Ten Questions: Vince Twelve of xii games
1. So, is it Vince Twelve or Vince xii? Oh, and do please add a bit of further personal info to spice things up⦠The tabloids will love you.
Quick personal run-down: Iβm 24, married, have a one-year-old daughter, and I live in Japan where I teach English in a Junior High School. And for the benefit of the tabloids: Iβm dating Jennifer Aniston, have an eating disorder, a drug problem, an illegitimate love-child, and Iβm gay. Howβs that for spicy?
2. Are you more of a game designer, a programmer or even (donβt deny it) an evolving visual artist?
As long as I can remember, Iβve wanted to design games. The only way I can prove to myself that Iβm capable in that regard, however, is to release games and get feedback from the players. Thatβs why Iβm always starving for any kind of feedback I can get.
As far as being an artistβ¦ while Iβm quite pleased with the final looks of both Anna and Linus, I donβt have the artistic skill that I need to realize some of the games that Iβd like to make. Plus I take way too long to draw anything. Iβm learning as I go, but itβs a slow process.
3. Xii games. Quite a few people have been credited in your three (brilliant) games. Is it indeed a group or are people just coming and going?
Spooks was definitely an amazing team effort, but it was still Erinβs baby. She designed, wrote, and drew everything. I joined the project after her previous programmer vanished and took all the gameβs code along with him. Erin and I were in constant communication for the next few months as she finished up art and animation and I put the whole thing together. Chris Moorson was also there the whole time working on music and sound.
For Linus, I was back in the designerβs chair. After I worked up a working prototype of the game, I got Nikolas Sideris on board to do the music. But he ended up being much more than just a musician. I sent him updates throughout the development for suggestions and motivation. He was really awesome. The third major member of the Linus team was my wife, who wrote all the Japanese translations as well as providing a lot of support (and if you finished the game and saw the super-secret ending: that was her playing the sexy nurse!). It was really great to be able to share my love for making games with my wife. I definitely plan on involving her in more of my projects.
4.From Anna to What Linus Bruckman Sees When His Eyes Are Closedβ¦ Whatβs next? A paragraph long name?
Yeah, I was totally pleased with the long name. I thought it up really early in development and it just seemed appropriately strange… and it makes more sense if you see the super-secret ending!
5.Right. Names aside, whatβs more impressive is your tendency to constantly innovate. Anna is quite possibly the only 3D, keyboard controlled AGS adventure, and Linus really did something never attempted before. So, how important is innovation? Do you believe gamers are actually interested in it?
That being said, freeware game makers are in a unique position to innovate. Since they donβt have significant money invested in the game, it isnβt such a big deal if their clever, innovative idea doesnβt work so well in a game as it did in their head. Compared to a big developer with millions of dollars invested in a titleβs success, or even a small developer who scraped together every last penny they could find to fund their game, this is a big opportunity to take some risks and try something new.
As for the gamersβ interest in innovation, I suppose that depends on how successful the innovation turns out to be. Afterall, βinnovationβ implies βnewβ not necessarily βfunβ. I do think that most gamers are always on the lookout for something unique and exciting, and when that new idea turns out to be genuinely fun, you have a real gem of a game. I think Linus was moderately successful in this regard.
6.Linus, well WLBSWHEAC, lets the player simultaneously play two games and experience two stories and two totally different visual styles with only one mouse. Youβve already mentioned the DS (and your shower) was an inspiration. Care to elaborate?
When the Nintendo DS was first announced, I began thinking of the new types of games that could be made for the system. I figured that if I thought of myself as a game designer, I should easily be able to think up some unique new types of gameplay for such an innovative system. One of the ideas that I really liked was having two completely different worlds, one in each screen, and playing them simultaneously. I carried that idea around in the back of my head for a while until I decided to start fleshing it out for a PC game. The idea eventually grew into Linus.
One very rewarding thing is seeing professional designers coming up with ideas very similar to yours and turning them into real commercial games. I was almost finished with Linus when I heard about a DS game called Contact which displays two different worlds on the two screens using two completely different art styles for each. Even though the gameplay is very different β itβs an RPG in which you control only one of the characters β I had to immediately buy the game because of the similarities. Also, Square Enix just announced a new DS game in which you control two characters simultaneously, one on the top screen, one on the bottom. But rather than your commands being mirrored in both screens like in Linus, you control the characters separately β one with the d-pad and one with the stylus.
Itβs very interesting to me to see how professional designers play with these similar ideas. Itβs also quite gratifying. It makes me feel like I was on the right track with my design.
7.Why is it such a hard and complex game?
At the time of me writing this, out of the thousands of downloads from my site and from the other places that itβs been picked up and hosted, only fourteen are listed in the online Hall of Completion. (Though Iβm guessing itβs just that most people donβt care enough to go online and type in their completion codeβ¦)
That being said, I knew from the get go that this kind of game wouldnβt appeal to everyone. Iβm sure that a lot of people download the game because of the promise of something unique and then start to play it only to find out that the gameplay and logic puzzles donβt really appeal to them. But thatβs the benefit of making a freeware game. My only real customer is myself! Sorry if anyone found it too hard.
