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interview: Dave Grossman
Even though Day of the Tentacle was a sequel to Maniac Mansion, it was radically different from its predecessor. How did the idea for DOTT develop? Ideas are like dust and lint They ceaselessly appear Churned out dirty from the mint They choke the atmosphere It's easy to detect them They are coating every surface The trick is to collect them And to make them serve a purpose To separate the choicest bits To pound and sand and scrape them To wad them up and make them stick To polish and reshape them Peeling, padding, painting, poking Pressure, glue and heat Strongarm tactics, gentle coaxing Charges and retreats To add, subtract, adjust, combine To trim but not diminish And most of all, to draw the line That says the thing is finished Do you see yourself working on games for 'grown-ups' again in the future? I seem to recall you mentioning a project with Ron Gilbert a few years ago. Absolutely. The particular project I think you're talking about vanished when Cavedog shut (mostly) down, but even now there are some other trees that may yet bear fruit. Stay tuned. Do you foresee any particular trends in the games industry that you find interesting or worrying? My foresight goggles appear to be broken, but I do think the multi-player online games we're seeing right now are pretty interesting. I like hearing about the sociology—economies and languages and other things that crop up without any deliberate action on the part of the designers. Of course, the tricky bit is for a writer/designer like me to figure out how to approach his job in order to be useful in an environment like that. Tell us about your poem mailinglist. Where can people sign up for it? The Poem of the Week is one of my favorite and longest-lasting side projects, ongoing since 1995. I sit down once a week and write some sort of a goofy, rhyming poem about, say, toast, hats, zombies, or the number 12, and then I email it to the people on the list (it's one of a dwindling number of things on the web that's still free). It started as a public service and a way to force myself to keep writing all the time, but has now led to one book and I'm currently working on a second. People can see the current poem and sign up if they wish at my web site. Do you have any advice for those aspiring to become game designer? (And is there anything else you want to say to our readers?) The first thing I always tell aspiring game designers is this: study computers and games but pay attention to other media as well. I always hear guitarists talking about how they learned things by listening to saxophone players. Game designers can learn from music, comic books, theater, literature, film, stand-up comedy, even politics. Game design is like building a robot out of things you find in your neighbor's trash—it requires imagination, flexibility, and as many tools as you can lay your hands on, because you never know what you might need. Oh, and definitely buy my book. It won't help you make games, but it's fun.
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