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We're happy to present you another part of the exclusive Q&A's with developers of your favourite classic titles. This time, Aaron Conners was so very nice and answered questions from the community and the GOG staff about the awesome Tex Murphy adventure games series. What's more Aaron, after going through the thread where you posted questions, was so eager to give you more insight into the development of the series, that he picked more questions and answered them as well - those will be posted in the second part of the Q&A soon.

Once again, huge thanks goes to Aaron Conners for answering all those questions. Now enjoy your read.
Very nice! Been waiting for this.
This is one of the areas where GOG really shines IMO, I don't think I would find such content in other game selling sites.

Will definitely read this once I have time.
wow! 2 news updates in one day! :)

Anyway, this is a great read, very interesting

I would love to see this from the developers/directors/designers etc of other games on GOG
I love these features. Thanks to GOG for making these and thanks to Aaron Conners for answering all the questions. :)
fabulous interview. thanks so much!
I completely disagree about the 3D environments not being the reason people loved the series. I for one was a big fan of them and they made you feel like you were looking around for clues MUCH more than any other adventure game series.

If there was a new Tex game that didn't have you looking around environments in 3D I would be heartbroken. It wouldn't really require a big budget to make them look quite good.
I have had a soft spot for the Tex Murphy series for many years, even before they graduated to the FMV era. My personal thanks to both Chris Jones and Aaron Connors for bringing to life a unique blend of Noir and humor in a dystopian future. I hope that one day the games will live again, and Chris can be convinced to don the fedora for the camera once more.

Thanks GoG for a fantastic interview.
Very good and interesting interview. Big thanks to Aaron Conners and GOG :)
Tex FTW!
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StingingVelvet: I completely disagree about the 3D environments not being the reason people loved the series. I for one was a big fan of them and they made you feel like you were looking around for clues MUCH more than any other adventure game series.

If there was a new Tex game that didn't have you looking around environments in 3D I would be heartbroken. It wouldn't really require a big budget to make them look quite good.
I agree that the 3D environments add a lot to the games for me as well, but I think it would take a big budget. (on a non-fan fiction level)
i really think to make a new, 3D tex murphy game work well with modern systems, and with modern expectations of games, they would probably have to license a game engine and build it right. anything less would be asking for a huge bug-sandwich.

just my 2cents.
Oh, I also wanted to say that I think this was a great interview and I really think this kind of content adds a lot of value to the GOG community. :)
Post edited October 26, 2011 by tacossmellgood
Great interview! Can't wait for the second part.

I agree with StingingVelvet, it really did make me feel like I was the detective (the controls on the other hand, could have been executed better, especially the swivel like turning). With that said, I wouldn't mind a pure point&click Tex game (like Broken Sword).
Post edited October 26, 2011 by senbon
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tacossmellgood: I agree that the 3D environments add a lot to the games for me as well, but I think it would take a big budget. (on a non-fan fiction level)
i really think to make a new, 3D tex murphy game work well with modern systems, and with modern expectations of games, they would probably have to license a game engine and build it right. anything less would be asking for a huge bug-sandwich.
I don't see why. Something like Amnesia was made on an indie budget where 250,000 sales was an amazing success.
"not just difficulty levels, but the actual gameplay style – so different types of players would get the kind of game they want."
that is a great idea I been waiting to here some one mention it.
"In fact, I would explore offering multiple modes of play – not just difficulty levels, but the actual gameplay style – so different types of players would get the kind of game they want."

YES, PLEASE!

Sorry about that, it's just that I wish more game designers understood that point...

One game that forces me to play three different game types to experience the story == bad.

One game that lets me choose which of three different game types I want to play as I experience the story == YAY! (and for the renaissance men out there, allowing combinations of gameplay would be even better)

So far in my life, System Shock 1 is the only game I've played that actually did this to a significant degree. You can turn off combat and experience it as a free-roaming adventure game, or you can turn off puzzles and experience it as a shooter -- or some combination of them.

Back to the Tex Murphy series -- I love the games, but always _hated_ the timed elements, so I'd love to see them in a form where I could choose to not deal with those. And I'm sure that there are a lot of people who could enjoy the story if it was playable in more of a Black Ops adrenaline-dump pacing. It would be hard to find a way to blend the styles (and give the mixer knobs to the end users), but I can envision Tex's stories being told both ways...