|
Interviews
Just Adventure Speaks With Terry Dowling
Conducted by Randy Sluganski and Robert Washburne
Unfortunately, a lot of
our North American readers will probably not be familiar with Australian
Terry Dowling, which is a shame as
he is easily one of this generation’s best horror, fantasy
and science fiction authors. Yet – for some inexplicable
reason – he is virtually unpublished in the U.S.
Besides being the acclaimed
author of award-winning books such as Rynosseros, Wormwood, The
Man Who Lost Red and An Intimate Knowledge
of the Night, he is also a reviewer, a musician and songwriter
- with eight years of appearances on ABC's Mr.
Squiggle & Friends,
Australia’s
longest running children’s series - and a Communications lecturer
at a large Sydney college.
The awards he has been honored with include the Bram Stoker (1987),
the Ditmar (12 times) and the Aurealis (3 times)
Now, I hear a lot of you
asking, “This is all fine and dandy,
but what does it have to do with adventure games?”
Well, besides being a
huge supporter and fan of Just Adventure, Terry Dowling is also
the author of a few games that are critical
favorites in the adventure community – Sentinel:
Descendents in Time,
Mysterious
Journey: Chameleon and
Schizm.
And that information is
what we will use as our starting point…
· Why haven’t
there been more established authors in the game industry?
TD - I think it mostly
has to do with the mechanics of how a writer goes about hooking
up with game developing studios. How do writers
do that if they’re not approached first? More importantly,
how does a game developer approach a writer who has any sort of track
record – without surrendering too much control over their project?
Let’s face it, if you’re a game designer, chances are
you’ve had to become an all-rounder just to survive, a multi-talented
sort of person with definite ideas on things. This is your project,
a huge commitment of time and resources. You quite rightly want to
use your own story ideas or collaborations brainstormed with your
own design team. You also want to own the intellectual property as
much as you can. It’s like with the earlier Myst games from
Cyan. You get a lot of it laid out yourself then bring in whatever
outside help you need to story-doctor it, give input. You keep it
small if you can. But that sort of crossover is starting to happen:
Marc Laidlaw working on Half-Life 2, John Saul getting involved in
The Blackstone Chronicles project and so on.
At the moment it’s far more likely that it will go the other
way, that game writers will develop careers as traditional writers
for themselves as natural spin-offs of their game work – Jane
Jensen novelising Sins of the Fathers, for instance, then going on
to non-game novels like Dante’s
Equation.
There’s a perception problem at work here too. Sometimes writers
can be a bit like some film actors – they can be prima donnas
and not know when to let go. Both the original Star Trek and the
original The Outer Limits series tried using established SF writers
and they weren’t always that easy to work with. It should have
worked better than it did. Writing for games is like writing for
film and television – you have to be prepared to let go to
a greater or lesser extent. That isn’t always easy for a writer
to do.

· How did
you, an Australian, enter into a business relationship with
Detalion, a game company from Poland?
TD - The most wonderful
coincidence really. I fell in love with the adventure game as a
medium the moment I saw Myst on a friend’s
PC back in 1997. I was immediately hooked. This seemed a perfect
vehicle for storytelling. But being a working writer I just couldn’t
afford to spend hours making my way through the average game, much
as I wanted to. So I started keeping walkthroughs handy so I could
have the gamestory experience, go on the journey without getting
bogged down too much in aspects of gameplay that delayed or spoiled
story too much. Dedicated puzzle solvers have an entirely different
view on this, of course, but for me puzzles should feel like parts
of the gameworld.
When I was stuck on
a timed puzzle in Reah,
Detalion’s first
interplanetary adventure for L.K.Avalon, I emailed the developers,
introduced myself and asked if they could help. I really wanted
to continue that journey, you see, and my machine at the time
just wasn’t
powerful enough to let me complete that puzzle. Maciej Miasik
very kindly replied and provided the puzzle solution. He had
also checked
out my home page and asked if I’d be interested in coming
up with a title, story and script for this new game they were
working
on: the one we now know as Schizm: Mysterious Journey (or Mysterious
Journey: Schizm in North America). It meant doing
a full story outline and the ‘shooting script’ for
at least twelve or so characters needed for the game. A lot of
the visuals, level design and game
code (including the dual protagonist idea) were already in place,
but Maciej felt that their existing storyline wasn’t suitable.
I was delighted to assist. I love SF stories about First Contact
and came up with the Mary Celeste idea. That not only
allowed the planet to be uninhabited, but made a strong and intriguing
story
premise and promotion hook.

