The Making of Starship Titanic |
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>Many of us fondly
remember the Hitchhiker's Guide to the Galaxy game put out
by Infocom in '85. The new title, Starship
Titanic, is more complex, and not just for being more up-to-date: the material
is fresh. How do you compare the experience of putting together a (comparatively)
low-tech game based on your novels with that of doing a high-tech game based
on Zark knows what? Doing an Infocom-type game
was essentially a one-person job. In the case of HHGG it was two people - Steve
Meretzky and me. Over three dozen people have been involved with the making
of Starship Titanic over the course
of two years. It's a completely different scale of complexity. >How were you involved
in the production of the art for Starship
Titanic? I was pretty much immersed
in it for two years - which is much more than I intended. I outlined the general
shape, scope and intent of the game partly by myself and partly with my old
friend and occasional collaborator Michael Bywater. Then I did a fairly detailed
script (which I must go and have a look at again now that we've finished the
game, just to see if it still bears any relation to it at all). Then I worked
with the art directors Oscar Chichoni and Isabel Molina to arrive at an overall
aesthetic. They were really remarkable - it was just a question of letting them
loose, really. Every time I suggested an idea to them they came back with something
much grander and more extraordinary. Then I worked through and refined all the
puzzle ideas with the programmers, and... well, by and large I was pretty involved
with nearly all aspects of the production, except of course for actual C++ programming,
which was way out of my league. Then of course, there was the dialog. This turned
into a gigantic task, with a final total of sixteen hours of recorded dialog,
comprising over 10,000 repsonses. A team of three of us handled this - me, Neil
Richards and Michael Bywater. I also wrote a few small pieces of music (most
of which was done - magnificently - by Wix), including Boppy's music in the
music room puzzle. >Why all the (malfunctioning)
robots? Is there some message there about our
continued development away from human contact into a sterile, sci-fi, "don't
touch me with human flesh" kind of society? Because in the context of
a computer game you can either do malfunctioning robots pretty realistically,
or you can do actual people very unrealistically. It's not a tough call. >Were you flattered
or annoyed when you heard that Hollywood was putting out
a pricey extravaganza with a hauntingly similar title? I thought it was a bit rich
to be honest. I think they're trying to ride our wave a little. >With Starship
Titanic, we again see a clueless human cast headlong into a larger universe
with no warning, only to find that it's just as out-of-whack as our world, if
not more so. All the technology doesn't help solve people's problems; it only
changes their coping techniques. Do you have more or less
faith in our own burgeoning technology? I don't think that technology
gives a better world, but it gives us a more interesting one. >A warped cyber-intelligence
appears in Starship Titanic, and
the Hitchhikers
trilogy (ahem) had Marvin the paranoid android. Why does defective/depressed
technology keep appearing in your work? I think I tend to be a humorous
writer in the old sense of the word. If you remember, we used to believe that
people's personalities were formed by certain bodily fluids or 'humours', and
they might be sanguine or phlegmatic or bilious depending on which humour was
dominant. If you make a character a robot instead of a person you can play with
the idea of obsessed personalities very easily. >Could you tell us about
your involvement in Starship Titanic
(how the idea came about & how you collaborated in its production), and
whether you found it a difficult project...? The idea first came to me
many years ago and became just a paragraph or two in Life, The Universe and
Everything. A number of people (including my agent!) said I should write it
as a novel, but for some reason I wasn't keen. I think the reason, in retrospect,
was that it was primarily about a thing - a ship - rather than about people
and therefore didn't really lend itself to a novel. Many years later, when I
was casting about for the right idea
for a CD-ROM project it came back to me, and suddenly it seemed like the
perfect vehicle, so to speak. In a CD-ROM adventure the environment is the
first thing and you gradually populate it. The project has taken two
years and has involved dozens of people - programmers,
designers, 3D artists, musicians, actors, other writers, and I've
been involved in nearly every aspect of the production (other than actually
coding in C++). It's been a huge task, and as far as I'm concerned it's
been a great and very stimulating change to be leader of a collaborative
team rather than just a lonely typist. You need that kind of change
from time to time. >Terry Jones must
have seemed a natural choice when casting Starship
Titanic's
manic parrot, but how did you first get in touch with him? Have you worked together
in the past? I've known him well for
20 years, and we've frequently talked of working together,
but have never really done so before. |
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