The Stuff That Dreams Are Made Of!
Hello again! Jc here to talk a little bit about what’s been going on since last (and first) I blogged. I am approaching the Beta phase of my Sherlock project which means crunch time for me so I’m busy, busy, busy trying to get everything polished and completed. I know you’re all excited because it means the game is getting close and you can taste the hidden object goodness already but let’s take a moment to pay our thanks to the poor, tired, producer who has poured his heart and soul and countless hours into making the best game he can for you. (Can you hear the violins?)
Ok, enough with the self-pity. I actually love doing what I do, so in reality, I don’t really work at all. But don’t get me wrong, it does get hectic. On top of the crunch time I have begun work designing another game for this fall. This one is based off our classic Emergency Room series but with new twist. I can’t give too much away yet but let’s just say it does more than just give you better graphics same gameplay. This game will take you to a whole new level of interactive medical sims combining arcade and adventure elements with the signature Legacy realism and content. But I don’t want to jump the gun and get you too worked up yet so tune in later to hear more on this one.
Back to Sherlock; along with stressed, I am getting very excited about this one. On a daily basis, the characters come more to life and the story gets more intriguing as the finer points are worked out. Speaking of story, I was doing some “research” on hidden object games and was surprised how little attention the story gets in most of these. Even when they attempt to create a good story, it rarely gets the “showing” it deserves. I think this is a crucial element to gaming. That isn’t to say the story has to be immense and deep and take you 200 hours to get through; that would actually be contradictory in this situation seeing as the original Sherlock adventures were all short magazine stories. (In fact even the four books Doyle wrote are considered Novelettes.) But, I do think a good story can be attained without getting heavy, and it can be presented in a way that is fun and immersive for the player without becoming awkward. I am proud of what our writer has done with stories (Oops, you caught me. That’s right; there is more than one story to enjoy. Actually, try 16 different cases to enjoy). They have such a fun tone and feel that they seem as though they are perhaps lost writings from Sir Arthur himself. It is always rewarding to see your work (and everybody’s work involved) come together. It is the closest thing I have found to a dream come true (except that one dream I had where I saw myself standing in sort of sun-god robes on a pyramid with a thousand naked women screaming and throwing little pickles at me; because that actually did happen).
But seriously, I have to get back to the grind now. I wouldn’t want to delay your gaming experience by spending too much time on the one-way therapy sessions.
Until next time.
Peace to the east,
JC
P.S. I have a quoted an old movie in my blog, as I often do in every aspect of my life, so I challenge you to figure out what it is. Here’s a hint: Lazlo Hollyfeld




















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