software Picks: Robin Hood&#8217;s Game of Skill and Chance</em>. Among the rows of CD&#8217;s and floppies, a <strong>Dynamix</strong> logo on a white jewel case caught my eye. It was a game I had never heard of before, and it was on CD-ROM! A talkie adventure game. For $19.99. I rescued <em>The Adventures of Willy Beamish</em> from the shelf and carried it back to the cashier like a sacrificial offering.</p>
<p>At the time, my mother didn&#8217;t understand. She probably hoped that my crazy obsession with games would pass.. along with saturday morning cartoons and remote control cars. Or maybe she thought it was just another game that I would play for a couple of hours and lose interest in.</p>
<p>But it was a <em>Sierra</em> game. It had Sierra artwork and Sierra music. I played <em>Willy Beamish</em> for months. I relished the stunning artwork and expressive animation. I had never seen a game before &#8211; other than <em>Dragon&#8217;s Lair</em> &#8211; that had every character hand-animated in each scene (instead of using a repeated walk animation). The rich (256) colour palette rotated with night and day. For a nerdy fifteen year-old living on a farm in the middle of nowhere, <em>Willy Beamish&#8217;s</em> little suburban neighbourhood and treehouse was a real place to hide out in. The art, the animation, the music and voices, all conspired to create a place for daydreaming.</p>
<p>Fast-forward 15 years. I get a call from a friend of mine, Eriq Chang, <a href="http://www.google.ca/url?sa=t&amp;source=web&amp;cd=2&amp;ved=0CBoQFjAB&amp;url=http%3A%2F%2Fwww.artfulgamer.com%2F2009%2F01%2F17%2Fthe-re-make-renaissance-the-art-of-eriq-chang%2F&amp;ei=q_V3TNjoLcunnAeP782iDQ&amp;usg=AFQjCNGuXcHjE_J7nRyWjBvADk49CXkTTQ&amp;sig2=5sNGax-Cb7m0ukotSrgRdw" target="_blank">whose artwork I featured in an article some time ago</a>. Apparently &#8211; for several years &#8211; Sierra enthusiasts Brandon Klassen and Eriq Chang, have been secretly working on an Art Book that tells the graphical history of Sierra On-Line adventure games. Eriq would not tell me any more than &#8220;we&#8217;ll send you some teasers before launch.&#8221;</p>
<p style="text-align: left;">In this article, Brandon Klassen tells us just what <em>The Art of Sierra</em> is, and what the project means for him personally. Brandon and Eriq have generously sent me<strong> two promotional teaser shots of the upcoming book (included, see below)</strong>, and let me tell you: <em>I can&#8217;t fucking wait.</em></p>
<p><span id="more-727"></span></p>
<p style="text-align: center;"><em><a href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0710_AOS_Brandon.jpg" rel="lightbox[727]"></a><a title="Brandon Klassen - The Art of Sierra" rel="&quot;lightbox&quot;" href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0710_AOS_Brandon.jpg" rel="lightbox[727]"><img class="size-full wp-image-735 aligncenter" style="border: 5px solid black;" title="Brandon Klassen - The Art of Sierra" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/0710_AOS_Brandon_small.jpg" alt="Brandon Klassen - The Art of Sierra" width="425" height="315" /></a><br />
</em></p>
<p style="text-align: left;"><em>CL: So Brandon, what is</em><em> The Art of Sierra?</em></p>
<p>BK: <em><a href="http://www.artofsierra.com" target="_blank">The Art of Sierra</a></em> has been a dream I&#8217;ve been waiting to see realized for the past 6 years, and I&#8217;m so excited that we&#8217;re finally unveiling the project!<strong> </strong><strong>It&#8217;s a visual history of Sierra&#8217;s adventure games &#8211; a hardcover, oversized coffee table art book filled with an unprecedented amount of rare Sierra art and a wealth of behind-the-scenes material. </strong>This is the journey that every Sierra fan has been waiting to take, and we can&#8217;t wait for fans to be able to hold this book and flip through it, to remember the magic that happened every time the Sierra logo and fanfare lit up their computer screens!</p>
<p><em>CL: Who got the AoS project started, and what got things off the ground in the first place?</em></p>
<p>BK: The genesis of <em>The Art of Sierra</em> was late in 2003 when I was helping manage Ken Williams&#8217; site, <a href="http://www.sierragamers.com" target="_blank">SierraGamers.com</a>. Ken had been posting some low resolution scans of <em>King&#8217;s Quest</em> design material on the site, and I knew that there had to be a better way to present this rare material! Ken agreed that it would make sense to have someone scan a lot of his material in high resolutions for posterity and, at the same time, I was able to get in touch with Al Lowe, who also had material he was willing to have scanned.</p>
<p>I actually only met with Ken and Roberta briefly, and was soon busily scanning. I don&#8217;t think I&#8217;d ever done so much scanning in my life &#8211; little did I know how much scanning was ahead!</p>
<p>I had a day of scanning at Al Lowe&#8217;s house &#8211; the most memorable thing about meeting Al was that he made me a chipotle sandwich and iced tea for lunch! It was winter, and Al has quite a steep driveway, so we started to get a bit worried when it started snowing. Luckily, I wrapped up all the scanning before the weather got too bad. Al has some truly historic Sierra materials, including some top secret stuff he wouldn&#8217;t let me scan &#8211; I can&#8217;t even talk about it, I&#8217;ve been sworn to secrecy!</p>
<p>Around the same time, I also met with the other Al, Al Eufrasio. Al, like Al, is an incredibly funny guy. He&#8217;s an animator who did a lot of work with Al on <em><a href="http://en.wikipedia.org/wiki/Leisure_Suit_Larry:_Love_for_Sail!">Larry 7</a></em> and <a href="http://en.wikipedia.org/wiki/Torin's_Passage" target="_blank">Torin&#8217;s Passage</a>, so we have a lot of fantastic stuff from him.</p>
