by John McLean
After eighteen months of development, during which more than 140 people worked some 125,000 man-hours, Wing Commander III is finally heading out the door. And not a moment too soon. At a cost of $4 million, Origin & EA's biggest-ever Interactive Movie will need to kick ass and take names in retail outlets this Christmas in order to repay the company's investment.
Fortunately, advance orders and early public buzz are encouraging. In the inimitable words of Marten Davies, "We're going to blow the doors off worldwide!" The completion of this massive project also marks the beginning of a new era in the computer game business.
Although live-action video isn't suitable for every title, an increasing number of producers are discovering that real actors can add significantly to the impact of their projects. "Computer games will never be the same," says Chris Roberts. "And we're there to lead the charge."
Yet blending traditional art, programming and audio requirements with a live-action component complicates a project enormously. Alliances between computer game companies and Hollywood actors, agents, unions and crewmembers were unknown a year ago. Now they're becoming a regular part of the interactive landscape.
While landing Hollywood veterans for a production costs money, if Wing commander III is any indication, the results are worth it. An experienced crew and cast bring professionalism, name recognition and high-quality work to the dance. Though the film community doesn't even pretend to understand the technical nature of creating computer games, they're fascinated by our industry and, in the end, their goal's the same as ours--to entertain as many people as possible with each new project.
Producing a movie of any size is difficult under the best of circumstances. When you add to the equation the programming challenges of topping the popular Wing Commander game and the enormous art hurdles of generating hundreds of objects, sets and animations, the result is nothing short of a logistical nightmare.
"Damn, that was a lot of work," says Art Director Chris Douglas. "But we pulled through and hopefully managed to set a new standard for the rest of the artists in this industry."
Generating the tremendous amount of art, code and audio was one thing. Keeping track of it all to make sure everything fit together and nothing fell through the cracks was another. At the peak of production, four separate people were engaged full-time in tracking and routing the constantly increasing amount of material.
Right up to the end, the sheer size of a game packed onto 4 CD-ROMs created new challenges. "The hard part about this project is that we have essentially two gigs worth of data,' says Director Frank Savage. "The fact that we can even keep track of that two gigs of data and not have each version totally screwed up is something of a miracle."
Simultaneous with the final stages of development, Origin's marketing department has been banging the drum for the title at events in New York City, Austin, Los Angeles and numerous points in between. Meanwhile our sales department continues to pull out all the stops to make Wing Commander III the must-have hit of this Christmas season.
As to what's next for his development team, Chris Roberts will only say, "You haven't seen anything yet." Who knows, maybe there'll be yet another multi-CD Interactive Movie under Christmas trees around the world for next year?!