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The Real Neverending Story Developer:
discreet monsters Estimated Release Date: Fourth Quarter 2000 By
Randy Sluganski New
Screenshots/Artwork Added May 2000:
Original Screenshots:  1999 can't get here fast enough
for me! With games like Gabriel Knight 3, Outcast and The Longest Journey
scheduled for spring, now add The Real Neverending Story to the list
of anticipated adventure releases. TRNS is being developed by a German
company know as discreet monsters (neat company name!). The original Neverending
Story novels were penned by the late Michael Ende and were also made into
a successful film series. I asked Siggi Kogl, the producer of TRNS, why
the word "real" was added and he replied, "We added real because
we believe it will be the first serious work about the novel of Michael Ende,
Neverending Story. It is very important for us, that everybody understands
that we hate the movies about the Neverending Story but we love the book
and Michael Ende's work and philosophy. The Real Neverending Story tries
to fulfill what the book describes, but in a one origin and new story, which is
serving the new media. This game has nothing to do with the movies! On
the other hand it is planned to go on continuously with additional products like
missions, dreamsavers (story-based screensavers), online-worlds, etc. and TRNS
II and TRNS III, which gives the player a kind of real never-ending
game." One has to be impressed that they are already planning sequels! The
object of TRNS is to save the mythical world of Fantasia and rescue the
childlike Empress from the menace of the Nothing. Fantasia consists of five different
and distinct worlds and, as you can see from the few screenshots that JA was fortunate
enough to obtain, they are indeed colorfully populated. Lots more to come
on TRNS so stay tuned to Just Adventure for more screenshots and interviews
about this exciting game. Telling Tales
The Real Neverending Story From an August 1999 Press Release "Once
upon a time there was a developer called discreet monsters, based in Munich. It
began work on a revolutionary (action) adventure called The Real Neverending
Story, based on the philosophy of Michael Ende's award-winning novel. The
game is the world's first 3D realtime (action) adventure and it will revolutionize
the computer game industry. And everybody will love it. The end." Well,
that was a nice story, wasn't it? Fairly linear, but nice. Well--imagine if the
story was nonlinear. It may go something like this: "And everybody will love
it. It began work on a revolutionary (action) adventure called The Real Neverending
Story, based on the philosophy of Michael Ende's award-winning novel. Once
upon a time there was a developer called discreet monsters based in Munich. The
end. The game is the world's first 3D realtime (action) adventure and it will
revolutionize the computer game industry." It doesn't make much sense--so
imagine how difficult it must be to construct a tale that is nonlinear, where
events can be acted out in almost any order. That is the task faced by discreet
monsters' storytelling department: Frank Veit and Robert Brecevic, collectively
known as "The Nagila Brothers." Frank and Robert met a couple
of years ago at an interactive entertainment conference. They entered the conference
strangers, and left friends. "At that time I was working as a conceptualist
& scriptwriter in a new media company," says Frank. "Robert was
scriptwriting for TV series, finishing film school. After the first session, we
got a lift home together. Robert put some music on, which turned out to be some
fancy Jewish pop featuring a song called Hava Nagila--and that's where
the name came from. We hit it off immediately and created a working partnership,
which has gone really well. We share the same vision--it definitely feels like
we've met before." The two guys are certainly some of the most creative
writers your correspondent has ever met, prompting the question: "What kind
of drugs do you smoke?" The answer--and it's up to you whether you believe
them or not--is none. So journey with us, as we chat with the self-confessed--and
definitely crazy--Nagila Brothers. How does scripting interactive fiction
differ from writing traditional fiction? Pops: At first
it doesn't differ at all. The pitch has to grab people and make them interested.
