
Developer Diary
Christmas
approaches: The Twelve
Days (and Questions) of Dark Fall
by
Jonathan Boakes (Darkling Room)
Author of Dark Fall – Lost Souls
|
Buy this game at

Trade
for this game at:

|
December
1st, 2009
Welcome,
to another Developer Diary, following the progress
of the adventure/horror title, Lost Souls, the third
and final Dark Fall game.
|
The game has
gone gold!
So, with both the release, and Christmas, rapidly approaching,
I thought I’d offer something a bit different,
and revealing, in this article; Twelve questions, from
those who worked on different aspects of the game. So,
rather than talk about wire-frame models, rendering
times and scripting, I thought the good people of Just
Adventure would enjoy something a bit more spiky, and
difficult. I am meeting, this evening, with Matt Clark
(who helped forge some of the visual effects, as well
as tweak the game engine) and Philip Philippou (who
‘acts’ in all the DF games, as well as helping
with historical research). The questions will, I hope,
reveal more about the game, than I am likely to reveal
in a diary…so, it could be a very interesting
read. Later, I will dot the transcribed ‘conversation’
with illustrations, where appropriate.
The Place: The Jolly Sailor Inn
(est.1556), Looe, Cornwall
The Date: Saturday, November, 28th,
2009.
The Time: Eight O’Clock
Present: Matt Clark (MC), Jonathan
Boakes (JB) and Philip Philippou (PP)
|
On
the first Day of Christmas…
MC:
Why return to 1st Person, after the 3rd person of
The Lost Crown?
JB: Well, the Dark Fall games, the
previous ones, have all been 1st person. It’s
important, to immerse the player in the world, to
generate a more realistic experience. Games are always
more scary if you are ‘seeing’ them with
your own eyes.
PP: Do you think Lost Souls is more
frightening, psychologically, than The Lost Crown?
JB: Hell yes! The Lost Crown is very
whimsical, and nostalgic, and has a character on screen
to react to things, or in Nigel’s case, NOT
react to things. It’s quite a soft edged game.
Lost Souls is more about being trapped in a horrible
place, and having to do horrible things, which leads
up to a horrible event.
MC: So, it’s quite horrible
then.
JB: I think so. It’s the nastiest,
most miserable thing I have ever written.
PP: Will that put off some Dark Fall
fans?
JB: I hope not. The first game wasn’t
exactly cheery; it had a slightly ‘hopeless’
feel.
MC: Yeah, but ‘hopeless’
isn’t ‘miserable’.
JB: Did you find it miserable?
MC and PP: Yes!
PP: I had to leave some of the rooms,
and take a break elsewhere. It was very oppressive.
JB: Hotel rooms?
PP: Yes, especially on the first
floor.
JB: Yeah, I know what you mean. It’s
sleazy and sordid, but I like to think it’s
balanced nicely with the nostalgic ‘memories’,
or ‘Regrets’ as they are called in game.
Those scenes are soaked in nostalgia, and, I hope,
make the past look very appealing, in comparison to
the nasty 90’s and depressing 00’s.
|
On the second
day of Christmas…
PP:
I was going to ask about nostalgia; How realistic
or accurate do you feel you have made your World War
2 settings?
JB: I thought you might ask that!
Well, I’ve made them as realistic as possible,
because I love that era. To me, World War 2 is the
new Victorian Era.
MC: Huh? What do you mean?
JB: At school, and on telly, up to
a few year ago, we were bombarded with documentaries
and dramas set in the ‘Victorian Era’.
I liked it. Everyone did! But, generations come along,
time moves on, and a new ‘nostalgia’ era
is chosen. Right now, I think it’s the 40’s
(and World War 2). So, I wanted to bring across as
much of that time as possible, without sacrificing
drama and escapism.
PP: What’s your favourite ‘World
War 2’ room?
JB: Definitely ‘The Blitz’
room. It’s naughty to admit, but I love the
whole Blitz experience. The Air Raid Siren, the underground
shelters, the ‘black out’…you know…the
whole thing! It’s such a classic time, which
people recognise and understand. It was a pleasure
to re-create some of that feeling for Lost Souls.
|
|
PP:
Did
the Blitz really get as far as Dorset? (England’s
South-West, Ed).
JB: Ha ha! No, not really. But, there
were bombs falling all across the South-West. You know,
secret British ammo stashes, hidden landing strips for
planes, and of course, the docks, where the Naval fleet
were stationed. So, it’s not too much of a push,
to imagine a few bombs landing on Dowerton.
|
On
the third day of Christmas…
MC:
10 years on, do you think your modelling and design
skill have improved?
