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INTERVIEW WITH JONAS FISCH : PRIM | By Twinsen Threepwood |
For the older gamers among us, the 90s and early 2000s were the golden age of a reigning genre on PC: the 2D point-and-click adventure game. Having stepped out of the spotlight since the rise of 3D, this unique and timeless style is set to make a big comeback with an indie game, PRIM: an adventure game in the purest LucasArts style, blending stunning 2D graphics with a touch of Tim Burton, Greek mythology, and humor in the vein of Terry Pratchett—a full package!
We sat down with Jonas Fisch, the original creator of PRIM and CEO of the studio Common Colors, for whom this is their first major project.
[GF] : Hello Jonas Fisch, and thank you for agreeing to this interview for our website! We’re thrilled to finally have the chance to speak with you!
[Jonas Fisch] : Thanks so much for having me! I'm excited to talk about PRIM and the journey behind it.
[GF] : Before we dive into talking about PRIM, could you briefly summarize your background prior to this project and what motivated you to embark on this adventure? It seems like you’ve already developed a few games, but you also have a full-time job as a teacher. Could you tell us more about that?
Absolutely! I’ve always been passionate about storytelling, whether it’s in writing, teaching, or game design. My career as a high school teacher in Germany is incredibly fulfilling, but the creative urge to build worlds and tell stories outside the classroom has always been strong. Before PRIM, I worked on a few smaller indie projects, mostly to learn the craft. What really motivated me to embark on PRIM was a deep love for adventure games and a strong desire to create something personal, blending my interests in mythology and storytelling. The opportunity to combine this with my day job, while challenging, also helped me manage my time and stay motivated by the energy of my students and my family.
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[GF]: PRIM was first showcased in 2020 through a very polished prototype, which was already impressive on a technical, artistic, and gameplay level. As an indie developer, how did you manage to produce such a high-quality prototype?
Thank you for the kind words! Producing a polished prototype was an incredibly collaborative process. I’ve been lucky to work with a group of extremely talented freelancers and hobbyists, each bringing their unique skills to the project. I funded much of the initial prototype development myself, with the mindset that it needed to be high quality from the start. I prioritized budget allocation carefully, making sure the core elements, like art, voice acting and music, were done professionally to reflect the tone and quality I envisioned for PRIM.
[GF]: PRIM is described as an adventure game that pays tribute to LucasArts games, the works of author Terry Pratchett, and Greek mythology. What led you to these specific influences?
I grew up playing the LucasArts classics, like The Curse of Monkey Island and Day of the Tentacle. Their unique blend of humor, clever puzzles, and storytelling left a lasting impact on me. They were formative experiences, and I always dreamed of making my own game that would capture that same magic. Shortly before I started working on PRIM, I read Mort by Terry Pratchett, which was a huge inspiration for me. Pratchett’s ability to balance dark, existential themes with wit and warmth really resonated with me, and it shaped a lot of PRIM's tone. As for Greek mythology, it’s been an ongoing fascination of mine. I’ve always loved how the gods are depicted with such human flaws and emotions. That deeply human portrayal of the divine is something I wanted to bring into PRIM, where characters like Thanatos, the god of death, are not just powerful beings but are also relatable in their struggles. These influences all came together naturally and helped form the unique world and tone of PRIM.
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[GF]: If you had to bring one LucasArts game to a deserted island, which one would it be, and why?
Without a doubt, it would be Day of the Tentacle. It has the most ingenious time-travel puzzle chains I’ve ever seen in a game. The way actions in one timeline affect events in another is still something I think about when designing puzzles today. On top of that, the characters are so memorable—Bernard, Hoagie, and Laverne are iconic in their own right, and their interactions always bring a smile to my face. And of course, the brilliant voice acting really brings it all to life. It’s a game I could play over and over again without getting bored, which makes it perfect for a deserted island!
[GF]: For PRIM, you opted for crowdfunding, with a surprisingly modest target of only €17,500, which ultimately raised €68,000. Could you share how you managed the campaign, budgeted for it, and how the project evolved thanks to the extra funding?
