Uncle
Ripperbile always said I had a brilliant sense of smell. Boy, was he
right! It's not just brilliant, it's sponditiously flabbergastingly
fabulous, excellent beyond belief. I'd only been sniffing ten minutes
(bit distracting, those whiffs of doner kebab) when I found them. Just
south of the river between London Bridge and Borough station lie the
offices of Magnetic Scrolls. Lollop down a grimy side alley (hmmm, dig
those slimy smells), pass by a hearty-looking London pub (very tasty
regulars), travel up in a rickety, rattling lift and you're there. Pretty
low profile for a company that has won practically every adventure accolade
going include the Game of the Year awards for both Fish! and The Guild
of Thieves! So how did this small but everso successful company actually
start? I hung Ken Gordon and Anita Sinclair out of the window until
they spoke.
'When
the QL came out, that looked like an opportunity for writing new, interesting
games. When the ST came along with its added graphics the move was easy
because they're both 16,000 machines. There was a gap in the market
(no, please don't hit me again, Chuck); nobody had got into 16-bit machines
so we took the chance.'
What
they came up with was The Pawn. Set in the mythical land of Kerovnia,
it was bunged in a classy blue box by Rainbird and converted to run
on a wide range of 16 and 8-bit formats - from PC to Amstrad CPC. Contrary
to common belief, this programming lark isn't just swanning around in
white Ferraris and wearing designer shirts. Nope, it's a lot of hard
slog and sweat. For a start, each game takes about a year to develop.
All primary work is carried out on a huge microvax linked to a series
of terminals, A couple of programmers work from home (too scared to
meet me, eh?) on comparatively fast Apricot Zens - but the microvax
system provides more than enough opportunity to experiment. About 80%
of a game is written by two people - one specialising in the text and
the other in coding - but as their work overlaps neither is a complete
specialist. About two months before a game is due to be released, work
starts on the individual versions. A specific format is assigned to
each programmer. Meanwhile, a small army of play-testers and bug-spotters
(gi's a job, Anita) is called into action. Over the years they've been
clever enough to develop a whole range of In-house adventure utilities.
What do they think of some of the finished systems available on the
market now?
'A
lot of really good ideas get strangled because a system isn't capable
of expressing them. One of the most complex utilities available at the
moment lets you have up to 500 flags and 500 counters - you couldn't
express one of our games in those terms. Without that extra flexibility,
I could see it being very difficult to write a half-reasonable game
using one of the adventure- writing systems. The ones I've seen, even
by people I've expected to do quite well, have been marginal. Why are
you looking at me like that Chuck...you haven't written any have you
... ?'
Lucky
for him that I haven't. Otherwise we wouldn't be moving quite so swiftly
into the graphics v text debate.
'Graphics
take a long time to do and they involve a lot of people so they really
have to add something to a game to be worthwhile. Originally, we considered
Iine drawings but we then decided to go for bit pictures. There's fewer
of them, but generally they're of a higher quality. 'The trouble is
that when a game is being developed we don't work with the pictures;
the design is largely coordinated by artists told about the story. They're
given descriptions of the rooms so that they make sense, but the illustrations
can never be completely accurate. There may be a standard lamp in the
picture that isn't In the description. Try and look at it of do something
with it and you draw a blank. Our graphics are illustrations really:
they're broadly correct but they aren't too literal.'
What
do they think about the future of sound in adventures?
'On
the Amiga versions of our games you can opt for spoken descriptions
and enjoy a bit of music. Unfortunately, sound is really heavy on memory.
Certainly with the Amiga's stereo capabilities you could have binaural
creeping footsteps. It would be a bit unsubtle, though, having to tell
the user that he has to wear his headphones because he may be in for
a surprise!' It was nice to see that the team was almost always in complete
agreement with me. I'm all in favour of violence, and Magnetic Scrolls
insist that they don't support a particularly pacifist stance. The fact
that you can't die in Jinxter was introduced primarily as a gimmick.
'You can die in Corruption and Fish! but our games do tend to suggest
that force doesn't get you anywhere very fast. Attack the old man in
The Guild of Thieves or the guru in The Pawn and you're dead. Blood
and guts don't usually have that much to add to a game. It may be justified
in a film setting where you're making an artistic point, but I don't
think you're making that kind of point in a computer game. More often
than not blood and gore is introduced as a marketing ploy. If you really
want to shock people then there are other ways of doing it.'
I
reckon Magnetic Scrolls are more in the business of shocking by contrast.
Corruption was a pretty drastic departure from the fantasy world of
Kerovnia and Fish! is an even more drastic departure from that. We won't
know for some time what next year holds in store-for the moment, plans
are firmly under wraps. As for what could possibly follow Fish! - cod
knows.