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We've just posted the answers from Aaron Conners about the Tex Murphy series and we're ready for another Q&A session. This time we're taking on a recently released series!

After years of being widely unavailable, [url=http://www.gog.com/en/catalogue/#all_genres/search/little big adventure/]Little Big Adventure, one of the best action-adventure series on the planet, has been re-released at GOG. The rights for LBA games went back to one of the developers, and thanks to this we're able to ask them some questions about the series. This time not one, not two, but three people involved in the process of creation of the game will answer your inquiries! Didier Chanfray, co-founder and art director at Adeline Software, Frederick Raynal, co-founder and creative director at Adeline Software and Sebastien Viannay, lead programmer, will answer all kinds of questions concerning the Little Big Adventure.

Please post all questions in this thread. As usual we'll be picking 5 most interesting questions from the comments and send them over to developers. We know that's enough of an incentive for all fans of those games to ask their questions, but as we like to reward you for your work, we'll be giving a free game to the authors of the 5 chosen questions. Remember to post them until Thursday, November 3 at 11:59 p.m. EDT.
Thank you all for participating in another "Ask developer a question" thread. There were some really good questions and it was hard to pick only 5 out of them. Unfortunately we don't want to send 20 or 30 questions to the guys behind LBA and give them a 3 days work to answer them all ;)

But after going through all questions from you, we have finally chosen the 5 that will be submitted to Didier, Frederick and Sebastien. The lucky users whose questions will be answered are: Renesans, pedro_porfirio, YnK, iuliand and Tallima. Congratulations and PM me to let me know what games you'd like to receive!

And here are the winning questions:


Were there any ideas that didn't make it into the games due to technical difficulties or time constraints (i.e. not because you didn't like them)? Could you mention one of them? Would you include them if you had the chance to redesign and re-release the games with today's latest technology?

How do you explain this unique feel that some European games have (like lba) that is hard to find elsewhere?

LBA2 had a bit of what at least I personally would call improvements over the first game - e.g. a more convenient save system, no more crashing into walls. Were those changes made as a response to criticism from players, or would you've made those changes anyway as part of the overall "upgrade"?
Also, what's with the increased amount of, um, more mature material in LBA2 (the cow humping, Twinsen getting into the women's sauna to distract the Hacienda owner, etc.)? Was this added because the original game felt too "kiddish", as a ploy to attract a more adult audience?

Was the decision to make LBA2 influenced by the success of LBA1 or was the title planned as a series from the beginning?

LBA is the first game that I can think of that used a combination of cartoon-like characters with more realistic and textured backgrounds. In more modern days, we see it more often with hits like Final Fantasy 7. I have a strong feeling that the art style was not primarily driven by the technology available, but by an overarching vision of the game. Were you ever worried that the unique art style used in LBA would backfire and that people would see the game as too childish or amateur?


Thank you all for participating and keep an eye at the front page for the answers!
Post edited November 07, 2011 by Cook