• CGNetworks Feature :: Leisure Suit Larry
    Leisure Suit Larry – Magna Cum Laude
    Leonard Teo, 13 October 2004
    Edited by Lisa Thurston

    Interview with Eric Nofsinger, VP Creative Content and Josh VanVeld, Producer

    When Sierra's Leisure Suit Larry in the Land of the Lounge Lizards was first released in 1987, it was a quiet launch. Running in 16 color EGA graphics on PC, Amiga and Atari ST, the adult-theme game only sold 4000 copies in its first month. Creator Al Lowe's vision was to create a graphical adventure game that adults could enjoy. Its protagonist, Larry Laffer would be a forty-something loser, kitted out with a leisure suit and an aim to get laid. Despite slow initial sales, word of mouth prevailed and the Leisure Suit Larry series would continue on to become one of the most popular of all time.

    Seventeen years later, Larry returns in Magna Cum Laude. This time, the baton has been picked up by High Voltage Software for development and Vivendi Universal for publishing and distribution. Magna Cum Laude also takes the plunge into presenting the world of Larry in full 3D. Gone are the typed commands and dialog selections. The game play for LSL has changed remarkably, giving new gamers a fresh way to experience the Leisure Suit Larry universe.

    CGNetworks recently spoke to Eric Nofsinger and Josh VanVeld from High Voltage Software about developing the eighth installment of LSL, the move to 3D, and living up to the expectations of the LSL legacy.


    CGN: How did you guys end up doing this installment of the game?

    Eric: We won a bet. A card game went awry with the executives at Vivendi Universal and we landed the job for the game. As it turns out we would have been awarded the project anyway. We are one of the more established and prolific independent development studios still around. With over 11 years in business and more than 50 published titles in many genres, we seemed like a decent fit.

    CGN: Tell us about Magna Cum Laude. What mischief have you landed Larry in this time?

    Josh: Larry gets into all sorts of adventures. The way the game is set up this time has Larry at a college campus on a quest to get into the pants of as many girls as he can. There are 15 girls Larry can hit on. Each girl has a different story. In one case, there's a protester/activist girl that Larry tries to impress, so he breaks into the lab and rescues a monkey for her. In another case, Larry is trying to convince a cheerleader that she should go out with him, and he puts on a hand-puppet show in which he tells her that she shouldn't be angry with her ex-boyfriend.

    CGN: Can you tell us a bit about the game play? With the days of typing in commands long gone, and a totally 3D world now, how does Larry go about testing his libido in this game?

    Eric: The one phrase that I would use to describe our game play is 'flying sperm'. We're still trying to figure out the Freudian implications in that one. The monotony of typing commands is replaced with a more action oriented adaptive conversation. Sort of a real-time ‘choose your own adventure' book, but with a cartoon sperm and fallopian tube user interface.

    Josh: We initially conceived the game as a collection of different adult-themed mini-games, so there are things that Larry can do such as spanking, based on carnival-style whacking games, but instead Larry is spanking girls. We have first-person shooters, wet T-shirt contests and rhythm games where Larry jumps on a trampoline with the girls. We have all kinds of mini games and variations on them. There's also the adventure mode where Larry is exploring the world and examining things. This is more familiar to fans of traditional adventure games. There's a lot less puzzle solving in this game than the traditional graphic adventure, so it makes it easier for the newer gamers.




  • CGN: There were seven Leisure Suit Larry games prior to this one. Tell us about the legacy that needs to be lived up to.

    Josh: The big thing people remembered about the old Larry games is the humor and the sex appeal. Our foremost aspiration when making the game was to make the funniest video game ever made. Every decision that we made was geared towards making the player laugh. We threw in all sorts of little jokes as they look closely, as well as crazy, over-the-top stuff that you'd never expect to find. On top of this, we included a healthy dose of full frontal nudity.

    CGN: Tell us about the decision to depict Larry's world in 3D, and what that meant for the design aspects of the characters and world that Larry lives in.

    Eric: Most games have made the transition to 3D and we think that the presentation wouldn't take away anything from Larry. We stayed true to the original world but updated it slightly. One of the key aspects was to take away the tedium of old adventure games and focus on what was really fun about those. We tried to make an experience that was enjoyable to us and relevant to 3D games today. Obviously, 3D game play is also 1 more D than 2D game play, and we felt consumers deserved that extra D. Plus it's a scientific fact: breasts are way better in 3D than 2D.

