Be First to Know - Have Gamezebo delivered to you
Add Gamezebo to My yahoo
RSS Subscription Feed
RSS Subscription Feed
RSS Subscription Feed
Interview with Arthur Humphrey: Last Day of Work
Full Article
By Joel Brodie

Want more Arthur?
Virtual Villagers 2 is Coming and we got the inside scoop! Check out Arthur Humphrey's Developer's Diary for exclusive screen art and teasers!

If there is a "Cinderella" story in casual games, it would be Last Day of Work ("LDW"). Starting with handheld games, LDW have launched not one, but two PC casual game hits, Fish Tycoon and Virtual Villagers, in the past year. And no one can accuse LDW of creating clones. Fish Tycoon and Virtual Villagers are both based on LDW's proprietary real-time game environment, so the game plays even when you are not there. We walked the 12 blocks to LDW's office (literally, Gamezebo and LDW's offices are that close) to talk to Arthur Humphrey, CEO and Lead Designer, to discover their secret of their success, the inspiration behind their games, and what future tricks they have up their sleeve.

When I first heard the name of your company, I laughed (I don't know why, but I think it's the funniest name I have ever heard). What is the story behind the name Last Day of Work?
The story behind the name is not nearly as interesting as people's reaction to the name. We hope that it makes people think of vacation, even retirement...something positive. Usually it is received with a laugh or a smile, however a few people that must really love their jobs have reacted to the name Last Day of Work with genuine alarm.

What games have you developed that you're especially fond of?
We had a really good time making Virtual Villagers. Once the framework was in place, just coding AI and behaviors and letting the villagers loose in their little environment has been a blast. I know emergent behavior is an overused buzzword in game design, but when it works correctly it can be very entertaining for both the players and the developers. Aside from our latest game, I have always been fond of Plant Tycoon, which we are currently bringing to desktop from PDA. We jokingly refer to it as the breeding sim for people who thought our Fish Tycoon was too fast and stressful.

What about other developers' games? Anything new and interesting that has caught your attention recently?
We are, among many others, fans of the Mystery Case Files series which are an impressive lesson in masterful game creation. As Xbox Live Arcade continues to blur the lines between casual and core games, we also wonder if indie masterpieces such as Darwinia will start to cross over into the traditionally casual space.

Last Day of Work started as a developer of games for handheld devices, such as the Palm and Pocket PC. How is developing casual games for the handhelds different from developing games for the PC?
We thought that bringing Fish Tycoon over from PDA would be more of a porting project, when in fact it took much longer to port it over to Windows than it took to create the game in the first place. The casual space is very competitive and one very popular way to compete is with production values, aka polish. On a PDA there simply is not much room for polish...it is very 'old school' and every pixel has to be accounted for. On the desktop, we are seeing 3D rendering used to create 2D polish, and people competing wildly with the quality of the look and feel of their games.

Every game developer dreams of one day creating their own game studio and creating hit games all by themselves. LDW is living that dream. How did you start LDW and what accounts for your success?
LDW started as a very safe experiment on the PDA. We were making games with very low development costs and short production cycles. Each profitable game let us devote more time and energy to the next. You can literally graph each of our releases and see that each one spawned a bigger and more successful game. This is a much slower approach to establishing yourself in game development, but it has kept us completely free of any external funding, which lets us take bigger risks with our designs. We get to "do what we want" for the most part.

Fish Tycoon has been the sleeper casual games hit of the year. It is also much different than any casual game out there (not your traditional 3-in-a-row puzzle game). Can you share with us the creative process in designing this game?
Fish Tycoon is definitely a slow-burning game. It seems kind of slow when you first play it in the same way it was slow to achieve recognition in the market. The premise behind the game is that 1) People love to have fishies in their computer/PDA/phone. I think that's a pretty well-established fact. And 2) People love customization, in all shapes and sizes. The fish, the tanks, they are all customizable. The species of fish, while limited to a few hundred species, are still the result of which fish the player chose to breed together.

