| Typed in by Hans Persson | |
| unicorn@lysator.liu.se | |
| Published in ZZAP! 64 (British Commodore 64 game review magazine) in | |
| issues May 1986 (page 42-44) and June 1986 (page 49-51). This is | |
| _italics_, this is *bold*. | |
| Very few games get reviewed in magazines or journals outside the | |
| specialist computer press like ZZAP! You won't find many platform game | |
| reviews in The Times or in Punch. But you could find an Infocom review. | |
| Infocom started working in the late seventies, formed out of an | |
| Artificial Intelligence development team at the Massachusetts Institute | |
| of Technology and grew rapidly into the most respected software house in | |
| the world. | |
| Four Minds Forever Voyaging | |
| Sean Masterson | |
| Little is known about the teams and individuals that develop the games. | |
| Infocom don't exactly advertise their products lavishly. And usually, | |
| only one or two titles per year are introduced. So, arrangements were | |
| made to allow me to chat to four of the people behind the myth to find | |
| out just what makes this unique organisation tick. | |
| The usual convoluted phoning arrangements had to be made, timing had to | |
| be compatible (which it nearly wasn't as I got the time zone for | |
| Massachusetts wrong) and ZZAP! Towers had to be clinically sealed to | |
| provide the necessary tomb like silence required for our hypersensitive | |
| taping equipment (that almost makes it sound good). Despite attempts to | |
| have everything arranged properly, there was the inevitable last minute | |
| panic. All was well, in the end. This is what transpired... | |
| PART 1: DAVE LEBLING (AUTHOR/CO-FOUNDER) | |
| *First*on*the*line*was*Dave*Lebling*. He helped explain how the company | |
| came into existence. 'Well, I was one of the people who helped found the | |
| company. There were a bunch of us working at MIT, now called the | |
| Laboratory of Computer Science, and we had this frightful idea that we | |
| were a pretty clever bunch of people. So we actually founded the company | |
| before we knew what we were going to do with it. Only later did we decide | |
| to do computer games. | |
| 'We were working on all sorts of things. For the ten years before the | |
| comany [sic] took off, we worked on things which were artificial | |
| intelligence related, office products etc. We really did a variety of | |
| different activities.' | |
| Dave went on to describe how the first Infocom titles came about. 'Well, | |
| we saw the original adventure game, the one that was written by Don Woods | |
| and Will Crowther, often referred to as _Colossal_Cave/Adventure_. We | |
| really were quite excited by it but at the same time, we thought it had | |
| some limitations and decided to write a similar sort of game but better! | |
| So we did. | |
| 'It was written on and off, over a period of about six months to a year. | |
| The original version, the very smallest part, was done fairly quickly. | |
| But we kept adding. So substantially, what you see today is _Zork_ 1, 2 | |
| and 3. It was written as one piece first and then split up into a | |
| trilogy. When we split it up, we added a lot of new material. Maybe, I | |
| don't know, a couple of K for each of the games. _Zork_1_ was all | |
| original material. _Zork_2_ had new characters and so on. | |
| 'The first machine for which the game was released was the TRS 80! In fact | |
| at the time, the only candidate machines were that and the Apple. | |
| Possibly the Atari as well. What we did, this requires going into our | |
| technology a little bit, when we first designed our system, we designed | |
| so that we could easily transport our games from one machine to another. | |
| Most of the code could remain unchanged. Only a small section, maybe 5 or | |
| 10K would have to be changed. In fact, when you're talking about machines | |
| with a similar architecture, like the Apple and the Atari, the changes | |
| would be even smaller. | |
| 'So planning for other machines was part of our design right from the | |
| very beginning because we realised that this was going to be a very | |
| rapidly changing market and we didn't want to have to spend a year doing | |
| each conversion. That's why each of our games on that part of our series | |
| called Interactive Fiction is simultaneously released. | |
| 'The first game I worked on after _Zork_1_ and _Zork_2_ was _Starcross_, | |
| which was a science fiction game ... and a little bit on _Zork_3_. Then | |
| _Enchanter_, after that; then _Suspect_ and most recently, last year, | |
| _Spellbreaker_, concluding the trilogy we started with _Enchanter_.' | |
| Many people have said that of all the Infocom games, _Starcross_ is | |
| the most difficult. So where did Dave get the inspiration for such a | |
| masterpiece? 'I've probably read hundreds, more likely thousands of | |
| science fiction books, stories magazines etc. I've always been | |