Crowdfunding was both exciting and nerve-wracking. We set the initial goal at a level that would allow us to finish a very basic version of the game, but the response from the community was overwhelming, and we raised much more than expected. The extra funding, plus the support from our publisher Application Systems Heidelberg and the German Games Fund, allowed us to really flesh out PRIM’s world, improve animations, add more voice acting, and integrate a more immersive narrative.
[GF]: In your Kickstarter updates, you mentioned the possibility of a delay. PRIM is now completed but will be released in 2024, instead of the original 2022 date. What caused this delay?
Initially, one of the primary reasons for the postponement was our search for a publisher and the need for additional funding. After our successful Kickstarter campaign, it became evident that to achieve the level of polish we envisioned for PRIM, we required more resources. This led us on a quest to find the right publisher, which was a crucial step not only for financial support but also for the expertise they could provide. Ultimately, we partnered with Application Systems Heidelberg, a publisher that shared our vision and has since offered invaluable guidance.
Additionally, we were fortunate to receive extra funding through the German Games Fund. This support was instrumental in helping us refine our project further.
Moreover, as we progressed in development, we realized that certain aspects of the game needed more time and attention to ensure they met our high-quality standards. Balancing my responsibilities as a teacher, family life, and game development also posed challenges. I didn’t want to rush the process and compromise our creative vision, so we made the decision to delay the release. Fortunately, our community has been incredibly understanding and supportive throughout this journey.
[GF]: How many characters were created for PRIM? Were you able to include everything you wanted in the game, or did you have to make compromises?
The game boasts over twenty unique characters, animals, and other creatures to interact with. Initially, we had envisioned an even larger cast of NPCs and more locations. However, we had to "kill our darlings" multiple times during development. In hindsight, this was the right decision, as it enabled us to craft a more streamlined and focused narrative that ultimately enhances the overall experience.
[GF]: The PRIM prototype impressed our reviewer Twinsen Threepwood with its technical mastery and attention to user experience. Could you talk about the key principles that guided your game design choices?
Thank you, I’m glad to hear the prototype was well-received! A lot of my design philosophy was inspired by Ron Gilbert’s article "Why Adventure Games Suck." He points out many of the common pitfalls in classic adventure games, like illogical puzzles, dead-ends, and pixel hunting. I took those lessons to heart when developing PRIM.
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[GF]: PRIM follows the traditional style of point-and-click adventure games. Do you believe that 2D adventure games can still appeal to younger generations, or is PRIM mainly aimed at players who experienced the golden age of adventure games?
I definitely believe 2D adventure games can still appeal to younger generations, especially with a timeless hand-drawn art style like the one we’ve chosen for PRIM. If you look at The Curse of Monkey Island, it still looks fantastic today, and that’s the power of high-quality 2D art. In fact, if it were released now, it would still be considered visually impressive, and this is exactly why we chose this approach for PRIM.
Our art style is also heavily inspired by the works of Tim Burton, blending a "creepy but cute" aesthetic that has proven popular across generations. This visual style has a timeless, universal appeal that draws in players of all ages, especially younger audiences who are fans of Burton's films or enjoy darkly whimsical worlds.
Additionally, PRIM's narrative—focused on themes like self-discovery and growing up—follows a coming-of-age story that resonates particularly well with younger audiences. While older players might connect with PRIM as a tribute to the adventure games of their youth, younger players will find a relatable protagonist in Prim, as she navigates her own journey of understanding and accepting herself.
[GF]: If PRIM is a success, can we hope for a sequel, or would you prefer to work on a completely new game?
That's a great question! Honestly, creating PRIM has been an incredible journey, filled with challenges but also unforgettable moments of joy and creativity. There’s something truly special about bringing a character like Prim to life and watching her story unfold, so the idea of continuing her adventure is definitely something I’ve thought about.
However, I’m also deeply passionate about exploring new ideas and pushing my creative boundaries, so it’s hard to say for sure right now.
[GF]: Jonas Fisch, thank you very much!
Thank you! It’s been a pleasure. I’m really excited for everyone to experience PRIM when it’s out!
Interview on 30th september 2024
Version française de cette interview
PRIM's Official Site
Common Colors' page on Gamejolt, where their first games are available for free