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Interview with Black Isle Studios' Feargus Urquhart What's
next for Black Isle? Some people in the industry are saying the PC is dead. Are there any plans to port or develop games for other platforms or consoles? I think
it is a little premature for everyone to start talking about the death
of the PC as a game platform. From a pure data perspective, sales of PC
games were up seven percent in 2000 over 1999. If the platform were dying,
the number would be going negativemuch the way console numbers went
last year because of the much touted "transition" year for the
console companies. Now having
said that the PC is not dead does not mean that Black Isle won't be working
on console product. Later this year we'll be publishing our first console
title, Baldur's Gate: Dark Alliance. Dark Alliance is being
developed by Snowblind Studios with some design assistance from us. We
are then going to try to expand to about two console releases a year. It is kind
of ironic thoughone of the major reasons that we are going to 3D
is not the dynamic lighting, moveable cameras, bump mapping, per pixel
shaders, and the fact that the GeForce 6 will probably do your laundry
for you. It really came down to the fact that our worlds have been getting
bigger and bigger and we need to generate more and more content to flesh
them out. With 3D content we have a lot more freedom in changing, storing
and re-arranging stuff to give people new levels and creatures without
burying the development team under a mountain of work. In 2D games, every
time we wanted to create a new creature (other than through palette shifting)
we would have to render out all of the frames of that new creature, store
about a Gig of source art on the product's server, and ship another 5
to 20 Meg file with the game. In 3D a new creature may only require a
single 512x512 texture map.
With
technology changing so rapidly, how will you plan a project that will
not seem "dated" when it ships or aim too high with technology
that won't run on the average consumers' computer? In what way do you think Black Isle changed the way developers make CRPGs? I think the largest thing that we did was to really increase the amount of interaction that players had with the game's story. One of the driving forces behind the Fallout series and Torment was that we wanted players to be able to get through major points in the game by either talking their way through it, blowing it up, or sneaking their way past it. This has really helped those games be replayable and it is something that I think other developers (including us) have had to take into account when designing newer games. How much does upper management influence what goes on in Black Isle? It really depends on the issue. Day to day decisions in the division are handled almost entirely by the producers and I. For issues that may effect the division over the long term, I talk these over with the executives at Interplay. To be more specificthe division handles decisions that have to do with moving people around from product to product, buying equipment, deciding which sound contractor, etc. Decisions that have to do with what product a whole team is going to move onto next are ones that we talk with the executives of Interplay about. Final thoughts about the future of Black Isle and the worlds they create? The main goal that I have for the division is to keep on making the games that people have seemed to enjoy playing. I'm sure that we will make our mistakes. However, one of the things that gives me the most pride is that everyone in Black Isle always bounces back and looks at ways to make sure that the next game will fix all of those problems. And on top of that, how to give people even more than they expected. Discuss this article in Gamasutra's discussion forum. ________________________________________________________
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