<p>One of the first things I knew I had to do was invite my close friend and collaborator Eriq Chang to join the project. Eriq&#8217;s a prominent industry artist who happens to be one of the most devoted Sierra fans you&#8217;ll ever meet. He&#8217;s also done quite a bit of design work in the adventure community. We share an obsessive love for Sierra and we&#8217;ve worked together on a number of game development projects. There was no question that I had to have Eriq design and write the book with me, and he instantly understood my vision for the project and knew how to bring it to life.</p>
<p>The project grew from there as we started connecting with other fellow collectors and began to get in touch with more artists and designers who worked at Sierra, and that&#8217;s brought us to where we are today!<br />
<em> </em></p>
<p><em>CL: How much of the book is devoted to the history of Sierra versus Sierra artwork?</em></p>
<p>BK: It&#8217;s interesting you should ask that, because it&#8217;s not an entirely straightforward distinction! <strong>From rough sketches, to painted backgrounds, to in-game art, to the game boxes and supplemental material, the &#8220;art&#8221; of Sierra is completely interwoven with the history of the adventure game and the computer game industry.</strong><strong> </strong>The artwork will definitely be prominent, but just as exciting for fans will be the interviews and history that the book will include. Sierra was very much about the &#8220;art&#8221; of not only constantly innovating but also making fans a part of the Sierra family, which is why Sierra&#8217;s games were so successful and loved.</p>
<p><em>CL: Who is involved in the Art of Sierra project?</em></p>
<p>BK: In terms of writing and designing the book, it&#8217;s completely Eriq and myself, as mentioned. We have a very specific vision for the book that we know fans are going to love, so we really want to maintain the integrity of that vision. The way that this project has come together, we know it&#8217;s something that&#8217;s just meant to be. It&#8217;s not just been about making the book &#8211; it&#8217;s meeting the artists and designers, compiling and archiving material, and making this an &#8220;experience&#8221; for fans that pays tribute to Sierra, in as memorable a way as Sierra would have done themselves back in the day. Eriq and I are both diehard Sierra fans, and we&#8217;re both industry professionals. As a result, we have a very stylized, specific idea of how we want to present the art. I&#8217;ve worked as an editor with Babylon 5 Books, which started as a script publication team for J. Michael Straczynski&#8217;s science fiction TV series, I&#8217;ve done music reviews and interviews for national and international press outlets, and, when I&#8217;ve had time, I&#8217;ve enjoyed interviewing comic artists from Jeff Smith to Paul Gulacy. My passion for The Art of Sierra really comes from my passion for stories and the joy I find in artwork.</p>
<p>If you&#8217;ve seen any of Eriq&#8217;s work, it&#8217;s really second to none. He&#8217;s done game packaging, posters, game illustration and background design. He&#8217;s done amazing work over the years with projects for Dreamworks and film collectibles for the &#8220;Nightmare on Elm Street&#8221; series. More recently, he worked with Sierra designer Christy Marx on a gorgeous, hardcover limited edition book for a Slipgate Ironworks MMO project. There&#8217;s just way too much other stuff to even begin to list. If there&#8217;s one person I trust to bring together the vision for this project, it&#8217;s Eriq!</p>
<p>Enough about us though! <strong>All the material you&#8217;ll see in the book comes from former Sierra staff as well as fans with private collections.</strong> I&#8217;ll mention a few people, but we have a full contributors list that&#8217;s still growing on <a href="http://www.artofsierra.com"><strong>ArtOfSierra.com</strong></a>, so make sure to check it out. While the book is entering production, we&#8217;re still open to contributions &#8211; we don&#8217;t want to leave anyone out of this once in a lifetime celebration. The contributors have been really fantastic. Some people send us their work to scan, while others scan their work for us. Brad Herbert, a Sierra fan with a truly impressive collection, has been one of our biggest supporters and really a major collaborator. He&#8217;s been instrumental in the development of our promotional video work and a lot of the more detailed background artwork acquisition. <strong>We have unbelievable art from Sierra legends like Andy Hoyos, Marc Hudgins, Josh Mandel&#8230; Christy Marx is providing us with beautiful work from the late Peter Ledger. In particular, Dynamix artists Shawn Sharp and Rhonda Conley have provided us with a lot of material. They were two of the first artists to jump onboard the project, and so I&#8217;ve been particularly grateful for their support. I should mention that we&#8217;re also including art from Dynamix games. </strong></p>
<p><em>CL: You&#8217;ve been actively involved in the Sierra adventure scene for quite some time. What is your relationship with </em><a href="http://www.agdinteractive.com" target="_blank"><em>AGD Interactive</em></a><em> [the developers responsible for the excellent remakes of King's Quest I, II and Quest for Glory II]?</em></p>
<p>BK: Looking back, it&#8217;s been very important to me over the years to be involved in various parts of the Sierra fan community, whether that was at SierraGamers.com, AGDI or other projects. In AGDI&#8217;s early days, I did some web development for them, and then I went on to do some 3D work with the King&#8217;s Quest 2 remake opening cinematic and parts of the AGDI logo movie.<br />
Since then, I&#8217;ve been involved with AGDI in various capacities, mostly with team management and design as well as some programming and touch-up art and animation.</p>
