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- 1) Hey, and thanks for taking the time out to talk with us today. Can you introduce yourselves?
- 2) Technobabylon was originally released as freeware, what was the hope in revisiting it and updating it to release as a commercial product?
- 3) What was the biggest challenge you experienced in trying to get it prepared?
- 4) How do you go about designing puzzles in adventure games, especially with making them challenging for adventure players but avoiding some of the notorious logic that 90s adventure game puzzles had?
- 5) One of the things I think worked very well for Technobabylon was the focus on things like having additional phone numbers beyond just the necessary plot ones. What was the impetus for that, and how did getting fans to do the voice recordings for that work out?
- 6) The endings of Technobabylon each have a pretty open-ended question to them with sequel hooks. Are there plans to do one, and if so how are you going to handle the different endings?
- 7) With Technobabylon what inspired having three playable characters in it?
- 8) A minor thing I noticed as playing Technobabylon given some of the ongoing fights these days is the way it handles some social issues – namely a gay relationship and a transgendered individual. They are there but it’s not a big deal – it might be a private detail but no different than anything else. How did it come to be, and what were you trying to show with those characters and choices?
- 9) With the increasing size of the gaming market, do you think there is more room now for ‘niche’ games then there has been in the past?
- 10) You’ve both talked about working on Unity in the future, leaving Adventure Game Studios behind. How is that move going and what are you hoping to get from Unity?
- 11) Thanks for the time, do you have anything else you want to add?
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