Adventure-Treff interview with Adrian Carr Part II
It has arrived... 
As promised here is part II of my interview with Adrian Carr - also known as the director of The Pandora Directive, Overseer and Project Fedora.
Part II contains many interesting anecdotes that you never heard before and exclusive pictures from the set of Overseer. Hope you'll enjoy it as much as I do!
http://www.adventure-treff.de/artikel/i ... 3&lang=eng
As promised here is part II of my interview with Adrian Carr - also known as the director of The Pandora Directive, Overseer and Project Fedora.
Part II contains many interesting anecdotes that you never heard before and exclusive pictures from the set of Overseer. Hope you'll enjoy it as much as I do!
http://www.adventure-treff.de/artikel/i ... 3&lang=eng
By the way: Since this is Adrian's first interview since 99 he is extremely excited about all of this.
Therefore he is very interested in hearing feedback on the interview from the Adventure-Treff readers.
If you want to do me and Adrian a favor please register on the message board of Adventure-Treff and leave a comment on the interview. I would really appreciate this!
Therefore he is very interested in hearing feedback on the interview from the Adventure-Treff readers.
If you want to do me and Adrian a favor please register on the message board of Adventure-Treff and leave a comment on the interview. I would really appreciate this!
Adrian, I don't think anyone has asked yet...
You mention movie rewards for users making certain choices in Pandora. Will we see more of this in Fedora? It would be nice to see bits of replayability.
For example, for years I never knew about the extra clip when Tex goes back to the Fuschia Flamingo at a particular point until JTOG mentioned it - it would be nice to find hidden gems like that - extra small scenes or two if you do something at various points (though without necessarily being essential to the plot).
You mention movie rewards for users making certain choices in Pandora. Will we see more of this in Fedora? It would be nice to see bits of replayability.
For example, for years I never knew about the extra clip when Tex goes back to the Fuschia Flamingo at a particular point until JTOG mentioned it - it would be nice to find hidden gems like that - extra small scenes or two if you do something at various points (though without necessarily being essential to the plot).
David
Excellent. Even better than part 1. Thanks for doing it.
~ Member: Tex Murphy's Mutant League, Crazy 888's Chapter~
*Revitalizing Old San Francisco's Chandler Avenue District With Style*
The Unofficial Project Fedora Theme Song
*Revitalizing Old San Francisco's Chandler Avenue District With Style*
The Unofficial Project Fedora Theme Song
Well Demonlawyer - I would expect there will be movie rewards as per Pandore and Overseer and those little FMV extras that Chris sometimes shoots when I am not there - he gets these moments of inspiration and/or plot/game fixes that are needed.
Thx talon2000uk - hey, I liked your stills montage of Tex games set to music
Thx talon2000uk - hey, I liked your stills montage of Tex games set to music
It was a lot of money for something that wasn't a full game. I remember staring longingly at the Overseer display at a computer store, not having the cash to buy it.Mr.Carr wrote: Because the game was essentially a demonstration for Intel to show off their new DVD and 5.1 surround sound chip there was more FMV in this game than Pandora Directive. This is something the Tex fans and gamers in general did not understand; it was not designed as a full on game.
I'd have been gobsmacked if someone told me what would happen in 2012 and how much money I'd put up for it.
Joliet - please allow me to qualify "not a full game" - it was [u]a full game[/u] just not the multiple pathing like Pandora Directive. It was basically a linear path with different endings - players were critical of it when they first played Overseer because of the missing paths - I just wanted to make it clear why the game was made. Also when the game was ready in all its glory the company involved [not Intel] decided not to insert the new high end chip hence the swappable CD version unless you had the technology then to run the DVD version.
Both parts to this interview was really great. It was very funny about filming next to an Airport runway. And it was very interesting to read how you overcame all the limitations back then. Considering that makes me realize how much better the new Tex game could be considering things should hopefully have far less limitations (assuming you don't end up next to another Airport!).
Certainly mysterious on the "proprietary software that will revolutionize FMV", I am very intrigued to see the results!
Also great to hear some of the plans for the next game in terms of making things more dynamic in terms of movement of actors in the 3D world or on location where possible, and other plans to blend and immerse things more fluidly. On the Reddit QandA I pasted some of this interview as someone was asking about how much movement there will be during making dialogue choices which Chris said they couldn't really help with. I felt this interview hinted that there would certainly be more life in the characters and environment.
