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Interviews
Interview
with Robyn Campbell
creator of Wonderland and Murder Most Foul
by
Alexander Tait
1. Tell us about yourself.
I am 46, living in New
Zealand, and am married with three children. My oldest got married
last year. I work part time as an accounts
manager at my husband’s work and am absolutely addicted to
my computer...ask my family!!! I love playing games on my computer
and surfing the net. I also like reading and watching murder mysteries
and CSI-type programs on TV. I also find ancient Egypt fascinating.
My favourite TV programs are Stargate SG1 and Star Trek TNG and Voyager.
2. How long have you been designing games?
I first started making adventure games on a Sam Coupe computer
about 13 years ago. In fact both my games, Wonderland and Murder
Most Foul, were done using an adventure creator on the Sam originally.
This meant when I decided to redo the games using InterAx, it was
easier than making an original game as I had all the objects, conversations
and flags to make them work already worked out, which made it simple
to covert. I just used the same flags and just had to make the graphics
for the scenes and object etc. and set up the flags in each scene
to make it all work.

3. It’s
refreshing to hear New Zealand accents in a game. How many games
have you
designed?
I am glad you enjoyed hearing some New Zealand voices. It does
make a change to American accents, as you say.
So far, I have one
game complete (Wonderland) , with Murder
Most Foul nearly finished except
for final voices, music, and beta testing
to make sure everything works as it is supposed to. I have also
started a new game from scratch with an Egyptian/Atlantis theme.
My original
Wonderland game used graphics from
a program called Storybook Weaver, which was a program to make
children’s books. This gave a cartoony
look to the game, but for Murder Most Foul and
the new Egyptian game I am using Poser and Bryce to make 3d characters
and 3d scenes, which
involves using a lot of other peoples created 3d objects since
I am not very good at making an object from scratch. The graphics
look
much more realistic and give depth to the final scenes, but it
takes a lot longer to make the scenes for the games.
4. Why did you choose InterAx?
I had been looking for
a simple but effective game design program for some time and found
an earlier game designer made by the creator
of InterAx. I wrote to him saying I liked it but it didn’t
do all the things I needed. He was in the middle of designing InterAx,
so I was able to beta test for him and make suggestions about features
I wanted. I found the program very easy to use because it didn’t
involve learning a game language or having to write lines of code
to make the game work. It is a matter of making a scene in another
program and saving it as a bmp/jpeg file. Then you just select it
as a background in InterAx and add more jpeg/gif/bmps for each type
of object or just select an area of the screen and choose the type
of object you wish to work there. For example, you might have a person
in the scene who you want to talk to. You make a reactor object,
select the area of the screen where the person is, and set up flags
to control when you can talk to them etc., and which wav files should
run for the conversation. This may involve adding hidden objects
which change flags in the background. Once you understand how to
use flags, it is quite simple to start constructing a game in the
editor and then run it in player mode to make sure your flags are
working correctly.
I tried a lot of game designer programs and got confused by them.
I have found InterAx less complicated to use than many of them, but
it is more a Myst style game designer than those that have people
walking across the screen. But with InterAx you are able to use video
footage for that type of animation if you want to.
5. Do you play adventure games?
Yes, adventures are my favourite type game. I love the way an adventure
involves you in the game and makes you feel part of the adventure.

6. What are you working on now?
I am working mainly on
my new Egyptian adventure as much as I can as well as working part
time and looking after a family! I’m
trying to get the Egyptian game to a stage where the first part of
the game is complete and can be released as a demo. I will then continue
with the rest of it. I also work as I can on the Murder
Most Foul game, recording voices as people can do them for me. The hard part
is when you design a game by yourself, and not as part of a team,
you have to do all the work yourself, so it takes time to get it
all done. You are dependent on other people being available to do
things like voices for your characters.
7. How will adventure games survive in the face of shooter types?
I think people who love adventures will always be interested in
adventure games. Some adventure games have combined a shooter type
game as part of an adventure, which appeals to both type of game
players. I tend to find that style more difficult as I am not good
at leaping and jumping and shooting, but have played many of that
style because of the adventure aspect.
8. What are your biggest influences in game design?
I enjoy the Myst style of game where you see what the character
is seeing, and interact with your environment which is why InterAx
suits me. Seeing how realistic games are becoming and wanting to
get away from the more cartoon style of graphics was what made me
move into using Bryce and Poser. And hopefully one day I will also
be able to make my own objects in 3d type programs, instead of making
interesting blobs :)
I think all of my favourite adventure games have affected the types
of things I expect to see in a game and probably influence my games
as well.
9. Who will enjoy
your games?
I hope my games will appeal to a wide range of people. Wonderland was specifically made for children, as I designed it with my own
children in mind. But Murder Most Foul and my newer Egyptian game
will appeal to adult adventurers.
10. Do you play games? What kind?
I play adventure games and some simulator type games like The
Sims.
I prefer the slow moving style of these sort of games rather than
the fast action of fast moving shoot-em-ups...probably because I
am so bad at shoot-em-ups. Somehow I hit the wrong key and end up
dead.
I also play an online game called Runescape, which has an adventure
aspect to it involving quests.
I also enjoy puzzle or card games on computers and occasionally
do jigsaws on the computer too.

