Reading-Room - Benoît Sokal interview
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- You have been in the computer games industry for almost a decade now. How has the art of interactive storytelling evolved in your opinion? Is it still in its puberty stage or has it finally started maturing?

It is hard to answer this question. I think that, as long as the technology is not stabilized, the video game industry will still evolve a lot. For example, I am expecting a lot to come from Artificial Intelligence.

- It would be interesting to see AI implemented in an adventure game...

Yes. It will be the next "major step" in my mind.

- Nowadays it seems that more and more games from many genres start depending on a strong story. Have you ever been tempted to try your hand at another genre and tell one of your stories in a different way?

Yes, with my company (White Birds), we are working on "strong story lines" in other genres than adventure... Too soon to say though :)

- Are there any elements of other genres that you would like to explore that you think could enhance the adventure gaming experience?

I don't know. It all depends on the story line. You can always try to add some "action" or "strategy", but it has to be related to the story..

- This may sound like a silly question, but... Why adventure games? Why haven't you started with computer role playing games for example as a vehicle for your stories?

Coming from the cartoon field, adventure seemed more logical. But you have to know that when I started with "Amerzone" I didn't knew that it was called an "adventure game". I knew little about this industry to be frank.

- Have you ever played any of the great adventure gaming titles like King's Quest, Monkey Island, Gabriel Knight, Broken Sword, Grim Fandango or The Longest Journey?

Frankly, I am not a huge player. By professionalism and interest, I systematically have a look at new games. But I don't really "play" them.

- Where did the idea for Amerzone come from?

From a "Canardo" album, back in the 80's...

- Are you trying to say that detective Canardo visited Amerzone?

Yes, there is a Canado album called "L'Amerzone" and it is more or less the same story that in the game...

- Can you tell us a little bit about the beginnings of Syberia and its real-life inspirations? For example, there is an overwhelming amount of references to the Soviet Union - is it just a supplement for the part of the world that the story is set in or is there something more to it?

When I started to think of "Syberia" I though that there were no places for explorers anymore, except in the former USSR. All these countries were hidden behind the "iron curtain" and we knew very little. I was also amazed by places such as the Sea of Aral and the way some people thought that they could just change the nature. Frankly, I had no strict "political" means.

- Why are there so many mechanical toys and devices in your games? Is it just because it's a perfect fit for puzzle/adventure games?

No. First of all it is because I am fascinated by these mechanisms. It helps in adventure games though.

- Where did your fascination with mechanical toys and devices come from?

I don't know. I always liked watches and these kind of mechanics (bicycles also :)

- You will have to excuse me for the little excursion I am going to make now, but I have to ask you this. Have you ever heard about a polish tradition of building the animated, mechanical nativity scenes that dates as far back as to 18th century?

I knew these nativity scenes. I saw pictures when I was doing research on "Syberia". I hope I'll see them for real one day.

- Dimitri Bodiansky and Nicolas Varley composed the beautiful music for the Syberia. For the part two however you decided to engage the talents of Inon Zur who also did a great job. Still I'm curious why haven't Bodianksy and Varley been given another opportunity?

Dimitri will work on my new title "Lost Paradise". No other comments on this point.

- Are you satisfied with the way that your games (esp. Syberia) have been perceived by players and journalists?

Globally, yes.

- And on an emotional and intellectual level?

Through what people are sometimes telling me or posting on Internet forums, I guess, yes.

- How about you? Are you satisfied with your games? How successful were you in making them what you envisioned them to be? If there was more time and money, would you change anything?

When you are a creator, you think that you never have enough money or time... This is why I am associated with other people in White Birds. They can say "No" :)

Copyright (c) Michał Czajkowski. Wszelkie prawa zastrzeżone.