Joystiq Interview: Puzzle Quest, Vicious Cycle's Eric Peterson's 'Holy Grail'

In the wake of this release, we got some face time with Eric Peterson, CEO and president at Vicious Cycle Software -- one of Puzzle Quest's two development partners, about this latest release, the series, and which version, to him at least, represents the definitive Puzzle Quest experience (Hint: It's not the Wii version). More on these topics and more after the jump.
So what's so special about Puzzle Quest on the Wii?
We implemented head-to-head multiplayer as well as optional motion-sensitive controls using the Wii's remote pointer. Also, the latest and greatest gameplay additions and changes like the spell cool downs and the re-balancing of a few of the over-powered abilities that the XBLA version had were included in the Wii and PS2 versions of the game.
So did this version present any significant or unique challenges for the development team?
There wasn't anything dreadfully challenging in bringing the game to the Wii. Working with any platform, you have to get the standards correct to get all the proper approvals; that is par for the course. Eliminating bugs is always something you are doing during production as well. We did have to tie Infinite's code base into our own technology and platform engine, much like we did with the other two versions of the game (the PSP and the PS2), so that was slightly challenging and a bit time consuming.
As far as Wii-specific challenges, redesigning the PC version's mouse input system for use with the Wii remote pointer, implementing a "de-jitter" algorithm, and creating the idea of a hot swap between two pointers and using two pointers on screen at once for head-to-head were the big three.
You mentioned a "de-jitter" algorithm. So the Wii remote's accuracy was a consideration?
Our programmers did their best to reduce the jitter factor. They also didn't want to have the user accidentally click in the wrong location while aiming the remote at the screen. Players have the option of clicking one gem, then clicking the space to move it to, or clicking and dragging, similar to the PC mouse controls. Also, the user can optionally turn off the pointer control and use the controller in a more standard way, similar to the PS2 and PSP versions.
So now that Puzzle Quest is available on next to every platform available, what, to you, is the definitive version?
That is a loaded question [smile]. They are all great of course! Personally, I prefer the PSP version (no surprise there, right?). Because for me, I am an on-the-go type person. It is a great game for when I travel. Every trip I take on a plane, I make sure to bring my copy of Puzzle Quest along for the ride. If I didn't play that version, I think I would go for the PC version.
Puzzle Quest strikes me as a rare sort of game, which is quite popular despite not being part of a large marketing push. Were you taken by surprise by this success?
No, I wasn't taken by surprise at all actually. When we were first approached to be part of the game's development, I had a feeling that there was something special about this game. It combined casual gameplay with some fantasy and RPG elements. I thought this was something that even my wife could enjoy. I actually took the game home, showed it to her and said "give this a try and see what you think." My wife was immediately addicted to the puzzle element and to my surprise she wasn't turned off by the leveling up of characters, the story or the adventure portion of the game. She has always been more of a Bejeweled, Tetris, Brain Age, Sudoko type gamer and never really has been drawn to anything else.
When I saw that she kept on playing it, I thought this could actually be a good cross-over game, one that would reach out to niche/hard core gamers as well as the casual crowd. In many ways that is the Holy Grail in game development, making a game that appeals to all types of gamers.
But does its continued word-of-mouth popularity surprise you at all?
Again, no, it is doing exactly what I had hoped. Like any great game, big or small, hardcore or casual, it is spreading to the masses like wildfire. Great games get played for a long time, they don't fizzle out after a strong start. Puzzle Quest started out as very grass roots, word-of-mouth campaign. Our marketing and PR team at D3 got people playing the game before it ever came out, got people excited about the title and created a great buzz. Once gamers played it, they were hooked.
The game is certainly unique. Puzzle Quest also seems to be one of the few genre hybrids that's both successful and fun. I know I played up through Level 50, and it's still something I break out when I need a quick fix.
I think you hit the nail on the head. It is a genre hybrid. And like I stated earlier, the game appeals to casual and hardcore gamers alike. It is addictive and fun. A great game always leaves you saying, I'll play one more level, just one more level. And Puzzle Quest definitely leaves you feeling that way all the time.
And has the game's success convinced you to participate in making a sequel?
If Infinite Interactive and D3PA want us to be part of further releases, then we would definitely consider it.
Finally, this dovetails nicely into my last question. After having been working with the Puzzle Quest IP for so long now, what's next in Vicious Cycle's your pipeline? Surely the team it itching to create something entirely different for their next project?
Oh, we have a few things up our sleeve. As you know, we just finished Puzzle Quest Wii and PS2, as well as Dead Head Fred on the PSP. We are now in mid-swing on our first next gen game for the Xbox 360 and PS3 and will soon be starting another product for the PS2, Wii and PSP. As some people may or may not know, we have our own engine that we license to other developers called the Vicious Engine and it is important that we internally continue to work on as many platforms as possible to keep our code fresh and up-to-date not only for ourselves but for our clients as well.










Reader Comments (Page 1 of 1)
Bustahwolf @ Dec 14th 2007 10:43AM
AGH! Don't tell me that you're tweaking your balancing issues!
