| Interview with RetroDev Games |
| Written by tara j. brannigan | |
| Sunday, 07 May 2006 | |
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When you're working for a large game company, the games you work on are often advertised through a variety of means. Game magazine print ads, radio ads, fantastically complicated and expensive flash based websites complete with mini games, and many other options are all at your disposal. People tend to hear about your game far in advance, and reviews are quickly forthcoming once it has been released. You may not get all that much credit for the work you put into it personally, but the product as a whole is made visible on the radar for the gaming public to take note.
As an independent game design group, however, your choices are fairly limited. Funds may be limited, or completely non-existant particularly if one is hoping to promote a game that they're offering free of charge. How then does one go about getting their game out to the public? Well for one, interviews on related websites are a rather good way to start.
As I've mentioned in a previous review, the RetroDev group is responsible for one of my worst lunch break addictions. It's a very straightforward, cute and agonizingly addictive little title known as Link Em Bamboo. Don't let the simplicity and overwhelming 'cute' factor fool you, this game can actually be quite difficult. (Read the original xxgamers review of the game here: LinkEm Bamboo Review ) After playing this game on and off for the past few months I decided I wanted to know about the group that created it. The credits offer a simple list of names and titles, and the website itself is rather sparse on in depth information. Then I thought, what better way to both get more information about the group and promote their work than through an interview?
And thus, without further ado, the first xxgamers interview with the folks over at RetroDev : Who makes up the Retrodev team? Where are you located? As you can probably tell, that makes the 'Where are we located' bit a little hard to answer! The games mainly come togethor in my flat in the arse-end of Scotland.
people who make games in our spare time. RetroDev is a name we put on our games, symbolising the retro-ness of our development process, but it's not a company name. Does each person have a specific position (artist, developer, etc), ordoes it vary based on what game you're currently working on?
All the games we have done so far have just been fun little projects, all helping practice up for something we can really get our teeth into.
How long does it typically take for RetroDev to move a game from concept to completion?
What are your opinions on the current state of the gaming industry as a whole? Do you feel that it is thriving, losing touch with its roots,becoming more about the graphics than the overall design, etc?
With regards to losing touch, I think that peoples expectations of games have gone completely off the wall. A lot of emphasis is placed on cutscenes and plot. Sure, I understand it's part of the product, and I'm not saying plots have no place in games, but it seems now to have become one of the main criteria by which ALL games are judged. I got particularly annoyed reading a review of the DS 'Kirby' game, where the reviewer talked about how thin the plot was. And in another review for the same game, one of the 'Cons' at the end was 'It's in 2D'.
Do you have any advice for someone looking to get into game design? Quite simply, design games. Just do it. There's an absolute wealth of info on the net, something we didn't have when we were younger. There are forumscrying out for people looking for coders / artists / designers. If you'reprepared to put the work in, there's absolutely nothing stopping you from designing games. We've just started our first truly meaty project. It's going to take alittle longer than the others, obviously, and it'll be a great test for all of us. It's a pretty outlandish concept, and it's still a bit early to say anything about it (it doesn't even have a name yet). Everything we've done before has been building up to this, our first stab at a game which people might want to actually dedicate some time to playing. If we can pull it off, and we end up becoming a household name, then we will at least have proven that there is still a place in the world for the bedroom coder!
Copyright © 2006 Tara J. Brannigan. All rights reserved. |