| interested. _Starcross_ was really a homage to a cross between Arthur | |
| C Clarke's *Rendevous*with*Rama* [sic] and various Larry Niven | |
| stories. The Niven connection is in the fact that there are a variety | |
| of essentially friendly aliens, strange devices and particularly the | |
| stepping discs. The red and blue stepping discs that feature in a | |
| large number of problems are based on the stepping discs from Larry | |
| Niven's *Known*Space* stories.' | |
| But as Dave added, _Enchanter_ was very different to other games at | |
| the time because of its comlex [sic] magic system. 'Well, that comes | |
| from fantasy -- reading fantasy as opposed to science fiction! Really, | |
| _Enchanter_ was inspired by reading Ursula K Le Guin's | |
| *Earthsea*Trilogy* which, I think, is one of the best fantasy novels | |
| or series ever written. _Enchanter_, well ... most of our games | |
| really, take about nine months to write. I'm not too sure whether | |
| _Enchanter_ took slightly less or longer, thinking about it. | |
| 'On and off during writing the early _Zorks_, if you notice, there's not | |
| much in the way of magic or magic spells in those games and I was thinking | |
| for a long time, even before we started splitting _Zork_ into episodes, | |
| that magic spells would make an interesting addition to the games. | |
| Eventually I came up with a scheme for doing magic spells and the game | |
| resulted.' | |
| So was it intended to evolve as a trilogy like its predecessors did? And | |
| what about his conclusion to the series, the recently released | |
| _Spellbreaker_, was he satisfied with that? 'No, I suspected it might be a | |
| trilogy, and then part way into it, near the end I guess, Steve Meretzky | |
| said he'd like to do a second game. So we talked about it and we had some | |
| really good ideas and stuff. So before _Enchanter_ had been finished, he | |
| started work on _Sorcerer_. | |
| 'I think I would say that I got most of the things into it | |
| (_Spellbreaker_) that I wanted to. Something that I had actually started | |
| thinking about at the time that _Enchanter_ was written that ultimately | |
| appeared in _Spellbreaker_ was the idea that you could actually write | |
| things and create things yourself in the game. Beyond that, I think the | |
| only thing you tend to regret when you've finished, is you always whish | |
| [sic] there had been that extra 5K or 10K. The game _Spellbreaker_, for | |
| instance is something of the order of 1K -- once it's inside the system, | |
| so a lot of things have to be left out just because of the lack of room.' | |
| Dave explained which of the games he found most difficult to write and | |
| which had become his favourite. He also made a point about Infocom's aims | |
| in game design. 'Definitely _Suspect_. I've read enormous amounts of | |
| literature, not just SF and fantasy but mystery, adventure, so I vowed | |
| that I'd never do another one until ... I will do another mystery once we | |
| have a better parser. You need it for the characters. It's too | |
| frustrating given the limitations of the conversations. | |
| 'Probably, I would say that the favourite is a toss up between | |
| _Enchanter_ and _Starcross_. I like _Starcross_ because my my real love | |
| is for just hard SF -- stories which move the plot along with science. A | |
| lot of the puzzles are down like that in the game. I enjoy that. I enjoy | |
| that kind of story. | |
| 'The firm seems to have split in two directions. We hace these big games, | |
| called the Interactive Fiction Plus series which are much bigger and have | |
| a richer environment made possible by the size of the few machines they | |
| run on. We have the classic games -- the ones everybody knows and I think | |
| we'll keep doing both because the classics have a certain charm. | |
| 'So we'll keep doing that, but more importantly, I think what we want to | |
| do is keep ... well, we want to get it so that play is better, interaction | |
| is a lot smoother and more conversational than it is now. What we have | |
| done over time is improve it little by little so there are improvements in | |
| say, _Spellbreaker_ over _Enchanter_ but we still know we're geared to | |
| smoothness in talking to other human beings. The closer we can get to | |
| that, the better our games will be because you don't want to spend most of | |
| your time playing what we call 'guess the word'. Our games have very large | |
| vocabularies; _A_Mind_Forever_Voyaging_ has over two thousand words. On | |
| the level, that's still not as much as you would like. The level of | |
| English understood is good but not as good as we would like. As we say on | |
| our packages, we're never satisfied.' | |
| All this was very interesting, but where did the strange _Cornerstone_ | |
| project fit into the pattern and what's more -- what was _Cornerstone_? | |
| '_Cornerstone_ is a business product. It is the first in a line of | |
