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Interviews

The Omega Stone (Riddle of the Sphinx II) - Live Chat With Jeff Tobler
(transcript)

Jeff Tobler: I'm here... Sorry for being a little late

Eric JustRPG: Welcome Jeff! You are not late, just on time.

Eric JustRPG: The official start time is in 15 minutes. Thanks for coming. We are honored to have you here.

Jeff Tobler: Thanks! It is an honor to have been asked.

Eric JustRPG: We should be starting shortly Omega Stone fans.

RandyJA: The Adventure Company has agreed to give away two copies of Omega Stone so we will give away one each hour.

Eric JustRPG: Excellent news!

Eric JustRPG: Do you want to go alphabetically Randy?

RandyJA: Eric, field the questions in any order you like and we'll let Jeff take it from there!

Jeff Tobler: Eric, I think the top bar is viewable by all, so I will keep it to the family material <g>

Eric JustRPG: Great, we should be starting shortly.

Eric JustRPG: Omega Stone fans, get your questions fired up. I will be asking for them shortly.

Eric JustRPG: To make it easier I will be asking each of you your question by name.

Eric JustRPG: Welcome Omega Stone fans!

Eric JustRPG: Jeff Tobler has been generous to come today for this chat.

Jeff Tobler: Hello everyone!

Eric JustRPG: Remember, Jeff can't see your questions, so I will send them to him.

Eric JustRPG: Let’s begin.

Eric JustRPG: adventuredog, what is your question for Jeff?

AdventureDog: What is the estimated game play for the average gamer to the advanced one?

Jeff Tobler: I hope I am more help than on this question... I am probably the worst to ask, simply due to the fact that I know the solutions and logic. Some puzzles that appear difficult to me take gamers quite a while to complete. And the complex puzzles sometimes are solved in shorter time than I would expect. And then there is the factor of discovery of environments, puzzles, clues, etc. But I can tell you that I think The Omega Stone is a HUGE game with lots of game play and very easy to very complex puzzles.

Eric JustRPG: When you are ready for the next question Jeff, just write NQ. Thanks

Jeff Tobler: NQ on the ASAP

Jeff Tobler: <g>

Jeff Tobler: We determine that first by the amount of research available for the locations: books, internet, experts, etc. If we can't find enough, we plan a trip... and so it was with Chichen Itza. We took part of the dev crew to the Yucatan and climbed all over those Mayan structures to bring the detail of Chichen Itza to TOS. But we were able to find enough information for the other areas without having to visit. And, we really didn't have the time on this one to go to too many places.

Jeff Tobler: NQ

RandyJA: If I were to go to Stonehenge would it like exactly as it appears in Omega Stone?

Jeff Tobler: Yes! First, since this was an area I primarily modeled, I can tell you that the overhead placement, stone composition, shape and any other properties have been placed in Stonehenge in TOS. And the walkway is really there... the subway leading to the building on the other side really exists. Of course, you wouldn't find the dig tent, but even the road with the fencing I placed there is really there. What can I say about the weather <g> you'd be hard pressed to find a nicer day in England than what we put in there. LOL!

Jeff Tobler: NQ

Andromus: How much interaction with other characters will you have in the game?

Jeff Tobler: Hi Andromus! As compared with ROTS, it is much more. One can interact with the driver and another important character, but the mainstay of game play is still archaeological and adventure exploration in exotic locations. I was happy with the amount of character interaction in The Omega Stone.... I enjoy going off on my own and discovering...

Jeff Tobler: NQ

Eric JustRPG: It will be easier and faster if the rest of you just post your questions and I will relay them to Jeff. Thanks.

Jeff Tobler: Btw, Eric, do you want to allow for follow-ups?

Eric JustRPG: That should be fine.

GLIMPSE: I love the cut scenes and wonder if there will be a strategy guide.

Jeff Tobler: Hi Glimpse! Thank you. We had several goals with the sequel to ROTS, and full screen, fluid, crisp cut scenes were one of them.: For those who don't know, we used all new technology, from ROTS, that is. And I am very happy with the performance and stability of this new engine. As for a hint guide, I know the The Adventure Company will be publishing one that I have written, and Omni Adventures, our company, will be publishing a developers guide, similar to Book of the Dead Ends.

