Ghostbusters – The Video Game: Entwickler-Tagebuch
Die Entwickler von Ghostbusters – The Video Game berichten über die Anfänge des neuen Ghostbusters-Spiels.
Ghostbusters - The Video Game hat eine Ereignis-reiche Entwicklungsgeschichte hinter sich. Ghostbusters wurde programmiert und angekündigt. Dann wurden die Ghostbusters in Folge von Unstimmigkeiten eingestampft. Dann wurden die Ghostbusters wiederbelebt und ab Juni können wir endlich Geister jagen.
Atari, Retter des Ghostbusters-Spiels, hat für alle Ghostbuster-Fans nun ein Projekt ins Zwischenleben gerufen, das euch noch mehr für die Ghostbusters begeistern soll. In unregelmäßigen Abständen erhaltet ihr Entwickler-Tagebücher der Ghostbusters-Entwickler. Hier kommt der erste Teil, in dem die Ghostbusters erstmals als Spieleprojekt Erwähnung finden.
Ghostbusters - It Begins
So he looks across the conference table over his impressive beard at us. Pauses. Then he says, “It’s Ghostbusters. We’re going to make a Ghostbusters game. The first really good one."
And the other one, who for the first time since we met has paused talking for almost two consecutive minutes, adds this: “And we think you’re the right guys do it. You up for it?”
Nobody says anything for a long time. They think that after all the buildup and mystery maybe we’re disappointed, that maybe we’re trying to assess the fastest way of out of the room. But that’s not the case. The fact is that Brendan is sitting in stunned silence and I’m just trying to keep from swallowing my tongue. Mark Randel (Terminal Reality President & Chief Technologist) is taking it better: he’s just near-catatonic.
It was January 2006. We arrived at the publisher forty minutes ago, one of a few stops on a tour to show off our Infernal Engine next-gen technology demo and an original game IP we’d been developing (‘the publisher’ at this time being Vivendi, before Atari took over the title in 2008: look up ‘Activision Blizzard merger’ on Wikipedia for more info). In addition to cutting-edge lighting, materials, and rendering, the tech demo depicted squad gameplay action, heavy emphasis on chaotic environmental destruction, and extremely realistic physical interaction.
It was the massive destruction is what really got their attention. Seriously: fiery explosions & debris will get your foot in any door.
Vivendi Executive Producers John Melchior (tall, quietly fast-talking, awesome), and Pete Wanat (beard & soda also awesome) introduced themselves and let us know immediately that they were the two most hated men at this publisher. John O’Keefe (Terminal Studio Director) asked if maybe there was someone else there we could talk to.
They watched our demo politely, exchanged mysterious raised eyebrows, asked a few pointed questions, and then left for a private discussion in the hall.
When they came back they seemed to have agreed on something. They told us they’d been working on developing a movie license IP. Brendan Goss (Terminal Reality Executive Producer) shot a look my way: Uh-oh. Here we go again. But this was a really big one, they continued: a really great one. And it wasn’t tied to an upcoming theater release in less than twelve months.
Then they dropped the G-bomb.
There it was, out in the open. Ghostbusters. Maybe one of the greatest movies made. Definitely one of the funniest. We were getting a crack at it. To say we were thrilled is a lazy understatement. Pleasantly electrified is closer to the truth. It wasn’t until later, after the shock wore off some, when we realized the depth of the responsibility we had staked ourselves to when we finally stammered,
“Y-yes! Of course we’ll do it!”
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