| business products and it uses similar technology to the games. That is to | |
| say, there is a large core which doesn't change on different machines. So | |
| far, we've only put it out for the IBM PC and the Apple series. It may | |
| come out for other machines in the future. We occasionally refer to it as | |
| our worst game.' | |
| PART TWO: STEVE MERETZKY (AUTHOR) | |
| *With*that*, Dave disappeared to be replaced at the mouthpiece by one of | |
| the most famous members of the Infocom team, 28 year old Steve Meretzky | |
| who began by telling me how he first began working for the company. 'I've | |
| been with the company about four years. I started as a games tester. | |
| Well, I worked on the first two games that Infocom did, that is _Zork_1_ | |
| and _Zork_2_. The first one that I actually did as an employee was | |
| _Deadline_.' | |
| How did the plot for his first game, _Planetfall_ come about? 'Well, I | |
| would say that it was pretty typical of most of our designs which is that | |
| you start with a storyline and it changes somewhat along the way, but | |
| before you begin, you do have an idea of at least roughly what the | |
| story's going to be. As you begin doing the actual programming, you get | |
| new ideas an [sic] things you want to do. | |
| 'Then when people begin playing it, you get suggestions. The more you see | |
| things that they try to do, the more you get additional ideas. So usually | |
| you start with the story and then it evolves over the whole design and | |
| implementation.' | |
| All of Steve's games have had an exceptionally good reception from all | |
| sides of the press. When I asked him how he felt about this, he modestly | |
| answered from the point of view of the company. 'Well, we feel pretty | |
| good. I mean, each game takes pretty close to a year of work. After | |
| spending that amount of time on something, you feel pretty good when | |
| people like it.' | |
| Fair enough. I asked him if working on _Sorcerer?_ [sic] created any | |
| problems as he was effectively in Dave Lebling's territory, here? 'Well, | |
| in some ways it was easier and in some ways it was harder. I [sic] was | |
| easier in that there wasn't so much independent thinking that I had to do | |
| because the game setting was already created. However, it was also harder | |
| because I didn't have as much flexibility but it was an interesting change | |
| from starting with my own universe.' | |
| I wondered whether Steve had considered any preset objectives with this | |
| game. 'No not really. I just wanted to do a game that was very puzzle | |
| oriented. _Planetfall_ certainly has its share of puzzles but it has much | |
| more in the storyline than _Sorcerer_ did. I really wanted to try to do | |
| something that was almost entirely puzzle oriented. I think that the coal | |
| mine puzzle is the hardest part of _Sorcerer_.' | |
| _Sorcerer_ was one of the first Infocom games I had played. One of the | |
| best features which, as I learned later, was employed in all their games, | |
| was the use of considered, unpredictable responses to certain requests. I | |
| took the opportunity of asking Steve how these came about. 'Generally, | |
| the way they appear is playtesters play the games. They say, "I tried to | |
| do this and didn't get a response or a response which didn't make sense | |
| or just a default response which isn't good enough in this case." So you | |
| put in a special response for that case which is usually funny, if you | |
| can think of something funny, or is nasty if you happen to be in a bad | |
| mood when you write it. Or if it's a particularly annoying thing that the | |
| person tried to do. If it was a stupid thing to do, then you might be a | |
| little nastier in your response. Or if it was something that a smart Alec | |
| would try to do then you might be nasty as well. But yeah, those are | |
| where you really get a lot of opportunity to put homour into the game.' | |
| Probably Steve's (and perhaps Infocom's) most famous game is their | |
| adaptation of _The_Hitch_Hikers_Guide_To_The_Galaxy_ [sic]. Mr Meretzky | |
| talked a little about its origins. 'Well, most of the writers here were | |
| familiar with and enjoyed the books and the radio shows. Douglas Adams was | |
| familiar with and enjoyed some of our products, and so a mutual friend of | |
| Infocom's and Douglas's, introduced us and we hit it off pretty well. | |
| About a year after that, we started work on the _Hitch_Hikers_ [sic] game | |
| and I was basically chosen to do that because I was available at the time | |
| and I had done _Planetfall_, which was humourous science fiction. | |
| 'It started out with him coming over here and we worked together in | |
| Boston for about a week. Then we connected up a computer mail network and | |
| communicated pretty much on a daily basis that way. We talked on the | |
