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Interviews
Interview
with Francisco “Grundislav” Gonzalez
Ben Jordan Developer
Conducted by
Ryan P. Casey, August 2004
JA - How did you get your start in the gaming industry?
I wanted to create my own games ever since I started playing adventure
games as
a kid. Unfortunately, I never found a suitable medium in the early days. Back
in like 1991 you could buy 5 1/4" floppies from bookstores, and I picked
one up
called "Quest Maker" which promised to be able to do everything I
was looking
for. Turns out it was a piece of junk, with a tiny little character that looked
like a rip-off of Leisure Suit Larry and a pink square that was some kind of
global flag. Oh, and a screen with a pipe. As you can probably tell, I don't
remember much about it.
Then, when I was in high school, a friend gave me his unused copy
of Klik and
Play, and I messed around with it trying to make "adventures." I
actually made
some adventure games in Klik and Play first. Of course, they were even worse
than they are now :)
In my first year at college I was looking on Home of the Underdogs
and either
found Rob Blanc or Reality on the Norm, I can't remember which I played first.
Anyway, once I found the link to AGS, I downloaded it and started playing around
with it, and the rest is history as they say.
JA - What did you like about creating your other projects?
The freedom to be able to do whatever I wanted and create whatever
I wanted. Of
course, this pretty much applies to all the stuff I've done. It's what I love
most about making games, pure creative freedom.
JA - What inspired the idea of Ben Jordan?
The desire to do something original. Looking back on my released
games I saw
I'd put out 3 RON titles, some MAGS games, and a demo for Granny Zombiekiller,
a
project which I ended up canceling because it was essentially a one-joke plot.
I wanted to start up a new game franchise, something I could work with for
a
period of time. I've always loved the idea of story arcs, especially in games,
so I wanted to make a series that, once completed, when you play from start
to
finish, you could see how things progressed, like the main character's attitude,
or just little things that seem trivial in an early game that then become
important in later games.
As far as the idea of a paranormal investigator, it was just appealing.
Although it's kind of cliché at this point, I wanted my idea to be different
in
the sense that Ben investigates paranormal phenomenon that are tied to local
legends and folklore. I wanted to emphasize world travel and different
cultures.

JA - What hindrances have you encountered with Ben Jordan?
The usual hindrance when I make games: puzzle design. I'm a sucker
for story,
and when I make games I put the most emphasis on creating an interesting plot.
Unfortunately, it's not always easy to mix in logical puzzles with a coherent
plot. I mean, without puzzles it's essentially just watching a pixellated
movie, but at the same time, it takes you out of the story if you have to do
something ridiculous like walking all over the place looking for an obscure
item
for a character.
I'll give you an example: In Case 1, the main thing I wanted to
focus on was the
fact that it was Ben's first case, and it was going to end up being more than
he
bargained for. The main plot point was that he befriended Ranger Rick, who
in
the end turned out to just want to kill the Skunk Ape for profit so he could
quit his job. I wanted to have Ben trust the guy, then feel betrayed, which
is
why I put in the scene by the campfire. Just two guys bonding. Also, there
was
the effect of seeing a man killed right before his eyes. In the end, however,
I
thought it might be too melodramatic, so I toned it down a bit.
Of course, I wasn't really able to come up with many puzzles. Which
is why the
game was so short. I was able to come up with more stuff for Case 2, but I'm
still working on the whole logic bit. It's very hard not to fall into the old
" Bring me some water and I'll give you this knife, just because I happen
to have
one" scenario.
JA - What is the most positive aspect of creating the Ben Jordan games?
I have lots of fun making them, and the idea that people are playing
the games
and enjoying them always makes you feel good as a developer.
JA - Is the adventure genre dying out?
A tricky question. From the looks of it, yes. At least, commercially,
it is.
The Golden Age of the early '90s is unquestionably over, and I don't see many
new adventures like the ones everyone remembers as the greats being released.
However, with AGS and other engines, the genre is still alive for independent
developers. Plus, there's been some great games coming out of the indie
community, some that are even better quality than anything commercial nowadays.
As long as there is the desire to play them and people making them, adventure
games will never really die.

JA - How do you feel about games like Sam & Max 2 being
cancelled?
I think it's a real shame. But enough has been said on that subject,
and my opinion doesn't differ much, so we'll move on.
JA - Okay, then. What makes a solid adventure game for you?
A good story that keeps me interested, and a fun factor. There's
nothing worse
than getting bored playing an adventure game. You have to want to know what's
going to happen, to care about your main character and any supporting
characters, and just have fun throughout the experience.
JA - What would you like to see more of from developers?
More adventure games.
JA - Lucas Arts or Sierra?
Depends what I'm in the mood for. Both companies put out some real
classics.
Each has their distinct pros and cons, but overall I like them both.
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