<p><em>CL: Tell me a bit more about yourself.  You&#8217;re Canadian, eh? (sigh, sorry).</em></p>
<p>BK: Yes, I&#8217;m Canadian! I live near Vancouver, BC, just a few hours north of Seattle. A lot of Sierra artists and designers are in the Seattle area, which really made it the perfect place to base the project out of. And Eriq&#8217;s recently moved from San Francisco to Seattle to make it possible for <em>The Art of Sierra</em> to enter production &#8211; he actually bought a house up here which serves as our second studio for Fable Foundry Publishing.</p>
<p>I grew up fascinated with special effects, and I loved art books and &#8220;Making of&#8221; movie books. I must have asked for that heavy ILM book, &#8220;The Art of Special Effects,&#8221; for Christmas when I was 10. I always wished that such books would be written about computer games, but the most in-depth &#8220;Making of&#8221; that computer games ever got were small sections in strategy guides.</p>
<p>I have a modest art book collection &#8211; Star Wars, Lord of the Rings, Miyazaki, Drew Struzan, Charles Vess, the list goes on and on &#8211; all film and comic book stuff, but computer games just don&#8217;t get recognized as art. There are so many game companies that must have amazing archives of artwork, and hardly any of it is ever seen, with only occasional exceptions. The World of Warcraft art books, for example, and independent studio Dreams and Visions Press recently did an amazing job with The Art of Tomb Raider &#8211; I actually did a very high resolution photo mockup of those books for them to use in their promotions, before the books were printed. But these are the exceptions, and in the case of a company like Sierra, a company that no longer exists, it seemed like no such book could ever be written. Fans know the horror story of Sierra&#8217;s demise, years of archived artwork &#8211; and not just artwork, but the very history of the computer game industry &#8211; being thrown away when the company closed its Oakhurst facility.</p>
<p>How can anything ever make up for that lost history? Adventure games went out of fashion, but Sierra fans have continued to love the adventures that inspired them and their families, and the magic has never died. Now, against all odds, we&#8217;ve been given the chance to preserve and celebrate the history of a company that created the graphic adventure genre, a company that grew from a story at a kitchen table to a household name for family friendly entertainment. I can&#8217;t even express how exciting that is!<br />
<em> </em></p>
<p><em>CL: Eriq and I have spent hours talking about how important our early experiences with graphical adventure games were to forming our childhoods. Tell me about your first Sierra adventure experience. I&#8217;d like to know why you&#8217;re so devoted to a major project like this.</em></p>
<p>BK: Oh wow, where to start? Growing up, my family didn&#8217;t have a TV and we didn&#8217;t have a Nintendo, or any other game console. But we had a computer. My love for computers became synonomous with my love for Sierra, and computers have played a large part in my life since then. I had so many important experiences playing Sierra adventures growing up that I actually can&#8217;t remember my first Sierra experience! Ask any Sierra fan for a pivotal adventure experience, and you might want to get comfortable! One of the things that always stands out about Sierra&#8217;s games for me is that they were constantly innovating and they were always leading the industry &#8211; <em>Space Quest III&#8217;s</em> incredible soundtrack and <em>King&#8217;s Quest V&#8217;s</em> gorgeous VGA graphics come to mind. <strong>Pretty much all of Sierra&#8217;s games were meant to be experienced with your family and friends &#8211; I remember countless hours spent with my brother, puzzling our way through adventures together. I remember taking my Dad&#8217;s saved game disks and looking at his saved games, because he would play late at night when my brother and I were asleep, and he would get further than we would!</strong><br />
<em> </em></p>
<p><em>Quest for Glory </em>was the one series I didn&#8217;t play more or less as they were being released, so one summer I played through the whole collection &#8211; 1 to 4 at the time &#8211; what an experience! Most fans had to wait years for the Hero&#8217;s story to unfold, and I enjoyed it one game after the other. I remember seeing the <em>Space Quest</em> comic books advertised in InterAction &#8211; I HAD to have those comics! I think it was some ridiculous mail order thing that I convinced my parents to go through for me, and it took the comics forever to arrive! I remember playing <em>Police Quest</em> endlessly! I took hundreds of screenshots because I wanted to make a comic book version of the game using screenshots in Dr. Halo, a paint program we had at the time.</p>
<p><em>CL: Now for some nerd love: I can&#8217;t wait for the book to be released! Can you give us any other exclusive details about the book?</em></p>
<p>BK: We can&#8217;t wait for the book to be released either. <strong>We have two editions of the book planned &#8211; both will be deluxe hardcover printings, but one will be a special commemorative edition that will include collectible lithographs by some of your favourite Sierra and adventure game artists. </strong>We actually can&#8217;t say too much about the release or the artwork just yet, and we still have surprises to come. <strong>You&#8217;ll definitely want to </strong><a href="http://www.facebook.com/pages/The-Art-of-Sierra/130259863680417?ref=ts" target="_blank"><strong>follow us on Facebook</strong></a><strong> and register on </strong><a href="http://www.artofsierra.com" target="_blank"><strong>ArtOfSierra.com</strong></a><strong> to stay up to date with everything. We have lots of stuff coming that you won&#8217;t want to miss, including more details on the book, previews, giveaways and more.</strong></p>