| phone once or twice a week and then about three months after that first | |
| meeting, I went over to England and spent a week there. After that the | |
| design was pretty much done and I was left alone to do all the testing | |
| and bug fixing type of work and then Douglas came over here for another | |
| week right before it went out, just to do some last minute polishing. | |
| Basically I did all the programming and he did most of the writing and we | |
| designed most of the puzzles working together.' | |
| Steve's latest masterpiece is called _A_Mind_Forever_Voyaging_ but unlike | |
| their normal games, this one only runs on sixteen bit micros. 'There | |
| already is an Amiga version. All our games run on both of those two (ST | |
| and Amiga). _AMFV_ is the first game in our new plus series. Basically we | |
| now have two lines of adventure games; the original line and the plus | |
| line which are much larger and won't run on the lower end machines but | |
| the plus games and the originals all run on the more powerful machines.' | |
| Steve never seems to run short of ideas (then again, neither do the rest | |
| of the team). Certainly, _AMFV_ seems to be one of the most original | |
| pieces of software to ever appear on a home computer. 'I think it's | |
| really hard to track down where the ideas came from. But one thing that | |
| made it possible was the system which allowed a lot more complexity and, | |
| you know, just a lot more time in the game. Without the Plus system it | |
| would have been impossible to have a bigger geography or as much text or | |
| anything like that. I also, when I was doing _AMFV_, I wanted to have a | |
| game which was more serious and had a message in it which was something | |
| that we hadn't done before. And as far as the individual or more specific | |
| ideas, they came about the way most come about; just sitting and thinking | |
| about it, talking with other people and rejecting ideas and developing | |
| the scenario.' | |
| After all this hard work, had Steve considered one game in particular to | |
| be his favourite? 'That's really hard to say. I enjoyed all of them for | |
| different reasons. Probably _Planetfall_ was the most fun because it was | |
| the first and so nothing was repetitious and it wasn't like anything I | |
| had ever done before.' | |
| PART THREE: STU GALLEY (SENIOR GAME DESIGNER) | |
| When Stu Galley came on the line, I asked him how the company actually | |
| worked. One of the things that has been said about Infocom is that there | |
| are no real bosses. 'Yeah, I think that's fair to say. Anyway, in my | |
| group, as game designers, we're very co-operative. I think there's very | |
| little difference in status. | |
| 'Typically, the whole process of game design takes nine to twelve months. | |
| Say from conception to end. The conception will start with an idea -- | |
| either one that the designer has himself or from talking with a | |
| collaborator or whatever. But in many ways I think it's like writing a | |
| long work of fiction, anything that takes that long. Starting with the | |
| process of outlining, typically the designer will write a synopsis of a | |
| few pages, sort of an outline and it tells the important ideas and | |
| features that this game will have. And that's passed round for comment | |
| and we get together once there's the go ahead. Then we spend two or three | |
| months making the first draft of the program so to speak. | |
| 'Our group meets once a week at least, for lunch and talking over the | |
| status of different games that are being developed and whatever other | |
| issues have to be discussed. You know, usually, at least one or two things | |
| -- er design issues are brought up that need to be discussed. Even at the | |
| early stage, the conceptual stage, a meeting like that can be really | |
| useful for er ... I was just trying to finish my sentence and I forgot the | |
| word ... brainstorming!' | |
| Stu had a first for the company with _Seastalker_. Given the company's | |
| reputation for producing complex, high level adventures, were there any | |
| complications writing a junior game? | |
| 'No, I think it's something of a higher standard to write a simpler game | |
| because I wanted the program to respond intelligently to the kinds of | |
| inputs that the younger players are apt to use. We did a bit of testing | |
| with some actual live kids here in the office and er ... one of the things | |
| that I discovered about younger players is that they use a big variety of | |
| different sentence structures, sort of more colloquial or more | |
| ungrammatical inputs. And I wanted to be able to do something helpful with | |
| a situation like that while at the same time, sort of ... I didn't want to | |
| accept really ungrammatical commands because I wanted to set a good | |
| example to the player. | |
| 'On the other hand, I found that kids could and would use commands that | |
