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developer
interview
January
2003
Interview
with Andy Severn
We
got the chance to interview Andy Severn, the producer of Ghost
Master, to find out more information regarding the upcoming
strategy game.
ghostmaster.net: For those who are unfamiliar with the title, how would
you sum up Ghost Master in a sentence?
Andy: It's time you got your
own back; for far too long the player has been the victim
and now it's YOUR turn to do the scaring - because scaring
is fun!
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ghostmaster.net: We've
heard about Ghost Master for a while now - how long has
the game been in development for?
Andy: It must be about three
years now. We've come a long way from it's humble
beginnings and the road has been long and hard, but now
Ghost Master is a finely tuned lean mean game and it's
looking brilliant.
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ghostmaster.net: What
kind of the locations can you do the 'haunting' in?
Andy: Quite diverse really. We
start the game in a university sorority house, where your
task is to scare the towel-clad young girls out of the
house. Later on we move to the police station to wreak
havoc, then the hospital, lunatic asylum (I'm looking
forward to that one!), spooky cabin in the woods. It's not
just boring haunted houses in this game, you know.
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ghostmaster.net: What
makes Ghost Master different to the other 'sim' games on
the market?
Andy: Obviously, for a start,
you can affect and manipulate the people in the game.
Rather than just watching a dolls house, you have a
mission to complete, puzzles to solve ghosts to collect
and over 120 spooky powers to wield.
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ghostmaster.net: What
type of ghosts can we expect to see in the game?
Andy: Well, we've got 47
haunters in the game ranging from simple gremlins,
sheet-ghosts, through to headless horsemen and the mighty
Darkling. Some, like Terroreyes are very weird consisting
of just a floating brain with eyes... reminds me strangely
of a snail.
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ghostmaster.net: Where
did the idea come from, what are the influences?
Andy: Ghost Master came from
the simple idea of taking the standard 'fighting scary
monsters' approach and turning it on its head.
The
designer of the game was also looking at the wave of
reality TV shows that had become popular and wishing that
he could somehow scare and manipulate those 'dweebs' as he
puts it.
From
those two simple ideas Ghost Master was born.
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ghostmaster.net: Were
there any elements of the game which you decided not to
include in the final version?
Andy: Oh, plenty! This has been
a game that has had so many ideas. You know you're on to a
good thing when the ideas flow like a raging torrent.
We've had to cut a lot of good stuff from the wish-list in
order to get this game out. Thinks like Make your own
horror movies, There's a whole secret section of the game
that we had to cut for time reasons... maybe it'll appear
later, so I won't go in to any details!
We've
deliberately not put any violence or death in to the game
in order to keep it suitable for a wider audience - and to
keep up the humour aspect.
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ghostmaster.net: Have
you any plans to release any add-ons or additional
downloads for the game?
Andy: So many plans, so little
time. Yes, there's loads of material we'd love to put into
add-ons, even a sequel. There's a plan to do an add-on
pack later in the year, and if we get time, we'll put in a
few hidden extra haunters - no promises though.
Thanks
Andy, for giving us a clearer image as to what Ghost
Master will be like. It certainly sounds like it will be
an excellent game! |
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