<p><em><span style="font-size: medium;">Thanks Brandon for taking the time to share with us your joy and passion for this project.</span></em></p>
<hr /><a title="The Art of Sierra Promotional Shot #1" rel="lightbox" href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0810_AOSlaunch_ArtfulGamer1.jpg"><img class="size-full wp-image-745 aligncenter" style="margin: 5px; border: 5px solid black;" title="The Art of Sierra Promotional Shot #1" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/promo1.jpg" alt="The Art of Sierra Promotional Shot #1" width="550" height="205" /></a></p>
<p style="text-align: center;"><em><span style="font-size: x-small;">&#8220;In this photo, we see some of the most well-known, Saturday morning cartoon styled screenshots from Willy Beamish. Dynamix Art Director Shawn Sharp was responsible for the rich and vibrant world of Willy Beamish, and he contributed a lot of art to the project &#8211; you can see here a glimpse of one of Shawn&#8217;s original background sketches. Willy Beamish fans are in for some real surprises with The Art of Sierra!&#8221;</span></em></p>
<p style="text-align: center;"><a href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0810_AOSlaunch_ArtfulGamer2.jpg" rel="lightbox[727]"></a><a title="The Art of Sierra Promotional Shot #2" rel="lightbox" href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0810_AOSlaunch_ArtfulGamer2.jpg"><img class="size-full wp-image-746 aligncenter" style="margin: 5px; border: 5px solid black;" title="Art of Sierra Promotional Shot #2" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/promo2.jpg" alt="" width="550" height="205" /></a></p>
<p style="text-align: center;"><span style="font-size: x-small;"><em>&#8220;Shown here is an original concept sketch of a Barrow Wraith from Quest for Glory 4, drawn by Sierra Art Director Marc Hudgins. When an artist puts so much care into just a concept piece that it&#8217;s worthy of framing, you can tell that they were truly inspired!&#8221;</em></span></p>
<p>Eriq Chang and Brandon Klassen are the creative minds behind <em>Fable Foundry Publishing,</em> an independent studio founded in 2009.</p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=727&type=feed" alt="" />]]></content:encoded>
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		<title>An Interview with the Legendary Christy Marx</title>
		<link>http://www.artfulgamer.com/2010/08/17/an-interview-with-the-legendary-christy-marx/</link>
		<comments>http://www.artfulgamer.com/2010/08/17/an-interview-with-the-legendary-christy-marx/#comments</comments>
		<pubDate>Wed, 18 Aug 2010 01:30:21 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Artful Games]]></category>
		<category><![CDATA[Game Writing]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Mainstream Games]]></category>
		<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=706</guid>
		<description><![CDATA[Earlier this year, I worked up the cojones to send a quick e-mail to writer and photographer Christy Marx. As I reviewed her long list of writing achievements, especially in television shows such as Jem and the Holograms, G.I. Joe, Bucky O&#8217;Hare and Teenage Mutant Ninja Turtles, I was reminded of the importance of saturday morning rituals [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-707 alignleft" style="margin: 10px; border: 1px solid black;" title="christymarx" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/christymarx.jpg" alt="" width="378" height="335" /></p>
<p>Earlier this year, I worked up the cojones to send a quick e-mail to writer and photographer Christy Marx. As I reviewed her long list of writing achievements, especially in television shows such as <em>Jem and the Holograms</em>, <em>G.I. Joe</em>, <em>Bucky O&#8217;Hare</em> and <em>Teenage Mutant Ninja Turtles</em>, I was reminded of the importance of saturday morning rituals in which nothing mattered more than sitting down with 2-3 bowls of hypersugary breakfast cereals and sitting 5 feet away from the TV when we could get away with it. At that time, for an awkward 13-year-old boy me, writers like Christy were just mysterious names in the credits whose job it was to keep me entertained between 8am and 4pm once a week.</p>
<p>But I <em>did</em> know her name, and her face, from another place. Christy Marx was that magical person featured on the back of two Sierra adventure game boxes. She designed, wrote and directed <em>Conquests of Camelot (1989)</em> and <em>Conquests of the Longbow (1992)</em>.</p>
<p>In the 1990s, the bulk of adventure games followed a fairly common pattern: the hero set off on a quest to (retrieve/save/destroy) an (object/princess/enemy) that usually only the hero cared about. The story, if there was one, usually involved a series of loosely linked scenes that were supposed to add up to a plot. Puzzles were erected like roadblocks, meant to prevent you from finishing the game in less than 5 hours. I enjoyed those games &#8211; but later, as an adult with limited time and complex expectations, I now find many of those adventures hard to enjoy.</p>
<p>But <em>Camelot</em> and <em>Longbow</em> offered a different kind of experience. They were the first games I played where the puzzles weren&#8217;t culled from a <em>101 Brain Teasers</em> book, and the NPCs were not item-droppers clothed in a &#8220;get me X and I&#8217;ll give you Y&#8221; interaction. Both <em>Camelot</em> and <em>Longbow</em> had stories and characters that mattered <em>to me</em> (and not just the protagonist) - it was the first time that I cared about the protagonist&#8217;s quest and wanted to help him through to the end. It was the first time I worked through a puzzle that was sculpted from the gameworld, rather than one clumsily shoehorned into a pre-existing story. The NPCs had lives of their own, some helping and some hindering my quest, but in all cases appeared to be people who hinted at a background replete with their own responsibilities, goals, friendships, grudges and stories. I played &#8211; and finished &#8211; both games twice this year and found myself thinking about their worlds and characters months later.</p>
