GDC2008 Notes – Conquering Bane’s Citadel: The Collision of Casual and Hardcore Gaming in PUZZLE QUEST
Monday, March 3rd, 2008The session was presented a quasi-RPG with slides detailing the adventure etc. Steve’s a great speaker with bags of personality & the session was packed full of great anecdotes (e.g.getting chased down while running for being lippy to a guy in a park & how it impacts his dealings with publishers). He spent the initial chunk of the session going over the background of the company, how Puzzle Quest came about & the issues with signing the game on with a publisher. I’m skipping this chunk – it’s well covered on GameSpot etc.
Hurdles
Code portability – fundamentally a PC developer, totally underestimated the complexities in porting code to consoles (STL, lisp etc).
System constrains – huge issue. Again, totally underestimated this. They thoroughly screwed up their cart size, agreeing to a 8 times smaller cart through not realizing that “8MB” means 8Megabit, not megabyte (their front end screens for the DS blew the cart size originally!!).
TCRs a big wrench too.
Testing
“Test early, test often” – weekly afternoon tests etc. Previously, team was against focus group led development, but their use in PQ changed attitudes. Focus groups showed name wrong & that the gender appeal was low – led to reworked art & characters aimed at women.
Localisation
Too much text for a game of this size/scope (100k+ words) across all SKUs, leading to time issues & space issues. Partly caused by issues for FIGS in Europe (French, Italian, German, Spanish) – so much descriptive text ingame for weapons, things etc that in English are gender neutral need correct genders for FIGS. This caused a lot of translation time & space & energy to get taken up. In the future, will reduce this flowery language! Japanese language issues caused by the look of the avatars – combination of old/young + male/female looking avatars caused three different language permutations for gender.
The Release
Strong “word of mouth” based on their PC demo of the handheld versions & coverage on sites like Penny Arcade but the game’s lack of immediate impressiveness caused retail buyers to not stock many copies of the game, which they believe led to lost sales. The continued word of mouth kept it in the public eye despite a small marketing budget. Its success reinforced Steve’s belief that good games sell.
The Positives
- Time spent polishing is time well spent.
- “Test! Test! Test! Test!”
- Good design is still important in this day & age. The initial mix of the team was almost all designers – a different initial mix may have led to a more technically advanced game that was a poorer design but more impressive looking – which may not be a bad thing for another company or game.
- Focus groups are awesome.
- Good QA teams are awesome! (It sounded like they shipped with 3000 bugs??) Talked about the high profile PSP bug that slipped past their internal testers, publisher testers & Sony/MS QA…
Next Time
- More closely working with marketing to better sell the next game to retail and the press.
- Improve their build pipeline (unit testing etc)
- Greater respect for what the casual gamer/market wants, e.g. they filled the game with RPG game staples like classes that present a hugely important choice right at the start of the game with no indication of the impact or real details.
- Next game is funded by the DMF (government organisation) – “no interest loan” repayable on completion.
Takeaways
I adore Puzzle Quest and was curious to hear what Steve had to say and this was a nice lowkey end to this busy GDC. Nothing desperately new or ear-opening, but it was good to hear. Mid-level developers, and publishers are getting squeezed between AAA & budget. Longterm PC developers still underestimate the impact of switching to consoles. A lot of Puzzle Quest seems to be “happy accidents” in design & production in a lot of ways. I think their iterative design process works for them, but wouldn’t for a larger team or bigger budget – “clear goal, loose plan” would should scare producers! For small publishers/devs, working with press & key websites online to build word of mouth is utterly, utterly important.

