PC GAMER (US)

SPECIAL REPORT

How three developers are handling the tricky business of creating adventure games in the modern world

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Meet the devs keeping adventure games alive.

The popular narrative for adventure gaming is that it died with the commercial failure of Grim Fandango before re-emerging a decade later, largely thanks to an explosion of indie developers as well as Telltale’s new spin on the genre. Words like “renaissanc­e” are thrown around a lot. The reality is a bit more complicate­d.

Who plays adventure games now? Wadjet Eye’s Dave Gilbert, currently working on Unavowed, says that it’s people like himself. “People who grew up playing games with a story or narrative bent to it; people who maybe don’t have a lot of time to play a game. That’s why our games tend to be on the short end.”

These people make up the core, Gilbert tells me, but they’re not the only adventurer­s. Owl Cave Games’ Olivia White, whose latest project, Oh Whistle And I’ll Come To You, is an adaptation of the famous MR James ghost story, believes that her audience is as diverse as they come. “A cross-section of pretty much anyone across society,” she says.

A broad audience doesn’t always translate to a big audience, however. When Gilbert released the final chapter of his well-received Blackwell series, before it was in any bundles or sales, he sold 7,005 copies on Steam. It can be hard to get the word out.

“It’s been a challenge, especially in the last few years, particular­ly after the Kickstarte­r bubble burst and when the Tim Schafer thing happened. It was really cool being me because people suddenly wanted to talk to me and get my opinion, I totally rode that wave. But then those games started to come out and people weren’t really impressed, and writing about adventure games became a hard sell.”

SkyGoblin’s Theodor Waern, who is in the middle of creating the third chapter of his Afro-Caribbean adventure, The Journey Down, notes that a lack of previews doesn’t help. “For a point-and-click adventure game to be able to make any sense, as a player you need to invest yourself in it. You need to pay attention for a while. Get the context. Without these things adventure games are crap. That’s why previewing an adventure game is virtually impossible.”

Other methods of engagement, like Let’s Plays, come with their own problems for narrative-focused games. Waern and Gilbert aren’t sure if they’re a good fit, but White has a different perspectiv­e. “We’ve had some huge success from YouTubers and streamers; Cryaotic did a Let’s Play of Richard & Alice very early on, and it

made the game a lot more well known than we ever expected in the days before a publisher. Plus we quite regularly get a Twitch streamer or YouTuber who discovers the games, then get a burst of interest.”

Aside from exceptions like Telltale and Daedalic, most adventure game developers are tiny, often independen­t teams. This can make them vulnerable. Waern explains that SkyGoblin generally lives paycheck to paycheck, while Gilbert became a publisher to spread some of the risk. “I wanted to hedge my bets and have more stuff to sell, because I knew that these games take so long to make that if I had one bad bomb, I’d be finished.”

White partnered with the now defunct Mastertron­ic, which offered her a lot of support, and she hopes to find another publisher for Oh Whistle And I’ll Come To You, and for the sequel to The Charnel House Trilogy, Augur Peak. The assistance was a boon, she tells me, especially since she is unable to take her games to shows due to serious back problems. Support for developers with disabiliti­es is something she thinks needs to increase.

“The amount of disability awareness and support in the games industry is woeful. Event organizers could help by catering specifical­ly to people who have mobility issues that prevent them from attending—some kind of funding or support for devs who need to pay extra for travel because of disabiliti­es. Plus making sure the venues are disability-friendly is a must.”

Appearing on Steam used to be a coup for small developers, but changes to Valve’s platform now mean that Waern, White and Gilbert must rely on bundles and big sales. “Bundling and putting the games on sale has been a quick and easy way to solve immediate financial shortcomin­gs,” Waern says, while White says that it’s where she makes any meaningful money.

Although Wadjet Eye’s games have benefited from being in bundles, Gilbert tells me that you’ve got to be smart about it. “If your game has been out for a long time, and it’s been very slowly ticking along, why not put it in a bundle and get tens of thousands of dollars all at once? It makes a lot of sense for old games, but less so for new games because it devalues it. If you release a game and then three months later put it in a bundle, you’re admitting defeat. Your sale cycle is pretty much done.”

Despite the challenges, the developers remain optimistic and keen to continue evolving the genre. “I’ve come across a lot of experiment­al and very bold adventure games,” Waern says, “both when it comes to experiment­ing with new ways of interactin­g with the game and also in tackling a lot of mature and sometimes very difficult theme. It’s fun to see that the indie scene is bubbling with bravery and is constantly pushing the envelope.”

Unavowed, The Journey Down Chapter 3 and Oh Whistle And I’ll Come To You are due to launch in 2017. Fraser Brown

“the indie scene is bubbling with bravery and constantly pushing the envelope”

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 ??  ?? Unavowed is an ambitious supernatur­al thriller.
Unavowed is an ambitious supernatur­al thriller.
 ??  ?? TheJourney­Down’s masked characters certainly stand out.
TheJourney­Down’s masked characters certainly stand out.
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