Jeff Tobler: NQ

Dimidimidimi: Without giving away too much, what kinds of puzzles can we expect in the game as well as to their difficulty?

Jeff Tobler: Hi dimidimidimi! You can expect logical puzzles that are either woven into the location or culture you are exploring, or having to do with the overriding storyline. We try very hard to set the puzzles into the environment in a way that makes sense. And much thought was and is given to why a puzzle is even in the game to begin with. However, I will also claim artistic and creative license when creating the game and puzzles. If it needs to be there and is interesting but can't easily be explained, we put it in. Just a balancing act and judgment calls.

Jeff Tobler: NQ

Kate: I love the realism in the game, such as the Land Rover and characters such as Hump moving around. Is realism important within your games?

Jeff Tobler: Hi Kate! Hump is a blast. He was fun to direct and I think he gives the player a little kick in the rear sometimes, but in his own silly way. It was a challenge when shooting to get lighting and positioning correct. We had the scenes on one monitor and the blue screen on the other, and then we would do real-time overlays to test. Cut scenes are one thing, but putting him in the VRs was the most challenging. And in the end, we all had the same reaction you did. I was pleased with how well we composted Hump into those environments. Regarding the modes of transportation.... we spent a good deal of time early on reproducing those ... the RV, Hummer, etc. Those were part of the whole seamless experience we wanted, and once the animations and sound effects were added, it became one adventure, rather than many explorations.

Jeff Tobler: NQ

Eric JustRPG: A chat member asks if you need to have played the original Riddle of the Sphinx to enjoy the Omega Stone.

Jeff Tobler: No. We designed The Omega Stone to be standalone, and with Gil's opening monologue, you get enough information to begin this new adventure. But, of course, I would recommend playing Riddle of the Sphinx to fully appreciate the sequel.

Jeff Tobler: NQ

Ladyyve: Congratulates you on another great game. I wonder what you will be working on next.

Jeff Tobler: Hi LadyYve!! It is good to hear from you! Thank you.

Jeff Tobler: Well...: We are working on a 'next one' but I think that is all I can say, other than what one might cull from finishing The Omega Stone. It is too early... we are still recovering from this one <g>!! But we are also excited about the next adventure!

Jeff Tobler: NQ

Theclarkster: How did you approach the creation of the sound and music in TOS?

Jeff Tobler: Hi theclarkster We had a fairly large library of sound effects from ROTS that we had created, but this time we also purchased a HUGE library of sound effects to try to capture every little detail. Getting the right sound is a trying process and it if isn't right, everyone knows it. However, if you nail it, it is as an appropriate frame is to a painting. It will compliment the work, not detract from it. But one interesting note this time as compared with ROTS was that the music in ROTS was composed before many of the environments were complete. But with TOS, it was the opposite, which explains a lot...

Jeff Tobler: NQ

GLIMPSE: Thank you for being here and especially for allowing a 4 CD game to be fully installed on the hard drive. I consider the TOS to be the best adventure yet.

Jeff Tobler: Wow, Glimpse! Thanks. What music to my ears <g>... it is tough to hand your baby off to the world and wait for reaction. So, thank you! Regarding the full install, we had always planned on having that with TOS, but with the short schedule and huge game to develop, it almost didn't make it as a feature. I'm glad it made it in there, as it makes for a more enjoyable experience.

Jeff Tobler: NQ

Eric JustRPG: I would like to ask you, what has been the most memorable experience in working on TOS?

Jeff Tobler: hmmm...

Jeff Tobler: It has to be our real adventure into the Yucatan jungle, at Chichen Itza. Standing on top of El Castillo was both awesome and frightening. It is very easy to see why they have a few deaths each year with people falling off the pyramid. We spent two full days.... and I mean full... full of crawling over and up and under stones, measuring, taking thousands of photos... in fact we had a digital workshop in my backpack: Laptop, digital cameras, etc. And we came home with information we never would've had without firsthand exploration.

Jeff Tobler: One very important area of Chichen Itza was put into the game only AFTER our trip, because it was soooo crucial to the area.... but I am not telling <g> And we had memorable nights, resting by the beach from the heat and walking.

Jeff Tobler: And I forgot to mention that our first day there was with 70,000 other visitors... on the hottest day of the year. It was a memorable adventure. We will be posting the journal with photos of that trip on theomegastone.com.

