There are some buzzwords, like ‘multimedia’ that dominated the gaming culture in the Nineties. But the one word that was even more ubiquitous than that was ‘interactive’ – absolutely everything just had to be interactive and, if possible, an ‘interactive movie’. Which in reality usually meant cheaply produced postage-stamp-sized, direct-to-video quality level clips on CD-ROM, giving the player only the lowest possible level of actual interaction.
Ken Demarest, who started work at Origin in 1990, had a different point of view on the matter, as he came from the technological side of things: as a coder on Wing Commander and the lead programmer on Ultima VII: The Black Gate, he saw interactive movies as a chance to create games that were as movie-like as possible without reducing the players to mere spectators. The key element for him were ‘synthetic actors’ – virtual characters who behaved like their realworld counterparts, only exactly when the players wanted them to. Logically, the game’s working title was Interactive Movie 1 – later to be changed to Green Guns and ultimately BioForge, with Ken taking on the roles of director, chief programmer and motion-capture model.
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Bu hikaye Retro Gamer dergisinin Issue 248 sayısından alınmıştır.
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THE CREATORS OF THE INFLUENTIAL 1981 RPG WHICH WENT ON TO INSPIRE COUNTLESS TITLES, FROM DRAGON QUEST TO FINAL FANTASY EXPLAIN HOW IT HAD ITS ORIGIN IN SOME OF THE EARLIEST ONLINE EXPERIENCES, AND WAS ONE OF THE FIRST COMPUTER GAMES TO COME IN A BOX
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NINTENDO'S QUIRKY HARDWARE DESIGN MAY HAVE RAISED A FEW EYEBROWS TWO DECADES AGO, BUT THE BRILLIANT GAMES IT ENABLED DREW IN PLAYERS REGARDLESS OF AGE OR GENDER. RETRO GAMER SPEAKS TO THE PEOPLE WHO MADE, SOLD AND DEVELOPED GAMES FOR THE DS AS WE CELEBRATE THE BEST-SELLING HANDHELD EVER