| adults would never think of. So in a way, I think that the standard of | |
| friendliness and fun was maintained as far as I can see. | |
| 'I think that all kinds of people play it. I don't have any market | |
| research at my fingertips or sales research but I know that, I've seen | |
| reviews of the game in magazines written by adults and they often regard | |
| it as just as puzzling just as much fun.' | |
| Stu sounded so enthusiastic -- I assumed he got a great deal of pleasure | |
| from his work. 'Yes, yes I do. It's funny, it's almost like a dream | |
| fulfilled but up until a few years ago, I had no idea that this was what | |
| my dream was because I had no examples to go by.' | |
| I was surprised to hear about his immediate reactions after a game had | |
| been finished. I had assumed there would be a celebratory mood but | |
| apparently, this was not the case. 'Well frankly the immediate feeling is | |
| a bit of a let down. I think, of course there's a feeling of relief that, | |
| you know it's like finishing a year at university, getting all of the | |
| exams out of the way. I'd say a let down because there's no immediate | |
| feedback -- whether you did a good job or not. Once the programming is | |
| finished, then there's a couple of months at least, before there's | |
| feedback from players or reviewers. It really would be more like six | |
| months to a year before one gets the feeling of job well done or whatever.' | |
| So what did he have planned for the future? Were there any exciting ideas | |
| for a new game? 'Yes there is actually. Let's see. I'm not too sure how | |
| much I should say about this as it might turn into a product. I've at | |
| least one -- probably several. Personally I'd like to reach new segments | |
| of the audience by making each new game innovative or appealing in a | |
| different way from all the others so that someone who had maybe tried | |
| _Zork_ or tried a mystery and not gotten excited about it might find | |
| something really interesting in a different sort of game. | |
| 'I think all categories of popular fiction would be fun to make into | |
| games. Personally I would like it to be just interactive fiction. Well, | |
| writing interactive fiction plus is a two edged sword, because while you | |
| have a lot more room to do things in you also have the problem of taking | |
| on a bigger project and having a lot more work to do to get all the | |
| details right. I sort of prefer a smaller scope, something more like a | |
| stage play instead of a movie. I think the confines are helpful in some | |
| ways. | |
| 'Well actually I did work on a game that I spent about six months on and | |
| then decided to shelve it, so to speak -- to put it aside. The problem | |
| there, was that the story line wasn't sufficiently well developed to make | |
| it really interesting. I guess I had a vision of a certain kind of | |
| atmosphere in the writing that was rather hard to bring off and after some | |
| testing in house here, it became clear that that [sic] it would need some | |
| significant changes to make it work right. I'm glad we're able to do that | |
| and we don't have to forge ahead with something that doesn't really work | |
| well.' | |
| Infocom appear as a very secretive organisation. I asked Stu whether this | |
| profile was intentional? 'Yes, I think it's generally true of American | |
| software companies particularly that they don't comment on new products | |
| until they're officially announced. And I think the reason for that is | |
| because of the last question we talked about where the product may be | |
| under development and although the company may intend to release it on | |
| time, unforseen things may happen and it has to be postponed or cancelled. | |
| So it just seems safer, I guess, to keep the wraps on a product until it's | |
| finished.' | |
| When I asked Stu what his favourite game was he pointed out that one of | |
| them wasn't an Infocom game. No problem, said I, just tell us what they | |
| are. 'It's just that the other times I've been asked that question, | |
| usually Infocom games are excluded. Okay, it's very hard to say, really. | |
| It's like asking a parent to pick a favourite child. Each are favourites | |
| in different ways. I still enjoy _Witness_ for certain aspects of it, | |
| although I now feel that I could have done it a lot better. That was my | |
| first one. | |
| '_Seastalker_ is similar. I like certain things about it very much. I like | |
| the game I'm working on right now in many ways. There are a lot of | |
| different things about it. Er ... I'm looking at my shelf full of packages | |
| here! I like _Hitch_Hikers_ [sic]. That's a lot of fun. | |
| 'As far as non-Infocom games, I think my favourite is _Loderunner_. The | |
| thing that I like about it is that it's the huge variety of the scenes | |
| derived from this very small set of building blocks and it reminds me in a | |
