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Jeff Tobler By Randy
Sluganski Jeff and Karen Tobler are the brains and
creative force behind Omni
Creative Group, creators of Riddle
of the Sphinx, an upcoming game to be published by DreamCatcher
Interactive. I understand you have found a publisher?
We found a wonderful publisher and proudly signed an agreement with DreamCatcher,
Inc. ROTS fits well with their current line of quality adventure games,
and Richard Wah Kan is committed to adventure games like no other publisher we
found. Avid adventure gamers should support DreamCatcher's efforts and products
in every way possible (yes, that means "Go buy their games!"). Just
Adventure recently conducted a poll, and Riddle of the Sphinx was voted
the "Game Most Likely to Be Purchased" by our readers. Did this surprise
you at all considering that the other games were Amerzone, Faust, The Longest
Journey, and The Real Neverending Story? Or do you believe it was simply
a matter of "nationalism" on the part of the predominately American
Just Adventure readers? Karen and I have been, and continue
to be, very appreciative of the support we've received. Given the fact that ROTS
has never been advertised, yes, that surprises me. However, for the past two
to three years, the Riddle
of the Sphinx web site has been seeing between 80,000 to 150,000 hits
per month, so I imagine we know that we have a certain number of adventure gamers
waiting for the release and enjoying the site's content. The growing interest
in ROTS and continued support of adventure gamers everywhere makes producing
a project this large that much better. As it still is with Karen and me, the allure
of Egypt's mysterious megaliths and the role of the Great Sphinx have a hold on
one's sense of adventure and intrigue. It's funny you should mention "predominately
American Just Adventure readers" because one big surprise was the amount
of international interest we received early one and continue to receive on a consistent
basis. Either way, we deeply appreciate everyone's enthusiasm and support for
ROTS. Is ROTS geared more toward the Brendan
Fraser-type gamer or the Rachel Weisz-type gamer? ROTS
is for anyone who has ever been interested in Egypt, the Great Pyramid, and
the Sphinx. Anyone who has had the desire to climb into an ancient monument or
crawl through mysterious passageways. For those of us who have dreamed of being
the one to discover the secrets, treasures, technologies, and sacred documents
that shed light on the ancient Egyptians. Gameplay in ROTS is not fast-paced,
nor is it meant to be. On the contrary, one explores ROTS as one would
truly explore in Egypt's monuments ... slowly and deliberately. There is no hard-core
music playing in the background. Instead, ROTS's richly orchestrated score
ranges from beautiful to haunting, primitive to complex, peaceful to disturbing,
filling each exquisitely detailed environment with music to match. If you're
looking to blow away mummies around every turn, ROTS will not fit the bill.
However, if you're looking for the ultimate Egyptian "adventure," ROTS
will satisfy. Karen and I spent painfully long evenings hashing through the
logic, physics, and relevance of each environment and the puzzles contained within.
All I can say is, ROTS turned into more than we expected it to be and is
still exciting for us to explore, let alone play. The realism
in ROTS is indeed impressive. Did both of you personally visit Egypt, or
was all of your research conducted through the Internet and books?
I wish we had had the time to personally visit Egypt (and believe me, it's
definitely a planned trip after the game has been out for some time). Making ROTS
as real as possible has always been a focus during development. One of the
many goals of ROTS was to accurately reproduce the current archaeological
finds and anomalies, which in turn meant accurately reproducing all of the environments.