Your latest game, Virtual Villagers, is not a sequel of Fish Tycoon (managing little people is very different than little fish, as any parent or pet owner knows). Yet, it does share a lot of similar qualities. Can you provide us insights into how the two games are similar and what new twists you added to Virtual Villagers?
Virtual Villagers, like Fish Tycoon, runs in real time, and the player is doing a fair bit of breeding and managing resources. Those are some key features that the games have in common. Apart from that, we wanted Virtual Villagers to tell a story, but by using emergent behavior and through the actions and characteristics of the villagers, rather than a scripted pre-generated story. The stories that emerge from the game play are fascinating and when players post or email us these dramas, for example...about their favorite villager named Tofu who was the son of a farmer, but is now the top researcher, but he has a fear of water, and all his children are lazy, and so on...it is just amazing and hilarious.

Who do you think is the ideal player for LDW games? Do you think that will change in the future?
We think we are just a bit on the core side of casual, not quite where Wild Tangent's Fate is but also not where the matching games are. As the 'average casual player' evolves and becomes a bit more sophisticated in their gaming tastes, we hope that our games are in the sweet spot and will be broadly appealing to these players without being too simplistic.

Though your games are single-player, they encourage a huge amount of community participation (our Virtual Villagers entries have generated more comments than any other game we've ever reviewed or previewed on Gamezebo). What do you think accounts for this huge online community interest and participation for your games?
I have always appreciated games that are engaging enough to motivate players to actually open up their browser and participate in discussions about the game. In our case it happens because of this emergent narrative that the games create. The players want to share the stories of the tribe, or their fish. In addition, there is the 'stuck' factor. Some of the things you want to do in our games--especially in Fish Tycoon--are much easier to achieve if you collaborate and share information with other players.

As mentioned, you started as a developer of games for handheld devices and now you are creating games for PC. What other devices are you interested in developing games for in the future?
We now fully support Mac and we are very happy about that. Coming from the PDA-side, where the stylus is very common, and now in desktop where the mouse is the interface of choice, we are a little biased towards this intuitive and natural method of interface. Pointing and touching (as opposed to aiming or twitching with a gamepad) is so natural. This makes the DS also very interesting to us. It is such a fun and risky handheld device--how can you not love it?

What are your plans (if any) to develop and launch LDW multiplayer games in the future? Will we one day be breeding and selling fish with each other online?
Our games, as you have already noticed, lend themselves well to community. They all have leader boards and in-game statistics that can be uploaded and compared to other players. Other elements, such as the unique fish breeds, are crying out for enhanced multiplayer support. I cannot go into any detail here, but their cries are not going unheard.

Ten years from now (god willing), I'm playing a LDW game. What will this game experience be like?
We feel like we've been on a journey with our fans and customers as our games get progressively more sophisticated and more unique. We are looking forward to continuing this journey and exploring some really wonderful, playful game designs that we have in mind. We are pleased that we have performed well on the casual game portals, because this means they will be more likely to indulge our inventive and unusual visions going forward. We will continue to develop several of the franchises that we have on the market now, but we have some completely new and exciting things that we cannot wait to get started on.

Can you give us any hints of your upcoming games?
It is known that we are developing Plant Tycoon for Windows and Mac, Fish Tycoon 2 is in design discussions, and we are also beginning work on a 2nd chapter for the Virtual Villagers series (yes, it is intended to be a series). With the infrastructure and AI we have invested in Virtual Villagers--not to mention how much fun we have working on it--continuing the story of the little villagers on the island of Isola is a natural choice. After some of these titles are complete, we will be creating something completely new and untested. Gamezebo will be the place to hear about it first of course ;).

Finally, any closing words for your fans out there?
We can never express our gratitude to our fans and community enough. They are so supportive and they have really helped us to shape the game designs. We enjoy interacting with the players and our fans every day, and as I said above, we really perceive it as a journey we are all making together. Oh, and don't forget to pause your game before you go on vacation or all your villagers/fish will be dead when you get home.

Want more Arthur?
Virtual Villagers 2 is Coming and we got the inside scoop! Check out Arthur Humphrey's Developer's Diary for exclusive screen art and teasers!