Though now its been brought up I'd be interested to hear if there really would be no freeze-framing such as when the 3 dialogue choices pop up? And whether when you're wandering around a street or some room the characters there will appear to be moving around (or if standing simply making some idle movements) rather than freeze-framed as in past games. Perhaps the environment itself will also be more lively? e.g. like a newspaper blowing by in the wind or other subtle things that just make everything feel more alive.
Certainly mysterious on the "proprietary software that will revolutionize FMV", I am very intrigued to see the results!
Also great to hear some of the plans for the next game in terms of making things more dynamic in terms of movement of actors in the 3D world or on location where possible, and other plans to blend and immerse things more fluidly. On the Reddit QandA I pasted some of this interview as someone was asking about how much movement there will be during making dialogue choices which Chris said they couldn't really help with. I felt this interview hinted that there would certainly be more life in the characters and environment.
Though now its been brought up I'd be interested to hear if there really would be no freeze-framing such as when the 3 dialogue choices pop up? And whether when you're wandering around a street or some room the characters there will appear to be moving around (or if standing simply making some idle movements) rather than freeze-framed as in past games. Perhaps the environment itself will also be more lively? e.g. like a newspaper blowing by in the wind or other subtle things that just make everything feel more alive.
MontyAtWork on Reddit says:
1.) One of the advantages of 3D character models is so-called “Idle Animations” where the character seems to be alive and waiting for your response in between the questions you ask them. Is it possible to, using new tech, film the individual actors for several minutes, sort of Idling in-character, and then splice loops of that footage between questions? I think this would be significantly more modern and less jarring than the sort of "freeze-frame", that happened in previous games, when a character was done answering your question.
(Ruri_Ayanami from the old Tex Murphy ezboard).
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
Thanks Sai - The amount of movement will be still limited to a degree because movies and games are two different mediums and I believe Chris has been most successful in managing to blend them together. There are areas I am not savvy about ie game engines et al. I will attempt to incorporate as much movement as can physically be possible.
As to the Interactive Conversations: IF we use the existing model I can create a more interactive experience in the way those are edited but it would still freeze at the end as you pause to make a choice. The freeze prompts you to make a choice. Having the image 'idle' is in effect the same thing as freezing the frame and a looped image could be more annoying than a simple freeze - it would still jump when you made your selection also the shot might need to change to a MS or Overshoulder... Having said that, I just had an epiphany - an idea that could work but will need to run it by Chris and Aaron to see if it is possible
Hope this helps
As to the Interactive Conversations: IF we use the existing model I can create a more interactive experience in the way those are edited but it would still freeze at the end as you pause to make a choice. The freeze prompts you to make a choice. Having the image 'idle' is in effect the same thing as freezing the frame and a looped image could be more annoying than a simple freeze - it would still jump when you made your selection also the shot might need to change to a MS or Overshoulder... Having said that, I just had an epiphany - an idea that could work but will need to run it by Chris and Aaron to see if it is possible
Hope this helps
That was a most interesting interview! Thanks both of you for that!
I noticed the mention of 10fps and that it caused the "stepping" feel to the movement. I for one have said many times on this board how I LOVED that movement, as I felt like I was walking, unlike Overseer where I felt hovering along the sets.
I do very much hope you guys find a way to keep that feel (or give us the option to move like that) in Project Fedora!
I noticed the mention of 10fps and that it caused the "stepping" feel to the movement. I for one have said many times on this board how I LOVED that movement, as I felt like I was walking, unlike Overseer where I felt hovering along the sets.
I do very much hope you guys find a way to keep that feel (or give us the option to move like that) in Project Fedora!
"Wer ein holdes Weib errungen..."
"My religion is the one in which Haydn is pope" - by me.
"Set a course, take it slow, make it happen."
"My religion is the one in which Haydn is pope" - by me.
"Set a course, take it slow, make it happen."
Thanks for the responce. Yeah I guess it will depend on the capabilities of the engine and programmers as to how the live actors could be incorporated whilst you are moving around a street or room. I guess in Overseer this was avoided since I dont think it had people actually in the environments at all. But since we're getting places like Chandler Avenue it'd be great if that was brought back but with subtle movements, such as how when someone stands still, they're never really totally still. Theres always some kind of small movement in the body, head, eyes etc.
