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Interviews
Just
Adventure+ Speaks To Pieter Simoons of Solar Crescent

Conducted by Harriet Gurganus
I am especially fond
of independent game developers. They pour so much heart and soul
into
what they do with few, if any, of the advantages
of the mammoth companies. JA’s long time support of the indies
is important to the game industry as a whole and to the adventure
genre specifically. Therefore, it has been my pleasure to work with
Pieter Simoons of Solar Crescent on an article about the upcoming
independent game, A Tale of Two Kingdoms. Pieter is the story and
script developer for this game that is currently evolving through
use of tools from the Adventure Game Studio. He has been kind enough
to send me a wide variety of material about ATOTK. As I read it,
I was reminded of something from the world of Arthur and his knights,
The Lord of the Rings, or blood curdling tales of historic valor
from the Middle Ages. Most of the following are Pieter’s thoughts
and words. I am just along to organize, edit, and enjoy the ride.
In my opinion, A
Tale of Two Kingdoms is a classic tale of drama
and conflict. What can you tell us about the plot, Pieter?
Pieter: In the year 849 (old reckoning) a group of Qualinic raiders
accosted King Culann as he traveled through his realm of Theylinn.
Not wishing to yield his riches to mere thugs, the king ordered his
escort to attack but his knights were overmatched, and in the ensuing
battle, King Culann was slain. His only son, Vortigern, was crowned
the new king, and started his reign with a thirst for revenge. Gathering
his mighty armies, he marched forth unto Qualinem, and unto victory.
It should have ended there. But the victory only instilled in Vortigern
a lust for further conquest. City after city fell to his forces and
all the free lands trembled at the approach of Vortigern the Bloody.
As Vortigern marched on
the duchy of Gronthal, he was met with fierce resistance. The locals
rallied behind one Maeldun Whiteblade, who
managed to drive back the invaders. Soon, Maeldun became a local
legend. Rumor had it that he was a sorcerer’s son and possessed
a magic girdle that made him invisible in combat. Maeldun’s
band joined forces with Lady Branwyn, a Qualinic mercenary captain.
With their numbers growing almost daily, they made a slow march for
Theylinn, liberating many cities on their way. Vortigern’s
forces were overextended and failed to mount a sufficient defense,
thus the Southern Empire met its end at the hands of Maeldun and
Branwyn. His dreams shattered, Vortigern was left to rule Theylinn
as a bitter husk of a man.
In the mean time, Rashakk Skullcrusher, king of the goblins, is
lacking in food to keep his rapidly growing population from starving.
Rather than take up farming or other honest trade, he has decided
to assault Theylinn and simply take what he wants.
Eventually, Vortigern
and his crippled armies of Theylinn are all that stand between
the prosperous Southern Realms and an invasion
of the goblins. Swallowing his pride, King Vortigern, formerly the
self-proclaimed Emperor, decides that he needs all the help he can
get and calls upon his bitter enemies, Maeldun and Lady Branwyn,
with their troop of mercenaries. But during the first night of the
conflict, Vortigern is found murdered, and the bloody weapon bears
Maeldun’s mark. Enraged, heir-princess (of Vortigern), Rhiannon,
has Maeldun locked away for a speedy execution.
This is where the real
game begins. First Maeldun must escape from the castle and return
to his army camp. After the escape, Maeldun
finds the forces of the goblins, the Theylann knights, and the mercenaries
locked in a temporary battle stalemate. It’s up to him to defuse
the situation and prevent the death of many innocent country-folk
and, in the meantime, clear his name from the foul assassination
for which he is blamed. At the same time, an unknown sorcerer watches
Maeldun’s every move and sends his minions after him.
Within the kingdom of Theylinn lies a second kingdom, Thierna Na
Oge, a realm of faeries. Most city people no longer believe in its
existence but to the countrymen it is real, yet its location is unknown.