Want More?
Check out Related Tags: features, fish tycoon, interviews, last day of work, virtual villagers,

Posted on 08/10/06 at 01:43 PM | Comments | Email to a friend



Comments

Dear Sirs:
I recently bought your game and enjoy it very much except for the down time. Let me explain: I have bought everything possible with my tech points and have solved 11 of the 16 puzzles, so I am rather at a dull spot in the game as I am not sure what to do next. In your next version could you add a few more problems and maybe some advanced carrers such as teachers and or sages, etc.? I would also like to see a way to keep track of who is who; for example, could child have the same first initial as their mother?
I appreciate the opportunity to make these comments/suggestions.
Sincerely,
Mary B. Lorsbach
mqt4n6@chartermi.net

Posted by: Mary B. Lorsbach at August 11, 2006 06:07 AM

Great work ! I'll be the first to buy VV2 just to see if they explore the rest of the island. I am having alot of fun so far and I am sure it will stay like that for a while. I hope I never come across Tofu's lazy butt :-) I make sure not to let him make any children :-P

Posted by: TexGal2108 at August 11, 2006 08:19 AM

Hi,

To expand a bit on Mary's comments I to would like to see an evolution beyond the puzzle format of Virtual Villagers. Family naming would be good but also the challenge of selective breeding. Perhaps even a social and political development eventually. Of course the advent of any population is a form of currency or exchange. Anyway maybe it's a bit over the top but the best games out there really are the ones that never end.

Ciao.

Posted by: preman at August 11, 2006 12:08 PM

The real-time thing is marvelous, and I like it so much that I forgive you for what I see as a lot of inconsistencies. For instance:

- Only children have "Nature calls'. The adults should have a privy?
- People can only be healed if they are sick. Nothing to do if their health goes low, except maybe stuff them with food.
- People are rarely seen to eat, but the food supply dwindles even if no one goes near the larder.
- Only Research gets tech points for buying the Techs. Seems like Building should get you tech points for Construction, etc.

And some wishes:
More Techs, with less enormous tech point costs between grades.
Consider powerups? like growth hormone or super powers.

Posted by: cnm at August 13, 2006 07:21 PM

I just finished playing Virtual Villagers. It was an interesting game. There should of been more to it tho. I was kind of dissapointed that my villagers could not go into the cave. Will there be another episode??

I think you should make a similar game but call it Virtual Pets. It would be more suitable for kids to play.

Anyway, just wanted to let you know that I enjoyed the game but I don't think it was worth 20 dollars. If another episode is introduced we should get it added on to the one we have.

Thanks and keep up the good work.

Joy
Beaverton, Oregon


Posted by: Joy at August 14, 2006 10:49 AM

Dear Sirs

I have very much enjoyed the game. But I do have to agree with Joy (previous writer), I was quite disapointed that I kept seeing these eyes look out from above the boulder and once it was removed no one came out. I think out of the entire game I had been the most anxious about trying to find out who was locked in there! I do feel we should get some kind of addition to this game due to the fact that it pretty much took me a few days past the weekend to finish the game. Besides all the downfalls, I did enjoy the game very much!

Elena
Dallas, Tx

Posted by: Elena at August 14, 2006 06:42 PM

Overall I liked the game, but I was very frustrated with the fact that it takes so long for you to accumulate tech points. I think the process should move faster. At one point I nearly lost all my villagers, for the simple fact that I had no food left, even though I was on level 2 of farming. I believe you should review this version and correct the flaws. When you teach a child to collect mushrooms they should automatically do it, it's very hard to collect them sometimes. When you mate, there should be a way to distinguish who's the child's parents, sometimes you can't keep track. There has to be a simpler way to move from one phase to another, go thru the puzzles faster. The game needs more speed. I've only completed 4 puzzles and I'm already getting bored. Need major speed.

Posted by: Daysi at August 15, 2006 04:39 PM

i really think that the game wasnt worth $20. Unless they come out with another one and its free for the people that baught the 1st one. i really dont like how it ended. I got all the puzzles/milstones and it doesnt even say anything. it should atleast say u have finished this part of the game...so on. I really enjoyed the game but i really hope i wont have to pay for the next one just to continue my game. is there more to it after u get all the milstones?? or do i just have to wait for the next one to come out?

Posted by: steph3105 at August 15, 2006 08:12 PM

This game is in a league of its own!!!!! Its a great game. I would love to see a continuation of this game. For instance, since the cave was open, and there are characters that "like" caves, perhaps hurricanes can be created whereby the natives can hide in the caves. Of course the huts would be destroyed and would have to be rebuilt. Another thing I would love to see is more housing, perhaps on the other side of the island. The story mention monkeys on the island but they are not seen, perhaps we can have these monkeys as pets that give us some clues as to how to get to the other side of the island. Perhaps have more of the magical fish, create more lagoons....

The game is fantastic, I can't get enough of it. Congratulations on a wonderful game, one that everyone enjoys and the only deaths are created by old age.

