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February
2003
Interview
with International Hobo
We
got the chance to interview International Hobo, the company who
were responsible for the main design, level design, parametric
design and script for Ghost Master.
Answering
the questions are Chris Bateman (head of the International Hobo
design team on Ghost Master) and Richard Boon (head of script on
Ghost Master at International Hobo).
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ghostmaster.net:
In
the first stages of designing the game, you must have had
an idea of what you wanted it to end up like. How does the
'finished product' compare to the original idea of Ghost
Master?
Chris:
Gregg
Barnett (the director and co-designer of the game) and I
were just discussing this yesterday. The finished game is
remarkable true to the original premises which we laid
down about three years ago. The original premise was that
you would pick a team of ghosts, Mission: Impossible
style, go into a haunting and scare mortals. The scared
mortals would create Plasm - a kind of ghostly voltage -
which you can then channel to your ghosts to use more
powerful abilities, which scare the mortals more, which
makes more Plasm. Looking at what has changed since the
original, it's mostly some concepts that fell out along
the way. At one point, we had the ghosts transform into 'superghosts'
at a certain plasm band, but later it was apparent we
didn't need this, since the ghosts already got more
powerful when you channel a lot of Plasm to them. The
original design also had a notion of 'game time' which has
fallen out now - it wasn't actually very helpful to have a
number of seperate 'nights' in the game, and worked much
better with just a continuous chunk of play time. In fact,
I would say everything essential to the design has
remained, and all that's happened is a few unnecessary
features have 'fallen out' along the way. That's a good
thing to be able to say about a game.
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ghostmaster.net:
We
heard that the concept for Ghost Master was influenced by
reality TV shows. Can you tell us a bit more about this?
Chris:
Gregg was looking at what was popular at the
time, and noticed all the reality TV shows - and how much
of the fun came from the voyeurism of watching people
trapped in a situation where the TV show is actively
messing them around. That influenced the original idea for
a scare-em-up. Once the design got rolling, we were more
heavily influenced by classic horror films - trying to
make this the game in which you can do pretty much
anything you've ever seen in a ghost movie!
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ghostmaster.net:
We're
interested to learn about the different locations a player
can haunt in. Which locations did you originally come up
with, and were there any you rejected?
Chris:
Reject is a strong word! We designed about five or six
more locations than are in the first game, but many of the
rest have already been modelled and will be used in a
later game or mission pack, so it would be wrong to
consider the shipwreck, drive in, slums etc. as rejected.
However, one location that has been cut out is the museum.
Neil Bundy, who has been design assistant to Ghost Master,
designed on paper a wonderful location based around a
classic museum. It was one of the most fun location
designs, but when we came to organise the materials to go
with the plot it didn't make as much sense as some of the
other options, and it was cut.
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ghostmaster.net:
The
locations in Ghost Master look very detailed. How long did
it take to design each of the locations?
Chris:
The
paper design here at International Hobo took a couple of
days for each location. Then there was perhaps a week of
art design by Nick Martinelli (one of the finest location
designers working in games and television) and several
weeks with the artists breathing life into it. Our work in
designing the locations was really only the gameplay
requirements - the artists are the ones responsible for
making each location into an astonishing masterpiece. I
can't stress enough how talented the art team on this game
is.
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ghostmaster.net:
What
kind of "camera angles" are used in the game?
Does the player have much control over this?
Richard:
The
camera angle is totally user-definable. Simple mouse
controls allow movement, tilt and zoom with the camera,
and the whole thing quickly becomes second nature. A
default isometric view also exists for those who prefer a
single viewpoint; this view can be moved in increments to
allow full views of the locations. Other views available
include point-of-view from a mortal or ghost's
perspective. The player won't miss anything!
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ghostmaster.net:
Some
of the 'ghosts' look pretty cool. How much time went in to
designing these?
Richard:
In terms of visual look, animation, and
personality, all the ghosts are unique. They have very
distinctive personalities based upon their past lives -
the majority of the ghosts come complete with a back-story
explaining how they died and how they live their un-life.
