WayForward and Warner Bros Interactive's Duck Amuck
It would be an exaggeration to say that we nearly
died to bring you this Q&A on Warner Bros Interactive
Entertainment's DS game Duck Amuck--but only slightly. It was the eve
of the 2007 E3 Media and Business Summit in Los Angeles, and we were
having dinner with our debating nemesis Stephen Totilo and WBIE PR
mastermind Remi Sklar, who had brought along a copy of the company's
smartly original interactive cartoon Duck Amuck to show off. Perhaps
overly attuned to the rapid pace of the blogosphere, the Level Up staff
began to eat a bit too quickly, and a choking fit shortly ensued--one
that repeated trips to the restroom failed to solve. As stubborn pride
gave way to mounting panic, we alerted our dinner companions to our
unresolved distress; thankfully, before L.A.'s emergency services were
forced to join us at the upscale eatery, a hearty spasm cleared the
obstruction without even the slightest mess. Whereupon we sat down,
regained our composure, and resumed our preview of Duck Amuck.
You might think the following Q&A would be anticlimactic after
this introduction, but honestly, we're just getting started. Last
month, we spoke over the phone with two members of Duck Amuck's
development team--lead designer Rob Buchanan and producer Jeff
Pomegranate--to discuss their intriguing DS title. The project was
inspired by the classic 1953 Chuck Jones cartoon
in which Daffy Duck is tormented by an unseen animator, and the game
cleverly allows players to do the same with the DS stylus, causing
Daffy to break the fourth wall and protest his fate directly to the
player, much as he did to the invisible animator all those years ago.
In our interview, Buchanan and Pomegranate explain how traditional
animation processes informed their workflow for Duck Amuck; discuss the
future prospects of interactive cartoons; and reveal why they had to
scrap their plans to parody the famous Nintendo light gun game Duck Hunt.
How did you guys get involved with Duck Amuck?
Rob Buchanan: It actually went back quite a ways. We
actually pitched it to Warner Brothers probably about a year and a half
before they actually gave us the green light to go ahead with it. It
just seemed like with, the edge was brand new out on the market, the
Nintendo DS, and it just occurred to us that what a perfect system to
have a game like Duck Amuck on.
So you came up with the idea? They didn't approach you?
Buchanan: Right, right.
There's a lot of things going on in the game. Players are
manipulating and engaging with a character via touch, which is
reminiscent of Nintendogs in some ways. But then there's the whole idea
of breaking the fourth wall. What inspired you? Where did those ideas
come from?
Buchanan: This is Rob. Basically we really wanted to treat it like a Daffy sim,
similar to Nintendogs, I suppose. But we really wanted to make it as
much like an interactive cartoon as possible. So we didn't want to have
Daffy just running around and jumping on platforms. We wanted him to be
alive and allow Daffy to be Daffy.
Jeff Pomegranate: Basically most of the inspiration came from the original cartoon.
Buchanan: We were trying to channel Chuck Jones the whole time.
What did you draw on from the cartoon?
Pomegranate: In the original cartoon he's being tormented by
an unseen animator. So we really drew or tried to draw as much from the
original as possible. For example, in the game, players get to erase
his beak and draw a totally new beak on his face. And also we could
actually erase his body and draw a new body and play a game with that
body. Those are inspirations from Duck Amuck itself.
But Rob also went through pretty much all of the Daffy Duck Warner
Bros cartoons and drew from a lot of them. A lot of the characters are
represented, like Duck Dodgers and Robin Hood Daffy. So yeah, he did a
lot of research. And actually we both grew up with Warner Brothers
cartoons and the Looney Toons. So it was really close to us.
What were some of the things that worked pretty early on? What
were some of the things that took a lot more time and what were some of
the things that just didn't work?
Pomegranate: We started with the concept being almost just a
bunch of mini games. Then it grew into more of an interactive cartoon.
In retrospect, we wish we would have started on the idle state stuff
earlier, because that really ties all of the mini games and everything
together and it makes it more of an interactive entertainment thing
instead of just a collection of mini games.
When you say idle state, what do you mean?
Pomegranate: It's kind of the menu system, how you launch the
different menus. Poking him will eventually bring out the paint cans.
Tearing backgrounds; he'll react to that and that's another menu
system. So it's pretty much all of the cartoon parts in between the
menus and the mini games.
Buchanan: Wherever Daffy appears alive; like if you poke him
in the head, he'll get angry and actually scold you. We really wanted
to take a very traditional approach to creating the content of the
game. Back in the old days, they didn't just sit down and write a
script for a cartoon. They would actually storyboard all the visual
gags first and then write in the dialogue, because the dialogue really
wasn't important. We took the same approach with this game. We
storyboarded everything before any of the dialogue was written.
