Welcome to MindFunction
Search
A high quality resource for independent game developers.
Site Contents
  • What's New
  • News
  • Articles
  • Tutorials
  • Interviews
  • Forums
  • Reviews
  • Downloads
  • Web Links

  • User Menu
  • Your Account
  • Members List
  • Recommend Us
  • Logout

  •   
    Al Lowe Interview
    Posted on Wednesday, May 09 @ 00:02:46 MDT
    Interviews Al Lowe, best known as the creator of the Leisure Suit Larry games takes time to talk with Mindfunction.com about independent game development.



    Al Lowe Interview

    Interviewed by Romario for Mindfunction.com

     

    MF: In your opinion, do you think that independent game developers can compete in the growing interactive gaming industry, why or why not?

    AL: I think the best way for an independent to compete is to find a good publisher and negotiate a deal-unless you have lots of money to spend on promotion, and really want to spend your time working on things other than games. Publishers specialize in doing the stuff game developers don’t want or like to do. Let them.

    MF: What is the number one mistake you see new game developers make when trying to develop a project?

    AL: Underestimating just how much work creating a great game really is. It takes lots of work to create really bulletproof code, to polish every tiny aspect of a game, and especially how long it will take to make changes and the ultimate corrections.

    MF: What team management and business skills are necessary to keep abreast of developing a title?

    AL: Motivation is huge. So is budgeting; not spending your money proportionately to the amount of time you expect the development to take (see previous question) since it always takes longer. Keeping it fun. Sure, it’s easy at first, but when you’re doing the same thing for the 100th time, it gets tough to see the point. Think of all the games you’ve played that get sloppy towards the end; that’s because the developers worked their way through the project from front to rear and didn’t spend as long on the last part as the first.

    MF: When you are planning a new title, what aspects of the project do you focus in on first? How do you prioritize the different phases of the projects?

    AL: That’s really one of the tricks, to balance all the disparate elements of a game and make sure they come out even. With the Leisure Suit Larry games, I worked hard on the humor and storyline, and then let the puzzles come from that. That said, I tried to produce a complete, but not “exhaustive,” design document that was always accessible on the network to every developer. In it, I tried to describe every part of the game in words, but only in the briefest of detail. For one thing, I wanted the artists who worked on the backgrounds and animation to be able to express their own creativity. That provides motivation for them and helps them feel pride in the project. (They also came up with lots of great ideas that they would not have had I spelled out everything for them.) But another reason is subtler, and is perhaps usually left unsaid: “Artists don’t read.” Programmers do. Musicians, maybe. But usually artists are into art because they weren’t into words, so I found it best to not flood them with pages of text; it just doesn’t work.

    MF: What qualities do you look for in people working on projects with you, besides technical competency?

    AL: Creativity. A love for the details. Creativity. Intelligence. Creativity. A sense of humor. (And that’s not just because I created humor titles, but rather because by the time the game is shipping, you won’t want to spend most of your waking hours with grouches!) Did I mention creativity? I truly believe that one of the reasons my games were so successful is that they contained the psychic energy and creative input of every member of the team.

    MF: What steps can an independent developer take to move from a shoestring budget to a fully funded project?

    AL: Find money! Seriously, no one will come to you and offer to fund you; you must get out and find it yourself. To do that, you must have a businesslike approach, show budgets, spreadsheets, a good tight presentation, much more than just “sample code and opening screens.” People with money will only give some to you if you can prove to them how you’re going to give them back even more!

    MF: What's your opinion about game groups that start over the Internet? Do you have any advice for these “virtual groups” teams?

    AL: My opinion is limited here because my experience is limited. Back in the Jurassic period of gaming (pre-1986), I worked on several games where the artist and I were connected only via modem (1200 baud, as I recall!). It was harder, but not impossible. But as games got bigger and interaction between team members more critical, it was easier to just get an office and see everybody everyday. My advice would be: be prepared for problems down the road; expect them and figure out ways of working around them, because they will arise.

    MF: How does one go about building a relationship with a publisher?

    AL: I’m probably not the best person to ask this question, as I only built one, but it did last for 16 years. Communication. Just like a marriage. Talk lots about every aspect of the game, not just the contract. Send regular updates. I’m sure I never let a week pass without a phone call, even if it was just to check in. I’m a firm believer in the old saying, “The squeaky wheel gets the grease” and game development needs lots of grease!

    MF: Where do you see the industry going in the next five years, in terms of genre and platforms?

    AL: I’ll go way out on a limb here and make a bold prediction: “Adventure games and humor will return and be bigger than ever!!” I only say this because, if I’m wrong, you won’t remember. But if I get lucky and it comes true, I’ll quote this sum’bitch everywhere and look like a genius! <grin>

    MF: From your experience in the business, what is your most important piece of advice for all of us?

    AL: Brush your teeth. Wear sunscreen. Say “please” and “thank you.” Pick up your stuff. Change your oil. And get real lucky, like I did!

    MF: If you found a dirty magic lamp, rubbed it to clean it off, and a genie popped out offering you a single wish (something to do with inflation = ), what would you wish for?

    AL: Three more wishes, of course! Whaddaya think? I never played an adventure game? <grin>
    A 12-inch pianist! (No, wait; wrong joke!)
    Seriously? I’d like to see less, but higher quality, games produced each year. When the market is flooded with mediocre games, gamers get discouraged. That said, there’s always room for a great game, regardless of genre, so if you think you’ve got what it takes to produce something highly original, polished, and that advances the state of the art, go for it!

     

    Mindfunction.com would like to thank Al Lowe for allowing us to interview him. You can visit his humor site at http://www.allowe.com/.


     
    Related Links
  • More about Interviews
  • News by Romario


    Most read story about Interviews:
    Al Lowe Interview


    Last news about Interviews:


    Printer Friendly Page  Send this Story to a Friend

  • "Al Lowe Interview" | Login/Create Account | 0 comments
    Threshold
    The comments are owned by the poster. We aren't responsible for their content.
    Mindfunction.com would like to thank their sponsor Surf Solutions for kindly hosting this website. Thanks guys!!