I think for the movement whilst waiting for a dialogue choice they're probably thinking of subtle things used in games like Mass Effect etc. where they sort of just rock very slightly whilst standing or their eyes blink or move, or the slight motion that comes with just breathing etc. If it will skip from a freezeframe to the dialogue choice anyway it might be OK to have some slight movement instead, but not too big movements that would definitely be jarring or annoying looped as you say.
Mass Effect:
http://www.youtube.com/watch?feature=pl ... l7Q#t=505s
But ooh epiphany, that sounds cool
I think for the movement whilst waiting for a dialogue choice they're probably thinking of subtle things used in games like Mass Effect etc. where they sort of just rock very slightly whilst standing or their eyes blink or move, or the slight motion that comes with just breathing etc. If it will skip from a freezeframe to the dialogue choice anyway it might be OK to have some slight movement instead, but not too big movements that would definitely be jarring or annoying looped as you say.
Mass Effect:
http://www.youtube.com/watch?feature=pl ... l7Q#t=505s
But ooh epiphany, that sounds cool
(Ruri_Ayanami from the old Tex Murphy ezboard).
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
Hi Sai - checked out the Mass Effect - this works OK with digital characters where the loop is easily lined up, however for me, even so the delay in answering while you make your selection tends to make the character look "slow" to respond - when you click on Tex the question plays and the response is immediate - when using real actors on camera one cannot control their actions and you are at the mercy of the 'best' take visually and audibly [with CGI characters you can perfect the audio without worrying about facial continuity]
Like I said I might have found a solution to the idling mode but I am not convinced that the simple freeze is not still the best solution. I have to test my theory out with CJ & AC.
Populating streets in 3D environments is tricky because what is to stop you from deciding to follow a random person who is not involved in the story? Doing this would dilute the drive of the narrative and would be unsatisfactory to the player. The subject is something Chris and I have discussed and will continue to as we get closer to production. At this point a lot depends on which engine he wants to go with and what the final budget is.
Wish I could be more definitive but Chris is pioneering new territory for using FMV in a game.
Like I said I might have found a solution to the idling mode but I am not convinced that the simple freeze is not still the best solution. I have to test my theory out with CJ & AC.
Populating streets in 3D environments is tricky because what is to stop you from deciding to follow a random person who is not involved in the story? Doing this would dilute the drive of the narrative and would be unsatisfactory to the player. The subject is something Chris and I have discussed and will continue to as we get closer to production. At this point a lot depends on which engine he wants to go with and what the final budget is.
Wish I could be more definitive but Chris is pioneering new territory for using FMV in a game.
Sounds cool, no worries on any extra details, I understandLike I said I might have found a solution to the idling mode but I am not convinced that the simple freeze is not still the best solution. I have to test my theory out with CJ & AC.
I went along fine with it personally in past games but wondered (after the Reddit) how it might appear to a new generation, but I agree there is nothing really to compare to today in terms of an FMV / live actors game with dialogue choices anyway, Tex will have to pave the way
There is always the "chances to communicate with the Big Finish creative team" in the $15 tier too, which currently has 2858 people who could give feedback after the Kickstarter during development.
Oh I was more thinking of the characters from the story or potential witnsesses to question. Just thinking back to how Chelsee stood as a frozen image behind the Newsstand in previous games staring unblinkingly at you as you walked around Chandler Avenue.Populating streets in 3D environments is tricky because what is to stop you from deciding to follow a random person who is not involved in the story?
Certain areas in Tex Murphy's world might look odd heavily populated anyway considering it was the desolate part of San Francisco, Chandler Avenue had a sort of barren charm about it so I wouldnt want a lot of people hanging about anyway personally.
Though of course don't want to know if my idea on the Chinatown thing is correct!
No worries just hearing that you have some new tech again is awesome enough. Thats something that has stood out about the Tex Murphy series that it was always pioneering something new or pushing the boundaries of what already existed. With all the tech we have today I didnt think you guys would be able to do the same of pioneering something new (but still figured your great experience in past games would let you push what already existed). Very inspiring to know though that there is something new you'll be able to bring to the scene again!Wish I could be more definitive but Chris is pioneering new territory for using FMV in a game.
(Ruri_Ayanami from the old Tex Murphy ezboard).
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy
"I don't believe in intuition, don't know why... just a feeling." - Tex Murphy