Pomegranate: Rob's background in animation made him a perfect fit for this project.
We'll come back to the game specifically in a second, but now
that you've finished the project, what kind of possibilities do you see
in the in the future of interactive cartoons as opposed to the mini
games? Do you think that down the line that this could sustain an
entire game, or do you think there has to be a balance between the
interactive cartoon and the mini games?
Pomegranate: That's a great question. I'd love to see just a
solid interactive cartoon. I don't know if the market would accept
that; meaning, would the publishers be willing to publish something
like that? I think we just kind of scratched the surface on the
possibilities of using the Nintendo DS specifically and doing more of
an interactive narrative. But as to whether or not anything further
will ever see the shelves of stores, who knows?
Buchanan: The Nintendo DS and the Nintendo Wii really open up
possibilities for that because of the different types of input; for
example, the microphone and the stylus for the DS. I think that opens
up a lot of possibilities and gets developers like us kind of thinking
of new ways of creating games.
You said you scripted the gags first. Did some of the mini games themselves emerge from the gags?
Buchanan: We actually designed the mini games as separate
things, only keeping in mind what ways we could stick it to Daffy. Like
how many different ways can we blow him up or poke him or prod him or
drop safes on his head, that sort of thing. And then we just allowed
those to stand on their own and used Daffy's idle state to segue into
those situations.
Pomegranate: Originally a lot of the mini games were more
parodies of historical games that everybody grew up with. But we ran
into a lot of problems with the property owners and they just didn't
want us dealing with a lot of that stuff.
Buchanan: There's still a lot of parody in there. There are
game that are references to other games. There's definitely a focus on
like history of gaming. We sort of give a nod to the Atari 2600 at one
point in the game.
Pomegranate: Even the ones that made it in had to be toned down quite a bit.
Buchanan: Yeah. We didn't want too much legal trouble.
What were some of the games that were giving you problems?
Buchanan: Oh, gosh. We originally were going to do a version
of Duck Hunt, based really closely on the original Nintendo game. But
we were too worried about that, like, "You know, Nintendo's probably
going to come after us with that one," so we had to kind of back off.
Pomegranate: Some of the ones that made it in the game was
Diamond Mine Mine, that was a little too close to Adventure. We went
back and forth on that game, I don't know, three or four different
iterations and look and gameplay before Warner Brothers was comfortable
that it was different enough from the original Atari game
Right. Going back to Duck Hunt for a second, so you never even
presented it to Nintendo to say, "Hey, here's what we're thinking
about?"
Publicist: You know what guys, I wouldn't answer that one.
[Laughs.] Sorry. They haven't done many interviews with me, so I'll
feel free to interject there.
Okay.
Buchanan: Absolutely. I mean this is all new to us.
Pomegranate: We're just thrilled to be here.
One thing among many that separates this from Nintendogs is that
in Nintendogs you're building a caring relationship with your pet
whereas here it's antagonistic.
Pomegranate: Right.
How did you approach the relationship between the player and
Daffy? Were there ever certain moments when you started feeling, We
might be going a little too far here, we've got to dial it back?" or
"We're not going far enough?"
Buchanan: We were given pretty much free reign as far as what
we could do to Daffy. He's just that sort of character that the more
you sort of stick it to him, the funnier and more entertaining he
becomes. That's just his way. And that's a direct correlation from the
original short, 'cause the whole cartoon was just tormenting him. So
that kind of stayed through to the game development. We stayed true to
the original in that respect.
Pomegranate: We never had to dial anything back as far as our interactions with Daffy.
Now when [Warner Bros Interactive PR director] Remi Sklar first
showed me the game, I was really struck by how terrific the animation
looked on the DS screen. Were you guys surprised by that, or did you
know from work you'd done in the past that it would look pretty good?
Buchanan: Actually, we did something pretty different in our
approach to the animation. We chose to do the animation in Adobe Flash.
Originally we were going to do it just like traditional TV animation.
But Flash actually turned out to be an excellent choice because it gave
us a lot of flexibility as far as using the Daffy images as in-game
assets. And I should mention that all the animation was done by
Ghostbot. They pulled it out just brilliantly.
Pomegranate: Using Flash also made it easier on revisions,
once we got things onto the DS screen. If we had done traditional
animation, revisions would have been a complete nightmare. I really
didn't have many expectations as to what the animation would look like
on the screen. But Actimagine is the codec that the Nintendo uses and
it did a pretty good job.
