Does Telltale Listen? Answers Within.
Posted by brendan December 19, 2006

The question has been posed on our forums in no uncertain terms. Does Telltale listen to its fans? Well the answer is simple: Quite possibly.

Okay, the answer is yes, I just wanted to drag on the suspense for a bit longer.

Yes, we listen very carefully to every review, forum post, MySpace comment, and fortune cookie written about our games. Why? Because we want to make the best games conceivable by the human mind, and we know you can help.

Just this moment, for example, a flaming pigeon came flying through my window, gripping in its talons a lightly crisped scroll of parchment on which was inscribed the enigmatic phrase, "TOO EASY". Now, sure, I could have ignored this, and in my personal life I certainly would have, but this is my job, and I obviously take it very seriously, excessive comma usage notwithstanding.

Speaking specifically for the Sam & Max team, I can say that we have indeed been listening to the critiques of our first episode (Culture Shock, available at a company store near you), and we very much appreciate the suggestions for improvement. In particular, we have heard the pleas from many adventure game fans to increase the difficulty level, and I assure you that we're giving them due consideration.

In fact, many of you have already correctly guessed that we aim to gradually increase the difficulty over time, so be patient. As it happens, we just finished the design of Episode 5 the other day, and when I played it in my mind, I thought to myself, "Pretty challenging." (I also thought, "Great graphics and stunning sound," but then my mind has a killer rig running the game.) I expect even the experienced gamers will have to pull out their sweat-stained thinking caps before we're through.

We do have a vision at Telltale, though. Not like a vision of the Virgin Mary appearing in a side of cole slaw, more like a dream. Our dream is to make games that give everyone the chance to become the stars of fun, engaging stories. We're working hard to give the more experienced players food for thought, but we must give newcomers a chance to get in the swing of things too. We can't have people giving up in the first episode, or they won't ever want to play any more, we'll go bankrupt, all games of interest will vanish from the Earth, and a second Dark Age will descend upon us.

Surely you can see why Sam & Max can't be forced to prove Fermat's last theorem in their first case. The fate of civilization hangs in the balance.

Our dream, too, is to make games that bring to life beloved characters and worlds in the truest way possible. The Sam & Max comics are brief, punchy adventures, and we're hoping to design games that make you feel as though you're in the midst of one of those comics. Sam & Max find creative solutions to problems, to be sure, but they're not exactly Thomas Alvae Edisons either. We want you to keep moving, keep laughing, and have a blast from beginning to end. Hey, kinda like Sam & Max themselves!

So let me warn you now, when you play the next episode of Sam & Max (Situation: Comedy, available soon in a company store near you), be prepared for a gentle introduction. It will get more challenging, and we're just making sure everyone's on board before the wild ride to come! So go play it and save civilization as we know it!
Tagged Deep Thoughts, Game Design, Sam & Max Digg this entry Send this to a friend 30 Comments
"Does Telltale listen to its fans? Well the answer is simple: Quite possibly."

LOL!

You guys crack me up!!
Comment by Mack Daddy December 19, 2006, 9:33 pm
Good word! Telltale, you rock my socks off! That is, when I wear them.
Comment by UWWJedi December 19, 2006, 10:19 pm
Bravissimo!
Comment by Mel December 19, 2006, 11:05 pm
The money I spent on that flaming pigeon was well spent then..
Comment by Hero1 December 19, 2006, 11:10 pm
"Does Telltale listen to its fans? Well the answer is simple: Quite possibly."

That's your first mistake.

Never listen to the fans :)


http://www.escapistmagazine.com/issue/72/14
Comment by Lucien21 December 19, 2006, 11:11 pm
Great!
But why not let the player decide? Like in Monkey Island 2 - an "easy mode" and a "difficult mode" - that would be the best, in my humble opinion... (also the one that takes more money and more time, but hey - it's almost Christmas - I can make a wish!)
Comment by feuselino December 19, 2006, 11:46 pm
Be careful bulding up the expectations.

And also, be careful listening to the fans. Remember that for every player who complain about certain aspect of a game, there can be three who liked the same aspect but don't say anything. Humans always tend to bring out the negative features of everything, while just assuming the positive ones.
Comment by fco. December 20, 2006, 4:46 am
But on the other hand, be careful "falling in love with the product" as my marketing teacher would say. The game is for the players, afterall. And if they don't like it and buy it, something needs to be done. Just be sure to listen to all of them, and not just a few.

P.S: Sorry for the double post.
Comment by fco. December 20, 2006, 5:11 am
There's a difference between listening to, weighing and thinking about the fans' requests, and copy-and-pasting forum posts right into the design doc. I think what's going on here is the former. There aren't marketing meetings where we make a bulleted list of every complaint and hand them to the designers saying "next episode must have these 30 things or we believe it won't sell, because these are the negative things people said on the forums." I personally don't think that attitude bodes well for any product, unless your business model amazingly hinges on selling forum polls. On the other hand, the game isn't made in a vacuum. As you can see from our forums, or, for instance, this blog post, the designers do read what the community and the press says about the games, and because those guys are all reading the same words on the same internet, you can bet that the more intelligent/relevant points raised by the community come up in design meetings.