| way of mathematics -- one of my favourite subjects, because it's like | |
| taking those small set [sic] of axioms and deriving elaborate mathematical | |
| structures from them. But _Loderunner_'s the way to do it visually.' | |
| PART FOUR: CARL GENATOSSIO (ART) | |
| Finally, I spoke with the man responsible for all those crazy bits and | |
| bobs that proliferate in an Infocom game box. He can introduce himself. | |
| 'I've been with the company since last April. And before that I was | |
| actually working for the ad agency that Infocom had at that time. I guess | |
| I would say that I've been working on Infocom packaging over two years. | |
| I'm 31. | |
| 'I came to the company last year to start a creative department for | |
| packaging and other related material that we produce and I had worked at | |
| the agency where we develop most of the crazy packaging for Infocom, so I | |
| knew everything there was to know about the product before I started here, | |
| kind of a nice transition to come from the agency to here. And you know, | |
| it's been a real good experience working here directly with the people | |
| because everyone is so creative so, [sic] it's a totally creative | |
| environment. I'm not at a lack for having any ideas what to do. Just from | |
| talking to the people around here, you know.' | |
| One of the clever aspects of game packaging is the way Infocom hide | |
| protection within the package rather than the program. Carl commented on | |
| this. 'Well that's worked out better on some games than on others. | |
| Sometimes we'll get a real good idea for an anti-pircay [sic] device. I | |
| don't know if you have seen _AMFV_. The secret decoder wheel in that is | |
| really essential to play the game. It's something like 360 random number | |
| access combinations. It's not something you can xerox a copy of. It's not | |
| something you can pass on to a friend and forget about because, you really | |
| need that to play the game.' | |
| It had occured to me that the decoder wheel was similar to _Sorcerer_'s | |
| Infotator. 'No that was done by someone else at the ad agency. That was | |
| prior to my involvement on Infocom games. But you can see that we do put a | |
| lot of thought into devices that actually, the person who buys the game | |
| would want to have in the first place and it's essential to playing the | |
| game. | |
| 'We probably, out of any software or any entertainment software company, | |
| yeah we probably spend more on the package than anyone else does and er | |
| -- we have very high quality printing; again a lot of thought is put | |
| behind everything that goes into the package in general. So with that in | |
| mind, we just put in the extra effort to make up a protection device that | |
| is attractive and works quite well and fits the mood of the game.' | |
| 'Usually, from concept to finally printed package, it takes about four | |
| months. We start out when the game is in alpha testing. We get a look at | |
| the game then the internal tester takes a look at it. Me and my | |
| copywriter in the marketing department get a look at the game at that | |
| point. We play it for about a week or so and then we have a creative | |
| meeting with the game writers and the marketing dept. | |
| 'We come up with a creative focus for what the packaging should be as it | |
| relates to the game and at that point it takes about two to three weeks | |
| for a concept for the total package. And once that is settled, it takes | |
| about a month to get art and photography and typography done and from | |
| that point I'd say that once art has started and all of that and copy is | |
| written, it takes about another month to put all the boards together to | |
| get the material ready for printing. The printing process takes about | |
| eight weeks.' | |
| One of the most startling visual aspects of older Infocom games were the | |
| box shapes. These have now been standardised. Carl made several points | |
| about the reasons for this. 'I can speak about the original packages a | |
| bit because I know somewhat about that. When Infocom first started out as | |
| a company, they had come to the ad agency which at that time was | |
| Giardini-Russell in Watertown Massachusetts. Anyway, they had come to | |
| the agency at the time and the agency was very big in the hi tech field | |
| and they (Infocom) only had a very small budget. They said, 'How do we | |
| market and advertise these games?' And based on what the agency had seen | |
| of the games and the amount of money available, they said, 'Basically, | |
| you should put all of your money into packaging because that's going to | |
| be the thing that's most noticeable about your product' and that's where | |
| we started with these wild packages. | |
| 'Now the first games like _Suspended_ and _Starcross_ and the _Zorks_ | |
| (although the _Zorks_ had a very simple package) but the others up to | |