Buchanan: Don't praise them too much. That was probably the
biggest obstacle on this game because it's essentially over a hundred
movies that we're playing over and over. We're stopping a movie and
starting a new movie, loading and unloading all these movies assets and
it was just really a tedious, nightmarish ordeal to get it to all work.
Our lead programmer, David Wright, just did a magnificent job of
beating it into submission. [Laughs.] It's more of a cut scene then a
game, I guess, with mini games filtered throughout.
So when you the animations were loading and unloading and playing
over and over, can you just explain that a little more. Are you saying
that it wasn't stuff that was being played sequentially?
Buchanan: No. Each time that a player will interact with
Daffy, it stops his current movie and starts the reaction movie. All
that loading and unloading is done behind the scenes, but it's
throughout the game and it's at the player's whim. Movie assets on the
DS are huge, so they take up a lot of memory. And just loading and
unloading them was a tightrope walk for the programmers. Because it
needed a perfect balance between the amount of compression on a movie
and how it looks on the screen. It was quite an ordeal.
So back to the Flash animation for a second, was there any
concern about how well Flash could handle the job or was it pretty well
understood that it could work?
Buchanan: No. We were actually very concerned in the
beginning, just because we wanted it to look as much like the original
short as possible. We were worried that Flash would either be too
smooth or too choppy. A lot of people, when they think Flash they think
low-end web graphics. But we did see what Ghostbot
could pull off in Flash--they're the ones behind those cool Esurance
commercials that you see on TV. Seeing what they did with Flash for
those Esurance commercials, we really looked to them to bring Daffy to
life on the DS screen and it couldn't have worked out better, really.
Pomegranate: I had worked with them on a Batman title for the
Leapster a while back. That was just Flash cutscenes and they were just
magnificent.
Buchanan: Interestingly, we actually used a Daffy model sheet
from the 1953 original Duck Amuck cartoon. Daffy has sort of evolved
over the years. He looks a little different today than he did in 1953
and we really wanted it to have the flavor of the original cartoon. So
we used the model sheets from that era. That was a concession that
Warner Brothers made on our behalf, because you see on the box art,
that is the new Daffy, while our Daffy is the traditional classic Daffy.
How many mini games ended up in the finished product? Did you have to cut mini games that weren't working?
Buchanan: We did a bunch of mini games. I think there's
something like twenty-seven in the final product. We had anticipated
cutting more. We figured that some wouldn't work out but actually a lot
of them did, almost all of them did. I know we only cut a few and only
one of those was from outside pressure. So pretty much almost
everything we designed for the game is in the game. There were two or
three that just weren't working out and we started running out of time
before we could fix them, so we had to abandon them.
Have you been surprised at the response from the enthusiast press? So far it's been pretty strongly positive.
Pomegranate: I've been surprised, absolutely. I just hope it
lives up to everybody's expectations now and I think it will. It's
really an entertaining product and I'm just proud to have been
associated with it.
I'm sure you guys and Warner Bros are waiting to see how it does
in the marketplace. But do you have any pitches in the works, whether
at Warner Bros or at other companies, that are go down the interactive
cartoon route? Or are you just waiting to see how the market responds?
Pomegranate: WayForward is predominantly a work for hire
place. So we're getting started on our next projects as soon as the
last ones end. I personally have not put anything together as far as an
interactive cartoon, though it is something that I'm always thinking
about and just trying to formulate ideas in my head. I'm sure Rob is
the same way. We have a lot of writers around here that I think would
love to try to push that part of the Nintendo DS and see what they can
do with it.
Buchanan: Yeah. I personally would love to see a Rabbit Rampage game,
which is the follow up to Duck Amuck, the original cartoon. Rabbit
Rampage was released a couple of years after Duck Amuck but it's sort
of the same concept where Bugs Bunny gets tormented by an unseen
animator. I think it'd be really cool to see classic Bugs Bunny put in
a similar situation.
Pomegranate: I think there are some new ways we could take a
similar game like Duck Amuck and actually improve upon some of the
technical things that we had done. Even into different genres. I would
love to see not just us, but other developers and publishers start
looking down that route. Looking into more interactive media and not
just it being a game console therefore only games can be played on it.
Thanks very much for you time. I really appreciate it.
Pomegranate: Thank you.
Buchanan: Thank you. And feel free to improve on our vast vocabulary throughout the interview. I know yours is stellar.
Oh, stop, stop, guys. You were eloquent. Thanks again for your time.
Pomegranate: Thank you.
Buchanan: Thank you.