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interview: Peasant's Quest
 

Even before the game was released, the Peasant's Quest promo was making its rounds… and cracking a lot of people up. The promo was very 1980s. Was it modeled after anything in particular? Did you have to do any research to get the promo to feel right, or was it just based on what you remember of promos at the time?

Matt: Our oldest brother Donnie used to read us ads and game promos from PC magazines back in like '82 and '83. There was definitely some of that in there. That was back before there were any marketing people involved in software whatsoever and it was so obvious it was just the same nerds who programmed the game pulling double duty writing game promos. So no research was needed, we're just lucky enough to have a backlog of cheesy video game advertisements in our head. That, and we watch a lot of reruns of Starcade.

Jonathan: I still have uncomfortable flashbacks about that awful Starcade rap that one contestant did. Both Matt and Mike have it TiVo'd and they'll play it several times in a row if you bring it up. I shudder.

Mike: People seemed to like the promo so much, I was afraid they might be disappointed by the game. I don't think they were. Well, maybe one guy.

The interface in Peasant's Quest is very similar to Sierra's AGI games, but it's browser-based. Did you use or modify any of the existing AGI tools (like AGI Studio) or was Peasant's Quest programmed from scratch?

Mike: Jonathan is the man. Programmed the whole thing from scratch. It was funny; about 3/4 of the way through the project, a fan sent us a Homestar-related adventure game they had made using one of those AGI thingies, which I had never heard of. I don't think any of us had. Anyway, we had a brief moment where we wondered if we had gone about this all the wrong way, but I think we ended up okay. I think being able to play it online was key for us.

Jonathan: We knew about AGI Studio when we started and we talked about using it but it became a very high priority for us to not require any downloads or installation. Writing an engine in Flash allowed me to cheat a few things—I don't know how easily the climbing or archery mini-games would have been in AGI. Also, if you look carefully you'll note that we were not sticklers about preserving the original screen resolution and color palettes. Flash was great because it allowed us freedom to do what we wanted and I don't think the retro-parody suffered. Writing the engine was a little more involved than I had planned, though.



Knowing that there are fans making AGI games, would you consider releasing the Peasant's Quest engine as open source?

Jonathan: I can appreciate the reasoning behind open source, but I'm conflicted—quite frankly I would want to spend some time to clean it up and improve it before unleashing it on the masses; both from a pride-in-my-work perspective and a taking-responsibilities-for-messy-things-you've-done-that-theoretically-hurt-no-one-but-yourself vantage. And this takes time that right now would be better spent on making another game. Maybe I'll keep that more in mind the next time we make an adventure game.

As far as I can tell, there's no standalone version of Peasant's Quest available for download. Was there any particular reason for this?

Matt: Mostly just because of platform issues. More testing would have to go into making sure it would work on all machines and OSes. But in a browser, there's a lot less variables. Plus, Jonathan figured out how to let folks save their game so we figured we just keep it in the browser.

Jonathan: If you have Netscape/Mozilla, it's pretty easy to deduce the swf name and do a "save as." So those who feel strongly about it can certainly save it to their machines, and the savegame stuff should still work.

Your site had a loyal following long before this game came out. How has the response to the game been? Do you get the impression that most of your regular visitors "get" Peasant's Quest?

Mike: As far as I know people really liked it. I think most of the site's viewers have an appreciation/nostalgia for old video games.

Matt: It's gotten a great response so far which has made us all feel pretty awesome. We definitely know that fans our age (late 20's early 30's) "get it." But it's cool to see that younger kids just plain like it. I think retro gaming is so prevalent and mainstream these days that younger kids have a better appreciation for this type of game.

Jonathan: I love that as a frequent visitor of GameFaqs that there are a bunch of reviews and walkthroughs for Peasant's Quest up there. Another cool thing is that people will quote responses to particularly obscure commands like "dance" or "dan" with a bemused tone. I'll read the quote and think "that's pretty funny... did I write that or did Matt?" Matt can't remember either.

According to your website, you support yourselves through sales of t-shirts and other merchandise. When can we expect some Rather Dashing toys?

Matt: I wish. I'd want him to look just like he does in the game, a little pixelized action figure. I s'pose you could make your own out of Legos pretty easily. Unfortunately, the turnaround on toys is a bit long and pretty expensive. Peasant's Quest 8 would be out before any toys got made. A Rather Dashing or 'Scalding Lake' t-shirt isn't too far-fetched though. Man, now I really wanna go make me a Lego Rather Dashing.

Mike: I don't know about toys. Maybe a t-shirt. Who knows.



In the weeks since Peasant's Quest came out, posts on various message boards suggest that most aspects of the game have been figured out… except for two things. What's the story with the naked guy? And can that second-to-last inventory slot EVER be filled?

Mike: The naked guy is just in there to give people something to talk about after they've won. I don't know what the deal with that empty slot is. I hear tell of it, but as far as I knew all the slots got filled. Maybe something disappears after it's used? I don't know.

Jonathan: I'm too lazy to check but I think the penultimate slot is the map. There are no points for the map, so it's possible to get a perfect score without that slot filled, which is perhaps the confusion. The map turned out to be hard to find, I guess. Too bad, because it's kind of cool and you can even print it. Re: Naked guy: we wrote a detailed backstory, which we do for all of the game characters. We have it all on disc and we're going to license it to Bantam/Spectra for novelization by some ghost writers. It'll be awesome.

Do you have any plans to do another adventure game? Maybe a Peasant's Quest sequel?

Mike: I hope so. Jonathan's the one to ask. It was a big project. I don't know if it'll be a Peasant's Quest sequel, or maybe set in another part of the Homestar world.

Matt: We'll definitely make another adventure game someday. Probably not in the Peasant's Quest/Trogdor universe, though. We'll pick another genre or maybe make it featuring characters from our site. This game took us 6 months to complete though, so it'll be a while. Look for more arcadey type games in the meantime.

Jonathan: I'm really excited about our next project; we have some other genres to exploit/sully before we return to the graphic adventure. But we'll be back.

Our sincere thanks to the guys at homestarrunner.com for taking the time to answer our questions. If you haven't already, be sure you go play Peasant's Quest today!


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