JB: I hope so! It’s weird,
actually, to go back to a location I’ve built
in the past. The rooms and outdoor places in the first
Dark Fall look very basic, in comparison to this new
game. I guess I’ve learnt a bit more, over 10
years!, so bring some new skills and tools to the
place.
PP: Although the locations were quite
recognisable, from having played the original game,
the newer graphics were so much more! Almost taking
on a surreal quality when compared to the originals
JB: I did get some emails, and Facebook
messages, congratulating me on the ‘wise’
decision to re-use old locations and models, which
was a bit weird. I guess many looked at the new screenshots
and thought the original Dark Fall looked that way.
MC: You could see that as a good
thing.
JB: How?
MC: Your first game obviously left
strong impressions, and people believed in the world.
JB: I guess so, but any direct comparisons,
between the old artwork, and the new places will reveal
that Lost Souls is superior, in terms of artwork.
PP: That’s nonsense. The visuals
can add to, but can't replace enjoyment, or story.
I enjoyed the first Dark Fall because I was able to
explore, poke around, and learn about the history
of the place. You can do that in Lost Souls.
JB: Yes! I know. But…it looks
much prettier.
|
|
MC:
Prettier? Some of the stuff is vile. I don’t want
to get into ‘spoilers’, but the Life Leech
stuff, and the horror elements are NOT pretty to look
at.
JB: yeah, I see your point. Ok, I’ll
put it this way; the locations are more detailed. So,
whereas gamers had to imagine cobwebs, and dust, and
dirt, in Dark Fall 1, they don’t have to in Lost
Souls.
PP: Is that enough?
JB: Yes! I wanted more detail. Moving
on….
|
On
the fourth day of Christmas…
MC:
You stuck with the Wintermute engine for DF3 - but
the Wintermute engine is designed to create 3rd person
games with 2D backgrounds. DF3 is a 1st person game
showing 360-degree settings, and uses much 3D. Explain
yourself!
JB: I’m not surprised you had
to write that one down!
MC: Answer.
JB: I became very familiar with Wintermute,
and liked it a lot, during the making of Lost Crown.
It’s a brilliant kit if you want to make a Syberia-like
game, with little experience, and even less money!
MC: That doesn’t answer my
question.
PP: Does the new 360 turn stuff add
much to the gameplay?
JB: I think so. Obviously, making
a ‘warp’ engine out of an engine not designed
for that purpose is a bit…errr…eccentric…
MC: Mad, more like.
JB: Ok, mad. But, it does work. I
love it. It’s not like the warp you get in the
old Cryo games, where the world followed the mouse,
no, instead I’ve kept the 90 degree turn, of
the previous Dark Fall games, but added transitions
and movement in between. There’s also a slight
‘head bob’ which I think is quite cheeky.
MC: Like a shooter ‘head bob’.
JB: Exactly that! I think it makes
the game world feel more live.
MC: Using an engine, against its
will, as it were, increased the production time.
JB: So? I am very happy with it.
Plus, I got to do something I’ve always wanted
to do.
MC: A warp game?
JB: No, look up at the moon, above
The old Station Hotel.
MC: Fair enough.
JB: Bah! Humbug, Scrooge!
|
On
the fifth day of Christmas…
PP:
Dark Fall: The Journal was released in 2000. Is it
any coincidence that the last of the Dark Fall trilogy
is released for, and set, 10 years later?
JB: I’d love to lie, and say
it’s all about ‘the right time’,
or something to do with astronomy, but I can’t.
I was actually working on a DF3 with Nigel and Lucy,
from The Lost Crown! It was going to be a kind of
cross-over. It was a stupid idea (The Crown games
are in black and white, with characters on screen!).
I would have frustrated Lost Crown fans, and annoyed
Dark Fall fans. So, I started again! The 10 year thing
is a coincidence, but it does add some extra drama!
MC: Will fans from 10 years ago finally
get some answers, about the Dark Fall.
JB: Argh! I’ve answered questions
like this before, but obviously you want more!
MC: Well, put it this way, do we
get more clues as to what the Dark Fall is, or will
it be like ‘Lights Out’ and have a sci-fi
answer.
JB: No, there’s no sci-fi.
In fact, there are NO ghost-hunting gadgets in this
one either. I liked the sci-fi twist to Lights Out,
as I like things like Doctor Who (which has NEVER
done a fantasy, open-ended story). But, people don’t
seem to like DF2, for the sci-fi, so I’ve not
included any in DF3. There’s a good ol’Good
vs Evil story-line, which is wrapped up quite nicely.