I only stopped playing that game because by the end of single player mode, my character was so abusive with spells that stole turns that any battle was ridiculously one-sided. It was odd if my enemy got more than one turn before I beat it, so I started to feel like one of those Magic: The Gathering players that win a match on one turn using half their deck. And since I woulda felt like an ass going into multiplayer matches with that guy, I didn't bother.
And NOW you tell me you've been fixing the abuses to encourage better competition? Hahaha, great.
Ron Coobie @ Dec 14th 2007 10:43AM
This game will blow your frickin mind
waynski1457 @ Dec 14th 2007 10:43AM
great interview! i love the hell out of puzzle quest, and i own 3 versions (ds, pc, and 360). i might get the wii ver too for the hell of it.
copa @ Dec 14th 2007 10:44AM
This game is awesome, and more people need to purchase it on XBLA. It's hard to find opponents for head-to-head matches there.
capt_carl @ Dec 14th 2007 1:18PM
I plan to buy it on XBLA when I pick up another MS points card.
Ihar `Philips` Filipau @ Dec 14th 2007 10:46AM
Did they fixed all those visual/audio glitches which were plaguing DS version? Or is it was DS "feature"?
DS' PQ also hanged on me twice...
Ihar `Philips` Filipau @ Dec 14th 2007 10:48AM
> Also, the user can optionally turn off the
> pointer control and use the controller in a
> more standard way, similar to the PS2 and PSP
> versions.
And why they didn't do that to DS version?
Inability to play while commuting made the whole experience with PQ very disappointing... For portable being forced to use stylus for everything is no-go.
steve @ Dec 14th 2007 12:50PM
I just use my fingers, it works just fine on the train...
natureboy46 @ Dec 14th 2007 2:09PM
I played it everyday for months on the NYC subway and had no problems using the stylus.
ShortFuse @ Dec 14th 2007 11:07AM
Damn, Joystiq. I wish you guys would alert us when you're planning on doing the interview. I had my share of questions I'd like to ask.
How about Windows Mobile support or a touchscreen J2ME version? I love the DS version, but I don't carry my DS everywhere.
gonk @ Dec 14th 2007 11:12AM
i played the xbla version for about a week straight when it came out, but haven't touched it since :( been too busy with other games
notnato @ Dec 14th 2007 11:22AM
Am I the only one who thinks the underlying puzzle in this game is one of the worst puzzle games ever? The concept looks fun, but the whole "switch two" thing is boring as shoot.
King James @ Dec 14th 2007 12:30PM
The "switch two" thing actually can have a lot of strategy behind it, especially when looking to chain together combos. On top of that you've got spells that can change jewel colors or destroy jewels, which is a whole other layer to consider. Having played the game and enjoyed it considerably, I didn't think the gameplay was boring because there was a lot of variables in how you executed the simple play mechanic.
Martin @ Dec 14th 2007 12:12PM
Yes, you are.
Bustahwolf @ Dec 14th 2007 12:24PM
Frankly, it's the rpg elements thrown in that made the puzzle aspect much more interesting for me.
I do agree, the original Bejeweled game was lacking in any brain power... either you tried to continue playing till there were no moves left, or you kept eliminating stuff to fill a meter that lowered toward empty, nothing special.
But for PQ, each move has consequences that need to be thought out. Maybe removing these blue orbs will give me enough mana to heal later, but it'll move these skulls near each other so my enemy can hit me next turn. Or, what if I can hit for damage with the skulls, or fill up my green mana to do a "trample" spell? Maybe I can risk giving my enemy the ability to hit me, but in return I could hit him back worse and still take the advantage in the fight.
It was this sort of decision making, and developing my character to the strategies I wanted, that made the game so engaging.
GrimReaper @ Dec 14th 2007 2:36PM
shame that they are too stubborn to fix a few issues in the psp version that this guy claims as his most favorite version, mind you this facto of problems were brought up at the forums the site runs and they flat out said no way we aint fixing shit, if you want the fixes then buy the other versions.
fnc @ Dec 14th 2007 3:42PM
It's not a puzzle game, it's a tactics game. An amazing accomplishment considering they started with one of the most brain dead puzzle games I've ever seen. It's easily among the best games I've played the last couple of years.
turoczi @ Dec 14th 2007 4:39PM
can anyone comment on how the Wii version looks on 16x9 - 480p? i have heard some bad things about the hd implementation for the Wii.
ThornedVenom @ Dec 14th 2007 5:31PM
I SENSE WAGGLEWARE.
Ryan P. @ Dec 14th 2007 8:40PM
I cant believe he is trying to promote the Wii verison.
The text is SO small on the screen it is unplayable.
They just ported the ps2 version. The jewel field is so small it only uses the center of the screen. I know they are too lazy to fix these issues so i will not bother waiting. Stick to PSP or DS
Freezer @ Dec 15th 2007 12:53AM
I wish he'd asked why the Wizard class was is so damned weak compared to the other classes (especially early on).