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Interviews
AGATHA CHRISTIE: And Then There
Were None
Exclusive
Interview with Scott Nixon
(Project Director at AWE Games Productions, Inc.)
Courtesy Agatha Christie Ltd. Newsletter
September
29, 2005 |
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“And Then There
Were None,” the renowned #1 Best-Selling
Mystery of all-time,
brings Agatha Christie’s thrilling storytelling to audiences in a new medium
with the first video game ever based on a novel by the Queen of Crime.
The storyline follows 10 strangers who are invited to Shipwreck
Island only to be accused of murder in a recording from their absent
host. Players take on the role of a new 11th character, Patrick Narracott,
the boatman who takes the guests to the island, and ends up trapped
there himself. Players must solve the mystery and find the killer
before they become the next victim.
Scott Nixon is a gaming
industry veteran of 12 years working for game publishers such as
Capstone and Microprose and working on titles
such as "Civilization II" and "Danger
Girl" before
joining AWE Games.
1. When you got the storyline from Lee Sheldon what was your next
step?
Scott Nixon> The very
first step we took was creating a blueprint of the island and house.
We wanted to see if the locations flowed
properly, where we could split up load times, and reassure ourselves
that everything was spatially balanced. This turned out to be almost
unnecessary, Lee has a very good spatial sense and his plan needed
very little tweaking. Then we sketched out versions of every character
and location to get a general feel of how the game would look, start
the approval process, and nip any early apparent design problems
in the bud. The next step was to begin building a very simple version
of the island and house, one from which we could derive camera angles
and blocking. Once we had done this and ran it by Lee for his input,
we began building the actual sets for each scene.

2. What is the most difficult aspect of your work?
Scott Nixon> It's difficult
to narrow it down to one thing. I think striking a balance between
exposition and player action is
probably the biggest challenge.
3. How do you construct a scene e.g. the arrival of the 10 characters
on the island?
Scott Nixon> We basically
storyboard out the entire thing as you would in a movie. The storyboard
gets approved, and then goes
to the animators, who set up everything from the cameras to the lighting
to the characters themselves.

4. Were some characters/actions
easier/more difficult than others to visualize/animate?
Scott Nixon> The most
difficult character to visualize was the new character, Patrick
Narracott. Agatha Christie was pretty specific
about her descriptions of her own characters, so we had plenty to
go on for them. To introduce an interloper, as it were, was difficult
because he had to be up to her high standards (or at least as close
as we could get) in terms of characterization.
5. Do you play the game through and try to pick holes in it?
Scott Nixon> Absolutely.
That's the only way to find the holes in a storyline this complex.

6. Do the technical people have any input into the storyline or
is that sacrosanct?
Scott Nixon> Everybody
has input, technical people included. Sometimes the technology
dictates the options you have, and in those
instances, it is the technical people who define what can or can
not happen.
7. What influences the design of e.g. the house, the island, Vera?
Scott Nixon> The house
is modeled as an 'alternate take' of Frank Lloyd Wright's Falling
Water. It is art deco, with lots of angular
lines - quite minimalist. The island was designed in contrast to
the house. It is craggy, deserted, and rather spooky. The house,
by nature of its design, isn't spooky on its own. What makes the
player anxious in this game is definitely psychology based rather
than visually based.

8. Is designing a detective game very different to e.g. a fantasy/SF
game?
Scott Nixon> It is
more difficult. You have less deus ex machina recourse. Things
have to make sense. You can't just explain away
something incongruous as magic or future tech. When an inconsistency
is found, you have to figure out a logical way to get around it -
and that can be incredibly frustrating!
9. Please could you explain for us technophobes what goes into making
a game so that our readers understand a bit better what is and what
is not possible with developing games.
Scott Nixon> There
is an age old debate in games about linearity vs. depth of story.
In general, the less linear a game is, the less
depth the story can have. It's an issue of finite resources. The
more paths you can take and things you can change, the thinner you
spread your resources, and as a result, the story suffers. In a perfect
world, game developers would have all the time and manpower they
needed to make a game that was both completely non-linear and had
countless story branches that could each stand on their own. In reality
such a game would be exponentially more difficult to develop than
a game that does just one or the other. The key is to strike a balance,
and that is what we - and what (I think) all game developers - try
to do. They want to give the player enough freedom to feel as if
he or she is not on rails, but enough gentle nudging in the right
direction to advance the story in the way it needs to advance. In
our case, we are dealing with a book, so there is a definite linear
path that the game follows. Where we give the player freedom is in
areas of discovery and exploration, as well as having multiple concurrent
story threads. The player will still need to accomplish X before
the story advances to Y. But that doesn't mean the player can't go
do things on other parts of the island or in other parts of the house
to advance concurrent threads of the story before coming back to
X.
   
“Agatha
Christie: And Then There Were None” will
be released on the PC on
November 8, 2005. To
uncover more information on “Agatha Christie: And Then
There Were None” please visit: www.AgathaChristieGame.com
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