Unkillable Cat
LEST WE FORGET
- Joined
- May 13, 2009
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You know what I find wrong about this picture? That even if you have no clue about Syberia, you can instantly tell who's the protagonist in the image.
This is different from other adventure games how?You know what I find wrong about this picture? That even if you have no clue about Syberia, you can instantly tell who's the protagonist in the image.
I think the point is Syberian people are all short and plump?
But I couldn’t conclude this article without also describing the great Spellbreaker vs. Mage feud of 1985, an internal struggle so pitched that it still prompts sheepish half-grins and slight discomfort amongst the principal antagonists, Mike Dornbrook and Dave Lebling, today.
Almost from the point he first accepted the assignment to finish out the Enchanter trilogy, Lebling had planned to call his game Mage. It not only gave the names in the trilogy a nice consonance, what with all being synonyms for a wizard or magic user, but also implied a progression of increasing magical potency. When Dornbrook’s marketing people did some impromptu person-on-the-street questioning, however, they discovered a dismaying fact: most people had never heard the word “mage” and had no idea how to pronounce it. Most opted for either something that rhymed with “badge” or a vaguely French pronunciation, like the second syllable in “garage.” The package designers were also concerned that the name was just too short and bland-looking, that it wouldn’t “pop” like it needed to on a store shelf. So Dornbrook went back to Lebling to tell him that the name just wasn’t going to work; they’d have to come up with another.
This in itself wasn’t all that unusual; games like Wishbringer, which had the perfect name almost from the beginning and kept it until release, were more the exception than the rule at Infocom. Most of the time the Imp responsible realized that his title was less than ideal and was willing to accept alternatives. That, however, was not the case this time. Lebling got his back up, determined that his game would be Mage and only Mage. Dornbrook got his up in response, and a lengthy struggle ensued. The other Imps and the other marketers fell in behind their respective standard bearers, leaving poor Jon Palace caught in the middle trying to broker some sort of compromise for a situation which didn’t really seem to allow for one; after all, in the end the game would either be called Mage or it wouldn’t.
From the perspective of today, the most interesting thing about this whole situation is the fact that so many people didn’t know the word “mage” in the first place. It really serves to highlight how much fantasy (nerd?) culture has penetrated the mainstream in this post-Peter Jackson, post-Harry Potter, post-World of Warcraft world in which we live. In 1985 Lebling’s strongest argument against marketing’s findings, one which strikes me as entirely reasonable, was that Dornbrook and company had simply been polling the wrong people. While the average person on the street may not have known the word “mage,” those likely to be interested in the third game of a fantasy trilogy explicitly pitched toward Infocom’s most hardcore fans almost certainly did. As for the aforementioned person on the street, she wasn’t likely to buy the game no matter what it was called.
As usual with such spats inside any relationship, there was actually a lot going on here beyond the ostensible bone of contention. Dornbrook had been frustrated for years already by what he saw as the Imps’ refusal to properly leverage the most valuable marketing tool at their disposal, the name Zork itself. Back in the company’s earliest days, when he had founded the Zork Users Group, he had simply assumed that Infocom would stamp the Zork brand on everything that would hold still for long enough.
It [the game that became Deadline] would have been Zork: The Mystery, etc. I thought that made sense at the time. We had this incredibly strong brand name. To me they were just going to be Zorks. We were going to own a word like “aspirin.” The name for a text adventure was going to be a Zork, and we were going to own that. But a decision was made while I was in business school and not contributing to the decision-making that we didn’t want to go down that path.
Dornbrook’s frustrations were made worse by 1983′s Enchanter, which everyone had assumed would be Zork IV until very shortly before its release, when Lebling and his coauthor Marc Blank suddenly announced that they didn’t want to be “typecast” by forever doing Zorks. Dornbrook tried fruitlessly to explain that, while it might not make sense that people would buy a game if it was called Zork but not if it was called Enchanter, that was just the way that branding worked. Observing how each game in the new trilogy sold fewer copies than the Zork games had and, even more dismayingly, fewer copies than its immediate predecessor, Dornbrook was soon convinced that the company had sacrificed tens or even hundreds of thousands of sales to the Imps’ effete artistic sensibilities.
I felt that marketing needed to be a little more respected, and if we had a strong feeling about something they [the Imps] shouldn’t just… I mean, the game developers, I got along very well and respected them, but there was a bit of, um… they were a little too full of themselves. A little too self-important. A little too, at times, megalomaniacal. Okay, that’s too strong a word… but it was frustrating sometimes from just a business standpoint. They kind of positioned themselves as, “We’re above all that! We’re artists!” Sometimes it seemed a little too precious.