11. What makes a good adventure game?
To me a good adventure
makes you feel you are the character and that you are actually
in an adventure. I don’t like the puzzles
to be too complicated, but do enjoy puzzles in the game. I like a
bit of humour as well, as having a good laugh while being part of
an adventure really adds value to the game. It is also important
to have a good game interface as nothing ruins a game more than a
complicated interface that makes it difficult to play. I much prefer
the “click on the screen style”, than the old text adventures
probably because I used to always miss the obvious and be running
around in circles or just plain stuck in text adventures.
12. What are your top five adventure games and why?
I am afraid I have more than five favourites :)
My all time favourite
is Indiana Jones and the Fate of Atlantis. I loved it when they
brought out the talkie version, and periodically
drag out my old computer just to play it. I loved the way it had
three styles of playing parts of it, and have played each one many
times. I don’t care that the graphics are blocky compared to
today, the style and humour of the game just make it a classic.
I also loved Flight
of the Amazon Queen. I enjoyed the quirky humour
through that game as I did in Day of the Tentacle and Sam
and Max Hit the Road . All these games were more
of the era of Indiana Jones and the Fate of Atlantis.
I also loved the Broken
Sword series. I loved the humour and the
way you felt part of the adventure.
I also loved many of the Kings
Quest series. I have a set which
has up to Kings Quest 6 and the two Laura
Bow ones. Laura Bow and
The Dagger of Amon Ra is also a particular favourite of mine. Probably
because it incorporates an Egyptian theme.
I loved Star
Trek TNG - A Final Unity as well because I am a Trekkie at heart and loved
being able to play my favourite characters. It
was mainly a straight adventure and didn’t involve so much
of the shoot ‘em up style of later games.
I also like these days the CSI adventures which let me be part
of a CSI team, characters which I know so well from TV but like all
adventures I normally resort to a walkthrough.
My all time most hated
adventure was Star Trek Generations. I never managed to complete
the game which left me very disappointed. They
made it more a shoot-em-up style, which I didn’t mind, but
because they made the save game part take you to the start of the
level, not save where you were, I just found it impossible to complete.
Also they had a time limit on each stage of the game which meant
I couldn’t just keep trying to leap and jump in the hopes of
eventually succeeding.
For someone like me who loves Star
Trek so much I wanted so much
to complete the game, and I enjoyed playing the characters and even
the shoot-em-up style but the save game aspect was such a disappointment.
To me completing an adventure, with a walkthrough as necessary, gives
you such a feeling of satisfaction and I usually replay adventures
over and over when I enjoy them. I was unable to even complete this
game. I know many other people were in the same position as me, never
completing it, and I hope the game designers learnt from that mistake.

13. So, where to now?
I find that it is difficult for me to find all the bugs in games,
as I tend to play knowing what is supposed to happen, so I can miss
bugs that other people find. And getting people to sit down and play
it and give you feedback can be tricky...they are all too busy running
away after I asked if they will record voices for me lol.
It’d be great to get some feedback from people who download
Murder Most Foul. When they play it, if they could let me know if
they find anything that doesn’t seem right I’d appreciate
the feedback. I can’t remember which version I have up on my
site at the moment, so possibly it may have bugs I have fixed previously
:)
The main things still
to be done with Murder Most Foul is the replacing of my voice with
new voices. I record all the voices initially for
testing the game. I still need to add music to the scenes. I have
got the game to the ending, but haven’t done the credits etc.,
or finishing touches like that. On my computer, it includes a small
video bit at the start showing you opening the letter, but I am not
sure if that is with the download on my site. If not, let me know
as I can replace the files on my site. Originally the download was
for some friends overseas, so I can’t remember if I included
the video bit in the zip as video files tend to be big files :) and
since then we have moved from dial up to ADSL so it is easier for
me to replace stuff now.
The Egyptian game is
still very much in development. I have nearly completed the first
area, at the museum, which I was thinking of
releasing as a demo for Kevin (InterAx creator) to include on his
site. Then I will be moving on to doing more scenes for the Egyptian
part of the game. Because I use Bryce and Poser, making graphics
for the scenes is very time consuming, both in finding or buying
objects to put in scenes, as well as the actual rendering of the
scenes, which sometimes take hours, then to find some person is not
standing on the ground correctly lol. As it ties up my computer rendering,
I haven’t worked on it just lately as much as I should.
Thanks for your time, Robyn.
Robyn’s website,
JustKiwis features downloads from her games,
including screenshots and demos as well as photographs
of her and her family. There are also links to her husbands interests
in Trainz!
The InterAx
website features links to Robyn’s
games as well as information about the program and other demos that
have been submitted.
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