Interview

I got the opportunity to interview Mathieu Girard, the Project Head of the development team for Dino Island. 
I asked about the development of the game, features which weren't included in the final version, and what the future holds...


Was there a lot of research on dinosaurs required when you developed Dino Island?
Yes indeed. We have bought almost every available book on dinosaurs, using their descriptions and data, rather than what we had seen in movies and other video games. 
Dino Island is a fun game, but we have thoroughly studied these creatures to produce an accurate simulation. 
These books were a great source for data such as dimensions, diet, speed, weight, or even sociability. Most of this data has been used in the simulation. 

Were there any features which weren't included in the final game? 
Well of course, we had a lot of weird features that were removed from the game by the end of pre-production. We were supposed to have flying dinosaurs, aquatic or amphibian dinosaurs. We had contemplated using trains and safari-cars as an alternate mean of traveling for the visitors. We preferred to focus on the 3 main design aspects : park building, genetic engineering, shows. Another question that is often asked is "Why dinosaurs cant escape?" Simply said, it would have been yet another main design development, and we preferred to focus on our 3 original ideas. Also, we wanted the game to be played by kids, and maybe their parents would not have approved seeing visitors gored by dinosaurs.

What makes Dino Island different to other management games on the market?
They are other park management games, and I have to admit that Roller Coaster Tycoon was a source of inspiration. The genetic simulation is the first aspect that makes it differ from other games. Dino Island is the only 3D game (on the market) which offers such a wealth of creation, allowing billions of dinosaurs. Maybe Impossible Creatures will propose something equivalent, but from what I have seen, their choice of possible mutations is limited.
The creation of shows is the other original aspect of the game. While RCT and Theme Park offer ride creation features, their operation involves only visitors progressing at a given pace. In Dino Island, the dinosaurs have their own intelligence and are not simpletons lead along a predefined path. They react to their environment (tiles, obstacles, other dinosaurs), and react accordingly, based on their abilities and situation.

Is there a possibility of an expansion pack for Dino Island in the future? 
We are currently assessing the possibility of a sequel.

Was the movie Jurassic Park a major influence for you? What made you choose to develop a game about a dinosaur theme park? 
Of course Jurassic Park had an influence, but less than dinosaur books as I stated above. But we decided to avoid the violent aspects of Jurassic Park, to suit a young audience. Besides, Jurassic Park (any one of the 3) has never shown a working Dinosaur Park, but rather an island where panic has overthrown fun.
We were looking for a game that would offer both a precise scientific simulation, and lots of fun. Dinosaurs seemed like a good option.

Did you enjoy developing Dino Island and were you faced with any obstacles/problems along the way? 
Yes we enjoyed developing Dino Island, the team was great and the morale was high up to the end. We were all committed to making the game a success, even when it involved working evenings and week-ends. The dinosaur AI was ambitious and took a lot of time to tune properly, since there was no scripting but actual life simulation. I would gladly concur to the rule that states that Game AI involves 20% development and 80% tuning.

There are many different dinosaurs to choose from, each with their own personalities. Which are your favourites?
I love almost all the 20 basic dinosaurs equally, but they are not my favorites. If you want to check our favorite monsters, you can use one of our cheat codes, to unlock the monster list in the dinosaur purchase panel. In the game (not the menus) Hit F11, type the text "dinomaniac", hit F11 again, and the special dinosaurs are unlocked. There is a favourite dinosaur from each member of our team.

How does the final game compare to the initial thoughts that you had before you started to develop it? 
All in all, the game is pretty close to what we had in mind at the inception of the project. We had to abandon some features, small or big, but we remained focused on our goals. We have created a fun park management game with mutated dinosaurs racing each other while the crowd goes wild!

 

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