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?