The Sydney Mystery :: Making a Game From http://www.twilightsoftware.com/sydneymystery/thoughts.htm Here are two pieces (I and II) with some thoughts: I. What's it like to make a complete adventure game? Step 1. Have some kind of vision for the game and its underlying engine. For the engine, I decided upon the simplest possible user interface and set of interactions. The General Paradigm section at http://www.twilightsoftware.com/age (halfway down the page) defined my vision of the engine's capabilities. From a simple paradigms, complex gameplay can follow if desired. Step 2. Program an engine. I coded the AGE Adventure Game Engine to carry out my minimal set of gameplay, and developed a few experimental scenes in parallel. Step 3. Design a game. I tried a few different ways to write my script, many of them really formally formatted document. Then I just wrote the whole set of game steps as small, natural paragraphs, and it was much easier. The conversations were just a page of dialogue each. Step 4. Make art by taking a bazillion photos. Roam the city, photograph locations. Step 5. Film your friends. Drag them off to strange locations at odd hours of the day, get another friend to hold the shotgun microphone, and put the camera on a tripod. Read a line at a time to your actor, and have them recite each line at the camera. Step 6. Spend forever editing the photos, the video and the text script files. Bring in an intern or a partner because this is an amazingly draining process when you're doing it solo. Oh, and regret never spending a weekend writing an authoring tool. Step 7. Play through the game again and again. Fix bugs each time through, until you're sure there's nothing wrong. Step 8. Take a day off from your day job and write the entire soundtrack so that you can get the game submitted for the IGF in time. Step 9. Send demos to every budget publisher and agent you can find, and get politely rejected by each. (Do the same with your novel.) Step 10. Build a subset of the game into a demo. Hand tweak everything you can, recompress everything you can, until it's sort of small. Step 11. Write a document like this and reflect over the long odyssey undertaken to build something you're not even sure anybody will want to play. Be proud of yourself anyway, because you finished something! Step 12. Build a mailing list of game news sites, send a series of press releases announcing new screenshots and interviews, set up purchasing options through appropriate vendors, distribute the demo, and finally send the press release announcing that the game is released. Step 13. Fulfil orders in what spare time you have. Step 14. Crack open a good beer with friends, and get on with Real Life. II. On the Adventure Game Experience... I grew up on adventure games. While the stories and characters haven't resonated so strongly over the years, the locations that existed only in the games live on. From the house on the mountain in Kings Quest III to the sprawling town with its erratic traffic in Police Quest, from the pleasant islands of Monkey Island 2 to the oppressive hero's apartment in Rise of the Dragon, from the dark cities of the Manhunters to the trance of the haunting worlds of Zork: Nemesis, and from the lonely spacecraft hulls of Space Quest 3 to the beautiful world of the afterlife in Grim Fandango, my mind is filled with these places. Listening to the soundtracks of these great games brings all of the memories back. The places haunt me. In recent times I've been talking to some people about what makes the computer game experience unique and special. People repeatedly point out that computer games, particularly story-driven games, can't compete with movies and books when it comes to making people truly care about characters, or to immerse the player in the story arc that must be told. I agree that we have not yet reached these goals. But there is something that computer games, and especially adventure games, have already brought to us, that no other medium can: we can exist in, and explore, places. The memories I have of locations in all these game worlds, of these lonely and magical places that existed only for me when I was in those games, are proof that adventure games are something very special. I made The Sydney Mystery because I love adventure games, and I now know that it's very rewarding and fun to create something from nothing. I leave the game experience in the hands of those who play it, and give no direction except, perhaps: to not expect too much; it's a low budget production after all! I do suspect, though, that after playing the game, you will have another world in your mind, which you can return to again and again in the years that follow. I love my city of Sydney, and if I can share just a tiny piece of it with you, then the game is more than a success. Pursue amazing experiences. Life is best lived with a sense of wonder. Brendan Reville, 2003 - o -