PSN, XBLA: What Went Wrong With Talisman?
Once an Xbox Live Arcade title comes out, it has been incredibly rare for it to get canned later down the line. It has happened though, as shown by Capcom's Talisman, based on the board game of the same name.
Website GiantRealm was able to contact Adam Boyes, Director of Production at Capcom Entertainment, and what they got was a very blunt and fascinating look into the world behind the direction that games can take, when something gets announced too soon or just was not suited to the platform.
Here is a snippet of their interview:
GM: So what was the initial or early issue that came along that made Talisman difficult to develop?AB: Let me be very clear that everyone wanted this game to be a success - Capcom, Games Workshop, and the development team. It's still a sore spot for me that it got canceled, as I'm sure it is for thousands of fans around the world, but hopefully I can shed some light on video game development and the challenges that we faced. In the end it was a matter of finding out too late that we weren't on track to deliver what the fans wanted us to, and hopefully this will help everyone understand our thought process.
There were two goals that we were trying to accomplish when we set up to take Talisman to the video game world - recreate the Talisman board game experience, and create a compelling social experience. The fond memories I had growing up with the game were me, my brother, and my two cousins hunkered around the table as my Monk kicked the crap out of my brother's Elf as I laughed at him. We always had to set aside a good five hours for the game, but it almost always ended in the same scenario of one player being on the Crown of Command while the rest of us rush to try and get there. We almost always died during that same rush...
Check out the full interview below.







