AN INSIGHT INTO PETER HAGUE, AUTHOR OF `THE OBSCURE NATURALIST' A STAC GAME FOR THE ATARI ST. Interviewed by Jean Childs (JC) First of all, perhaps you could tell the readers a bit about yourself? (PH) Well, I'm a freelance graphic designer, I work from home, I'm a recluse and I don't do interviews. (JC) Well, it's nice to know that my personality and charm persuaded you to do one for SynTax. What led to your interest in computers? (PH) I was first drawn to the Atari ST because I was into writing music at the time, and the ST was the only computer with built in midi sockets. However, I was so struck by its potential, and that of computing in general, that I have since done just about everything on them there is to do - except music! (JC) Why did you decide to write your own adventure game? (PH) I have always been interested in writing and it seemed a very natural thing to do. Programming was new to me then, but with a lot of hard work, STAC soon became second nature. In fact, I wrote the whole game on paper first and was going to submit the idea to some publishing house or another. Then I decided I would have a go with STAC - even if I only produced a demo I thought it would be worthwhile. However, as you can see, my confidence grew and so did the game. Of course, it became an obsession really and by the time I'd finished indulging myself, adventure games had gone out of style with the mass market. Still, anyone who buys it gets a really good deal for a fiver and I'm just happy people are playing it at last. (JC) Do you believe adventure games ever had a `mass market'? I've always felt that we adventurers were in the minority. (PH) I see your point, but it depends on how far you go back. When I first started buying ST magazines, adventures were very strong. Every magazine had an adventure section at that time (around 1987/88) and you could find quite a few adventure games in the shops, notably Infocom. (JC) Which games do you feel are the best you have played? (PH) My favourite games are very diverse - `Dungeon Master' stands out as a favourite, but there are others such as `Archipelagos', `Waterloo', `Backlash', `Guild of Thieves' and `Populus'. You can probably conclude from this that I prefer strategy style games. As a child I also used to like hide-and-seek and hopscotch but was not especially drawn to football. Cricket was a favourite because I quite liked the beauty of the stumps and bails. (JC) Adventuring apart, have you ever programmed any other type of strategy game? (PH) Yes, I have a few unfinished strategy games which might see the light of day if I get support. Also I have one board-style game completed called `Lord of the Isle', which has very strong graphics with limited animation. (JC) Oh yes, `Lord of the Isle'. That had a good review by James Judge in the last issue of SynTax (and he's not too easy to please). How can the readers obtain this game? (PH) It's free to people who register for `Insecticide', an amusing shoot-em-up which I now put on the same disk as Part Two of `The Obscure Naturalist' when people register. Or both `Insecticide' and `Lord of the Isle' can be obtained direct from me for a fiver. (JC) Now, which games do you consider are the worst? (PH) The worst games of all are the ones that come in giant boxes, cost around thirty pounds and are worth twopence. (JC) Basically, what you're saying is that many commercially produced games are a rip-off. Is that correct? (PH) Some games are certainly a rip-off, but then it's all a question of taste. What I might not want to spend thirty pounds on could be someone else's dream game. Then again, some people think John Major is a great Prime Minister. (JC) Well, the reason there has always been so much piracy is due to these expensive giant-boxed games. Don't you agree? (PH) Ah! piracy! You know, I can never understand why expensive software always gets the blame for leading people into taking up robbery on the high seas hundreds of years ago. Still, it's a funny old world. Seriously though, I think expensive software is the excuse for some people being quite happy to rip-off just about anything. There are people out there who would photocopy their brother's underwear if they thought it was popular. (JC) Which authors, if any, have influenced your style of writing? (PH) Everyone is influenced by other authors. That's what progress is all about, but influences do not necessarily come from within one sphere. In the game world I suppose Magnetic Scrolls sparked something off in me a very long time ago but I do like Jeff Minter. Beyond that I have mainly been influenced, at various times, by the Beatles, Paul Simon, Leonard Cohen, Beethoven, Napoleon, James Hunt, Ernest Hemmingway, Jean-Paul Satre, Joseph Conrad and probably many others. Incidentally, speaking of Conrad, `The Obscure Naturalist' is very (very) loosely based on his novel `Heart of Darkness' - but probably without the darkness. You can find quite a few references to it if you know the book. (JC) So, is that where the idea for `The Obscure Naturalist' came from? (PH) Partly, but it's not really hung up on it. The main influence for the game comes from the place in which it is set. I have never revealed this before, but every main location in the game is a real place in their exact relationship to each other. It is an area where I used to spend many hours in my childhood and often go to now. If anyone knows the area and plays the game it is bound to dawn on them. In fact, I was waiting for someone to write in and mention it. (JC) Well, I must admit that, as I was playing the game, I felt that there was some kind of unusual `linking' between locations. I couldn't put my finger on it at the time but it's obviously because it is based on reality. Are you a bit of an obscure naturalist yourself? (PH) No, I'm obscure and I'm a bit of a naturalist. But not an obscure naturalist - I am also enigmatic. (JC) The graphics in the game are excellent. As you began each picture, did you have in your mind a clear idea