8.What should we expect next of xii games? More innovative thinking? A sequel to the almost traditional but excellent Spooks? An action game? Erotic interactive fiction?
Iβve got several ideas which Iβve trimmed down to two to decide between. I want to do something longer than Anna or Linus and tell a full story. One of the two ideas relies on me finding an artist or two who are willing to help me realize the game, so weβll see about that. (Any artists out there want to help me out?) But you can be sure that there will be some innovative thinking included in the design. I wouldnβt make a game that didnβt have something unique to offer.
As for the sequel to Spooks, Erin is still working on the story, design, and art. Itβs coming but itβs a ways off. And whether or not Iβll be coding it or xii games releasing it is still up in the air.
And I think Iβll leave the erotic fiction up to the fans. I donβt know if youβve read the recently released βLinus Bruckman Tosses Mortia a Bone,β but itβs quite tittilating.
9.Any thoughts of releasing a commercial game?
10.Now for the final/double-feature question. Enjoyed any of the recently released adventure games? Howβs your Wii doing?
Totally loving my Wii. WarioWare: Smooth Moves has to be the most fun Iβve had (and the dumbest Iβve looked) in quite a while. The one downside of the Wii is that my wife consistently beats me in tennis, and so of course thatβs the only game she ever wants to play!
Cheers!
Thanks for taking the time to interview me!
Thanks for taking the time to answer, thanks for the games and good luck!
Views: 2680
WOW! Gnome, brilliant post! I missed out on checking out these games when first posted… Will be definitely checking them out now…
I think the fact that you actually got to interview the developer makes the whole thing that much more interesting! This place is becoming more like a true ‘publication’ than just a ‘blog’ more of the same please!
I personally would like to see an interview with that chap who wrote the brilliant posts on Tht ‘Treamcast’ and ‘X Men DS’ on the fledgling site ‘Gnome’s Gaming On The Go’ Now what was his name again? *cough!* π
Most excellent interview, well done you!! may i also point out jennifer aniston is actually dating me…
Ah, glad you enjoyed the interview dear friends. Oh, and may I add that Jennifer is greek (I think)?
Now, what should one interrogate a Krishna about?
greek!…. well that explains jennifers natural affinity ot Irish people…. a match made in heaven….
“If youβre making a game, especially a freeware game, you only have to answer to yourself, so you can make the kind of game that you want to make.”
Amen. Someone who thinks like me! I don’t think enough independent game designers subscribe to this attitude, and try to make me-too games just to impress others. His comments on innovation in game design should also be read by anyone who sits down to design a game. Kudos for a great interview.
Brian, I’m glad you enjoyed the interview and appreciated Vince’s wisdom π Oh, and a most interesting site you got there…
Oh, and, Mr. Elderly…. What will Angelina think though?
..erm …well,
why?
you don’t think she’d be offended do you?
i mean i have to put up with her parading around with that Brat pitt.
..though on reflection, maybe i should break it off with aniston….
(texts jennifer aniston………)
ITS OVER!
right well i’ve done it…. lets see if it has any effect….
thank you gnome for your advice…
Wait until you see the game I’ve been working on for the past five months π
Welcome Elderly friend… Advice -as you know- is always free, and frankly you do get what you pay for… Jessus man, you could have been sweeter… Could’ve given her a flower or something. A chocolate perhaps… But simply a text message? Far too brutal methinks… Hopefully Angelina will be available though….
Wow, please brian, do tell a bit more.. It’s a Dreamcast game, isn’t it? Fenix developed, right? Come on, come on, give us a hint. Please?
Yes, it’s a Dreamcast game coded in Fenix. And it’s about to go alpha, so you’ll see it VERY soon π
Great! Just drop me a comment when the time comes… please?
Send me your email to webmaster@orubin.com and I’ll put you on the tester’s list π
..chocolate? flowers… but it’s so too time consuming….
congrats on the testing….
Thanks brian… mail sent! π
Thanks on the congrats Elderly, and I’d go with the chocolate…
(takes out the caramels, posts chocolate box to Jennifer Aniston….)
there i don’t feel so bad now…
Bravo! Both a gentleman and a chap!
I must say, I am a bit miffed that no mention has been made of Vinceβs roots. Do people think that such off-center innovation, staggeringly clever story telling and Dadist flair for the poetic title, spring spontaneously like flies from the cerebral dung of our intellectual byways? Jeeze. Toss me a bone here, guys.
(tosses otis a bone)
Hmmmm, you did mean dadist, didn’t you? Interesting that.
My father, ladies and gentlemen…
Ahhh! That’s great… Ohhhh, and I did mean dadaist, not dadist, thus.. well, hm, nevermind.
π