Gregg Barnett Interview Interview by James Kinnear of ghostmaster.net Taken from the official site I got the chance to interview the lead developer of Ghost Master, Gregg Barnett... ghostmaster.net: Tell us a bit about some of the projects you have worked on in the past? GB: Ok, but I've been in the game business for a long time, since 1982 in fact, when I started with Melbourne House in Australia. I started with a series of games centred around a character called Horace (Hungry Horace, Horace Goes Skiing), before doing the C64 version of The Hobbit (one of the first graphic adventures), then 'Way of The Exploding Fist' (the first home computer beat 'em up). I followed this with 'Rock and Wrestle' (the first wrestling game actually), then a host of NES and SNES titles, usually based on a film, tv or more esoteric license. I then came to the UK in 1992 and opened up Perfect Entertainment, where I did a series of adventure games based on Terry Pratchett's Discworld. Then in late 1999, I set up Sick Puppies for Empire, bringing along Ghost Master as our flagship title. ghostmaster.net: What was your role in the development of Ghost Master? GB: Well, it was my idea and initial design, then I brought in International Hobo to help with design while I directed the title. ghostmaster.net: How and when did the idea of Ghost Master first come to light? GB: It was in 1999, before we set up Sick Puppies. I wanted a game that could serve to launch a studio. It had to have an original hook, high potential in terms of production values and appeal to both the casual and the hardcore game player. I played around with flipping the usual conventions, in particular putting the player in charge of delivering the scares, rather than the usual rushing headlong into them. This was also about the time that reality television first came our way, so I came up with something the equivalent of manipulating people in a Big Brother house and watching the resulting chaos. ghostmaster.net: Does the final game differ much to when it was just an idea? GB: As with most big original games, it is always hard to hit the nail exactly on the head first time around. The end result is definitely more puzzle based and less RTS based than originally intended. The other thing that always happens in the case of big games is the loss of features due to time or technical constraints. In this case, a lot of the enemy design and even ghosts combating and scaring each other was unfortunately lost in the process. ghostmaster.net: Are you pleased with the game's success so far in the UK and Europe? GB: I don't actually have any exact sales figures, but it appears that while the sales have been OK in the UK, they have not set the world on fire. This has been a little disappointing, if not mystifying, particularly as the bulk of those who get into the game love it. However, with the current release in the US, we are confidently expecting that to change. ghostmaster.net: Many fans from ghostmaster.net are sure that map editors and mod tools would really open up new doors for the game, and like the idea of having a modding community. Have you anything planned for the near future? GB: I'm sure these fans are correct (in fact most fan comments on sites like yours are well worth listening to), but the time and cost associated with setting that up for this game would have been prohibitive. Any sequel however, would have some degree of modding, if not total modding capability. ghostmaster.net: What's the latest on mission packs? Can you give us any info here? GB: Well, something interesting is happening a bit later in the year. Unfortunately, I'm not in a position to say more. ghostmaster.net: Would you consider releasing new maps and ghosts as available to download online? GB: Yes, of course, but these do take time to create. ghostmaster.net: Do you have a favourite ghost from the game? GB: Well, I suppose the predictable answer is Boo. He was always voted most likely to succeed as a sidekick, and your poll seems to indicate that he hasn't let us down. ghostmaster.net: Are you working on any new projects other than Ghost Master at the moment? GB: We're currently preparing a few ideas for our next game(s), including obviously a Ghost Master sequel. Which path we take will be decided in the next month or two. ghostmaster.net: What's your favourite horror movie of all time? GB: Well, I've seen most of them, from the cheapest to the biggest. Hard to say, but I guess as I like (modern) zombie movies a lot, I'd have to say George Romero's 'Dawn of the Dead'. ghostmaster.net: Which ghost are you most like? GB: Oh, probably Clatterclaws, keeping a good high perspective on things and then every so often scaring the bejesus out of somebody. ghostmaster.net: Why was there a long gap between the European release and US release? GB: Things generally take longer in the US because of the size of the market (e.g. magazines have much longer lead times for adverts due to huge print runs), plus they wanted to wait a bit so they could run it into the Halloween season. Also, the game had to go through the usual approval process by our US publisher, Vivendi Universal. A positive is that we used this time to clean up the US version a bit (the patch being integrated). ghostmaster.net: Can you tell us about the train mission? We saw screenshots of this, but it didn't appear to make it in to the final game. GB: Ah, that would be 'Trainspooking'. For a while it had been intended to be the final mission, still ending as a cliffhanger though. However, it turns out that a long narrow train does not make a great game world, so we wrapped it into a game-engine movie instead. ghostmaster.net: So do you get much time to play Ghost Master? What is your favourite level? GB: I don't have near enough time to play many games to a deep degree unfortunately, plus when you've worked on a title for such a long time, you really don't want to play it all the time. That said though, I do get to play Ghost Master quite a bit due to press and PR events. I usually give them a full dose of Facepacks and Broomsticks, followed by Summoners Not Included and Ghostbreakers. Ghostbreakers is probably the best level from a gameplay standpoint, but Facepacks is definitely my favourite because it captures the original essence of Ghost Master best - scaring sorority girls and cheerleaders, while fighting off wiccans! What more could you ask for? ghostmaster.net: Finally, what's it like to go in to a game store and see your game on the shelf? GB: The Ghost Master team had quite a few first timers on it, so the question is really more pertinent to them. I've seen lots of my games in shops, and while you never lose the thrill, it certainly isn't like it was for the first one. That said, I'm sure most of the team scampered around all their local outlets on the first day! ghostmaster.net: Thanks for taking the time to take part in this interview Gregg. Ghost Master is out now. Don't forget to buy your copy from your local games store, or via the Store. - o -