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Interviews
Interview: Jonathan Boakes of Dark Fall
By:
Harriet Gurganus
Several years ago I had the marvelous opportunity to interview Jonathan
Boakes. That was before the success of his game, Dark Fall. His name had
not become a household word in the gaming community. But time passes and
things change. Today most adventure game players know who Jonathan is in
relation to his games but most of us don't know much about him as a person.
Therefore, the following interview focuses on Jonathan Boakes and who he
really is.
Jonathan, thank you for giving us this peek into your private world.
I
look forward to watching your career develop and your games find
the
audience that they so deserve.
1. Your name
visibility and recognition have increased one-hundred fold since
the release and success of your first commercially released
game.
How has this changed your life? Are you happy with the changes? What
would
you change now if you could?
More time, please!
I would love to be able to produce one adventure title
a year, but it isn't possible. I care about my work too much
to hurry something through, without care and attention. This
all takes time,
and I
would dearly love to have more of it. It is the most precious
commodity. Thankfully, I only have to organize myself, and don't
have a team
of people
to boss around. I am not sure I would take to that too well.
On a personal level, my life hasn't changed at all. I had already
made the
decision, after quitting University, that I would probably be seeking
rather
quirky employment for the rest of my working life, so being the author
of
the Dark Fall games fits that bill quite nicely.
I am still reading the same books, watching the same films, eating
the
same sandwiches. etc, but being published does change my perspective
of the
games completely. Dark Fall was created as a small personal project
which
grew in status, where as I am now writing for an audience. That has
it's up
and downs, but is generally a positive outcome.
2. When did you start playing games? When did you decide that you
wanted to design and develop games? Do you have an educational background
in
graphic arts, computer engineering, etc. or are you a self-taught
genius?
I'm not a genius. I am just a geek with too much time on his hands.
My education was a
disaster to begin with. A horrible and destructive school life
provided me with two qualifications: Art and English
(at a
pathetic level). I had a couple of open-minded tutors, who recognized
that I
was buried underneath personal problems, and encouraged me to
express my
feelings through writing and art. The latter was a lifesaver,
so I went on
to study art and media at a higher level. I made up for lost
time and
experience, and increased my qualifications by 300% over a period
of two
years. My favourite subject was History of Art, and not just
because of the
eye candy. It revealed that I wasn't the only person who had
trouble communicating with my peers, and I could explore emotion
through
artistic
ramblings. That helped a great deal.
I left college with
dreams of becoming a photographer, and managed a few
exhibitions across London. One thing led to another, and I started
working d
digitally. Beyond working on montages I found a renewed interest
in games. I
had been playing games since 1984, when my mother and sister
bought a
Spectrum ZX. I am quite sure it was purchased for educational
reasons, but I
only ever used it for games! A highlight included "The Mystery
of Arkham
Manor", which is available to play online. I was fascinated
by the ability
to explore a fictional world, and interact with objects and people.
You
could say it was escapism. So, years later, when Myst came along
I was
hooked. I've played pretty much every adventure released in the UK
since,
and most of the US releases as well. Some people have been kind enough
to
lend me rarities, so I am quite proud of my collective play experiences.
I didn't know programming or 3D creation when I began Dark
Fall.
I have
enough knowledge to put a game together, and get someway to manifest
the
ideas in my head, but I still have a long way to go.
3. Do you still work by yourself or have you accumulated a
development team? Roughly how many hours go into the development
of your
games? Do you have preset work hours or do you work when the spirit
and
inspiration move you? What inspires you?
I am working, in many
different ways, pretty much all of my waking hours
(and probably during my sleep too!). I rarely take time out to
partake in
brain calming activities (I'm writing this on a Sunday morning).
I am aware
that I have a lot of lost time to make up for, so try to expand
upon my
knowledge and experience whenever I can. I always carry a notebook
(paper,
not PDA) so that I can keep a record of any ideas that spring
to mind,
regardless of whether they are game orientated or totally abstract.
I still work by myself, which can be a curse and a blessing. I
don't have
to maintain a work force, but I only have myself to blame when anything
goes
wrong. I am not afraid of responsibility, but it can get very lonely.
Self
doubt and nightmare insecurities can be very destructive forces,
but I have
more control and confidence than I had this time two years ago.