<p>So when I had the chance to ask Christy Marx a few questions about her experiences writing and designing these games, I wanted my questions to count. I wanted to express how different her games were for me as a player. I wanted to ask her (okay &#8211; impress her with) what I thought were tough questions that only an articulate designer and writer could answer. In short, I choked. <img src='http://www.artfulgamer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thankfully, that did not stop her from drawing thoughtful answers to my &#8211; paragraph long, kludgy &#8211; questions. In our conversation, Christy Marx articulates her thoughts on writing multi-dimensional characters, games as (a serious) art, storytelling, some of her literary influences behind <em>Camelot</em> and <em>Longbow</em>, and her desire to work on another adventure game (!)</p>
<p><em>(Minor spoiler warning: if you haven&#8217;t played <span style="font-style: normal;">Camelot</span> or <span style="font-style: normal;">Longbow</span> yet and plan to in the immediate future, and you are one of those types that becomes infuriated when someone else talks about the plot or characters of their favourite movie before you&#8217;ve seen it, you might want to stop here.)</em></p>
<p><span id="more-706"></span></p>
<p>CL: <em>Your characters, from Jem to Robin Hood to King Arthur &#8211; all seem to focus on &#8220;inner strength&#8221; than outer strength or superhero-like powers. Why do these kinds of characters appeal to you as an author?<br />
</em></p>
<p><em> </em></p>
<p><a href="http://www.hardcoregaming101.net/conquests/conquests.htm" target="_blank"><img class="alignright size-full wp-image-720" style="margin: 10px; border: 1px solid black;" title="longbow4" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/longbow4.png" alt="" width="320" height="200" /></a></p>
<p style="padding-left: 30px;">CM: Because those are the best kind of characters to write about: characters with depth, direction, purpose, passion and so on. Why would anyone want to write about, read about or watch a character with no dimensions, with nothing to make them interesting or worthwhile? Even an anti-hero character must have some piece of “hero” in there somewhere to make them work.</p>
<p style="padding-left: 30px;">I think it’s more about making any character interesting by giving them a mix of strong and weak qualities. Where you find poorly done, cardboard cut-outs for characters is where they are presented as having no dimensions. They are simply one thing. That one thing can be heroic or evil, but if they have no other dimensions to them, they are flat. Even the worst people in history has reasons for the things they did, be they justifications or a genuine belief they were doing the right thing for their people, their country, their religion, or if very selfish (say a Henry the VIIIth) for themselves.</p>
<p style="padding-left: 30px;">I think of people and therefore my characters as being a mix of many different types of qualities, being stronger in some qualities, weaker in others. And these things aren’t static either. If we examine ourselves closely, we’ll find moments when we behave one way and moments when we behave an opposite way, depending on the circumstances or who we’re dealing with.</p>
<p><a href="http://www.hardcoregaming101.net/conquests/conquests.htm"><img class="alignleft size-full wp-image-715" style="margin: 10px; border: 1px solid black;" title="camelot4" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/camelot4.png" alt="" width="320" height="200" /></a></p>
<p style="padding-left: 30px;">Each one of us could probably think of one cause to which we’d donate our time and energy, and other causes we’d refuse to touch; or one person we’d go out of our way to help, but other people we’d avoid like the plague. So in one circumstance, we’re generous and helpful and giving, but change the circumstances and suddenly we’re stingy and cold and rejecting. We haven’t necessarily changed as a person, but our core beliefs drive our behaviors.</p>
<p style="padding-left: 30px;">So when it comes to creating a compelling character, it’s more effective to have those dimensions in mind and let them play out in the character’s actions. A strong character with an inherent weakness is always going to be more interesting. It’s relatively easy to set up physical conflicts, but even more effective to add internal conflicts along with it.</p>
<p style="padding-left: 30px;">It’s harder to accomplish this in games because you also give up much of the control to the player, as it should be, but you can still present them with ethical or moral choices and let them play out those choices and deal with the consequences.</p>
<p>CL: <em>If you reflect on the last 20 years of children&#8217;s television shows (and video games), what kinds of values [if any] do you see expressed in the current crop of mainstream entertainment (films, cartoons, comics, games, etc)?</em></p>
<p style="padding-left: 30px;">CM: I see the usual range of values that I’ve seen all along, though there does seem to be a trend toward having to be “dark” or “gritty” in order to be cool, and a higher level of cynicism. While I don’t disagree with being cynical to some degree, it needs to be counterbalanced with positive words and actions. Being cynical solely for the sake of being cool is a losing proposition.</p>
