Laura: [laughs] Exactly, they’ll call you out on it and be like, “Great pep talk!” or, “Fine Jesse, don’t bother offering an opinion, we’ll do it without you!”
TSA: This episode does end with – and obviously, I’m not going to go into the specifics and spoil it – it does end with a rather big decision that’s going to affect the next episode in a big way. I’m curious how you’re going to resolve that in the second episode when it will have you going to completely different areas.
Laura: And you are! [laughs]
We like to have divergent paths as and where it makes sense, and we like to make it feel like your choices matter, whether it’s in how a character ends up reacting to you or where you go and what you do, but we’re telling one particular story here. We’re not doing something that has six different endings where you end up in a completely different place depending on the decisions that you make, so you end up with these divergent paths that meet back up for the important story bits.
TSA: I’d quite like to see you guys tackle a pick your own adventure novel…
Laura: But then you end up making all of this content that no-one is going to see!
TSA: No! Because with a pick your own adventure novel, you’ve got ten fingers and thumbs, so you’ve got ten checkpoints!
Laura: Oh, yeah, I’d always be holding stuff so I could go back.
TSA: I really enjoyed the music throughout the episode, and I’m wondering if you can talk about the inspirations behind that? It’s been a long time since I’ve delved into Minecraft even the tiniest bit, so were Anadel working from the music in that game?
Laura: Absolutely. So, the background music in Minecraft is all very ambient and it’s composed in that way, whereas for Minecraft: Story Mode, what we want is for the music to be cinematic and have crescendos and different levels, so it’s not ambient all the way through. So that’s something we were aiming for.
Anadel, we actually started working with on The Walking Dead, so they’ve done music for us before…
TSA: It’s quite a different feel in this game! It reminded me of, if you remember it, Everyday Shooter on PS3?
Laura: Uh, I don’t…
TSA: It was a twin stick shooter, but as you shoot enemies, they add notes and tones to the music of the level. It’s so old, it doesn’t even have trophies, but it was really good!
Laura: Oh cool! That sounds awesome.
TSA: Finally, I know a lot of people like to have their own graphic mods and texture packs in Minecraft, is there any chance that even just the PC version has graphics mods like that? [laughs]
Laura: [laughs] Uh, no. This is what it is.
There are some things that don’t exist in the base Minecraft. Things like, you know, depth of field changes to make it look more cinematic, because this is the language of cinema, it’s not open-world sandbox. But yes, this is the way the game is going to look!
We actually modelled a lot of the environments in actual Minecraft first and then exported them into the Telltale engine, to make sure everything feels absolutely, unequivocally Minecraft. Then we added a little bit of spice on top of that.