You can not change people, but it's helping it Tim Schafer, his career and philosophy

Within the videogame industry, there are a couple of names that we can all recognize instantly. Shigeru Miyamoto, Hideo Kojima, Phil Spencer, Hideta Mayazaki, all of them have contributed greatly to the industry. Within this list, there is a name that stands out, not only for its contributions to AAA development, but for its participation in the independent scene . I mean Tim Schafer .

Developing American began his career working with Lucasarts at 90s, so eventually in 2000 open Double Fine, a study that has given us games such as broken Age, Brutal Legend, Rad and, of course, the Psychonauts series. In honor of the recent launch of the second Raz and Company adventure, I had the opportunity to talk with Tim Schafer to talk about the development of psychonauts 2, ** The current independent scene, the arrival of it to Xbox Game Studios, and much more.

The first psychonauts arrived at the market in 2005 for the original Xbox, how is it that more than 15 years of difference impacted the vision of the sequel?

Tim: There are some ideas that I wrote 15 years ago after the first psychonauts. I wanted to explore more about the Raz family and its history. He had a couple of concepts about his mind, his curse, and why they curse him. I had all these notions, and when we started working in the sequel, I thought about those and new ideas, but I think it's great at last to have the opportunity to tell the stories I thought so long ago.

_ Psychonauts 2_ was a developed created by several teams working in different sections of a level, how difficult was it balanced all these responsibilities from your position?

TIM: One of the things that helped unify the ideas, was the story of the first game. The Foundation and the Original Psychonauts [as an organization] gave us a structure that encompasses. These structures helped us to have an order, and always from Raz's point of view. He was the cool boy of the camp [in the first game], but things have changed and [in the sequel] is started from below.

The first title is considered a cult game, do you expect that with the arrival of psychonauts 2 to Xbox Game Pass more people are willing to go to the mind of Raz?

TIM: Game Pass has exposed the game to a great public, there is no longer a barrier. If [the players] see a strange title that pleases them, now they can only download it, because they are already subscribed. This will make more Double Fine games achieve a higher audience. The sequel, at least, has already reached a greater group of people compared to the first game.

Speaking of Game Pass, will we see more Double Fine games on this platform in the future?

TIM: I think our games have found a great home at Game Pass, we will make more titles than the fans of the study love them.

As a writer, is there a part of you inside Raz or of some other character?

TIM: When writing I feel that there is part of me in all of them, but these characters already have their own life and personality. Designers, animators and voice actors have contributed to the creation and interpretation of each character.

Have you learned something about human nature developing psychonauts 1 and 2 ?

TIM: I have applied a tip that I learned in the industry: Being kind to the players, because you never know what they are facing inside, and Psychonauts is a game that lets us do that with Gameplay. Upon entering at the head of the characters, and even those who are considered villains, you can learn about their compartment. You have to be empathic with people. You can not change people, but it does help it.

That is exemplified perfectly at the anxiety level in psychonauts 2. Getting something as complex as this problem is represented as comical way as a cooking contest, it is something that only Double Fine can do.

TIM: That concept was originally a level that was created in a Jam Game. One of the documentalists who was working on the development of the game, made an experience of working in a cooking program, which was an interesting concept. I was not planned to be part of the full game, but we started working with him, and at the time the creator of him was contributing to the development of psychonauts 2, so we asked if we could use the idea of ​​him.

Like other games, the development of psychonauts 2 was affected by the pandemic, at what scale this was?

TIM: Much of the game was already developed [before the pandemic]. Its impact was more moral. The team had to adapt and face isolation. Each one had his own challenge, but we continue to meet us for chat, playing and hunting bugs together. This solidified our results to work as a team. Each game has its own challenges, and this is undoubtedly unique. However, this did not have a great negative impact.

Perhaps the pandemic and these challenges created a concept that may be used in a possible psychonauts 3 ?

TIM: All mental problems can be part of a psychonauts. We definitely learned a lot about isolation, introverted against extroverts, and what makes the world difficult for some people.

During the last few years we have seen the arrival of more games that speak about mental health, such as hellblade: senua's sacrifice, gray and celeste, what is the biggest difference between these titles and psychonauts?

TIM: All studies have different approximations with these issues. I think we are the only ones who use a mood, which can not be seen as appropriate, but it is always clear that we are never making fun of mental problems. You have to be empathic.

Is it difficult to balance humor and these issues?

TIM: I think not to make fun of people is a general philosophy. To deal with problems with the help of experts, and not take them from a perspective of stereotypes.