Jeff Tobler: NQ

Eric JustRPG: These games are unique in that they come from an excellent husband and wife team. What do you think in working on these games with your wife Karen?

Jeff Tobler: That is very kind of you to say. Karen and I have a unique relationship... we work better together than apart. We definitely compliment each other and that is where the strength of our partnership draws from.

Jeff Tobler: As with Riddle of the Sphinx, Karen contributed so much to TOS that is not easily identified, but would cause the game to be lacking without those contributions, both artistically and creatively I love her very much, and she, as do I, very much appreciates your support of our games!

Jeff Tobler: NQ

Dimidimidimi: I would like to know if these games will be released in Europe?

Eric JustRPG: Another member asks if there was ever any discussion to releasing the game on DVD?

Jeff Tobler: A European release is planned and will come to fruition shortly. Concerning DVD, early on we had made that a goal, but the ultimate decision is the publisher's, and it was determined that a DVD release could not be justified.

Jeff Tobler: NQ

Theclarkster: The TOS has the most inspiring music in it, with just the right balance. What were your goals with the music in TOS?

Jeff Tobler: Thank you. It was to strike that balance of adding an emotional response to an area, other than visually. As both a 3d artist and musician, I would actually rather have a text adventure with good music, sound effects, rather than a good 3d adventure without any music. Music and sound are vitally important to drawing one into a scene, that is... in my humble opinion.

Jeff Tobler: NQ

RandyJA: Hey Jeff, if I can rudely interrupt and ask you for a vowel and a consonant and we will pick someone to win a copy of TOS.

Eric JustRPG: Time to choose a winner for a copy. I think Randy has some instructions.

Jeff Tobler: Drum roll.....

Eric JustRPG: Choose a number and we shall pick someone Jeff.

Jeff Tobler: While we are waiting for the winner to be announced, I would like to remind everyone that I can't see what is being posted, but I will be reading the transcript afterwards. Thanks for these great questions tonight!!

RandyJA: Adventure Dog you have won a copy of TOS, please email Randy at randyjustadventure.com

Eric JustRPG: Excellent, one copy given away!

Jeff Tobler: Congratulations, Adventure Dog!

Eric JustRPG: What were your goals in having many different areas in TOS?

Jeff Tobler: We wondered early on if our goals were too lofty <g>, but seriously, it was partially a necessity to follow through with the sequel storyline. And, in keeping with the story, we wanted to create an experience where one could tie these areas together and see the similarities of each to each. Some are easier to see than others, but the facts behind the story are quite interesting and there is more to this story.

Jeff Tobler: NQ

Cooperfield: How many drafts would you personally go through before releasing it?

Jeff Tobler: Hi cooperfield! Drafts? If you mean by that, the number of betas or close to gold CDs, it can be quite a few and was this time. We, all of us... Omni Adventures and The Adventure Company wanted to make sure this was rock solid for all of you. But if you mean drafts of the story, there was always one design doc and the story remained consistent. The only fluid aspect of the design doc I leave open is exactly how a puzzle or environment will fit together. Honestly, that will change ... for the better... once you are standing in the chamber I just created. Or sometimes, a puzzle looks good on paper, but doesn't work well in the game. So we stay flexible and adapt those elements to ensure an enjoyable adventure is had by all.

Jeff Tobler: NQ

MANTRA001: The TOS is similar to the TV show Verities THE QUEST. What do you think about the convergence of media?

Jeff Tobler: Hi MANTRA001! I have to admit that I have never heard of, nor seen, THE QUEST. Game developers usually do not have time for such things. <g> So, I can't comment on this... I'm sorry.

Jeff Tobler: NQ

sttngfan1701d: As a future archaeologist, this game is an ultimate fantasy for me.

Jeff Tobler: Hi sttngfan1701d! Thank you. We hear that quite often. And you should know that Karen and I are, what we refer to as, 'closet archaeologists'. We want the entire discovery, but none of the tedium associated with digs. <g> That is why it is so much fun to recreate these factual archaeological sites and then build in the lore and mystery surround each area. We try to make that line invisible fact to fiction. So enjoy your virtual digs!

Jeff Tobler: NQ

sttngfan1701d: In developing the Bimini storyline, were you at all influenced by Edgar Cayce's revelations of the site?