<p>CL: <em>Did you have a specific audience in mind when you wrote the stories for Conquests of Camelot and/or Conquests of the Longbow?</em></p>
<p style="padding-left: 30px;">CM: Mainly I wanted to satisfy the people who liked to play Sierra games. I didn’t stop to evaluate who they were, really.</p>
<p>CL: <em>Both Camelot and Longbow are, to my knowledge, the only games in the world that include extensive bibliographies in their manuals. Why was researching the historical and fictional literature so important to you in the process of crafting the story?</em></p>
<p style="padding-left: 30px;">CM: I couldn’t imagine trying to create adventure games around legendary characters like those without doing massive research. So many of my best ideas came from doing the research. I’d come across some fascinating tidbit that would spin me off in unexpected directions or spark new ideas. Everyone has heard of “Nottingham”, but what was it really like? I contacted a historical museum in Nottingham and learned about the ancient pub and the secret tunnels and all sorts of wonderful things that went into the game.</p>
<p style="padding-left: 30px;">Also, there’s what the game seems to be about on the surface and what the game is really about &#8212; the theme of the game. As a writer, I want my games imbued with a theme in order to have the depth needed for good storytelling. Research is a vital part of achieving that. And if I was going to do all that research, I might as well share the sources. It only made sense to me.</p>
<p><a href="http://www.hardcoregaming101.net/conquests/conquests.htm"><img class="size-full wp-image-712 alignright" style="margin: 10px; border: 1px solid black;" title="camelot1" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/camelot1.png" alt="" width="320" height="200" /></a></p>
<p>CL: <em>In the beginning of Conquests of Camelot, I have to admit that I greedily reached into the treasure box in Arthur&#8217;s castle to get a few more handfuls of coins than I needed. The parser responds, &#8220;Nay leave it be. Your mission must be kept humble, for safety as well as your soul&#8217;s sake.&#8221; I was struck by the moral tone &#8211; that greed/selfishness was antithetical to Arthur&#8217;s quest. Later, the game reminds the player that the quest concerns, &#8220;Not only finding the Grail, but your worthiness of possessing it.&#8221; Even later, Arthur is tempted by sexual pleasure and the easy life &#8230; &#8220;delights of the flesh&#8221; (sweetest fruits and meats) by kissing Fatima. Spirituality and morality seem to be central to the way Arthur&#8217;s story is told. Compare that to today&#8217;s games in which greed, hoarding, and the accrual of power are prized aspects of the game&#8217;s design. Can you tell us a bit about the role spirituality and morality play in the way you wanted to tell the Arthurian legends?</em></p>
<p style="padding-left: 30px;">CM: How can you tell the story of Arthur any other way?  The entire Arthurian Cycle as it has developed over the centuries, and especially when it incorporated the Grail mythology, is about morality, trust, faith, love, betrayal and redemption. Those are the vital elements that underpin the stories as we know them today. Yes, you could set out to do a purely historical Arthur (and there have been plenty of attempts to do so) and simply have him be a Romanized Celtic-British cavalry warchief who overcomes various enemies. But that isn’t as much fun as playing with the mythological elements, especially for a game. I feel that the reason the Arthurian legends have such staying power is due to the powerful themes that are woven throughout them. As writer, I never thought twice about the idea of giving the player moral choices. That’s what Arthur’s story is about.</p>
<p><img class="alignleft size-full wp-image-716" style="margin: 10px;" title="Conquests_of_Camelot_-_Map" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/Conquests_of_Camelot_-_Map.jpg" alt="" width="400" height="285" /></p>
<p>CL: <em>In an interview in Sierra&#8217;s &#8220;InterAction Magazine&#8221;, you mention how you and Peter Ledger worked together as a creative duo, bouncing ideas off one another during the creative process. Did you collaborate on any artistic/creative projects prior to Camelot, or was this your first opportunity? If this is not too personal, what do you miss the most about working with him?</em></p>
<p>CM: Yes, we’d been working together on comics for many years before that. He did the art for <em>The Sisterhood of Steel</em> graphic novel. We did a three-part story called <em>Carlos McLlyr the Californio,</em> a supernatural historic adventure<em> </em>set in 1840’s Los Angeles, and a number of other stories here and there.</p>
<p style="padding-left: 30px;">Unfortunately, Peter hated working on computers with a passion, so he wanted nothing more to do with them after <em>Conquests of Camelot</em>. He was an artist who needed the tactile process of working with ink, paper and paint.</p>
<p>CL: <em>I noticed that in both Camelot and Longbow there seems to be an implied tension between the emergence of Christianity and the demise of pre-Christian (Paganist, Anamist, Pantheist) religions. Old-world religion is expressed in the old gods (Mithras) who is &#8220;driven away&#8221; at the end of the game by the power of Christ and the grail; Marian as a priestess of the old powers of the forest/mother nature in Longbow. As far as I can tell, these were more or less part of the &#8220;background&#8221; or mythology of both games, yet played a powerful role in how your characters were written. (If I&#8217;m not talking out my ass here..) Why is this tension important to the way you tell both stories?</em></p>