It's a fine line to walk, especially on paper, but -- from my uneducated and totally peripheral vantage point at least -- I think in practice any balance or divide between "listen to the fans" and "let the designers design" is sort of moot, as every piece of input about the games regardless of its source eventually gets weighed, assessed and thrown into the always stewing discussion of "what will make the next game better." Different ideas are surely weighed differently, and most ideas are thrown out regardless of their source (because for every excellent "thats going in" idea there are probably a near infinite number of not-as-good ones, or good ones that simply don't fit), but I imagine there's less of a distinction between which ideas at least make it into the pot and which don't, than people think.
Comment by Jake December 20, 2006, 9:15 am
"[...] and when I played it in my mind, I thought to myself, 'Pretty challenging.' "

That is exactly what I wanted to hear!!! You know, I was just thinking the other day that...

Wait a second... that is VERBATIM what I wanted to hear. This is a CONSPIRACY! I am not falling for it. I'm just glad I sent your offices my special package to show my "appreciation" for all the work you do. Merry Christmas, fools!!!

*note* In reality, thank you for addressing the issue of the game's difficulty level. While I had all faith that you would ramp up the difficulty, the Virgin Mary that appeared in my underwear drawer gave me no indication of whether it was true or not. Now, hopefully, the whiners (including myself at times) can settle down.
Comment by Derwin December 20, 2006, 1:33 pm
Personally, I loved the first Telltale-Sam & Max through and through, but I understand that some people may complain that it is too simple. Hey - I finished it in just a few hours myself. However, seeing as there have been few to no adventure games being released in the last few years, I thought it was a proper way to transist into an old genre renewed. A friend of mine even complained that he thought the game was too difficult, so this just proves that the gamers clearly will respond anything from horrendously bad to extraordinarely good. People who have never played adventure games like the good old ones, will find these new games perhaps a tad bit too mind-boggling, and that's why this transition is such a great idea.

Keep up the good work! You've injected new life into the most wonderful of genres, and I salute you! ;)
Comment by dloeke December 20, 2006, 5:04 pm
Ditto!
Comment by Mack Daddy December 20, 2006, 6:37 pm
Hmmm so basically if we want a challenging (and more fun IMO) product we have to wait? And we'll be forced to buy the simpler, easier games because we'll be lost by the time the actually difficult games come out if we don't continue buying games of the series until then? pffft.
Comment by Mike December 20, 2006, 7:52 pm
There is an overall connection with the games in season one but each game is a stand alone that can be played without playing earlier ones. You won't be forced to do buy earlier games to understand later ones. They might send Max after you! (just kidding)
Comment by Mel December 20, 2006, 8:08 pm
I know that lots of people complained that the game was a little short and too easy, but telltale has got to be more careful this time because the ease or puzzles and short game length was forgiven by some thank to it being an episodic game so the next episode should definitely be harder and longer I'm not saying hard like harder than indiana jones and the fate of atlantis but at least at the hard level of the curse of monkey island and when it comes to longer game playability (i''m not sure if it's a word) it should be about almost the same length as day of the tentacle but then again who am I to complain. congratulations on a job well one telltale and may the next episode bring glory to sam and max freelance police.
Comment by Insert my username here December 20, 2006, 10:06 pm
scratch playabilty and replace with game length
Comment by Insert my username here December 20, 2006, 10:07 pm
the difficulty is the only sticking point for the series for me..everything else about the first game I loved and Telltale got right(music, voices, visuals, gameplay, writing, etc)
Comment by Hero1 December 20, 2006, 11:23 pm
Sam & Max find creative solutions to problems, to be sure, but they're not exactly Thomas Alvae Edisons either.


I take this to be a subtle hint that you won't be approaching the level of difficulty that would require Sam and Max to invent a gizmo by combining a golf ball retriever, a severed hand, and a magnet/paper cup, in order to retrieve an off-screen inventory item?
Comment by numble December 21, 2006, 12:21 am
(The allusion to Edison being that he was an inventor, and that it took him around 3000 different trials until he was able to figure out the right combination of elements to get his light bulb working correctly.)
Comment by numble December 21, 2006, 12:43 am
Does this mean we WILL get more music for the Sam & Max Soundtrack or not? Because that's what I'm waiting on the most for...

...

