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One of today's main Gamasutra features covers a panel from the recent WonderCon comic convention in San Francisco, in which principals from Telltale Games discuss working...

Simon Carless

February 24, 2006

1 Min Read

One of today's main Gamasutra features covers a panel from the recent WonderCon comic convention in San Francisco, in which principals from Telltale Games discuss working on PC indie adventure comic titles Bone: Out from Boneville and the upcoming Sam & Max game. In this extract, some of the though processes behind adapting Bone, which is based on Jeff Smith's enduring graphic novel series of the same name, are explained: "Heather Logas went on to explain her side of the design process. "The first thing is, where do we start?" she asked. What elements of a work like Bone will ultimately make it into the games? She decided on the themes inherent in the work. Bone has a strong theme of friendship to it; of responsibility, both toward one's own self and toward one's community. Whatever they do with the game, it should emphasize those concepts. "The characters are great, so we'll explore that. Everything the player does should help illustrate the characters, one way or another. And the world of Bone is just great," Logas said. "It's so rich and defined." What a game can do is allow players to see more of it than they might in passing, by reading the books. "What's great about adapting to a game rather than, say, a movie" is that you "can put even more in," rather than cut material. Ideally, you can explore the subject in more depth, rather than less." You can now read the full Gamasutra feature on the subject, including plenty more information on how Bone was constructed and shaped from the original graphic novel (no registration required, please feel free to link to the article from external websites).

About the Author(s)

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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