Permanent Daylight 2ma2 talks about the hard work involved in making
 
Date of interview: 12.09.2005.
Interview with: Linus "2ma2" Larsson
Interview by: A. J. Raffles
Interview about: Permanent Daylight
 

1. I really liked the concept of an adventure game which conforms to all sorts of adventure stereotypes (i.e. mad evil scientists wanting to destroy the world for no particular reason, etc.), yet keeps poking fun at them. Did you plan the game like that from the very start or did all the adventure jokes creep in during the process of writing?
The notion of poking fun at adventure games is not my idea, nor should I be credited for it. It is all due to a marvellous developer known as Scid who wrote the Crime Time Demo. That was my inspiration when making PD, but all cheap jokes were basically made while writing the dialogue. I didn't plan much at all, sadly...

2. You've probably played quite a few adventure games. Which one would you say left the strongest impression on you/influenced you most?
I've actually played rather few adventures, but surprisingly, the Sierra ones lie closer to my heart, even though I was more impressed by LucasArts and by some less well-known games. That is due to nostalgia: I grew up with Sierra.

3. Do you remember what the starting point of Permanent Daylight was? Was it the whole idea of creating a "subversive" adventure or was it some specific detail, like the name of Dr. Really Really Evil Ed?
It was the Radiohead tune "Permanent Daylight"... honest...

4. How on earth did you come up with the name Dieter Kartoffelbrei?
Kartoffelbrei is 'mashed potatoes' in German. I just like that word. It is so peculiar, yet so right. I also didn't like the name Hans or Jürgen.

5. I can imagine even a rather short game like Permanent Daylight takes quite a while to finish. Would you describe making a game as being mostly hard work or would you say it's been fun for the most part?
It is hard work. PD was fun because I was learning AGS while making it. But no, game-making is not fun. Not at all.

6. One question about the music in the game: the reviewer and I couldn't agree whether there was any music or not. Was there?
There is music. Midi-music. Which means that a majority of people could probably never hear it, due to modern soundcards. You didn't miss anything, though...

7. If neither time nor money was an issue, what sort of game would you like to make? Or would you prefer to squander both on something else?
Neither time nor money is an issue right now. I only have myself to fight.

8. Do you have a favourite developer, be it console side or PC side, and if so, did that influence you at all when you developed your game?
I have huge problems naming favourites nowadays. I realise I like specific things and admire work rather than artists and developers. But everything I've come across influences me in some way or another. Even the things we don't like influence us, because we make an effort NOT to do things like that.

9. Have you ever considered making a sequel to Permanent Daylight at some point in the future?
No, there is no real point in that. The whole essence of sequels is just a hindrance. I can relate to making chapters, each one telling bits of the same story, but there's no point in forcing a continuation on a closed subject.

10. If you could improve one thing from Permanent Daylight what would it be? Or did it turn out just the way you wanted?
Things never turn out the way you want them. If I were happy, I'd never make anything more (and incidentally, that is what I'm doing, but this is not the reason why). But it is important to step away, let things be finished, take everything you've learned and put it into your next effort.

 

 
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