| _Seastalker_ were all in very intricately put together packages simply to | |
| be another ... something that people would want to touch and hold and get | |
| into! But what killed those packages was the fact that the dealers | |
| couldn't stack a flying saucer on a shelf very well! They kept falling | |
| off and rolling in the aisles, you know?' | |
| So did Carl find any constraints with new packaging? 'No I don't as a | |
| matter of fact. You know we've standardised the boxes as you can see but | |
| each one of those packages is individual. I approach them as an | |
| individual problem and I find that there is very little repetition in | |
| what I do, even though the format is the same. I am basically free to do | |
| whatever I want to do. For instance, we're doing something right now in, | |
| we're working on the _Trinity_ game, I don't know if you know about that | |
| one. Well we're doing something new in that the manual in that game is | |
| going to be a comic book. I don't know how familiar you are with comic | |
| books -- are you familiar with the *Classics*Illustrated*?' | |
| No -- unfortunately... | |
| 'Well, okay, that's a comic book series that was out in this country in | |
| the late fifties and early sixties and what they were like were sort of | |
| comic book versions of history books. So this game, _Trinity_ which is a | |
| fantasy game, has a lot of reference to historical information, so we're | |
| doing a full colour comic book in a Classic style. I'm always working | |
| with different people. That's what I think keeps the packaging fresh and | |
| challenging, certainly for me to work on. I find each one to be just like | |
| starting a whole new thing.' | |
| Was there a particularly memorable design that Carl had worked on? 'I | |
| would have to say, probably _Suspect_ because of the art style for one. I | |
| went with a literary style -- a high brow literary style and because of | |
| all the pieces that went inside that, the invitation, the receipt for the | |
| costume, the magazine article -- and the article in particular, I wanted | |
| it to have a look about it so that it would actually look as if it had | |
| been ripped from the pages of a magazine, so we had to make a special bad | |
| cut for that so that it was consistent with every one that we printed. | |
| That one happens to be my favourite and it was one of the first that had | |
| to be designed for the new format so I feel that it works really well | |
| because I put a lot of thought into it.' | |
| I asked him how it was decided where the booklet would stop and the bits | |
| would start. 'There's a photograph on the back of every package which | |
| shows you what you get inside the box, and usually those things are not | |
| created until after the package has been printed. So what I have to do is | |
| make mock ups of those things and that's probably the most difficult part | |
| of the whole packaging thing, creating and photographing those items in | |
| an interesting scene to give you the mood for the game. | |
| 'We try to do something different every time we work on a game and I | |
| guess I don't know how to answer that except to say that whatever | |
| happens, we're always looking into other things. It's an ongoing thing | |
| from day to day. If I see something in a magazine or in a toy store or a | |
| book store ... I have a tremendous collection of little items that might | |
| be interesting for something further on down the line, somewhere, | |
| sometime, somehow, you know? | |
| 'When I'm busy I never keep track of the time. When I first came here | |
| they had held the work for me. They were waiting for me to come in | |
| because I was coming over from the agency. When you're really rolling on | |
| something worthwhile then time doesn't matter. That's another reason why | |
| it made sense to come here and start this department, because the way an | |
| agency works, they bill by the hour. My time is virtually unlimited here | |
| and I get a chance to do everything that I want to do and sit down and | |
| nit pick without worrying how much time I'm spending on it. | |
| 'It's a sort of perfectionist's type of job. You can come here at two in | |
| the morning and there'll be someone here. There's someone working around | |
| the clock. When you get dedicated people like that and it's a fun job, I | |
| mean it doesn't make any differency how long you ... well, how many hours | |
| you put in and we have a flexible atmosphere as long as you get your job | |
| done and have a good time with it.' | |
| Time was ticking on and my throat was becoming dry. Thanking the folks at | |
| Infocom, I placed the receiver down and made my way to the Bull Inn to | |
| rehabilitate. As the old flatulence bitter trickled down my throat, I | |
| knew that a ball of fluff would never be the same again. | |
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