_ Psychonauts 2_ began its development as an indie game, but eventually counted on Xbox's support. The following Double Fine project will be fully supported by Game Studios, how is it that this will change the scale and the development process compared with previous jobs?

TIM: What most excited me is to think about good ideas. Will you like the public? If you see this title in Game Pass, will it download it? There is no longer a concern about presenting the game to a publisher or investor. That was the question for a long time, can we maintain this development and present it to a publisher? It is a process of risk and reward. But thanks to the investment that Xbox is doing at Game Pass, and the quality content they are providing, the question now is: What would be the best game? What will most like to like people? That thought will result in better experiences.

Should you play Neverwinter in 2021? Does this mean that the Indie Spirit of the company will be preserved?

Tim: Yes, only that now we are not depending on the search for money

One of the great proposals of Double Fine has always been day of the devs, is this program now will be part of id @ xbox?

TIM: We are still doing day of the devs independently, all are invited, and we have a tip that helps to cure all the games for the different platforms. We would definitely be happy to see a day of the devs on id @ xbox or wherever they find a house.

What is your perspective on the current independent scene compared to what is seen when Double Fine was created?

TIM: In the first days there were less games, and it was easier to excel. If you had a great game, you could be alone in the market for a long time. There are currently more games, and it is more difficult to excel.

At that same point, what are the elements to excel in the current independent industry?

TIM: I think the indie games have caused the industry to be richer thanks to your creativity. Things that Indie titles tried to do at the time, now I see them in AAA developments. This type of experience take leadership at the time of taking risks, and this gives the opportunity to try new things.

At the time, the acquisition of Double Fine by Xbox was a big surprise. What made them say Yes to this purchase?

TIM: We were looking for an investment, but they do not make small bets, but complete treatment. At the time, we were not thought of an acquisition, but when talking with them, I realized that they wanted to preserve the spirit and character of the study, and offer a great variety [games] at Game Pass. They do not want to change Xbox Game Studios just a simple point of view, but they want to have a wide variety of perspectives to approach as much players. When I understood this, I realized that Double Fine would find a great home with them.

Then you can say it was not so much for the money.

TIM: Not having to worry about the money, it certainly helped. For almost 20 years, he was constantly worried about how he was going to pay the team next month, and that took me a long time. Now I can focus on thinking what will be a funny line for Raz. This allows me to have more time and head to focus on other things.

For what you tell me, then in favor of Xbox Game Pass, right?

TIM: We have seen as in other media the services of streaming and subscription have evolved, and people no longer return. In my work, as a small study, the focus is on having a presence where players are, and being part of Game Pass has allowed us this.

Although we already know that the next Double Fine project will be completely original, is there a property to which you would like to return in the future?

TIM: All the IPS we do, we complete them. His characters and worlds feel finished, and we have great love for them. I would love to return to one of them, but the right approach is in the new, and we are currently in the R & D process in several concepts of which no one has heard, that is exciting.

Considering the great repertoire of properties in Double Fine and its charismatic characters, is there the possibility of taking any of these worlds to the big screen or girl?

TIM: We are always open to this. With Costume Quest we did a series for Amazon. You always want to make a series or high quality film and if it is achieved, I agree. However, in general I think video games are cooler, and this is the perfect home for us.

Taking into account the relationship between Xbox and Lucasfilms Games, pointing to the Game of Indiana Jones and Machinegames as an example, is there the possibility of seeing a job related to some Lucasarts property?

Tim: It is not impossible, but it is not something that we are not involved at the moment. I have always said you never say.

What is the most important thing for you in a game as a developer?

TIM: The mechanics that I love most is exploration, and create a fantasy world that may surprise the player.

And how player, what is most important?

TIM: It is still exploration. That is my favorite thing to do, as in Breath of the Wild, or in another gigantic game where I can discover that it is at every corner. I am currently also entering the cooperative games, as I play a lot with my daughter. Titles like It Takes Two, so we can explore a beautiful world and work on puzzles together, they are perfect for this.

What has been the game that has inspired you the most as director and writer?

TIM: Many, many. Psychonuats was inspired by games like Rayman 2 and Super Mario 64, including RPGS like Skies of Arcadia. The feeling of an epic story and a great world to explore is something that attracts me.

If you had the opportunity to work on an Xbox property that is within your reach, what would it be?

TIM: Blast Corp, it's my favorite rare game.

Last question, will we see more collaboration with Jack Black in the future?

TIM: is always invited, it is a friend of the study, and it is a talented actor. He and Elijah Wood have been present in some of our latest games, and it is always fun to work with them.

If you want to know more about Tim Schafer's work, you can check our review of psychonauts 2 here.

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