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/.
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