The inner chambers of the Great Pyramid were accurately modeled using exact measurements
of the existing structure--including any defects in the original material. I must
admit that the only thing we didn't include is the graffiti currently defacing
the inner walls of the structure. The building materials (limestone, granite,
etc.) were also replicated with exacting detail. In fact, the entire Giza Plateau,
including the placement of the three main pyramids and the elevation and topography
of the plateau, was researched exhaustively and modeled to its existing state. Modeling
and texturing the Sphinx took much longer to accomplish. Finding accurate dimensions
and enough comprehensive photos to build Egypt's largest statue was very time-consuming
and frustrating. Eventually we got the information and, as you can see, it is
stunningly realistic. In fact, one of the archaeologists we interviewed thought
the renderings were real photos of the Sphinx and Cheop's inner chambers. While
we conducted a vast amount of our research using almost every available book,
the Internet, magazine articles (National Geographic was a great resource),
more importantly we received invaluable help and many answers from noted Egyptologists,
archaeologists, and an Sphinx-centric geophysicist, which leads to your next question ... When
Thomas Harris was writing The Silence of the Lambs, he contacted the head
of the FBI's serial killer department for background information. Did you have
access to any noted Egyptologists who assisted in providing the nuances that can
make a game come to life? Well, if you can find the books
in print, the details are pretty well documented. However, finding those and verifying
the accuracy were the most difficult of our R&D. Karen and I did eventually
find everything we were looking for, but even with current and historical documentation,
many of the answers were still not forthcoming. Finally we decided to just contact
the experts. We started with Dr. Mark Lehner. His knowledge of the Sphinx and
its dimensions proved very helpful. Lehner had actually painstakingly mapped the
Sphinx, by hand, to create a 3D replica (as seen in the subsequent National
Geographic article) and of course works closely with Dr. Zahi Hawass on the
Giza Plateau. We then got in touch with Dr. Robert Schoch, who, along with John
Anthony West, made some amazing discoveries about the Sphinx and around the Sphinx
Enclosure. Both Schoch and West were featured on the NBC special Mystery of
the Sphinx, hosted by Charlton Hestin, which highlighted their findings. Schoch
provided wonderful insight and additional physical information regarding the Sphinx.
We talked to many others, but the last to help us with ROTS was Egyptologist
Mr. Steve Vinson. While I can't divulge the nature of his translation, he was
very helpful in working with us in proofing and consulting an essential scroll.
He took the hieroglyphs and layout we gave him and corrected our hieroglyphic
grammar to adjust not only for accuracy but to read as written from the year 2,500
BC. There is another very interesting discovery that arose out of our translation
with Vinson, which ironically fits into the story, but that will have to wait
for the Epilogue ... :) Is there any other game
on the market at the moment that you would equate to ROTS so that our readers
can have a point of comparison? As much as I hate to compare
ROTS to any other game for obvious reasons, I would compare the gameplay
to Riven or Timelapse or Myst or even Jewels ... but
then again not like any of those. ROTS is more than just a game. It's an
epic Egyptian adventure. Now, I realize that sounds like something out of the
marketing department, but it's very real to us. The artifacts and relics one comes
in contact with during exploration are exact replicas of previously discovered
treasures. The environments are either exact replicas or based on ancient Egyptian
building principles, art, and architecture. The many puzzles found throughout
ROTS are based on what has already been discovered, theories, lore, and
speculation which surround the Giza Plateau. Plus each puzzle fits the environment.
It's all for a purpose. Of course, that is not to say we have taken advantage
of creative license. Realistically, what are you looking
for in retail sales to break even? And at what point would you consider the game
a success? I'm thinking that the Sphinx would look good
in our back yard :) How much would that cost? I don't have a number for you, since
there is no way to calculate the hours and passion we've poured into ROTS,
but we expect ROTS to do well given the subject matter. It really
has been a dream realized for Karen and me from the start. Of course, compensation
in the form of money is nice and welcome at this point, but ROTS would've
never been a reality if money were our only criterion. And we already consider
ROTS a success. The fact that we did it and lived to tell our story ...
actually the standing joke was that, as the years rolled on and we kept "slaving"
over the pyramids, we wouldn't actually finish ROTS before the world ended.
Well, from that perspective, we succeeded. Have you considered
that ROTS might be too realistic? Sometimes too much realism can restrict
the fantasy aspect. Maybe, but in this case the reality
of just being inside the Great Pyramid embodies enough fantasy for Egypt to survive
on tourism alone for their economy. Factor in an engaging story, music, and the
opportunity to solve many mysteries of Egypt and ultimately the Riddle of the
Sphinx, and I think anything less than realism would not work with this adventure.
