01-20-2006, 05:05 AM | #1 |
Invoker of tumbleweeds.
Join Date: May 2005
Location: New Zealand
Posts: 39
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A Blast From The Past: Grim Fandango Designer Diary
In case anyone is interested, I came across the hilarious Gamespot Designer Diary for Grim Fandango written by Tim Schafer himself back in 1997/8.
I remember reading this Designer Diary back when it was first released, but I'd forgotten about it until today when I decided to replay GF after it had sat for years at the bottom of my computer room cupboard. The diary is as funny and insightful now as it was back when Schafer wrote it. It's packed full of intriguing insights into the gaming creative process as well as juicy tidbits of info regarding the inner workings of Lucasarts studios in the late 90s, and of course it is absolutely dripping with authentic Tim Schafer wit. It makes for a great reading if you've got some time to kill. Cheers
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01-20-2006, 06:36 AM | #2 |
Gold Elite
Join Date: Jul 2004
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Thanks for that.
It saddens me to think that Schafer has such a hard time getting his games published. I mean, surely his name should equal guaranteed investment?
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01-20-2006, 08:26 AM | #3 | |
Barroom hero
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Quote:
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Where are they now? |
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01-20-2006, 01:23 PM | #4 | |
Under pressure.
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Quote:
--Erwin
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> Learn more about my forthcoming point & click adventure: Bad Timing! > Or... Visit Adventure Developers: Everything about developing adventure games. |
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01-20-2006, 02:42 PM | #5 |
Doctor Watson
Join Date: Sep 2003
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The impression I got from some interviews somewhere (Schafer and... someone else...) was that Grim indeed sold enough copies so that it made profit. It wasn't a blockbuster hit, though.
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01-20-2006, 05:29 PM | #6 |
Lost in Adventure
Join Date: Jan 2006
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I guess being a game designer is hardly glamorous.
You can tell he's got a good sense of humor. |
01-20-2006, 06:29 PM | #7 | |
Staff Member
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Quote:
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(Already hates your game) |
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01-21-2006, 12:13 AM | #8 |
The Reggienator
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I've always had the idea that Grim Fandango was a sleeper hit.
It didn't sell immediately much, but during a very long period it sold enough.
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01-21-2006, 03:43 AM | #9 |
Under pressure.
Join Date: Sep 2003
Location: Apeldoorn, The Netherlands
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It sold more than enough
--Erwin
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> Learn more about my forthcoming point & click adventure: Bad Timing! > Or... Visit Adventure Developers: Everything about developing adventure games. |
01-21-2006, 04:59 AM | #10 |
Grah! Grah!
Join Date: Oct 2005
Posts: 509
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Thanks for posting this. I read it went it was first posted, then forgot where it was and halfheartedly looked for it every couple of years, concluding in failure. The concept sketch of Manny, Glottis and Meche in the Calavera club is now my wallpaper.
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01-22-2006, 04:40 AM | #11 |
Under pressure.
Join Date: Sep 2003
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Those Peter Chan drawings are awesome indeed! This game was great in 3D, but I bet it would've been fantastic in 2D as well.
--Erwin
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> Learn more about my forthcoming point & click adventure: Bad Timing! > Or... Visit Adventure Developers: Everything about developing adventure games. |
01-22-2006, 08:33 AM | #12 | |
El Luchador
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And what bad marketing are you talking about? Psychonauts had a million dollar marketing campaign, if I remember correctly.
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Use Verb On Noun - Adventure game inspired illustrations |
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01-22-2006, 08:43 AM | #13 | |
Game Creator Hobbyist
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01-22-2006, 10:21 AM | #14 | |
Antibacterial
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I don't think Psychonauts would ever have been a giant hit, but it certainly had the potential to sell more than 95,000 copies domestically. |
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