As well as the story and
script, I started working out the alien geography and ecology for
Argilus too. I produced an elaborate map
of the planet, naming the continents and oceans and locating the
different settings our characters visit, even showing the different
science bases, balloon fields and floating cities, though we really
only get to visit one of each. A lot of this additional backstory
material was never seen in the final game itself, certainly not in
the packaging for the version made available to North America, England
and Australia. But if you look at the Schizm soundtrack,
you’ll
see that the themes are named after the various continents – Julianna,
Carolina, Mariana, Aurora, etc – and other geographical features
like the Kitris Balloon Field, the Singing Towers, and so on. Some
European versions came with a beautiful lift-out antique-looking
map of the planet showing many of these features, as well as including
photographic profiles for the main characters. It was all so exciting
to do for me as a writer – actually seeing things visualized
like that.
This is where it’s probably useful to remind gamers who may
not be aware of it just what localization involves, how a game, like
a successful book or movie, gets licensed as an international property.
North America is a large and lucrative market, but it’s still
just one market in a huge global industry. A sufficiently popular
game will probably be localised for those other markets. That doesn’t
just mean having the script dubbed in the appropriate local language,
but also different packaging design, different cover art and inserts,
marketing campaigns etc. In practical design terms, it also means
avoiding the use of written journals for presenting backstory in
the game itself, a la Myst, since not only would foreign language
versions of those texts have to be done and substituted, but anticipated
in the first place. Schizm, for instance, was developed in Rzeszow,
Poland, written in Sydney, Australia, published by a Dutch company
first in Polish and Dutch, then Italian, French, German, English
and so on. Chameleon and our latest title, Sentinel, was developed
in Poland, written in Australia (what we’ve been calling Detalion
Down Under), voice recorded and published in Canada, then made available
in French, Italian, Polish, Spanish, German, Czech, possibly Russian
and other languages.

The various game versions
themselves can differ too. The original Polish (and European) version
of Schizm had an elaborate FMV (full
motion video) opening with Sam Mainey and Hannah Grant being interviewed
on a major television news program called World News and recalling
their mission to Argilus. This featured extensive footage of the
actors you catch a brief glimpse of at the end in the North American
version and whose faces you see at the bottom of the screen throughout
the game. Sam and Hannah were played by good actors (Hannah was especially
fine) using their own accented English. During the interview, we
cut away to flashback animations of the original science ships arriving;
then see Sam and Hannah arriving aboard Angel, see
their panic as engines and life support fail and they have
to eject in separate
escape pods. You even see those pods heading for different
touchdown points on the planet. It was a much more substantial
and ‘human’ opening,
though some felt – and perhaps rightly – that it
damaged the suspense, letting the gamer know that our heroes
do get off Argilus
successfully. For me, how they went about doing that and what they
learnt doing it were far more important than the fact that it happens.
It was a trade-off I was happy to go with. As a writer, you learn
to trust your instincts.
We were ahead of our time using a DVD format too, and that was the
version that earned us a fine review here at Just Adventure, plus
the Seal of Excellence at Adrenaline Vault and won Detalion a prize
at Utopiales 2001 in France. That same DVD original (released in
the US with the voices re-dubbed but minus the FMV opening) had continuous
animations throughout, not just during the transitions. It had all the mission logs active with FMV backstory from the various scientists
who went missing, showing their panic and concern. The whole thing
was quite edgy. The population had vanished; now their own scientist
colleagues were disappearing too. What was causing it? Who would
be next? The beautiful settings suddenly became very sinister. You
felt you were constantly being watched.

Unfortunately, a lot
of gamers still couldn’t run DVD games
then, and for compression reasons the transfer to a CD ROM format
meant that most of the mission log FMV sequences had to be cut. So
at least 50% of the backstory, the continuous animations and a lot
of creepy atmosphere just aren’t there and a lot of the edginess
is gone. No wonder many gamers were left wondering what was going
on. The most important mission log of all, that of Angela Davis in
Bosh’s Tunnels, is blank in the CD version. It broke
my heart to see it, especially when the mission logs that were active
often featured the weaker actors. But the dual protagonist
arrangement
needed so much storage space. Needless to say, I’ve been through
the CD ROM version only once. It’s a bit too painful.
Anyway, that’s how it all came about, purest chance. After
the first collaboration, we continued with Chameleon, and now Sentinel.
It’s all been tremendously exciting and very satisfying.
Page
1 | Page 2 | Page 3
|