I don’t think anyone will be in any doubts as
to what the Dark Fall is, anymore. Especially not
in the world we live in now.
PP: What do you mean by that?
JB: We live in dark times, and shadowy
forces like the ‘Dark Fall’ seem to flourish.
It’s a hungry force, looking for despair, loneliness,
and purgatory. It feeds on misery.
MC: Do you really believe we live
in ‘dark times’?
JB: Darker than 2000, that’s
for sure. The millennium, (it sounds tacky now, doesn’t
it!), was really optimistic, and felt like something
new, exciting and brilliant was about to happen.
MC: Including your future games,
and stuff.
JB: Yeah, maybe, but if you look
at it like that, the last 9 years have been quite
painful. Independent developers, especially adventure
developers, have been treated appallingly. But, we
are not here for that.
PP: Has that, the experience, influenced
DF3?
JB: No. It hasn’t changed what
the Dark Fall is, I’ve just made it more obvious.
You’ll see.
|
On the
sixth day of Christmas…
MC:
You have never appeared at any trade shows with your
titles, yet this is your 4th game. Why is that?
JB: Well, fifth if you count working
on yours!
MC: True.
JB: I don’t know. No-one ever
asks me. I did think that this year might see me at
the one in Germany…
MC: Leipzieg?
JB:…yeah, but no-one asked
me. I should have just, gone along, you know, but
I was a bit busy. Maybe it’s time to make the
effort, get out there and shake a tentacle or something.
PP: What happens at those events?
JB: I have no idea! I guess they
are like any conferences, or trade-shows; you get
to chat to people about your project, try and get
some interest, and have a few beers with fellow devs.
MC: Aren’t you doing that now?
JB: Yeah, I guess so. Ha ha! But,
it’s cider, not beer.
|
On
the seventh day of Christmas…
PP:
You have voiced many characters, in your games. Who
did you ‘voice’ in Lost Souls?
JB: Not many. Mr.Bones is the one
that springs to mind.
PP: Yeah, he’s quite odd.
JB: In a good or bad way?
PP: Both.
JB: It’s hard to cast a character
like Bones, as I needed to find someone who could
do a thick ‘west country accent’. That’s
quite hard to find, to begin with, plus he also needed
to sound…well…evil. A bit serial killer-like.
So, I nabbed that part. It’s nice to play a
part that dark. I found myself putting my lips right
up to the mic; slurring and breathing. A bit psychotic,
basically.
MC: Any others?
JB: Monster noises! All sorts of
shrieks, growls and groaning. The neighbours hate
me.
MC: You don’t have any neighbours.
The town is dead in Winter.
JB: Well, ghostly neighbours then.
My favourite ghost, and it’s one that is easy
to find, is in Room 2A.
PP: Oh yes! I remember him.
JB: He’s LOUD!
PP: Yeah, but I did want to help
him. He was one of the ‘Lost Souls’.
JB: Hmm, ‘tis true. I guess
not all ghosts can be saved, or helped to move on.
PP: Do you feel the ghost of Room
2A is a reflection of you?
JB: Umm….that’s interesting
actually, as it was a strange room, 10 years ago,
with Dark Fall. You could enter that room and get,
either; a trilby hat, or a big Dark Fall symbol, scrawled
on the wall. There were no clues to who the man was
then, or now, so perhaps I AM hiding out in Room 2A.
I like the idea.
MC: Really?!
JB: Yeah. I’ve been in most
of my games, in one way or another. Not in a classy
Hitchcock way, more of a camp, self-referential way.
For example…
PP: (interrupting)…the typewriter
man in The Lost Crown.
JB: Yes! It is supposed to be me,
writing the game from within the game. A bit pretentious,
I know, but I liked the idea.
|
On
the eighth day of Christmas
MC:
16+ is a higher rating than you are used to? What's
going on there?
JB: I know! I’m not a ‘TEEN’
author anymore! Well, I am, 16 is teenage. Actually,
I hated being 16, at the time. It’s like a nowhere
age.
PP: Get on with it.
JB: Ok. This time round, the story
needed a bit of the red stuff, and some good scares.
I knew when I started to build the game that it would
need a higher rating. I was nervous of 18, or Mature,
as I know lots of gamers play my games with their
kids. So, I feel a bit guilty. But, the story comes
first, and I believe most of the nasty stuff is suggested,
rather than over stated. The game is about a missing
child, Amy Haven, and the Police Inspector who investigated
the case. Also, the fact that the investigation was
plagued by mistakes and press intrusion, seems quite
adult. I don’t paint the police as heroes. Now,
that seems like a topical subject to me.