Of course, in picking the subject of the story, you always have to keep in mind
the medium where the story is going to be told. Tense family dramas about divorcee
parents where the facial expressions of the characters portray the miserable lives
they are living won't do in 3D real-time. Frank: Not that such a story in
itself wouldn't work--but those subtle facial expressions would definitely fail
in delivering the message. Pops: Once the synopsis and treatment of the
story is done and agreed we start out by asking ourselves how it is going to be
written. In what format or formats are we going to work? Are we doing branching,
or multi-linear, storylines? Are we trying to solve everything through elaborate
rule systems with preconditions of characters and items? Or something in between? Frank:
The conceptual framework is what makes it so challenging. There are no definite
answers--there are no prescribed solutions. Pops: Like with our invention--the
EDS (emotion-based dialogue-system)--use of metaphors is the only way to cope
with such conceptual work. In this case we used the metaphor of grabbing thoughts
out of the "mind-pool" of the player character in order to make a compelling
and immersive dialogue-system based on emotional impulses rather than grammar
puzzles. What software do you use to keep track of all the
in-game events? Isn't it a bit of a nightmare remembering what's happening, what
has already happened and where? Frank: We have tried a
lot of software. Doing listings in Access, Excel and other database formats. Using
some flowchart software like Inspiration, Visio, etc. to get an overview of the
chains of events and to make complex dialogues. Writing detailed scene-descriptions
in ordinary Word files. Pops: We also tried various so-called interactive
scriptwriting tools like Script Thing, but they all somehow fail 'cause of bugs
or simply not satisfying our needs. Though no existing software has provided the
means of a general overview of all different components--the cross-reference between
dialogue and coinciding events on a global level, for example. In what format
do you store a random event? This is why we have to develop software of our own. Frank:
And this also goes with the job--defining requirements and conceptual framework
for new tools. Like the dialogue editor, which is connected to the Story Database.
These content management and editing tools that our company is developing are
constantly expanding our means of constructing and shaping interactive stories. How
difficult has it been to come up with an original plot based on The Neverending
Story? Would it have been easier to start from scratch?
Pops: The Neverending Story is a book--the medium in itself shapes the
story. In a book you can explain loads of stuff simply by stating it in words.
The main hero is fighting against oblivion--yeah, but how does it look when someone
is fighting against oblivion? Is he banging his head against the wall or what?
In audio/visual media you cannot explain as much as you have to show what is happening.
Exactly how and when and where is it happening--"always" and "never"
don't exactly make good imagery on the screen. Audiovisual storytelling has to
be more exact, more concrete. With a writer like Michael Ende, who's very philosophical--dealing
a lot with abstract issues--to translate this book into a game it is more or less
like starting from scratch. The different film-makers adapting the writing of
Michael Ende had their own ways of doing it. But I haven't even seen the film--therefore
I have felt very free in creating an original plot based on the book The Neverending
Story. Debating about the philosophy of Ende has been fun and the existing
characters in the book were a good starting point for further development. Which
characters have you concentrated on--and how many new creatures will we see?
Frank: The main character of course is a new one--Asura. He is the savior,
a fugitive and an avenger. Pops: A really focal antagonist and a genuinely
new character is the evasive and shape-shifting Trickster. Morphing throughout
the game--his or her real name and shape I cannot reveal, since this is a secret.
Discretion is a must. Then the Centaur Utar, actually the nephew of Cairon, is
very interesting character. Complex and somewhat neurotic, he has taken on the
task to keep law and order in place, though there is a dark secret dwelling in
his past ... Frank: Then we have the Fan, who believes that he is our twin
brother. Is he mad or plain stupid? Hard to tell. He might be smarter than us
all. Pops: Gaia--the scorpio-lady with three pairs of good-looking legs--is
evil all right. But she's also very lonely. Or the beautiful showdancer Habiba.
Enigmatic and sly. The list could go on--it feels as if we have concentrated on
all characters (more then 200 NPCs), trying to get the most out of them. Worth
mentioning are the Rockchewers, the tribes of the Howls and the Barks engaged
in a everlasting feud, the posh Aristides of the Ivory Tower and the scoundrel
Turids, Primal Mother ... etc. Frank: Most of the characters are new--if
not, they are modifications of the ones that will be found in the book. A new
phenomenon in Fantasia are, for example, the Dreamhunters--creatures that go into
people's dreams retrieving lost things, patching up lost memories ... and so on. How
do you maintain freshness in the dialogue, giving each character individual personalities?