In order to drive the goblins out of the occupied area, Maeldun will
have to breach the hidden borders of Thierna Na Oge and learn the
wisdom of its strange and exotic inhabitants. Aided by faerie magic,
Maeldun confronts the goblin king in ritual combat. At his victory,
he is nominally the new goblin leader, and orders their swift withdrawal.
But before a final truth
is revealed the real assassin attempts one last chance for Maeldun’s defeat. At first glance, it seems
that all the honorable and honest persons are the antagonists, and
that all the good guys are at least mildly deceitful. As a result,
there will be some ethical dilemmas to tackle in the game. A
Tale of Two Kingdoms can have several endings. If the player has been
paying attention to this point, he will know who the true assassin
is. If the player has been paying less attention, Maeldun’s
innocence will be revealed but the true assassin will go free.
How long has the game been in development?
Pieter: The initial steps for the game were laid early in 2004,
about February or March, when the original five-man team was formed.
However, progress was relatively slow until August when we recruited
two new and enthusiastic members. From that point on, a lot of work
has been done in a relatively short time.
Will the game be dialogue driven or puzzle driven?
Pieter: Mostly puzzle
driven but character interaction is an important part of certain
puzzles and of finding out what exactly happened
during the night of the murder of Vortigern. We have tried our best
to make the story and the puzzles an integrated whole so that there
won’t be any person or object that is just there for a puzzle
and otherwise makes little sense.
How many locations will be included in the game?
Pieter: The game has about 60 physical rooms (not counting intro
screens, closes ups, and such). The main locations are the capital
city of Theylinn, the countryside, and the Second Kingdom, Thierna
Na Oge, where the faeries dwell. The latter is not particularly easy
to find, but it is an important part of the game. The first and last
scene of the game are played in the castle.
Is the game linear or nonlinear?
Pieter: The first part of the game is linear as it exposes the main
story and shows the characters. Once you escape to the countryside
you get to the main part of the game which has a number of events
and actions that can be done in any order. This part is very nonlinear.
The end part of the game, where you confront the main antagonist,
is once again linear.
Another nonlinear element
is the fact that several puzzles have multiple possible solutions.
For instance, there is a fairly difficult
logical puzzle about midway through the game, but this puzzle can
be avoided by convincing a certain character to help you. I’m
sorry if this is intentionally vague but I wouldn’t want to
spoil it.
Depending on your actions during the game there are several ways
the plot can end. The most important difference is whether you manage
to unmask the assassin or not. Other variations depend on whether
you befriend or rescue certain characters. The endgame can vary between
a sober vigil in a dank castle and a grand coronation ceremony.
Tell me about
the game’s
interface.
Pieter: We’re using a variation on the well-known Sierra interface
(walk/look/touch/speak, plus inventory window). The interface has
a unique way of dealing with non-player characters, but I’m
afraid that’s not very easy to explain on paper so you’ll
have to see it in practice.
The ability to save is
a big interest to adventure game players. How have you designed
your save-game feature?
Pieter: As with most
adventure games, you can save your game almost anywhere. Timed
auto-saving will be supported for convenience.
We are considering to temporarily disable saving within certain
tension scenes but it we do so the game will be auto-saved at
the beginning of the scene. However, this is not one of those games
where your character can die three different ways in each room,
so it’s not necessary to save every minute.
Most of the adventure game enthusiasts that I communicate with are
not overly fond of mazes. Are these muddles something they will have
to suffer through?
Pieter: There are no mazes in the game and the layout of the countryside
if fairly straightforward. Also, no pixel hunts. There is even an
option that lists all of the hotspots and objects in a room.
What has influenced your decisions about music and sound effects?
From my perspective they are very important to a good game.
Pieter: We have a professional composer on our team who has created
some very atmospheric music for A Tale of Two Kingdoms. Nearly all
of the in-game background music has been finished; several themes
for action scenes, or music related to important characters, are
still in the works. The background music works great in creating
contrast between the tranquil countryside and the busy city. There
are a number of sound effects, most of them ambient (e.g. sea waves
or hooting owls). Some of these have even been worked into the music.