Sincerely.... Mimi

Posted by: Mimi at August 20, 2006 08:45 AM

To all of you who say it wasn't worth 20 bucks. The makers of this fun game need funds to make even more games such as VV2. So quit whinning!

Posted by: Kat at August 20, 2006 04:19 PM

Amen Kat!!!!!!!!!!!!!

Posted by: Rozzyllah at August 20, 2006 04:50 PM

I love this game! It is so worth the $20.00 but I do want to see more of it. I also agree that there needs to be more in-between levels, the distance between levels is too high. I love that each game is a bit different, makes it very interesting to play. I have just started a new game and cant wait for VV2.

Posted by: Kyanne at August 22, 2006 08:23 PM

I loved the game, but if you use the cheats the game is over way to fast ( two days).
If you are patient, most puzzles will reveal themselves, except for the treasure chest, that was a hard one.
I am glad to hear that this game will have a part two, I won't be using any cheats this time.

Posted by: Jean at August 24, 2006 08:06 AM

I laughed when I first saw the name LDW. It's what attracted me to the site. I still get a chuckle out of it everytime I see it because I've had a couple of those LDW's myself (I chose to leave the jobs.)
I think VV is worth $20. I can't wait for VV2 to come out (with more interesting things happening, I hope.)
Keep up the good work.

Posted by: Cetta at August 26, 2006 11:46 AM

i enjoy the game very much even if the villagers didn't do what i told them to sometimes. i only wish that some of the puzzles were easiers to find and that the tech points would be a little less. it took me so long to buy the 3rd of farming! overall, i love this game and want to play vv2!

Posted by: someone at August 28, 2006 07:46 PM

i only get to the 3 stage uncovering the well then i run out of berries and they all die!!! this is the 4 time i have started the game i need some help

Posted by: frances at August 31, 2006 08:13 PM

hmmmm...well you should try to put almost all of your villagers if possible to the research table. you need to rack up those tech points to buy level 2 of farming, which is growing crops. it will take a while though. hope that helps!

Posted by: someone at September 4, 2006 08:15 PM

Virtual Villagers is not for pocket pc! why!?

Posted by: why_o_why at September 6, 2006 04:27 PM

I have truely enjoyed playing Virtual Villages. It has entertianed, frustrated and amaized me. All the things I enjoy in a game. What I fail to understand is how players complain about how hard the puzzles are and how long it takes to get tech points and then are upset at how quick they finished the game. Why not just enjoy the game. Walk away if nothing is happening and come back after you mow the grass, hang out the washing of put on dinner. Maybe while you are waiting you could grow some fish in Tycoon Fish. The game will look after its self you know. I use mine as a screen saver and just check in on it to see if they need me. When something happens I then sit and play agian. Thank you to the creaters.

Posted by: Killashandra at September 6, 2006 06:18 PM

why-o-why, they do have it palm os but not on pocket pc.

killashandra, your right. what would a game be without a little difficulty. i know i said it was hard but who doesn't complain once in a while? i still LOVE this game though. :)

Posted by: someone at September 7, 2006 08:58 PM

Great job creating this game I love its challenges and am glad there were difficult times that is what makes you keep playing. The only negative comment I have is that there was nothing to indicate the game was complete Looking forward to VV2 my daughter loves naming the villagers. I think it is a great family interactive game.Congratulations.Love it!Love it! Love it!

Posted by: Sharni at September 9, 2006 04:07 AM

i guess the completion of all the puzzles was a sign that you were done! i dunno! :)

Posted by: someone at September 9, 2006 05:16 PM

I really got sucked into this game. I play alot of free demos and haven't purchased a game since Diner Dash. I am disappointed and relieved the game ends without being able to explore the cave. I was neglecting other things.

I really wanted a family tree while I was playing. I attempted keep track in my mind until I got about 30 people. I felt attached to the original villagers and sent all other villagers to morn the them.

I liked the warning about 90 people is the max the island could support. Could you think about letting the user exceed it with consequences.

I found the game had some hick ups as the number of villagers rose. I would have people saying they were eating, while they were studying the catcus.

I never understood some of the likes and dislikes. If a villager likes red and dislikes bananas; how could I have made thier life more enjoyable? It seemed that they should have more meaning. I half expect those that didn't like to fish to reject the activity or reduce thier health. I didn't notice any difference.