However, if ROTS were not based on real events and existing mysterious
monuments, I would agree. In fact, again that is what makes ROTS so unique. You
have said that the puzzles have been integrated into the story and environment--can
you elaborate on this? Actually I don't want to elaborate
too much as to the nature of the puzzles, but I can say that if new discoveries
are made in the Great Pyramid and/or Sphinx I wouldn't be surprised to see some
of the discoveries mimic those in ROTS. Obviously, many of the puzzles
are based on the ether of our imagination. Even then, each puzzle had to "make
sense;" logically, mechanically, or intellectually. Some of the puzzles are
more fantasy than reality. Many are based on actual findings. And a few are "just
because we could" puzzles. From the beginning, building puzzles based
on what and how the ancients would've built was imperative to making ROTS a
success. It was also important to Karen and me that the puzzles not detract from
the environments. We have played many games where we've walked into a room only
to find a totally irrelevant mind-bender which didn't contribute to the adventure
at all. We both like to immerse ourselves into an adventure, whether on CD-ROM
or VHS, so the puzzles and gameplay were designed to seamlessly integrate into
each environment. In fact, the many mysterious and awe-inspiring environments
in ROTS are all seamlessly explored; no flash to black or scene cuts. If
Riddle of the Sphinx is a success, are you committed to a sequel, or would
you go in a whole new direction? We are not committed to
producing a sequel, but we already have plans for one. We also have several other
projects (some in a new direction) which will probably come out before a sequel
to ROTS. The two of you have spent three years working
on ROTS; can you break down the job responsibilities? Who is responsible
for what areas of production and in what quarters do your duties dovetail?
Actually, we've now spent four and a half years working on ROTS. (What
were we thinking ...) Karen and I equally produced all artwork for
ROTS. We were each responsible for our own environments, but even then,
we contributed to each other's environments in small ways. I was solely responsible
for the music, since music has been a part of my life, all my life. When we couldn't
find canned effects, Karen and I both produced custom sound effects in our studio.
We both produced the video segments, and voice-overs (some recorded in our studio
and others in a sound booth nearby) were performed by me, Karen, and with the
help of our (then) newly added associate, Greg Lamb. The dreaded fire animations
were both of our responsibilities; however, Karen gets the award (or should) for
producing the bulk. The programming was primarily my responsibility, and navigation
scripting was Karen's. By and large, we did what was needed to be done. It was
that simple. But I really hope we have a larger staff for the next one :) Tell
us a little about yourselves, how long have you been married, what fueled your
decision to work on an Egyptian project, and most importantly, did you find it
difficult to work with each other on a daily basis? Did you find it necessary
to separate your work and personal life? Karen and I have
been married for over 11 years and have a son, Charlie, who is 4. We have worked
together on a daily (nightly, at times) basis for about 10 years. While I understand
there are couples who could never safely spend that much time together, we actually
work better together than apart. We definitely complement each other's talents.
The only separation of work and personal life was the decision to move our office
out of our home, back in 1991, which was the best decision we ever made. Otherwise,
we wouldn't change a thing. To your question of what fueled ROTS, one
commonality between us has always been our interest, even when we were both very
young, in archaeology. The Sphinx and Great Pyramid, and subsequent discoveries,
also played a great role in us deciding to produce ROTS. Partially to be
able to virtually explore the Sphinx and Great Pyramid without restriction (as
you probably know, Cheops is closed to the public for now, and has never been
totally open to the public). But also because we were impatient with waiting for
some of these impending discoveries to take place, we decided to make them happen
on our clock. Add the fact that we're avid adventure gamers ... and you have ROTS. To
what do you attribute the recent influx of adventure gaming webzines on the Internet,
and what influence, if any, do you see these sites and the Adventure Coalition
having on adventure game publishers and distributors? We
think the Adventure Coalition is having a major impact on adventure game
developers, publishers and gamers alike. With the Internet now making it possible
for developers to effectively gather an audience for their titles by offering
downloadable demos, trailers and even selling the game online, and the Adventure
Coalition providing professional previews, reviews, interviews and user feedback,
the adventure game genre is alive and well. Publishers who look to the Adventure
Coalition sites, like Just Adventure, can see that these games and this genre
will not go away just because they've said so. Publishers who are smartly focusing
on adventure games, like DreamCatcher, Inc., are reaping the rewards with loyal,
intelligent gamers supporting their titles. If the PC gaming industry doesn't
yet, they will regret turning their backs on adventure games and the many loyal
adventure gamers who support these titles! Randy, Karen and I wish to thank
you, Just Adventure, for all of your efforts in publicizing ROTS and for
your continued support of adventure game developers and publishers. Your efforts
are paying off and are much more appreciated than you probably realize. Thanks!
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