Dave Grossman Interview
An article by Muppet, posted on July 21. 2003.
_Muppet_ talks to Dave Grossman, designer of MI1 and MI2.
Part 1 - A Beginning
Okay, to begin
with, can you give us a small introduction to the world of Dave Grossman?
Dave:
The world of Dave Grossman is a small and enormously cluttered place. There are
tiki statues, lots of them, and a whole lot of junk.
In the center is a tremendous pile of notes jotted down on paper, beneath which
archaeologists believe there is a medium-sized desk.
How'd you first get started in the world of computer
programming/writing for computer games - and did this lead easily to your job
at LucasArts?
Well,
my mom was a computer programmer in the late seventies. She used to bring home
this tremendous dial-up terminal - it was like a fifty-pound electric
typewriter, with a really long roll of paper, and rubber cups in the back where
you stuck the handset of your phone. I thought it was the coolest thing. And
you could call up the mainframe and play games. There was a text adventure on
there, and I used up an awful lot of that paper.
I
guess from that point onward I wanted to do something with computers, but if
you'd told me then that I'd be writing games I would have been surprised. It
didn't seem like the kind of thing people do for a living. It still doesn't.
Fast
forward ten years or so, I'm out of grad school about six months, looking
around for some sort of job that doesn't involve building missile guidance
systems, and as it happens the games division at LucasFilm
is looking to hire a few people to program stuff and be sort of apprentice
designers. So I interviewed and they liked me and that was that. I shudder when
I think about all the other jobs I interviewed for in those six months.
Was life at LucasArts all fun and computer games or far more hard work
than they let on?
We
worked pretty hard, but we liked it. Most of the time it beat
having a real job.
Did you only
ever work on one project at a time? If so, did you have a typical daily routine
or did work vary from one day to the next?
Seems to me I only ever worked on one thing at a time while
I was with LucasArts. The routine
varied slowly from the beginning of the project to the end. At the outset I'd
be drinking a lot of coffee and playing Millipede, whereas towards the end I'd
be drinking a lot of coffee and staying up all night at my desk trying to think
of something funny for Captain Kate to say.
What made you
decide to leave LucasArts?
That
was part of a larger life-change which also involved selling my furniture,
moving to another town, and riding fifteen hundred miles on a bicycle. I guess
the quitting the job part was mostly because I felt like I'd be happier on my
own than in a big company, and concentrating more on writing and design and
less on production. Looks like I was right.
You do a fair
amount of work for Humongous now: (especially writing) How did that job come
about?
I
have been working with them a lot, haven't I? That came about initially because
Ron (Gilbert) knew my writing style and we'd always
enjoyed working together, so when I told him I was going to be freelancing he
started bringing me in on things. Pajama
Sam in particular was really fun, and I like the people at Humongous so
I've since done a number of titles with them.
Since leaving LucasArts, you seem to have turned towards writing. Do you
prefer this to programming, etc. because of the increased creativity available?
I
wouldn't say that exactly. I like writing because it makes me feel good. I used
to enjoy programming, too, I just got a little bored
with it after fifteen years. But when you're doing an interactive script there
are really elements of both in there. It's neat, you
get to think with both halves of your brain at the same time.
Is programming
as tough as it looks?
The
most difficult thing about programming is surviving on a diet of soda pop,
chocolate bars, and coffee. Other than that it's pretty straightforward.
Part 2 - Deep In The Caribbean
How did you
get involved with the Secret of Monkey
Island and its sequel?
Ron
asked us to do it - Tim and I, I mean. I guess we just seemed like we had the
right temperament for it. Of course we said yes, it was the most interesting
thing going on at LucasFilm at the time. Plus he
promised us free candy.
Can you tell
us a little bit about your work on Monkey Island 1? Were you at all worried about the genre - seeing as
nobody had told a decent (and funny) pirate story in years?
I
have this peculiar physical problem where if I laugh too much, I start to
cough. That happened really a lot working on Monkey. We all cracked each other
up pretty consistently. It never even occurred to me to worry about whether or
not we were telling a good and funny story - that seemed like a given.
How would you
describe what working with Ron Gilbert was like? How much influence over him in
terms of story changes, character ideas and the rest did you have?
Oh,
it was great working with Ron. Funny guy, great designer.
Willing to listen to you. I learned a tremendous
amount of stuff from him. And yes, he was always open to other people's ideas,
as long as they were good ones. Youíd come up with
something, and if it fit with the game it would go in, and if it didn't he
could always tell you why not.
Monkey Island used the very popular SCUMM engine. Was this difficult to
master - at the time it must have been a relatively new design.
SCUMM
was easy to use and difficult to master. It was designed for some very specific
tasks, and so long as you did not color outside the lines it was fantastically
easy. But there were arcane peculiarities that you would encounter at the
fringes that you pretty much had to learn by experience, and it got difficult
once you tried to push it past the things it was meant to do. Real math was a
problem. My favorite example is the demolition derby scene from Full Throttle -
it had to have collision detection and a little bit of AI, and doing those
things with SCUMM was a complete nightmare.