as to how you wanted it to look? Or did the graphics govern the text? (PH) The whole game, text and graphics, were governed by the real locations. Beyond that I've added a great deal of myth, artistic licence and pure fantasy to it. I'm glad you like the graphics, I get a lot of positive comments about them and I spent a lot of time on that aspect because STAC games can look pretty dismal. Even so, I still think the star of the game is the text. (JC) I know Part One of `The Obscure Naturalist' appeared on the cover disk of a magazine recently. How did this come about? (PH) I had already had a game on the cover disk of ST Action. They had discovered `Insecticide' in the PD libraries and used it. Feeling there was quite a bit of action in `The Obscure Naturalist' I decided to send it up to them - they used it without hesitation. (JC) Do you enjoy working with STAC? Have you any criticisms? (PH) As mentioned earlier, when I first started programming `The Obscure Naturalist' in STAC I had never programmed anything before. On a couple of occasions I had to seek the help of Sean Ellis (the author of STAC) who was very helpful indeed. STAC is a great program, very solid. If I have any criticisms these would only be in the form of suggested improvements, such as a word search and possibly a spell checking system for the messages. An improved art department would be useful too - even though I do all my graphics in Degas Elite, I still find I have to fiddle about a bit to get them in the program neatly. Another niggle is the way you have to put up with the mouse appearing on the loading screen. You can get rid of it, but then it doesn't appear for file saving. (JC) You mentioned earlier about your interest in music. How do you find the ability to use music in STAC? (PH) Like the art section, the music capability of STAC is limited and probably not worth spending a lot of time on. However, I have used it in `The Obscure Naturalist' here and there. For instance, try pressing the doorbell at the Bony Cottage, or the bell on the Estate Office counter. You also get a hoot from a tractor when you first cross the Wentworth Road at the Green Gate - unless you look right and left. (JC) Have you ever used any other adventure writing utility? (PH) No. But Sue gave me a copy of TADS recently and I will have a look at it when I get the chance. (JC) Do you have any other games in the pipeline? (PH) My pipeline is so full of games and programs it tends to get blocked now and then. I probably have about ten unfinished games. I am always ambitious in what I do, and most of these games were left ages ago because I reached a point where my programming skills could not cope with them sensibly. However, I could probably finish them all now if I get the time. Future projects certainly include a follow up to `The Obscure Naturalist', which is well on its way. But I really do need to see a lot of support before I finish it. It will take months and I have so many other things on at the moment - including trying to make a living from my design business. I ignored it a bit really when I started programming and used a lot of business time doing so, particularly with `The Obscure Naturalist'. This is where healthy support would come in handy to help me recoup my losses. The good news is that I have recently released a fully updated version of my astronomy program called `The Northern and Equatorial Star Atlas', together with a second program called `The Illustrated Solar System' and there is a third one to come shortly. These are aimed at amateur astronomers and are useful for reference and educational use. (JC) Astronomy! Your interests are certainly diverse. `The Obscure Naturalist' is (if you'll pardon the pun) very down-to-earth. With an interest in astronomy, have you ever considered writing an adventure game based on space travel? (PH) Every waking moment and one day (or night) I probably will. Having said that, if you think `The Obscure Naturalist' is so down-to-earth, you have obviously not solved the Pepper Pot bit yet? (JC) No, I haven't. (Was that a clue I ask myself?) Now let's get back down-to-earth with this interview. What are your views on Shareware? Do you think it works? (PH) I don't think I will ever use the word `shareware' again. I don't think it has a great deal of support and in many cases it might just as well be called `freeware'. Another problem with it is that too many people are putting out rubbish and asking for money. In the end the public will only say "Oh, not another one". This is not to suggest all shareware is rubbish by any means, there are many good programs released this way, but of course, most football supporters are well behaved but look at what a few bad ones can do for the reputation of all. As far as I'm concerned I'm just selling my programs as cheaply as possible, giving people a good deal and an efficient service. This, although it's still only the beginning, has reflected in a reasonably good response. I also get quite a bit of repeat custom when people see the quality of my stuff and fast turn around. I have recently started to put my programs out on a label which has been formed as a subsidiary of my design business. The name reflects how I intend to keep my products as cheap as possible and without the excess baggage of full packing. The label is called `LOOK, NO PACKAGING!' - software as nature intended. (JC) Advertising can be expensive. To what extent do you intend to advertise under this new label? (PH) I will be advertising as cheaply as possible in order to keep costs down, but also as frequently as I can. Advertising in the glossy mags can cost a lot, but I might lash out for the astronomy stuff and advertise in an astronomy magazine. Anyway, must go now. My socks are on fire. (JC) Talking of socks, I must just ask you the `SynTax Special' question. What colour socks do you wear? - Oh! Too late, he's gone! They must have been a sort of warm red. @~Peter Hague can be contacted at 32 Chancet Wood Drive, @~Sheffield, S8 7TR