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Seite 2: Interview mit Red Eye Studios zum Spiel Quest


Autor: Iceman

Kategorie: interviews
Umfang: 2 Seiten

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Game Boy Advance Artikel vom 30.10.2003

Deutsch | English What is your job at Red Eye Studios?

Christopher: My name is Christopher Winters, and I am the CEO of Red Eye Studios, and was the Project Manager for our internal demo project "Quest". Could you give us a brief description about how Red Eye Studios was founded and its first projects?

Christopher:Red Eye Studios (RES) was founded in 1999. The two founding members consisted of my business partner, Theodore Bialek, and me. Theodore came from the visual effects industry working on feature films and commercials. I come from the Graphic Arts and Design world, having working for a number high profile clients.

We both had a passion for games, and in 1999 an opportunity was presented to us to work on Crash Bandicoot for the Game Boy Advance (GBA). Since then we have worked on a number of well know titles for the GBA. Our most recent work was for Crash Bandicoot: Crash Nitro Kart, were we created over 30 minutes of pre-rendered Full Motion Video (FMV) that is used in the PS2, Xbox, GC releases, due out next month. Screen shots of these sequences are also present in the GBA port of the same game. Since when are you working on Gameboy Advance-projects and why did you decide to develop for the Gameboy Advance?

Christopher: We decided to develop games for the Game Boy Advance system because we were attracted to the smaller development teams, and shorter production schedules. We felt it would provide us with the greatest amount of control as we grow our business, and allow us to focus the majority of our attention to making the best games possible. Could you tell us more about the gameplay and features of Quest?

Christopher: The game of Quest is a single player, turn based, role playing game (RPG), for the Nintendo Game Boy Advance platform. A player may choose from three different character heroes that vary in race and class. Then they will use their hero in an attempt to win the game by defeating a great evil found only in the deepest depths of the earth.

Key Selling Points Include:

  • Randomly generated dungeon maps.

  • Traditional turn based movements and actions, with gameplay pacing adaptable to the users skill and speed.

  • Three, 3D Character/Class Heroes to choose from (our demo only has one 3D hero to select from).

  • "Rolling" for character base statistics.

  • Thousands of randomly created items that users can equip (weapons, armor, rings, etc.).

  • Weapons and armor visually updated on the Hero's 3D model in-game as changes are implemented real-time.

  • A full featured particle system (for elemental effects like dragons’ fire breath, spells, blood, or even poison gas clouds).

  • A dynamic HUD Map that will update only those areas of the map that the user has previously visited.

  • Line of sight where the heroes cannot see rooms or monsters blocked by obstacles such as walls, doors, or other in-game elements.

  • Occlusion dithering of environmental elements (when a character walks behind environmental elements they become dithered to allow a "ghosting" effect so the user can still see the character as well as the environment).

  • A large selection of old and new monsters to encounter and battle (five monsters are present in our demo).

  • Trading of items (weapons, armor, and magical items), both via a link cable, and even over the internet!

  • Ist it more complicated to produce RPG's in comparision to other game-styles?

    Christopher: In many cases, the simple answer is "Yes". There is much more to the game mechanics, physics, asset creation, and story development than one would find in a simple puzzle game, simplified strategy game, or even some 1st person shooters. RPG encompasses a lot of disciplines, and they all have to work well or it’s just no fun. How long will it take players to complete the full game?

    Christopher: The game is still in development, but our target would be to have at least 5 different environments represented with 50 randomly generated dungeon maps. Until we have formalized the remaining aspects of the game, I can’t quite say how long it will take the average user to complete the game in its entirety. Will the game come out to the european market? If it does, about when will we be able to play it?

    Christopher: It would be our hope to find a publisher who agrees that Quest would have appeal in US, European, and Asian markets.

 Do you have any running future projekts?

    Christopher: We are currently working on a new GBA title for a publisher, but we are unable to discuss it at this time. What are your favorite Gameboy Advance games?

    Christopher: The tastes of game genres vary quite a bit in our studio. I think the biggest drawn game are Advance Wars, Castlevania, Golden Sun, and the occasional Pokemon game. Do you see any trends in future GBA games?

    Christopher: I think the GBA market has been rather soft with the announcement of Nokia's N-Gage, and Sony's upcoming PSP. I think that both these systems have target audiences that won’t be affecting the majority of the GBA core target audience. It's my hope that once there systems are released, Publishers and developers alike will once again turn their attentions to the GBA, and step up the releases of good quality games. There is a huge install bases out there for the GBA, and there is plenty to tap into. What do you think about Nokias N-Gage and about Sonys upcomming Handheld PSP? Would or will you also produce games for these systems?

    Christopher: I think the N-Gage shows some promise, but ultimately has too many strikes against it to become a major hardware contender in the handheld markets. Sony has shown that they know games, and they understand what gamers want. I do look forward to learning more about this system in the coming months.

 Is there anything you would like to tell our readers?

    Christopher: I would ask for them to keep an eye out for more news on Quest in the near future, and we would welcome any comments your readers would like to offer.

    Thanks to Christopher Winters for the support.

    The interview was held by Kevin Jensen [Iceman] for

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