The ghosts all have their own speech. Each ghost has its
own set of powers, and some ghosts have unique powers that
only they can use. Teaming up different ghosts together
also allows for different haunting strategies - for
instance, one ghost is especially effective when teamed up
with his faithful, dead dog! Of course, the player can
tweak the ghosts to their own personal haunting style by
teaching new powers.
Chris:
There is an AI system for the ghosts that's completely
different for the AI for mortals, and the behaviour of
each ghost is defined differently within the ghost AI, so
you will be able to spot unique personalities in the way
they behave. They'll learn better self-control and quicker
reactions as you work with them too!
Richard:
As an aside, each of the mortals in the game has their own
personality too, though because there are many more
mortals, they are less distinctive than the ghosts. It is
as possible to become fond of individual mortals (as you
scare them out of their minds) as it is to be attached to
favourite haunters.
Chris:
You will meet many of the mortals several times as the
story progresses. After manipulating mortals to get the
police called into a house, you will later find the family
at the police station, filing a report.
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ghostmaster.net:
In
Ghost Master, have you focused more on scenarios or
free-play game?
Richard:
Ghost
Master is almost wholly focused upon scenario-based play.
Each of the individual environments has one or two
scenarios defined to play within it, and the story follows
the events that take place during play. Scenario goals
range from making all inhabitants of a location run away
screaming, to helping restless spirits, freeing ghosts
from the control of evil mortals, and defeating key
enemies. Though the focus is on scenario play, the number
of ghosts in the game (nearly fifty) allow the player to
take many different haunting teams into each scenario,
providing different play options and challenges. The
testing teams are finding new ways to do things all the
time! This gives the game excellent 'sandbox' potential,
in which a player may replay the same scenario again and
again without it becoming boring.
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ghostmaster.net:
What
kind of dialogue is used in the game? Have you leaned
towards comedy or horror?
Richard:
Each
ghost has their own lines of dialogue that are appropriate
to their personality - we have cocky surfer Gremlins,
serious gangster ghosts, bad tempered old men and ditzy
undead cheerleaders. Some of the characters are all-out
humourous, while others have a darker edge to them. And
though the game is set firmly in the USA, it has a lot of
traditional dark British humour to it. Basically, there's
something for everybody.
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ghostmaster.net:
It
has become apparent that one of the main reasons
"The Sims" was so successful is because
of the way the fans could get involved, and keep
adding to the game. Will there be any additional
downloads or add-on packs in the future?
Chris:
Mission
packs are already in the pipeline, and we will
certainly be listening to what the fans have to
say as we work towards a sequel in the future. We
won't be able to do everyting that the fans want,
because Ghost Master is a complex world and we
must remain true to that setting, but are open to
suggestions and ideas from fans of the game. It
was important to us at International Hobo that the
world of Ghost Master be a complete setting - one
of the same quality as you'd expect from a good
film or TV program - and we have been very careful
when making decisions to ensure we don't do
anything that will cause us problems in the
background in the future. We really want to know
which ghosts are everyone's favourites so that we
can make sure that they continue to appear in the
Ghost Master games in the future. We won't have
time to listen to everyone individually, so the
results of polls at sites like Ghostmaster.net
will be important indicators of the way fans feel
about various aspects of the game.
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ghostmaster.net:
Are
there any final points you would like to mention
about the game?
Paul:
One
last point - we wanted to make sure that there was
a lot of detailed information available right from
the beginning, so we arranged with Prima for
International Hobo to provide the manuscript for
the official guide to the game. Not only does this
mean that it's straight from the horse's mouth,
but it's written in the same style as the rest of
the game making it the perfect companion to this
game. It's an essential purchase for anyone who's
in love with the game, and for any FAQer wanting
to see how the game world works.
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Thanks
Chris and Richard for taking part in this
interview. We are sure that Ghost Master is going
to be a very successful game. |
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