Will the game be played in the first person or the third person?
What about 2D/3D? Pre-rendered backgrounds?
Pieter: The game will be played in the third person. You can move
Maeldun around the screen and control his actions.
All backgrounds are hand-drawn from a sketch on paper, then refined,
textured and colored using Photoshop or similar tools. The effect
has been said by several people to rank with the best screens from,
for instance, KQV1.
The characters are also hand-drawn from pixels. This style of backgrounds
and animations is the most authentically similar to that used in
the Sierra and LucasArts adventure games, and we believe that this
classic style will appeal to fans of the genre.
Was the development
of this game influenced by another game that you’ve played?
Is it an original concept (or as original as anything can be these
days)? What about the storyline?
Pieter: The game draws
inspiration from several classical myths and fairy tales, such
as, the fairy tale books by the Grimm Brothers’ and
the Wizard of Oz. As the storywriter, I’ve read several hundreds
of fantasy novels and classic mythology books over the past years,
so it’s probably fair to say that these have subconsciously
influenced the game design.
Most names in the game
are taken from Celtic mythology. While the characters in the game
aren’t the same as those in the myths,
we have taken care to ensure the names fit the same type of character.
For instance, Maeldun, the main character in A Tale of Two
Kingdoms,
is a legendary traveler from Irish myth (a bit like Odysseus) and
that seemed appropriate.
One reason why ATOTK is
original is that it draws elements from a number of groups of games
and combines them in a unique fashion.
The medieval/fantasy countryside with elements from fairy tales is
reminiscent of Kings Quest. However, we didn’t feel happy with
the simple way in which almost all Sierra games use dialogue (i.e.
either topic-based or do ‘talk man’ until he starts repeating
himself) so we’re using far more elaborate conversations like
in the Monkey Island series. Finally, the idea of a murderer that
has to be found and identified feels more like Delphine’s Cruise
For A Corpse.
The story has gone through a number of drafts already. It started
with a number of elements and characters and these were basically
woven together into the plot. For example, once it was decided that
faeries should be part of the game we did some reading in the Encyclopedia
Mythica for references and atmosphere. and decided what the faeries
should look like, what kinds of problems they could pose for the
player, and how exactly one should find them since not everyone believes
they exist.
The main story consists of two entwined plotlines, one in dealing
with the goblin invasion and the other in finding the assassin. There
are a number of subplots from other characters that you may get involved
with.
Do you have your eye on a release date?
Pieter: I’ve wanted
to dub 2005 as the year of the indie adventure game since I believe
that several very good game titles are coming
out this year. However, most ID groups (including ourselves) do not
wish to post strict release dates, so that year may turn out to be
2006.
What can you tell us about your creative team?
Pieter: As seems common
in the Internet age, the team members hail from all over the world
and haven’t actually met in real life.
We would like to do a team meeting some time this year but that may
prove hard to arrange.
The background art team
consists of John-Paul, Emily (brother and sister from the United
States), and Elissa (from Australia). Joshua,
the guy who does a lot of our graphical editing and designed our
GUI’s, lives in Peru. Our leading musician and composer, Kole,
is from Canada. Then there is me. I’m a freelance programmer
and live in the Netherlands. There are over a dozen other people
involved but the six above are the core members and the most active.
Is there anything else that you would like to tell us?
Pieter: Let’s see… We originally wanted to be the first
indie game that could match Sierra’s level of quality and that
was not a remake of anything. However, we have since come across
a small number of other games that fit the description and that are
released earlier than ATOTK. Still, it is an ambitious goal.
Pieter, Thank you for your time. I appreciate this opportunity to
talk with you about A Tale of the Two Kingdoms. I hope that your
game is a huge success. Please keep in touch with Just Adventure,
Randy or me so that we can keep the JA readers posted on your progress.
I would also suggest that you visit the JA Forum to chat with its
members. They enjoy dialogue with game developers and I am sure that
you will receive a warm reception.
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