As the 1980s wore on, Dornbrook couldn’t help but compare Infocom to competitors like Origin Systems and Sierra, who unabashedly milked their flagship brands — Ultima and King’s Quest respectively — for all they were worth via an open-ended series of numbered sequels, and, not coincidentally he believed, by mid-decade and beyond were selling far more games than Infocom. Dornbrook now saw a convenient opportunity to force through a mid-course correction of sorts. He thought about how Enchanter still had the internal inventory code of “Z4″ at Infocom, Sorcerer and Lebling’s new game “Z5″ and “Z6″ respectively.
There was a time later on when I came back and seriously suggested, when there was the big fight over Mage vs. Spellbreaker, why don’t we just call it Zork VI? “You can’t do that! What about Zork IV and V?” I said, “Won’t that create a whole bunch of great questions? Maybe it will help sell Enchanter and Sorcerer if they finally realize, oh, those were Zork IV and V.” I never won that argument.
So Dornbrook still didn’t get his Zork; Lebling, who admits he was “terribly exercised” over the whole situation, wasn’t going to allow him that satisfaction, although he does concede it to have been an interesting idea worth considering today. But Lebling didn’t get his Mage either. The game shipped as another suggestion of Dornbrook’s people, Spellbreaker — not a half-bad name in my book, for what it’s worth. Lebling, however, wasn’t pleased at all, and indulged in an uncharacteristic final bit of sour-grapesmanship by sneaking a new routine into the final version that caused it to call itself Mage in the title line about one time out of every hundred.
The worrisome downward sales trend that Dornbrook had spotted wasn’t halted by Spellbreaker. Like its predecessor A Mind Forever Voyaging, it sold only about 30,000 copies, making these latest games the two least successful Infocom had so far released. There were obvious reasons for the low sales of each attributable to it specifically rather than Infocom’s position in the market as a whole — A Mind Forever Voyaging was highly experimental and required a fairly powerful computer to run, while Spellbreaker was unlikely to appeal to anyone who wasn’t already a hardcore Infocom fan who had already played Enchanter and Sorcerer — but, well, let’s just say that Dornbrook and everyone else had good reason to be worried.
From the perspective of today, the most interesting thing about this whole situation is the fact that so many people didn’t know the word “mage” in the first place. It really serves to highlight how much fantasy (nerd?) culture has penetrated the mainstream in this post-Peter Jackson, post-Harry Potter, post-World of Warcraft world in which we live.
pic 1
Duh.I hate you.
EDIT: English is my (technically) third language, but I have no idea what a "DUGGED GROUND" is.
Next up is The Last Crown: Blackenrock, set to release later in 2014, which takes place before the events unfolding in The Last Crown: Haunting of Hallowed Isle. The ‘quadrilogy’ will be concluded with The First Crown.
While studying ancient Mayan texts, the adventure-loving main character finds out about a forgotten island where the Maya civilization used to live. The thirst for adventure and the explorer’s laurels send him to that island to find out why the Maya had come there.
On the island, he encounters a number of obstacles and mysteries left by the Maya which he must solve in order to uncover the scariest secrets hidden on the island. Unexpectedly, the ordinary adventure turns into the most important event for all mankind.
- Explore the Mayan Island in search of the ancient civilization’s secrets
- Find multiple artifacts and secret places
Features:
- Photorealistic graphics with a 360-degree view in Myst-Like Game style
- Many mysteries and puzzles seamlessly woven into the gameplay
- First Person point-and-click adventure
- For PC, Mac, iOS, Android
Indie publisher Microïds and noted game designer Paul Cuisset have revealed a new adventure game project, titled Subject 13. While not much is known yet about this mysterious reveal, a brief synopsis was shared by the developers:
In Subject 13, players will take on the role of Franklin Fargo, a reclusive physics professor. Fargo leads a solitary and bitter existence following the death of his fiancée, Sophie, during a robbery that should have targeted him. One morning, he wakes up in an abandoned underground scientific facility with no external contact other than a mysterious voice. The voice calls him"Subject 13." As Franklin Fargo, players will interact with the 3D environment around them by collecting, using, and manipulating objects to overcome a multitude of devious barriers to the professor’s escape. Fargo’s goal is to not only set himself free but discover the true reasons for his imprisonment—can he escape from the prison of his past?