    CGN: Can you elaborate on the concept designs for the main characters and environments? Tell us about the decision to depict Larry's world in a cartoon style rather than realistic.

    Eric: We wanted the game to be fun and entertaining so our research path was obvious. We spent the first four months of the game surfing adult sites to get a good idea of where we needed to go. Then true to our method acting backgrounds, we spent two to three months working in strip clubs as exotic dancers.

    The truth of designing these 3D girls in a cartoon style is that fantasy is a lot better than reality. Realistic things never live up to expectations. Sally Mae from the game was recently featured in Playboy magazine and everyone thought that was strange because she's CG, but every other girl in Playboy has been retouched in Photoshop – it's all fantasy! If you focus on realism, there's always something that comes across as not right and creepy. With Larry, exaggeration is crucial. It pokes fun at what's ridiculous about boys and girls.


  • CGN: Tell us about the ladies, from concept to delivery. Were there actors involved? Motion capture?

    Eric: We did do motion capture. And that was one of the more taxing parts of development. I mean, all of those female actresses ogling me. It's like, “HELLO. I have a face.” It just becomes tiresome after awhile.

    Josh: Initially we looked for some reference artwork that would help us with our 2D concept art. We specifically looked for artwork that portraying girls in a cartoon style. We contacted girls who had the right style and tried to figure out a way to translate that into 3D. At the same time as we developed the concepts for the girls and building the models, the writers were scripting the game story. There are almost 13,000 lines of dialog in the game. It's a content-heavy game! There's a lot of story there for each character, so writing the script and helping players to get to know the girls was quite a significant part of the whole production. There were 75 different voice actors who worked on the game and a different voice actor voices each of the 15 main girls. All of that combines to be a colossal amount of dialog that needs to be edited and processed.

    Eric: This is one of the most gigantic voice recording undertakings for any game. We spent months in the studio. It was very rewarding, very ambitious and we were probably stupid for trying.

    Josh: Once we had all the voice actors recorded for the girls. We went to our motion capture studio, put girls into black leotards with reflective balls and had them act out the stuff. Once we had the basic body animation, we took that back here and added the secondary animation for the breasts and the ponytails and all that good stuff. What we ended up with are fantastic cartoon girls who are also life-like and sexy. When I think about the game and its personalities, I'm convinced that you can spend vast amounts of time in the bowels of the game and still be struck by how real Larry is as a person and how life-like the girls are compared to a film or television show.

    Eric: We tried a bunch of different ways of doing things too. There was a lot of research and development. We would have liked to have done soft tissue captures with naked actors, but the truth of it was that. Motion capture actors really do not like to mime sexual acts.

    CGN: Can you elaborate on the technical aspects of creating the game characters?

    Eric: For motion capture, we have our own studio and use 16 Vicon M-series cameras. We use Kaydara Motionbuilder to do the motion blending. For 3D modeling and animation, we use 3ds max and character studio. We also use Optipix for texture optimization. Other tools include Photoshop, Deep Paint, 3D Studio Max, Character Studio, and Mindreader 2.0.

    CGN: What sort of challenges did you face while producing Magna Cum Laude?

    Josh: The biggest challenge that we had was managing the massive amount of content. It had to come together correctly or it wouldn't work at all. When you're trying to be funny, there's a fine line between pulling it off and falling flat on your face. When you've got a lot of technology involved there. For example, we've got a conversation where you've got the flying sperm mini-game and you're using the thumb stick on the controller to steer the sperm and navigate through the conversation. Hitting different icons on the sperm makes Larry say different things in real-time. So Larry and this girl are having a conversation in what appears to be a cinematic setting, but you're controlling each thing that Larry says and there are multiple things he Larry could say at any time. All this has to blend seamlessly, not only from an animation standpoint and cinematic standpoint, but also regarding the humor. You have to make sure that everything that they say makes sense and is funny. It was a monumental challenge to have all this content and make it flow together.

    Eric: The whole challenge was making it consistent and able to appeal to a broad range of people – to so many ‘brows' of humor: highbrow, lowbrow, and monobrow. It really was an amazing two and a half years of our lives! We had a remarkable team of artists, designers, programmers, and audio engineers who poured their hearts, souls, and a glistening drop of Retsin into Larry. There are thousands of gags peppered throughout the game if players take the time to find them. I can say with pride that we have the best wet t-shirt first person shooter mini-game this holiday season!

    Related Links
    Leisure Suit Larry
    Leisure Suit Larry Archive
    High Voltage



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