![]() ![]() The first of what would eventually become four separate project leaders on The Dig was Noah Falstein, who oversaw the first version of the game that bore more resemblance to this initial idea of blending The Forbidden Planet and The Treasure of Sierra Madre. Spielberg’s story would incorporate elements of both, but focus on separate teams of archaeologists working on an alien planet, who - under the influence of what they find - begin to turn on one another. ![]() You might remember this robot from The Simpsons. ![]() THE DIG – VERSION 1.0In distilling the initial idea that he had for The Dig, Spielberg would say that the story was a cross between two classic films: The Forbidden Planet (1956) in which a crew sent to investigate the disappearance of a prior expedition uncover the remnants of a super-intelligent alien race, and The Treasure of Sierra Madre (1948) a tale of treasure hunters who uncover lost gold and in turn begin to doubt each other’s motives as greed takes hold. In fact, over that length of time, everything from the story and the art, to the core mechanics, the project leads, and even the game engine, would change. Now, with The Dig being released in 1995, a full six years after development began, and coupled with the hype surrounding it due to it being ‘the Steven Spielberg game’, its development was anything but straightforward. In 1989 the development time of an average computer game was around about 12 months, give or take a few in either direction. And it was during these sessions, with George Lucas also present, that the foundations for what would eventually become The Dig were laid. This particular idea wasn’t The Dig but it did open the door for face-to-face discussions at Skywalker Ranch with designers Noah Falstein, Ron Gilbert, and Dave Grossman. “During a call with Ron Gilbert, creator of Maniac Mansion and the soon to be in development The Secret of Monkey Island, he told him about an idea he had for a movie that never eventuated but may work as a game. ![]()
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