MC: Yes, it is.
JB: Ok, so, do you see my point?
If you find yourself writing something that you know
is quite adult, it would be daft to soften it up,
or worse…
PP: Make it trivial.
JB: Exactly! But, in all honesty,
I don’t think the game is too rough, and nasty.
Gamers will feel as if they can put things right,
and that’s important. Plus, the nostalgia rooms,
the Regrets, are a lovely contrast, and point out
that the news has always been depressing. You just
have to get on with it.
PP: Keep Calm And Carry On.
|
|
JB:
You
know what? I could kick myself, as I never included
that slogan anywhere! It would have been a brilliant
thing to throw up, on screen, now and then, to reassure
gamers, and boss ‘em about a bit.
PP: Yeah, I sent quite a few images,
with that slogan.
JB: I know. Sorry. My bad.
MC: You could put it in TLC2?
JB: No, I’m leaving the World
War in Dowerton.
PP: Fair enough.
|
On the
ninth day of Christmas…
PP:
Will we see more from Dark Fall? Your moving on to
The Last Crown (TLC2) - will there be The First Crown?
JB: Off topic! Moderator!
MC: It’s a pub.
JB: Ok, umm, yes to both. As a force,
the Dark Fall has to pop back up again. And, yes to
a First Crown. There were three Anglo-Saxon kings,
who ruled Anglia; brothers Ganwulf (Lost Crown) and
Pendraed and their father, Aldwulf. I am looking into
the life and powers of Pendraed in The Last Crown.
Then, hopefully, I will move onto the big one, Aldwulf,
with The First Crown. All set in Saxton, all in “black
and white with vivid splashes of colour” and
all featuring Nigel Danvers (the reluctant hero) and
Lucy Reubans (the kick-ass sceptic).
PP: Great!
JB: Yeah, I never thought I’d
find myself with a 3rd person series, having always
preferred Myst-style adventures, FPS and RPG’s
like Morrowind…but, I really enjoyed making
The Lost Crown, and was mightily surprised by how
well gamers took to it.
MC: It is an unusual game.
JB: Not too weird though. People
seem to ‘get it’.
PP: It’s like good children’s
fiction, you can interpret a lot of the story in a
personal way, and the world is imagined, rather than
stated.
JB: yeah, I guess Saxton, and The
Lost Crown, exist in pure nostalgia. You’ve
got my love of M.R.James, A Month in the Country and
The Goonies(!!) all mashed up in the script. It’s
like a culmination of…I don’t know…all
the things I like about the landscape, the adventures
it offers, and something very personal. A love of
melancholy places, like churchyards, and wintry harbour
towns. It’s the world the tourists don’t
see, because it gets buried in tourism in the hotter
months.
PP: Well, some tourists have seen
it in winter.
JB: Yes! I took quite a few people
round Polperro, this last year. A screenshot from
The Lost Crown even made its way onto the cover of
the Polperro Festival program. People are really interested
in visiting the ‘game’ locations, and
I am more than eager to get the locations recognised.
Duloe Church (Northfield in The Lost Crown, Ed) has
been rotting away for years. That church will close
to the public, forever. It’s such a shame. I’m
not an overly religious person, but I do like architecture.
So, if I can raise the profile of those antique places,
I will.
|
On
the tenth day of Christmas…
MC:
You make all your games as self financed, one-man
projects. Are there any plans to expand?
JB: Absolutely! I am talking with
publishers, right now, about what to do with the Wii,
and getting a team together. It seems to be the console
of choice, for adventure titles. In fact, our humble
(and battered) genre could really flourish on that
platform. I find that very exciting.
PP: What’s the difference?
JB: Between a Wii and PC? Umm…it’s
a games console, rather than a computer.
PP: It’s smaller?
JB: Not just that, they are very
popular with female gamers, casual gamers and those
who don’t feel a need to appear too ‘technical’.
It’s fun, basically. A lot of the games are
co-op based, and involve moving about….physically…
MC: …looking like an idiot,
a lot of the time.
JB: Ha ha! Yes! But, there are several
survival horrors, coming out on the Wii, while the
others (PS3, XBox and PC, Ed) seem to be moving away
from those kind of games. So, it could be a good time
to try out something new.
PP: So, I’d have to get a Wii?
JB: No, anything I make would be
cross-platform, as I don’t want to abandon the
PC. But, not having to test new OS systems (like Windows
7 for Lost Souls, and Vista for Lost Crown) would
be lovely!