<p style="padding-left: 30px;">CM: I will admit that I was heavily influenced by the writing of Mary Stewart and her utterly brilliant trilogy about Merlin (<em>The Crystal Cave</em>, <em>The Hollow Hills</em> and <em>The Last Enchantment</em>). The passing of the old pagan gods and the rise of the Christian god is one of the main themes running through those books.</p>
<p style="padding-left: 30px;">Unlike Mary Stewart, I’m on the side of the pagan gods. LOL!  I don’t subscribe to the Christian faith and don’t mind tweaking its nose, so to speak.</p>
<p><a href="http://www.hardcoregaming101.net/conquests/conquests.htm"><img class="size-full wp-image-719 alignright" style="margin: 10px; border: 1px solid black;" title="longbow3" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/longbow3.png" alt="" width="320" height="200" /></a>CL: <em>In Longbow, Robin Hood seems to walk a fine line between brigandry and morality. He robs a jeweller for instance, and is *more* apt to rob him because the jeweller insults his manhood and treats him as a common thief. But instead of robbing the jeweller for his money, he takes the jeweller&#8217;s cape instead and &#8220;more than repays&#8221; the man for the cape. This does not seem to be the same kind of clear-cut morality as Arthur has in Camelot. As a reader/player, does one character appeal to you over the other? What about as a storyteller?</em></p>
<p style="padding-left: 30px;">CM: They’re two entirely different types of characters. King Arthur represented nobility, courage, valor and similar values while Robin Hood represented being an outlaw, living by one’s wits, and justice in an unjust time. It wouldn’t make sense to write the same kind of game about two such different characters. In the Camelot game, the moral choices were clear-cut. In Longbow, Robin Hood is a trickster-hero, so I wanted more shades of gray in the choices. By the second game, I had a better sense of how to accomplish that, as well.</p>
<p style="padding-left: 30px;">With Longbow, I gave the <em>player</em> a number of options for dealing with each person they encountered and hinted at the best choice. But ultimately, the player gets to decide how they want to behave.</p>
<p style="padding-left: 30px;">Personally, I have a bit more fun writing a trickster-hero like Robin Hood than a more straightforward hero like Arthur.</p>
<p>CL: <em>Camelot ends with Arthur sadly watching the love relationship between Lancelot and Gwenhyver (&#8220;But though your land is healed, your heart is not. Perhaps it never shall be.&#8221;), while Robin Hood ends in a happy-go-lucky marriage. The former, to me, is a pretty emotionally ambivalent (almost tragic) ending for the protagonist, while the latter ends in comedy. As a reader/player, do you prefer one ending over the other?</em></p>
<p style="padding-left: 30px;">CM: One is based on a romantic tragedy and one is based on ballads about cunning and sly humor. The source material dictates the direction, though you can have Longbow end somewhat tragically with Marian dead. I don’t have a strong preference for one over the other. I just want a gripping story that is well told.</p>
<p><em>CL: <a href="http://christymarx.livejournal.com/514515.html" target="_blank">In a post on your blog</a> you mention three guidelines for an artistic understanding of video games: a significant/substantive subject matter, attention to writing, acting, and visual presentation, and the maker&#8217;s reputation as an artist or outsider-to-art. Given that video games, cartoons and comics are thought of by the public as &#8220;mere entertainment&#8221;, do you see &#8220;art&#8221; as an important part of the way you tell your stories? Or did &#8220;entertainment&#8221; mean something different for you from the beginning?</em></p>
<p style="padding-left: 30px;">CM: Those weren’t guidelines for videogames. I was trying to work out what it was that seemed to elevate a movie from being “mere entertainment” to being considered an arthouse film or to have a higher level of artistic quality. Let me go over them again (and revise them slightly):</p>
<p style="padding-left: 30px;">Guideline #1: the movie needs to be about something significant or of substance that has an impact on the viewer.</p>
<p style="padding-left: 30px;">Guideline #2: the quality of the audiovisual components, acting, writing, etc. needs to be unique or of special quality (not mundane or commercially ordinary).</p>
<p style="padding-left: 30px;">Guideline #3: the intent of the film’s primary “creator” (usually the director) is known to be about something other than commercial success or making money.</p>
<p style="padding-left: 30px;">I used Spielberg as an example. He was lauded when he made big, blockbuster movies that were huge successes.  He was initially lambasted mercilessly when he madeThe Color Purple because people didn’t accept him as a maker of a serious or artistic film. I think it took Schindler’s List for him to finally gain that acceptance.</p>
<p style="padding-left: 30px;">Then I wondered whether those guidelines could be applied to games. Or to comics, for that matter. I personally feel they can be applied. In comics, for example, look at how differently Maus was treated from other comics. Maybe it only takes two out of three in order to qualify. Maus fulfilled #1 and #2. The art was okay, but nothing special, however the subject matter and the creator’s background was enough to give it the “art” cachet. And possibly to the mainstream the use of anthropomorphized animals was unique (though not to those of us who know the medium well).</p>
<p style="padding-left: 30px;">There are people making what are called “serious” games, meaning their primary role isn’t to entertain, but to use elements of entertainment in order to teach or train in a real world setting or for a real world purpose. And yet I haven’t heard one of those games being referred to as art, so what’s missing?</p>