Gorden Currie: Hi.

Jeff Tobler: Hi Gordon! Obviously, Cayce was a small part of ROTS. In fact, we referenced many theories in ROTS and TOS. Cayce had predicted that discovery, but there is so much more to these areas than his predictions. What I find interesting is the raw amount of speculation concerning these finds. But when science gets involved, the speculation is often proven right!

Jeff Tobler: NQ

Andromus: What inspired or influenced you most to start designing adventure games?

Jeff Tobler: Our love of archaeology and archaeological mysteries, and our love of art, music and math. It all came together when games like MYST and others came to market. Even before MYST, I had played many adventure games and loved the experience. But it all came down to a night of watching a special on Egypt and several new discoveries in Egypt. We got soooo frustrated with not being able to see these discoveries through, see what lay beyond, we decided to make it happen virtually speaking.

Eric JustRPG: Famous sites as your games have this magic to excite us.

Jeff Tobler: I would hope it is due to the amount of exhaustive research and attention to detail we pay when recreating these structures and using the history or architecture or art or whatever, to create the puzzles. This stuff is interesting on its own. But to add the entertainment factor is icing on the cake!

Jeff Tobler: NQ

Eric JustRPG: Is there anything you would to tell us about TOS and what your hope is for it?

Jeff Tobler: First, that you have an experience to walk around Chichen Itza and up and in El Castillo as it exists today. We have photos from the top of the pyramid and the screen shots... the feel of looking down... is so real to us. I would hope that everyone would appreciate that experience first, along with Stonehenge, Giza, etc. But in addition to that, I am hoping it proves to be an enjoyable game to play. Challenging? Yes, but also enjoyable in the end. We really pay great attention to that during the whole development cycle. If you all don't have fun, we didn't do our job. Given the reaction I've seen thus far, I think people are having fun and that is very exciting to hear!

Jeff Tobler: NQ

Andromus: Could you tell us a little about yourself? When not designing games, what are your hobbies, favorite music, books, etc?

Jeff Tobler: I am a Jazz trumpet and flugelhorn musician when I can get away to play a gig.... although, I was trained classically and still play legit music. I play other instruments, obviously, but my love is Jazz. Unfortunately it doesn't translate well into the adventure games we create. But I also enjoy the orchestrations in the game. Let's see... I LOVE to cook.... I was a chef when I was younger... went to culinary school for it. And I love to collect chess sets, and play on every one I own. Other than that, I am a pretty boring husband and father of two wonderful boys <g>

Jeff Tobler: NQ

Alias: When designing your games, did you base it on facts only? Did you use some hypothesizing and theorizing in it?

Jeff Tobler: Hi Alias! Yes, that is what we do... both fact and the unproven... and fiction. Transitioning between those is very difficult to keep seamless, but that is always our goal!

Jeff Tobler: NQ

RandyJA: Thank you everyone for making this chat such a success!

Eric JustRPG: Yes, thanks to everyone for showing up with some excellent questions.

RandyJA: We will schedule more live chats in the future so you can talk to your favorite developers.

RandyJA: And a huge thank you to Jeff Tobler for taking time from his busy schedule and to our wonderful moderators.

Jeff Tobler: My warm THANKS to Randy, Eric, and Bob of Just Adventure for hosting the chat, and for Randy's support of Adventure Games!!

Jeff Tobler: And to all of you... THANKS for your support, enthusiasm, encouragement. Without you, none of this would be possible. You have helped to make a few dreams of Karen and I come true. I am grateful for that.

Eric JustRPG: Yes, thanks Jeff for giving adventure gamers the games they like to play.

RandyJA: And Alias, send me an email at randy at justadventure.com as you just won a copy of TOS!

Jeff Tobler: And to The Adventure Company for being an awesome publisher to work with and for their commitment to Adventure Games. They are a great company and have been providing the adventure community with many hours of riveting game play!

RandyJA: Good Night everyone! And also thanks to the Adventure Company for the copies of TOS!

Eric JustRPG: I wish you and Karen, continued success for the future!

Eric JustRPG: Good Night adventure fans. Thanks for coming!

Jeff Tobler: Thank you! Good night everyone.

Eric JustRPG: Good night Jeff!

Jeff Tobler: Bonne nuit!