In terms of
programming and design, how did Monkey
Island 2 differ from its original? Did changes in technology make
the game-making process more difficult?
The
main differences from Monkey 1 to Monkey 2 were about the art - we started
doing 256 colors and we were scanning stuff instead of drawing it all right on
the computer. I think we also started using iMuse for
the music at that point, but it was still very simple. None of that really
affected the programming or design all that much from my point of view, and in
those terms the two games were pretty similar. The big leap was from Monkey 2
to Day of the Tentacle, when games started talking. If you're going to record
actors saying all the lines then you have to design and write the whole thing thing up front and lock that door fairly early, whereas
with the Monkey games we were still designing puzzles halfway through and we
wrote dialog right up until the last minute. It sounds simple, but actually it
was a major shift in the way we worked. Also, writing dialog that is meant to
be heard is very different from writing dialog that is meant to be read.
How much input
did you have on the story for Monkey
Island 2? And just who devised THAT ending...?
I
had a little less input on that one because I came in partway through and some
of it had already been established (I'd taken a little side journey to work on
an early version of The Dig with Noah Falstein). I'm
not sure who should take the heat for the ending - somebody must have
mistakenly switched the coffee beans for decaf or something. Suffice it to say
that we were all aware that it was pretty bizarre, and we did it anyway.
When Monkey
Island 2 came around, was it easier to make knowing what the public
had liked in the original and catering to that taste?
Not
really. I mean, we knew we were headed in a good direction, but we had believed
that to begin with, and knowing it for sure didn't make it any easier to do it
again. In some ways knowing what people liked made it harder - we'd gotten
great reactions to the insult swordfighting, for
example, so we tried really hard to do something similar, but ultimately we couldnít come up with anything that satisfied us.
Doing
a sequel is actually kind of tough when you get right down to it, because
people have this paradoxical expectation that it will be just like the first
one, but also completely fresh and original and with all new jokes.
You designed
some of the puzzles on both games: can you give us a little insight into the
puzzle-making process? How do you devise the often intricate methods used to
get just one object?
Puzzle
creation uses the same kind of voodoo approach as making up a story. The way it
gets intricate is basically by subdivision. You take a situation and imagine
what sorts of crazy obstacles might get in the way, then
think of creative solutions for getting around the obstacles. Then, if it seems
like it should be more complex, you take your solution and invent some
obstacles for IT, and so on.
I'm
sorry, I suppose that's not much in the way of 'insight into the puzzle-making
process', but to really get that sort of thing across would take at least a
whole book. Check back with me when I've written it...
Can you share
any jokes or unused ideas that for some reason (deadlines, etc.) never made it
into the Monkey Island games?
I
remember one day in particular, midway through Monkey 1, where Ron and Tim and
I and I think maybe Steve, too, were all cracking up for about an hour over
this idea we had that we were going to put in a ship that was crewed entirely
by chimpanzees. 'Crew of chimps', we kept saying, and then we'd crack up. I
think there was more to it than that, too, like the point was that Monkey Island didn't
actually have any monkeys on it until YOU brought them there, and even then
they were actually chimps and not monkeys. 'Crew of chimps',
ha ha ha.
Eventually
Noah Falstein wandered in to see what the hubbub was
about, and we told him. He chuckled a little, and then advised us to think
about it again the next day and see if it was still as funny. We did, and it
wasn't, so we didn't use it. To this day I use the phrase 'crew of chimps'
whenever I am confronted by anything which seems like it's probably not as
funny as we think it is at the moment.
Have you
played Curse of Monkey Island? If so, what did you think? What would you have done
differently?
Yes,
I played it, and I liked it. It was really fun for me to have the experience of
playing a Monkey game I hadn't written. I thought they captured the feel and
the humor of the original quite well. And that Murray character was
a riot! I would have liked more of an ending, but my understanding is that
Larry and Jonathan didn't wind up with a whole lot of choice about that.
Part 3 - Other Games
I liked Maniac
Mansion. So it was great to see Day of Tentacle (DOTT). What
inspired the sequel?
Well,
Tim and I liked Maniac Mansion, too. So we
did a sequel. It was also somewhat inspired by old Chuck Jones cartoons, as you
can probably tell by playing it.
You were a
project leader on DOTT. How did you get that job? How much pressure was on you
now, being in charge of the whole team?
I
suppose I got the job by asking for it. I'd more or less been an apprentice up
to that point, so it was the next logical step. And yes, it was a lot of
pressure, but at least I'd been through the game-making process a couple of
times, so I sort of knew what to expect.
Can you give
us some insight into the creative process on DOTT; ie:
how the plot, characters, script, etc. all came together?
