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Interview with the entire Gish development team Printer Friendly Page



Interview with the entire Gish development team

Developer: Chronic Logic LLC
Release: May 2004 Development Time: ~8 Months
Category: Web/Downloadable Budget: $5,000

The ball of tar comes back for another shot at the top
By Russell D. Carroll [March 7, 2005]

Q: For everyone reading out there, who are you and what was your involvement with Gish?
A: Alex: I'm Alex Austin, I did programming and design on Gish.
Edmund: Edmund McMillen, game design and art.
Josiah: I did some stuff too.

Q: There has been quite a bit of stir over Gish being in the IGF this year, as it was also a finalist last year. What are your thoughts about that?
A:
Josiah: The version of Gish that was in the IGF finals last year was no where near complete and missing several major features. We entered Gish this year because we wanted a chance to compete in the IGF with the Gish as a finished game.
Alex: I think people spend too much time on forums.

Q:  Obviously quite a bit has changed with Gish over the last year as the game has swapped from the downloadable category to the Open category, how do you think that will affect Gish's chances at winning an award?
A: 
Alex: I doubt we would win an award either way.
Josiah: We will will have to wait and see, I really have no idea why games win and don't win at the IGF.
Edmund: We are the Susan Lucci's of IGF.

Q:  What do you think makes Independent games distinctive?
A: 
Alex: Right now I'd say low production values unfortunately, most independent games aren't really taking advantage of being able to make whatever you want.

Q:  What has changed over the last year to make Gish and more innovative?
A: 
Edmund: Well its an actual game now, with a point, though I think that's been done in other games, but really just about everything in Gish is totally different from the one we had submitted, we have a story mode, tons of levels, lighting effects, particle effects, enemies, bosses, vs. modes, collection modes a level editor and loads of hidden goodies.

Q:  We understand that Chronic Logic was also involved with a downloadable finalist Detective Brand Golf, what was your involvement with that game?
A: 
Josiah: I worked on design and programming.
Edmund: I played it a few times
Alex: I did some programming and design.

Q:  Other than your own game did any one of the IGF finalists or Student Showcase games stand out to you? Why?
A:  Josiah: I really like the style of Wik. I think they did a great job with that game from the production value aspect.
Alex: I haven't played too many of them, but N and Wik are pretty cool. Also that Detective Brand Golf looks interesting, but I heard the development has been a train wreck.

Q:  How do you think Independent Games will evolve in the future?
A:
 Alex: I think more people will realize you can't make the game you think people will buy, you have to make the game you want to make.
Josiah: Hopefully more indie developers will realize that they can make any game they can dream up. They don't have to copy other games are try to jump on the latest gaming trend.

Q:  What is the biggest challenge facing Independent games?
A: 
Alex: There's a lot of challenges, but just finishing a game is probably the hardest part.
Edmund: People not getting up of their lazy a$$es and actually doing something different for a change, it seems like indie developers can somehow get away with copying another "successful" published game, add a new move or two and call it innovative. I think more indies need to think less about what people will buy and more about what would be fun new and exciting to play.

Q:  As one of the leaders of Independent Games, what is next for you (and for Gish)?
A: 
Edmund: I'm currently working on character design for a possible Gish sequel, but you never know what the future may hold.
Alex: Selling out.
Josiah: retirement?

  

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