Project Ego Interview..........
From
www.funbox.com
FunXbox: First of all I would like to thank you for agreeing to this interview. Could you please give some background information on Big Blue Box (BBB) and some of the previous projects you have worked on?
Dean Carter: Many of us have worked on a lot of Bullfrog games at one time or another - most notably Dungeon Keeper. As individuals, we're an experienced company. Some of us worked at Codemasters, some at Mindscape, others at Probe. A lot of years spent moaning about what's wrong with games today.
FunXbox: Is there any reason why you choose to develop Project Ego for the Xbox console rather then the Playstation 2 or the Gamecube?
Dean Carter: Yes. It's a fantastic console. THE fantastic console. If we were to attempt it on any other machine at the moment we'd have to make so many cuts, concessions and design revisions that it would be unrecognizable. The hard-disk, the sheer, raw power of the machine, and, frankly, Microsoft's serious devotion to ensuring the Xbox will have new, innovative and original games which show the true meaning of Next Generation gaming.
FunXbox: Could you please just give us some general information on PE for our readers who have not yet heard about the game?
Dean Carter: Project Ego follows the story of a young child as he grows up; from a simple innocent into the most powerful hero the world of Albion has ever seen. Quite how the player does this, is up to him. He can gain fame or notoriety, be courageous or cowardly, mystical or straight-forward, rely on brains or brawn. Every thing the player does, and how he does it is recorded and used to change some element of gameplay or the story. Phobias, allergies, hatreds, friends and enemies - many elements of real life will be simulated to ensure players feel that their hero is very much an extension of themselves.
FunXbox: Can you give us a brief summary of the battle system you'll encounter in PE?
Dean Carter: Real-time. Morphing. Multi-weapon. Skill-based. Frying pans. Vital areas. What more can I say?
FunXbox: When can we expect some more of those oh-so-worshipped screen shots of the game?
Dean Carter: We're planning on releasing some more quite soon.
FunXbox: Is there any new information that you can give us about the plot of PE?
Dean Carter: That's a hard question since the main plot takes on a very different aspect depending on how you view your character. Let's just say that the story will feel pretty epic.
FunXbox: Have you decided to take on of your fans ideas about the game to include a SandGoose?
Dean Carter: No comment. No. Really. No comment.
FunXbox: Is it possible for you to reveal just a little more information about the main characters?
Dean Carter: Well, considering you choose who the main characters are, it's a bit difficult! There are a few individuals in the world whose personalities have been 'tweaked' a little. The mayor of Bowerstone will be very interesting. I'd like to see how people interact with him.
FunXbox: What kind of weapons will you encounter in Project Ego?
Dean Carter: Rubber chickens. Frying pans. Pointy sticks. Swords. Daggers. Chairs.
FunXbox: Will there be any female playable characters in the game?
Dean Carter: We've done preliminary work on the female character, but we don't know how well she'll fit into the game.
FunXbox: Do you have a rough estimate on how many polygons each character will have?
Dean Carter: The characters range from 4,000 to over 10,000.
FunXbox: What part of the game do you feel is the most fun?
Dean Carter: I like playing with the villager's minds. Threatening someone so much they start to fear you is quite funny, since you can do precisely the opposite somewhere else! I also rather like stealing stuff from shopkeepers who hate me.
FunXbox: Can you tell us how far along the game is done?
Dean Carter: We've got some way to go yet; we've got a lot of planned features to get in there.
FunXbox: Will there be any mini games in Project Ego?
Dean Carter: What? Like golf? We haven't even begun to think of mini-games yet.
FunXbox: Have you thought of making a Weekly Project Ego update by any chance?
Dean Carter: Yes, but until we're really announced in a BIG way, we're not keen to talk to too many people about too much. We'd rather wait and save it for later.
FunXbox: What types of things are there in Project Ego that will make it stand out from other games of it's kind?
Dean Carter: Where do I start? The sheer, vast scale of everything - the world (and the view distance), the choices, the complete and utter difference between one person's life and another. We have creatures and people who will be terrible foes to some, and best friends to another. Corrupt people, honorable people, families, evolving communities of 'monsters'. The variety of gameplay and the scope for individual variation is collosal.
FunXbox: What inspired you to take RPGs to this new level?
Dean Carter: We were mostly inspired by the complete boredom most RPGs inspire in non-RPG fans. We wanted to humanize RPGs and bring them to people in a way they can relate to. We also have a love of world-creation - and that doesn't mean 'level design.' It's a lot larger and far more evocative. We want people to argue over our game in the same way that soaps and good TV encourage discussion. Considering the difference your playing style will make to this world, there should be a lot to talk about.
FunXbox: Do you know around when Project Ego will be released in the United States and Japan?
Dean Carter: 6 weeks after we finish writing it. :-)
FunXbox: Have there been anything that you originally hoped to put in the game that will not make it to the final version?
Dean Carter: Everything that we ever wanted to put in the game is in. This technology has been empowering beyond our wildest dreams. If we do decide to leave out anything it'll be a purely design-based decision; if a feature doesn't play well, or a concept just doesn't work, it won't go in.
FunXbox: Is there anything you would like to say in closing?
Dean Carter: We'd like to thank the online community for their interest, and reiterate our desire to ensure this is a very special game for everyone out there. We always listen to the comments people make about what they like and don't like, and these will be reflected in our design decisions and eventually, the final game. It's your game too. Stick around - things will get a lot more interesting soon. Now where did I put that sandgoose mesh...
It gets better and better......................
[ November 09, 2001: Message edited by: Steel Shark ]