Hum...
well from the get-go we knew we were doing a sequel to Maniac Mansion. And somebody
suggested a time-travel thing, I think it might have
even been Ron. Then we tried to think up time periods that might be fun, and
work some puzzles into them while coming up with an interesting story - those
things tend to get done together, it works better that way. We spent weeks in a
conference room, just tossing out ideas and laughing our fool heads off. The
time periods that seemed to be working out best were the ones we ultimately
kept. In the beginning we were going to have six player characters, like the
original Maniac, so we came up with a bunch of Bernard's college cronies but
then eventually whittled them down to just Hoagie and Laverne. There was also
'Chester', an artiste who survives in modified form as Red Edison's twin sons,
'Moonglow', who fell by the wayside, and a couple of
others that I can't even remember now.
So once you
had your plot in place, what was the process of designing, making and then
completing DOTT?
Everybody
worked really hard for about a year and a half, and then one night, while we
were all sleeping, elves crept into the building and built the game for us.
DOTT was made
into a 'talkie' for the CD-ROM version. Did you have the final word on who was
cast to do the voices? Were you happy with the results?
Yes
we did, and yes, we were. Bernard was by far the toughest part to cast. I'm
proud to say that Richard Sanders was my suggestion.
After it was
released, was there anything about DOTT that you wanted to add or change?
(Hindsight is a wonderful thing, so I'm told!)
Probably,
but whatever it was I've managed to forget about it by now. Memory loss is an
even more wonderful thing than hindsight.
Seriously,
I was pretty happy with it, and I still think itís my
favorite of the games I've done.
Ever wanted to
make Maniac Mansion 3?
I
can't remember having had any particular leanings one way or the other, except
for right after DOTT was finished, at which point burned-out little me never
wanted to look at a tentacle again.
What other
games did you work on whilst at LucasArts and have
worked on after you'd left?
Well,
I suppose I should stick to things that have been published. I think the only
one I haven't mentioned from LucasArts would be Full
Throttle - I helped out with the dialog on that briefly. A few of my lines are
probably still in there.
I've
written seven graphic adventures since leaving LucasArts,
five for kids and two for grown-ups, but so far only four of those have been
released - all three of the Pajama Sam adventure games, as well as a Freddi Fish title called 'The Case of the Hogfish Rustlers
of Briny Gulch'. There's another one allegedly coming later this year.
I
also had some limited involvement with a few non-adventurey
things: 'Total Annihilation', and its sequel 'The Core Contingency'. 'Imagynasium', a kind of exploratory art
program that was eventually released by Sundance for Kids. And I wrote
some children's books, too: 'Pajama Sam: Mission to the Moon';
'Freddi Fish: The Big Froople
Match'; and 'Freddi Fish: The Missing Letters
Mystery'. I think that's about it (tune in again next week) - I've consulted on
some other titles but didn't get involved with them in any sort of interesting
creative way.
Part 4 - The Future
DOTT and the Monkey
Island series regularly feature in a lot of top 10/20 lists for
computer games. When you were making the games did you realise
how special they would be?
You
can't ever tell how people are going to react - you just make a game, you try
to make it as good as you can, and you hope people like it. Or at least that
they don't throw you in jail or crush you with big rocks. I gotta
say, though, that whenever someone lists any of those games among their
favorites after all this time, that makes me feel pretty good. Not like we
cured cancer or anything, but at least we entertained people and seem to have
left a lasting impression.
People often
clasp their heads in horror and scream "The adventure genre's dead!"
Do you believe the genre has really become less popular or finished with?
The
genre has become less popular with companies that make computer games, largely
because adventure games are really expensive to put together and even the successful
ones don't make nearly as much profit as other kinds of games. The exception
appears to be with outfits that make software aimed at kids under 10 - more of
these companies seem to be interested in making adventure games than ever
before.
And
meanwhile, as competition gets fiercer in other game genres and publishers are
looking for ways to distinguish their products, many seem to be becoming more
interested in storytelling. Perhaps because of this some of the more compelling
aspects of adventures will begin infecting other types of games. Like a virus. But a good one. Also, the Web is beginning to offer some
interesting possibilities for story games.
I
don't know, keep your eyes peeled, they're not dead yet.
Are you going
to play Escape from Monkey Island when it comes out? Any thought on it from what we've seen
so far?
Sure,
I'll play it. How could I not? But I can't offer any opinions based on what
I've seen so far because I haven't really seen anything.
What are your
future plans - do you see yourself returning to programming and writing full
time? Or just concentrating on the writing aspect?
I'm
the sort of person who tends to have a lot of irons in a lot of fires all the
time. I have a separate pile of paper in my office for each current project,
and at last count there were ten of them spread around the room. Don't tell the
fire inspector.
Some
of those piles are about writing, some are about game design, and some are
about other things entirely. Number one priority this week is the publication
of a book of my goofy poems. My online Poem of the Week project is about to enter its sixth year, and I imagine that will
continue to be part of the picture. There are also a couple of games, as usual,
and I'm looking into doing some cool Web stuff, too. Beyond that I can't say
definitely which things will get done and where it will all lead - the general
plan for the future is simply this: do things that are interesting,
challenging, and fun. There appears to be no shortage.
Any
ambitions left unfulfilled?
Only a few thousand.
But I'll get to them if I live long enough.
Return to previous page.