Pops: Develop a mild form of schizophrenia and then refer all of your characters
to the different personae in your multiple personality disorder. Seriously--you
let the "idea" of a character infect you, taking it to its outmost consequence.
Making it larger than life. There is an idea about how a character is talking--this
treat can be extreme since we are not making a real-life soap. If you, for example,
would speak like the Fan in public, you would probably be committed to an institution. Frank:
And after writing the script and all dialogues there is a script coach rechecking
all dialogues, checking the characters tone of voice, etc. And anyway, the director
of the game is always a welcome source of inspiration, so we insist on input from
the right people to guarantee best tone of voice for each character. Plots
are often overlooked in computer games--why do you think this is? How will you
change this with The Real Neverending Story? Pops:
I think that is a question of genres. If a hardcore shooter or strategy game can
work without a plot worth mentioning--then there is no need to have a plot for
the plot's own sake. All media eventually develop genres, and so do computer games.
When the film camera was invented the Lumiere brothers started with filming a
train stopping at a railway station. Not very exciting. But seeing those little
people moving on the screen was evidently enough for the time being. Frank:
With computer media, the "camera" is reinvented every now and then.
For every new technology there is an offshoot. Invent a new engine and you have
by definition a new game. It has been like this for quite some while, but it will
come to an end. When invention becomes a standard feature, it tends to get kind
of saturated. And as the costs of making a computer game steadily rises, there's
a definite need to communicate to a larger target group and not only to those
computer graphic aficionados who are satisfied with a few technical modifications. Pops:
Let's see who will be the Charlie Chaplins and Buster Keatons of early computer
media age. I am convinced that the market for computer games will grow exponentially
when story is introduced to a larger extent. Story is a universal language--independent
of gender, race, class or special interests. With The Real Neverending Story
we take aim at bringing the story into the game. The story will not be confined
to only before and/or after gameplay. Take something like Metal Gear Solid:
"This has happened." Then you play for a while, until: "you
have successfully blah blah ..." Frank: This system makes the
story seem an excuse for gameplay that has nothing to do with going through the
story. No, no, no--this is not the way we do things. We try to keep the linear
elements of the game to an absolute minimum. Pops: Connecting the different
events within the game, making them all relevant to one big flexible, "elastic"
storyline (which is still supposed to move forward and not get stuck in a status
quo). ... whoa, that has been hell of a work. It is easy to get lost in something
that feels like an abyss--thinking what if ... what if ... what if. ... And
then there is always someone reminding you of some variable--something really
simple--that you didn't think of. Well, after having done this I do understand
why so many people have avoided attempting this type of genre--either by making
the story irrelevant or leaving it to the user to make up his or her own story
by direct interaction with other users, like the Ultima Online games. Frank:
The work with The Real Neverending Story is very much long-term. We're
developing methods and standards for content-driven games. We're all out there
pushing the boundaries to something that is inevitably the future of fiction. What
do you think Michael Ende would have thought about your scripts? How have you
tried to maintain his vision? Frank: I think he would have
liked it. He would have been fascinated by how much more we were able to extract
from his original ideas. That's also what his wife, Ms. Sato Ende, said about
our work--she is very excited. Putting loads of manpower in furthering the scope
of an imaginary world--making Fantasia even more "real" could only make
him into a happy man. Pops: The philosophy of Michael Ende was propagating
the freedom of imagination. And due to this vision you could say that we were
free to go absolutely berserk--which we did. Yet at the same time we were really
orthodox, strangely enough. Of which parts of the script
are you most proud? Pops: Those parts of the script where
you feel that story and gameplay is perfectly matched together and there are no
irrelevant events and/or actions in coherence to the "big picture"--like
when the perfect conspiracy is revealed. Aha! They were all in on it! Or were
they? Frank: Parts where the story furthers the aspects of what gameplay
can be about. Like when you have to humiliate yourself in the game in order to
get away alive from a vicious and very bored lady called Gaia. Pops: Forcing
the gamer to do unusual stuff is very rewarding.
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