MC: Yeah, that would be good. So,
how do you go about that?
JB: I have no idea! I guess a few
good questions, to the right people, would help. I’ve
got more free time, now, so will look into it. A trade
show might be a good place, too.
PP: Ah ha!
|
On
the eleventh day of Christmas…
JB:
Ok, I have a question…
MC & PP: Ok…
JB: If you could single out the worst
thing about my games, what would it be?
MC: I’m not answering that!
PP: Too short.
JB: Too short? TLC “boasted
30+ hours of gameplay”! I’m quoting.
PP: That’s true, but I always
want more!
JB: There is “more”...I
just have to make it first.
MC: Yeah, I’d say you take
too long in-between games. You should make one a year!
JB: Look who’s talking! It’s
been 2 years since Barrow Hill.
MC: Nearly 3!
JB: Exactly. You’ve been helping
me, but it would be nice if we could have one game
a year, each!, and get things moving on the consoles.
MC: It would, and Bracken Tor is
coming, but…
JB: …taking a bit longer?
MC: Kind of. It’s part of the
freedom of being independent. You can take things
at your own pace, and make sure the game is finished
to your own standards, rather than a publishers.
JB: Yeah, I know what you mean. You
don’t mean ‘exacting’ standards
either.
MC: No, not at all. I have to be
able to enjoy the task of making the game, otherwise
I’ll do something else.
JB: Yeah. 2008, and 2009!, haven’t
been brilliant. Publishers going bust, the High Street
in tatters, and some people being…well…criminal.
But, a New Year is almost upon us, so look to the
future!
PP: Here here! (raises glass)
|
On
the twelfth day of Christmas…
MC:
Why Dowerton? Again? How did it feel returning
to the setting from the first Dark Fall game, whilst
making the last Dark Fall game?
JB: Weird. At first I thought I’d
find the place nice and familiar, almost welcoming.
But, it wasn’t the case. When I was testing
Lost Souls, I think I had an experience very much
like the gamers will.
PP: Meaning?
JB: That it was familiar, but not
friendly. I was really pleased to find that. There
is always a risk, when returning to locations, storylines,
characters…that you’ll loose some of the
original spark. But, I don’t think it’s
lost anything. What did you think?
PP: If anything, Dowerton is now
more grounded in the real world, with plenty of references
to modernity, which makes the abandoned locations
feel even more haunted.
JB: Yes, it feels isolated and lonely.
MC: Like real abandoned places!
JB: Yes. I was quite shocked by how
many derelict buildings litter the landscape, actually.
It’s really quite breathtaking. There’s
everything from long forgotten asylums to World War
bunkers.
PP: Did you know that Polperro has
an underground signalling station, from the Cold War?
JB: No! Where is it?
PP: Chapel Hill, by the radio mast.
JB: That makes sense.
MC: Can you get into it?
PP: Probably. There are hundreds
of them across the country.
JB: Wow. I didn’t know that.
I would have put it in TLC.
MC: Put it in TLC2!
PP: Yes! And, what it does point
out, is that ‘abandoned places’ are always
much closer to home that you think. So, Dowerton Station,
on the edge of a small town, is not so unusual. That
gives the game a nice edge…you feel as if the
hotel is somewhere you could genuinely find, and explore.
JB: Would you? If it were real? Would
you go in, poke around, explore…?
PP: No. Not at night. And not alone.
MC: I wouldn’t. Not if it is
anything like Lost Souls. It’s too oppressive.
JB: So, if we had to round up Lost
Souls…what would you say? Matt?
MC: Dark, oppressive and…umm…final.
JB: Ok, and Philip…
PP: Menacing, nightmarish, redemptive…
I would have said ‘dark and oppressive’
but you’ve beaten me to it!
JB: Ok, cool. Thanks, this chat has
been a pleasure. It’s another game finished,
ready to go. For those listening, thanks for staying
with us, to the end! And, of course, I hope you enjoy
Lost Souls. Dark, oppressive, final…and, I’ll
add…fun! Promise.
|
After finishing
off, myself, Matt Clark and Philip Philippou made our
way out into the dark. It seems to have been raining,
in England, for the last 40 days and nights. Winter
is upon us, and the floods are lethal. The landscape
does seem to be darker, this year. So, without further
ado, I wish you a Merry Christmas, hope you are well,
and I’ll see you in the New Year. There’s
lots of news to come! In the mean time, I’ve got
a Cold War Bunker to explore…somewhere in Saxton!
Jonathan
|
|
|