<p style="padding-left: 30px;">This is getting long, so I’ll leave it up to others to decide on the validity of these ideas and explore how they might or might not be applied. It’s something I’m still in the process of thinking about myself.</p>
<p style="padding-left: 30px;">For me personally, I just love to tell stories. I’m a born storyteller, that’s what I love. I like my stories to have some substance and not be fluff. I strive for quality. But I’m also a professional, and when I’m being paid to produce a piece of commercial work, I deliver what is asked of me with the highest quality I can manage within the parameters of the job.</p>
<p style="padding-left: 30px;">After all, creative people have to pay the bills, too. Some of the most famous art in history was done on commission. Michelangelo didn’t want to paint the ceiling of the Apostolic Palace, but the Pope made him and what we got out of it is the Sistine Chapel.</p>
<p><em>CL: Do you have a particular audience that you personally prefer to write for (in any medium)? Has that changed over the years?</em></p>
<p style="padding-left: 30px;">CM: No, I don’t. The majority of my work has been for the eight to twelve year old demographic and I enjoy that a lot, but I’m happy to write for any age group or type. I write the stories that I enjoy telling and that seems to work great.</p>
<p>CL: <em>Today, would you ever want to work again as the creative lead/chief writer/designer/head honcho/ on a unique game with a small team, as you did in the 80s and 90s with Peter Ledger and the Sierra On-Line team? In other words: is there a particular story that you&#8217;ve always wanted to tell in the form of a game?</em></p>
<p style="padding-left: 30px;">CM: I can’t tell you how much I would love to be designing these kinds of adventure games again. I believe a small, tight, well-knit team is better than throwing tons of people at something. I’d love to continue the Conquest series and have Charlemagne in the back of my head as a candidate, though I’d like to use a strong woman of history to build a game around, too.</p>
<p style="padding-left: 30px;">But I would also love to set a story in 1920’s Hollywood during the silent movies. I adore that time period. I have an anachronistic crush on Rudy Valentino.</p>
<p><strong>Thanks Christy, for taking the time to answering some questions that I&#8217;ve had running around in my head for years, as well as ones that I had not even thought of. And while I&#8217;m here: </strong><strong>Are you there, Mithras? It&#8217;s me, Chris. Please set up Christy Marx with a game design studio so she can send us on some wonderful adventures again.</strong></p>
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		<title>Trying to Catch the Wind: An Interview with Jenova Chen, Part 1</title>
		<link>http://www.artfulgamer.com/2010/01/25/trying-to-catch-the-wind-an-interview-with-jenova-chen-part-1/</link>
		<comments>http://www.artfulgamer.com/2010/01/25/trying-to-catch-the-wind-an-interview-with-jenova-chen-part-1/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 21:06:32 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Artful Games]]></category>
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		<category><![CDATA[Game Psychology]]></category>
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		<description><![CDATA[“We should find ourselves indulging in similar daydreams if we started musing under the cone-shaped roof of a wind-mill. We should sense its terrestrial nature, and imagine it to be a primitive hut stuck together with mud, firmly set on the ground in order to resist the wind. Then, in an immense synthesis, we should [...]]]></description>
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<p><span style="font-weight: normal;"><strong><span style="font-size: large;">“We should find ourselves indulging in similar daydreams if we started musing under the cone-shaped roof of a wind-mill. We should sense its terrestrial nature, and imagine it to be a primitive hut stuck together with mud, firmly set on the ground in order to resist the wind. Then, in an immense synthesis, we should dream at the same time of a winged house that whines at the slightest breeze and refines the energies of the wind.</span></strong></span><em><span style="font-weight: normal;"><strong><span style="font-size: large;"> Millers, who are the wind thieves, make good flour from storms.</span></strong></span></em><span style="font-weight: normal;"><strong><span style="font-size: large;">”</span></strong><strong> </strong>– Gason Bachelard, </span><em><span style="font-weight: normal;">The Poetics of Space</span></em><span style="font-weight: normal;">.</span></p>
<p>At the 2009 GDC, I had the opportunity to sit down with Jenova Chen, a designer and developer who needs no introduction. Over 10 months later, Jamie Love of <a href="http://www.gamesugar.net" target="_blank">GameSugar.net</a> persuaded me to publish the interview in the form of a podcast. Many hours of editing later (thanks Jamie!) the first part of a two-part interview is now available online.</p>
<p><strong>You can listen to the interview </strong><a href="http://gamesugar.net/2010/01/25/trying-to-catch-the-wind-an-interview-with-jenova-chen-part-1/" target="_blank"><strong>in a flash player here</strong></a><strong>, or </strong><a href="http://www.artfulgamer.com/interviews/jenova-part1.mp3" target="_blank"><strong>download the mp3 directly</strong></a><strong>. (Warning to the bandwidth-challenged: the file is 75mb)</strong></p>
<p>I hope you enjoy listening to Jenova&#8217;s thoughts on the relation between art and games &#8211; it&#8217;s a rare opportunity to sit down with such a generous and articulate soul. Part 2 of the interview is forthcoming, and like this one will be posted on <a href="http://www.gamesugar.net" target="_blank">GameSugar.net</a>.</p>
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