Istvan Pely
By Craig White
August 29, 1998
Where did you get the idea for your first two games, Majestic and
Syn-Factor?
Majestic was inspired by the concept of a great, classic luxury
liner in space. The idea was to play off that contrast between the sci-fi/high-tech
universe with a very retro, Edwardian style cruise ship. Throwing aliens
into the mix made for a very unique take. Well, the idea was original
when it was conceived, before the Titanic phase we're now going through.
For Syn-Factor, I wanted to get away from the cliches sci-fi
adventure games have always stuck to, with aliens and/or mystical worlds
and situations. I wanted to depict a very realistic future with a story
that revolved around a corporate conspiracy, a story about normal human
beings and issues. There's a cyberpunk flavor to the game, and it raises
interesting concepts about human identity. After the game was released,
I heard it compared to the classic genre film Soylent Green (1973).
Although I haven't seen this movie, from what I understand it has a
similar feel to it.
Describe the process of creating these two games.
Majestic was a project I started while in college. I was taking
classes full-time and had a part-time job as a multimedia consultant
where I learned many tools of the trade: 3D Studio, Photoshop, Premiere,
Director. It struck me that it might be possible to create a game
using these off-the-shelf packages, so I gave it a shot. Basically,
many late nights when I should have been studying or doing homework,
I was feeling my way through the game development process. Having no
experience, there was much trial and error, but in the end it all came
together, somehow.
With Syn-Factor I was better prepared; having learned many of
the pitfalls with Majestic, I managed to get it out quickly and
very close to the original concept. I was still in college for most
of the development, but I managed my time more efficiently, and my grades
didn't suffer (quite) as much.
Majestic was titled "Majestic Part 1: Alien Encounter."
Has there been, or will there be, a sequel?
Syn-Factor was a pseudo-sequel to Majestic. Although
the storyline and characters did not continue over, there are many references
to the previous game which place it in the same "universe"
so to speak. My third game, Zero Critical (previously titled
Satin Rift), is much more of a direct sequel to Majestic,
as it concludes the events of the first game.
What do you feel when your game is completed and shipped? Are you
usually happy with the outcome of all that hard work?
Toward the end of the development schedule for a game, I absolutely
despise the whole project and swear never to try something so ambitious
with so little resources again. However, after the title is released
and I've had a week to relax, I can't wait to get started on the next
one, and I absolutely believe this to be the coolest industry to work
in.
What's it like being a small designer trying to get your game noticed
in the large computer game industry? How did you get hooked up with a
publishing house like Piranha Interactive?
It's real tough being independent. Everything has gone big budget,
large teams, long development cycles and mainstream ideas. A small group,
three people or so, has got to be real lucky to even get noticed. Myself
and my team, Sherban Young (writer) and Seth Jones (musician), were
pretty lucky. And some good timing put us in contact with our first
publisher, Piranha. But this type of development is all about a lot
of work for little return. You have to overextend yourself and be original
if you want to carve a niche.
Where does your job end and the publisher's begin? What do and don't
you do for your games?
I bring the game to the point that it's playable. The publisher handles
testing. I fix bugs and send in a final gold master. The publisher makes
many copies, boxes, manuals, handles advertising and distributing and
takes care of tech support. I sit and pray.
Tell us about the game you are working on now titled Satin Rift.
Have you found a publisher yet?
Satin Rift is now called Zero Critical and will be published
by Bethesda Softworks, probably within the next couple of months. It
is a traditional third-person graphic adventure with a heavy emphasis
on story and characters.
You were younger than 20 years when you made your first game, Majestic.
What inspired you to get into the software development industry so
young?
I was really bored with school. I figured if I waited to graduate before
starting anything, it might be too late, considering how fast this industry
moves. I wasn't aware that what I was trying was technically and financially
not possible. Sometimes ignorance is great.
Why do you choose to make adventure games rather than RTS or shoot-'em
ups?
Everyone else is making RTS or shoot-'em ups. And they're making some
pretty good ones too. I figure those genres have got it pretty well
covered, but there's plenty of room for more fresh and original, story-focused
adventure games. Sometimes it's nice to play something a little more
relaxing, that doesn't require reflexes or hurts your brain too much.
What is your favorite adventure game and why?
I really enjoyed Amber: Journeys Beyond. It had great atmosphere
and a neat little story. It absorbed me for a few long evenings like
any good novel can. And it didn't need a Voodoo card to do it.
Where do you see yourself headed? Are you going to be making more
independent games and have them published by the likes of Piranha, or
will you possibly try to start your own development company to make larger,
more noticed games?
I'd like to explore new genres, try some new angles on the interactive
story-telling experience. Whether I work with a big or little company,
or go independent, the goal will always be to create something new,
original and entertaining.
Thanks, Istvan, for the interview. Best of luck on your future projects!
Thanks for the opportunity! Enjoy!
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