Quick Jump Daily Digest
Thank you for your interest in the Quick Jump Daily Digest. Get notified of all new content on QJ in our free Daily Digest. To subscribe, enter your email address below and click the subscribe button.
Interview: Producer on South Park: Tenorman's Revenge - Writing South Park |
Listed in: Interviews Tags: Interview, Other Ocean Interactive, sara guiness, South Park, south park games, xbla
| Article Index |
|---|
| 1. Interview: Producer on South Park: Tenorman's Revenge |
| 2. Writing South Park |
| 3. Making a good South Park Game |

QJ: We know the creators of South Park are big gamers. What has it been like working with Trey and Matt? Did they pitch the game to you or did you go to them?
SG: Not to sound cliché, but everyone we worked with at South Park was tremendously helpful and generous with their time. We kicked off development getting a full due diligence presentation from them on the show, the history and the quality control on their IP. Knowing they wanted a game that felt like watching the show, we agreed that a 4 player 2D Platformer was a perfect way to accomplish that. The guys at South Park are gamers themselves and contributed much to the design of the game, their feedback from playing was incredibly valuable to us as we finalized the design and the UI. They were supportive and communicative, and as bonus to any developer: our client knows the game as well as we do! Finally, having brand new voiceover and a brand new story required a lot of support, especially during South Park’s very hectic schedules while they’re in production with the show – but we were able to pull it all together.
QJ: For non-South Park fans, what is Tenorman's story since his debut ep?
SG: Tenorman was introduced back in Season 5, and we got to see Tenorman again in Season 9. But the real kick start for this game was in Season 14 when Scott was leading the new Ginger Separatist Movement – essentially the beginnings of the army of robots he develops in Tenorman’s Revenge. That episode, 201, also formed the basis for our levels that take place in Chilli Con Carnival. Tenorman is the ultimate bad guy for us, because he’s so vindictive and obsessed with Cartman that it’s perceivable that he’d go through the effort of traveling through time just to keep Cartman and his friends away from their video games! He’s the kind of character you love to hate.

QJ: How important was the level design for the game? Are there power ups in the game?
SG: When building a platforming game, level design is king and so are tight player controls. We gave ourselves a big challenge by focusing on all 4 boys being an important part of the game. We didn’t want players to come in and feel like their choice of character didn’t matter; these are legends. Cartman, Kyle, Kenny and Stan each needed to feel like a piece of the team.
Each has a special ability that affects enemies, but also the environment; Cartman Belly Barges through walls, Stan throws a football to hit ranged targets, Kenny has a super high jump, and Kyle confuses Ginger robots and their shields by Daywalking (aka revealing his Ginger hair!). Additionally, each player can become his Superhero alterego: The Coon, Mysterion, Human Kite, and Toolshed. To create a big, immersive experience across 20+ levels, we integrated a huge number of side paths off each level that only a particular character can reach using these special and superhero abilities.
We wanted each of the boys to have areas where they are the center of attention, and where they can blaze a trail for the others to follow. While the progression from level-to-level is linear, the path you travel through each level is decidedly non-linear as a result. So for both the replay value of a single player experience or the multiplayer madness - these levels will provide a real challenge. We have many weapons you can find in the game - which can be used for good, or just to grief on your friends! We have Time Bomb sequences in the game where your mastery of platforming and combat are put to the test. There are other pickups in the game, ones that slow down time or reveal the locations of hidden areas – all kinds of good stuff! We ended up with a game that really shines when you jump on with 3 friends, but could easily consume a weekend as a single player.
| 45.5% of voters think this story ROCKS! |
|
|












Comments
Reply