...that and Episode 2-6.
Comment by Annoymous Fan December 21, 2006, 6:26 am
Narf?! Damn it, I thought I was pretty smart for beating Episode 1 within a day. It was intended for "newcomers?!"
Comment by xendria December 21, 2006, 9:46 am
I didn't find it hugely challenging, but I really enjoyed just pootling through it for a couple of hours.
In my youth I slogged through the whole cannon of Lucasarts and Sierra games - and I did NOT enjoy the 'getting stuck for days' bit of adventure games (well that was more the Sierra ones, but I digress - "Administer DUI" from PQ1 springs to mind, especially as a non-American).
I just want a game I can sit down for an evening with, play, smile, get stuck for 10 minutes, kick myself and then move on.
Yes the game could be harder, yes I could be forced to spend longer playing it, but I like it as it is (assuming there is a gentle ramp up as the series goes on).
More importantly, it's a nice introduction to adventure games - please don't scare off the masses, I waited quite long enough for a new S&M.
Comment by goldcd December 21, 2006, 10:21 am
Sounds good to me!
Comment by Dude December 21, 2006, 11:39 am
Bought the new Sam N Max, downloaded it, tried to run it and got error message - “Could not initialize Direct 3D - Make sure you have current video drivers and close any other applications that migh tbe running.”

I double checked and I have the current video drivers, and I closed all other programs and get the same error message.

Anyone else having this problem???? Help??
Comment by Marianne December 21, 2006, 10:52 pm
If you package a product with several difficulty levels and let your consumers choose which one they want to play at, you don't run the risk of over- or underestimating them. Any consumer that gets "scared off" by having the option of freely selecting a difficulty level setting for a video game is probably not a consumer that should be catered to...

For me, length is not so much an issue as difficulty because the series is episodic in nature; as long as all the episodes in a season combined equal about as much total gameplay time as the average adventure game - for about the same total price mind you - then things should be fine. The $35.00 pricetag on the season collection is just right (Score: 1 point)!

However my playtime on Episode 1 clocked in at not even 4 hours, and I lovingly perused every dialogue choice available (reviewers of Episode 2 are citing times of under 3 hours in store "http://www.adventuregamers.com/article/id,711/"). With only six episodes in the season, even rounding UP to an even 4 hours per episode nets an underwhelming 24 hours of gameplay. This low playtime is compounded by the months of NO playtime inbetween episode releases. (Score: still only 1 point)

If there were some kind of replay value (I hate to sound like I'm beating you over the head with this Multiple Difficulty Levels thing) to hold fans over between releases that would be one thing. The online S&M community can only do so much (regularly updating S&M online-comics issues for eager customers might do more).

There isn't the 13-year buildup of eager fanlove after "Hit the Road" anymore, and the runoff can't suffuse EVERY forthcoming episode. Let's see if I have a point. I predict diminishing returns on sales of every new "easy" episode of S&M because "easy" neither draws in new consumers nor satisfies the old. The last thing we want is for Sam & Max to become "old-hat" because the new episodes can't stand on their own playability.

As a fresh and freethinking entity, Telltale has the ability to show the gaming 800-pound gorillas (Lucas Arts perhaps?) that their business model of repackaging stale, rehashed content over and over again ONLY works because there's nobody doing it differently to challenge their stupid little paradigm. You guys are selling S&M because Lucas Arts is too stupid to.

They were afraid their market would shy away from an adventure game/S&M franchise while the whole time their market was circulating petitions and writing letters to tell them the exact opposite. You don't have to worry about scaring off your customer base by shaking things up because the very reason you have this customer base is BECAUSE you are shaking things up.

And if you guys didn't want to shake things up most of your employees would still be working for Lucas Arts. In a way, you have a mandate to shake things up. Not enough shaking and you get nothing but a foamy fizzle. But with all this shaking going on, we fans are going to want a big, startling 'POP'!
Comment by Adam December 22, 2006, 3:04 am
Marianne - please post about the problem you're having on the support forum here.
Comment by Emily December 22, 2006, 7:00 am
Adam: Interesting theory--in lieu of market data, since it'll never be provided, I suggest you keep watching the frontpage of Gametap, which lists the top 5 games for the week; Culture Shock has been up there for over 2 months, and no other game has lasted so long on the Top 5 list.

If your prediction holds true, the following episodes should be hitting lower and lower spots on the list.
Comment by numble December 22, 2006, 10:40 am
About increasing level difficulty: I think it's good to do this (up to a point, of course), but if you churn out a sequel, the beginning should be simple. Many people will pick-up part II of something first and if they find it too hard, they will leave the game alone and not play it.

Why not strap two difficulty levels to the entire season as a whole, too?
Comment by Kroms December 22, 2006, 11:53 am
Oh, wrong wording. I meant if Season Two came out, it should start out easy too. But there's no point in having Episode Five of Season One simple as the first part. So, so sorry.
Comment by Kroms December 22, 2006, 11:55 am
Hi there Telltale!

Can I register in no uncertain terms my desire to play Sam n Max on my Mac OS X platform! Not sure where else to post this, this seemed as relevant a spot as any. I wanted to trasfer my hard-earned cash to your geeky wallets TODAY, so can you do this for me?
Comment by Johnny D January 1, 2007, 11:31 pm
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