As for inspiration, it
comes from many different mediums ("Is
there
anybody there?" said the psychic). It can be anything from watching
a film
(pretty obvious given the fiction I write) to baking a complicated
cake. I
listen to BBC Radio 4 while I work, which is always inspiring. It
is the
"
charity shop" of radio broadcasting, as you never quite know
what you are
going to find. At 2:15pm I will be listening to the afternoon play,
and then
45 minutes later I'll be noting down tips on what to do with turnips.
It's
all quite abstract, so much of the information is consumed unconsciously.
I
am quite sure that Dark Fall characters such as George
Crabtree are based on
real people I have encountered via the radio. Radio is cheap,
and nonstandardized in comparison to TV and film. So there is
more room
to
experiment. I truly hate the attitude of "only commit if it
makes loads of
money" which has possessed the British media. Overseas markets
now influence
everything that gets made. It is a waste and strangles inspiration
and
creativity.
4. Who is your best critic?
I have no idea! I guess
I should say "myself", but that
would be very
pretentious. In terms of the Dark Fall games, the only critic that
matters
is the player. They pay for it, and invest their time. It only exists
to be
played, so I guess it is their opinion that counts the most. Making
point
and click games is a passion, as I love the medium, but given the
legacy it
can be a hard act to follow.
5. What system do you use for your game design?
I have 3 machines at the moment. There is a desktop PC for email,
research
and other tasks, which was used to produce the first game. Then there
is the
"
Dark Fall" PC for rendering (which can take hours) and programming
(which
can take even longer!). Finally, I have a slightly creaky laptop,
which I
use when out and about, or between homes. Scenes from the next game
have
been put together in such diverse locations as a lonely Cornish beach,
the
London to Scotland sleeper train and a Japanese Karaoke restaurant.
Keep
that in mind when you play it (me being totally presumptuous) as
you will
see how those places influenced the content.
6. How do you process your storylines? Story first? Part of it?
All
of it? Fly by the seat of your pants and develop the storyline as
you go?
Ha ha! All of the above.
There is always an original idea, in this case a haunted lighthouse,
which
becomes developed alongside the game. While building the rooms I
will often
find myself thinking up subplots, additional characters and ghostly
possibilities. You could say the story is created organically, which
is
continued in the non-linear gameplay. I like to think that I leave
only
pointers here and there, and the player chooses which order they
want to
digest the information and narrative. This is a bonus of the medium,
which
some seem to overlook.
7. Do you have plans to develop other than adventure games?
Yes, I would hope I continue to develop! I don't want to be 30
forever.
< g>
As for adventures, I have plans for the 3rd game, but don't feel
confident
to discuss them right now. Beyond games, I am still working in film,
and
enjoy landscape gardening! Anything that gets me away from the LCD
glare has
to be a good thing.
8. Do you play other than adventure games.
Yes, of course. Before
devoting all my time to DFII I was playing
Morrowind and Call of Duty. Interestingly, I have just compiled a
list of
the games I own, which you may find interesting. It is located at
www.xxvproductions.co.uk/mygames if anyone fancies a look.
I don't have self-enforced criteria of what I can play. I would
hope that
I give anything a go, and see if it surprises. I would get paranoid
thinking
I was missing out on something otherwise. There is no private club
in
gaming, and I find the limited classification claustrophobic.
I do have a list of my top 20 play experiences, which include games
as
diverse as Half Life: Counter Strike, Thief: The
Metal Age and Zork:
Nemesis. Hmm, so anything with a 'colon' it would seem. They are
all the
rage!
I would say that 30%
of my games are the scarily titled "pure" adventures.
9. How does history play into your scenarios? Are your locations real or
imaginary? How much research do you put into the environmental background of
your games?
Research is always a pleasure. As well as enhancing the game, it
allows me
to add to my knowledge. I try to keep it as fun as possible (like
the
revolting cooking recipes in Dark Fall), but some academic guidelines
have
to be adhered to. Cough.
I was lucky with Dark
Fall II, as I already had knowledge of The
Flannan
Isle mystery from watching Dr Who and The Horror of Fang Rock in
1977. Given
that I was only 5 at the time, it did tend to scare me a little
(understatement!) This sci-fi tale was influenced by a true story:
Three
'keepers' disappeared in 1900, from the island-based lighthouse in
the
Scottish Western Isles. The mystery has never been solved, and has
fascinated me for years. So, I used that as a starting block for
the game,
and have expanded upon possible cause and reason. The "Lights
Out" story
twists and turns through many different eras, but uses the lighthouse
as its
figurehead. I can't think of a better setting for the good 'ol lonely
point
and click adventure experience. It seems Ptolemy Soter had us in
mind when
he commissioned the Pharos back in 290bc.