Posted by: Trish at September 13, 2006 09:18 PM

all the comments have been great, very helpful info, and we have found ourselves identifying with the other players who mention getting attached the villagers.it is quite worth the measely $20
pricetag. it's interesting, and has a fun but calming quality about it. we, {my family plays}, have run to each other as we discover each new puzzle, and i actually have been looking forward to leaving work and checking on my villagers ,which is a FIRST for me. i never "play" i'm always too busy, but vv drew me in and got me out of my work space, which is much appreciated. can't wait for vv2. great work!!!!!!

Posted by: Ren~9 at September 19, 2006 08:43 PM

I can't stop playing the game. Currently, we are chiseling the idol... I'm looking forward to the next series of Virtual Villagers and more fun and adventure. I would like more area to explore, too. Maybe we can go into the woods and eventually build some kind of shoppping center or market square... I mean, these women need to shop if they are having all these babies! Hee. Thanks for this game.

Ok, back to the the island.

Posted by: Daria at September 22, 2006 10:29 AM

Just bought this game yesterday. Played the demo and everytime my villagers died overnight. I wish there was a 4x or even 10X on the speed choices and a choice to knock it down to half speed automatically if the game isn't open. I have a feeling I will not get enough tech points to get farming before all my villagers die-- again. Perhaps switching the values for construction and farming.

Love the game though and will keep trying a few more times.

Posted by: Heather at September 27, 2006 09:58 AM

Great game! A suggestion for VV2 would be to have a better system for keeping track of each villager and their skills. For example, as my population increased in size, I often wished I could click a button to see a summary of the total population - i.e. 70% of the villagers are researchers, 20% are farmers, 5% are builders, 5% are healers. And then, be able to see the skill level within each skill - i.e. 20% of the researchers are masters, 70% are adept, 10% are trainees. Then you could choose to take some of the masters off their current discipline and build their skill in another discipline.

In the beginning, it is easy to make sure you have the right balance of skills, but when you have more than 50 people, it becomes harder to manage.

Thanks! I truly enjoyed this game.

Liza

Posted by: Liza at October 12, 2006 12:08 PM

What is the sound I keep hearing as if the rock is being moved? It usually happens near the flower garden of the ground near the rose.

Also, I've maintained a population of 90 for a long time. I try to change some of the duplicate names but when I log out and come back to play the game the names get all mixed up again. What is that about?

Posted by: Michele at October 13, 2006 12:19 AM

michele, i haven't heard that sound yet but some people have said that their villagers are lifting rocks for excersise. just wondering, does the sound you hear sound more like lifting rocks or thunder? about the names, i'm really not sure.

Posted by: someone at October 13, 2006 12:04 PM

COULD SOMEONE TELL ME HOW TO RAISE THE POPULATION FROM 90 TO MORE ???

Posted by: Sheila at January 28, 2007 09:23 AM

Sheila, you can't have any more than 90, unless there are twins or triplets born.

Loved this game. Loved figuring out all the puzzles and getting attached to the villagers! Am anxiously awaiting VV2. Thanks for all the hard work!

Posted by: Tara at February 3, 2007 11:00 AM

You know a game is soon to come out when we publish our preview!

Check out the exclusive preview and screen shots of Virtual Villagers: The Lost Children.

And sign up for our newsletter to to be notified when the game is released (hint: it's really really soon everyone).

Joel

Posted by: Joel at February 5, 2007 08:52 AM

how do u get ur villagers 2 marry in vv2?????????????????????????????? BE SPECIFIC!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Posted by: duca at April 21, 2007 01:48 PM

I love all Last Day of Work games, it's legend! Please don't give me the last game, keep the spirit sir!

Posted by: Golden Seahorse at June 20, 2007 07:13 AM

Please, help. I completed the game once and second time around. For some reason I can not get the villagers to breed, pop. 15. I have all but the last tech for fertility. I did not have this problem before.

Posted by: Mary at June 30, 2007 01:18 PM

Post a comment

Thanks you for contributing to the Gamezebo community. We want to keep our community safe and clean, therefore we do moderate our comments. No profanity, slanderous, or comments involving illegal activity are allowed.

Please enter your name and email address. Email addresses are never displayed, but they are required to ensure our anti-spam policies.




(you may use HTML tags for style)



Email a Friend

Email this entry to:

Your email address:

Message (optional):

© 2006-2007 Gamezebo, Inc. - All Rights Reserved . [ ]