10. Do you think that the adventure genre will ever get the respect
that
it deserves within the industry?
It doesn't need "respect" from
the industry, it just needs punters. The
"
industry" (who ever these they people are) are only interested
in cash.
Adventures continue to sell, otherwise I wouldn't be here right now,
would
I?
Of course, there are
those that squeal about "The Adventure
Genre Is Dead"
over and over, and over , and over. I don't know about you, but I
am bored
to death of listening to their childish rants. If it is as dead as
they
suggest, why are they writing about them? Some people don't want
them to
exist, and be successful, but they refuse to go away for a reason.
We like
them. We pay for them. We play them. I don't give two hoots about
whether or
not they are advancing the industry. An apex has been reached in
gaming
technology, and a spectacular few are fighting it out for 'biggest
innovator'. So, while they are puffing out their chests and swapping
notes
on the size of their engines I'll continue to ramble along the p'n'c
back
streets. It's a nice quirky place to be, with benefits all of it's
own.
11. What do you think will increase the overall legitimacy of the
adventure game in the gaming market as a whole?
Money, I would imagine. That's a bit sad, but that's how these
things are
calculated by the powers that be.
Personally, I think audience appreciation goes a long way. A solid,
well-written and interesting game will outlive all the tedious WWII
clones.
Most 2D adventures still run on XP (with a little tweaking), as would
the
other genres. 'Shivers' is still visually interesting, but few would
play a
FPS from 1997 without cringing. The graphic adventures are timeless,
like a
good book. The moth eaten visuals can be quite charming.
12. Do you think that people's satisfaction expectations are too
high or
unrealistic? Do people trash a game too easily?
Yes. Most people that partake in (uncalled for) game bashing are
usually
would be developers themselves, who haven't got the courage to commit
themselves to a personal production. So, instead it is much more
fun for
them to get all powered up and pick apart other peoples work. Of
course, not
all negative feedback is pointless. I'd have to be a psycho to say
that. I
am referring to people who jump into forum topics head first and
trash a
demo before anyone else has had a chance to form an opinion. More
often than
not there is some statement questioning the existence of such material.
Fine, go away and play Postal 2. You'll find your victims don't answer
you
back.
13. What do you think is more important in a good game? Storyline?
Graphics? Puzzles? Integration of all? Other?
All. Graphics and sound should enhance the story. Puzzles are included
to
lengthen the playtime, and provide audience interaction. Puzzles
don't have
to frustrate, if enough information is provided. The popularity of
the
walkthrough has murdered good puzzles. Some players (including myself)
have
lost our patience, so when something doesn't seem to work we instantly
think
"
It's a bug". That's a bit sad, as satisfaction is lost when
the puzzle is
solved for us. There is an accusation that adventures are getting
shorter,
but are they really? Maybe it is a case of us consuming too fast.
It took me
4 months to finish Zork: Nemesis, and hated certain puzzles, but
it will
stay with me forever because of that.
Someone emailed me recently
to say "Please include a walkthrough
with your
next game, otherwise I won't buy it". That shocked me. Since
when was total
convenience such a good thing? I'm not talking about ease of use;
I am
talking about laziness.
14. You told me several years ago (when you were working on DF1)
that
you had a DF2 and a DF3 in your long-term thought process? Is 3 still
an
option?
Yes. I haven't given it much thought to date, but I do know that
it will
return the player to Dowerton, and the train station. I wish to give
the
game more power by allowing it to observe what the gamer 'looks'
at, in who
they pay most interest and the pace that they explore. Allowing the
PC to
find out what time of the day you are playing will also feature.
Daytime
supernatural activity will be different to the nasties that go bump
in the
night. That will be great fun.
15. Do you have a eye on a final completion date for DF2?
Yes and no. I have
to give some indication to the publishers, as they work
hard behind the scenes to get the game recognized, but I don't
have a
definite date. I will know which day it is when it that day dawns.
Sorry to
be cryptic.
16. What can you tell us about the storyline that we can't find
on your
website?
I could spill the details now, but it would spoil the fun. The
website
only explores the first segment of the game, but there are many facets
to
the environment you are presented with. Time travel through alternate
histories, wandering ghosts and personal existence beyond the 'here
and now'
are all explored. Is a person really the sum of their memories? Ok,
I'll
leave it at that!
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