| This
time around I put Jason Scott in the seat. I want to
thank him for his time, since he is, of course, a very
busy man, what with FS2, Summoner, and Descent 4 to write
for. Well, I'll waste no more time with this opening.
Enjoy! OK, start off by telling us a
little about yourself. Where did you go to college, what
you majored in, your hobbies and interests, and what
exactly it is you do at Volition.
I have a B.A. in English
from Bates College and an M.A. in Modern Drama from
University College Dublin. I studied theatre
historiography at the University of Minnesota for three
years before I moved to Illinois in 1997.
At Volition my primary
responsibility is story design and development. For
FreeSpace 2 this involved generating ideas, doing
research, creating a mission outline, and scripting the
cutscenes. I then worked closely with the mission
designers, writing the briefings and dialogue for the
single-player campaign. More recently, I have been
coordinating the voice recording process, which involves
four sites, over twenty actors, and almost 1,700 lines of
dialogue (not including briefings). I also play the role
of Lieutenant Commander Snipes, leader of the 99th
Skulls, Special Operations Command.
I have some grandiose
plans for my leisure time after FreeSpace 2 ships. I want
to learn how to draw and paint. I recently drew a picture
of a dog. (ed: Our resident writer, Plasma,
also wants to learn to draw. He recently drew a picture
of a rock.)
What
kind of pre-Volition experience did you have? How did you
come to be employed by Volition?
I moved to the prairie
after my wife entered the English graduate program at the
University of Illinois. I had completed my own coursework
at Minnesota, so my plan was to finish the exams and
write a dissertation on nineteenth-century American
sideshows. Things never go according to plan.
I taught part-time at
the University for two semesters and made little progress
on the Ph.D. After eight years of higher education, I
needed a break from academia, so I took a leave of
absence. I started a job search and after a series of
supernatural coincidences, I stumbled across the Volition
website. The company needed a writer.
My stories up to that
point seemed too bizarre for the job I was applying for.
My work featured talking bears, giant fetuses, and
jellyfish. And nothing ever really happened. So I wrote a
science fiction story and submitted it with my
application. The interview process was excruciating, but
a week later I was hired.
I wanted the job very
badly. I had no industry experience, but I always dreamt
of finding a job like this. I joined Volition in August
1998, just as the company was preparing to ship Silent
Threat.
What
would you say is your favorite game?
Old-school favorites
include Civilization, Starflight, and Pirates. I played
Civilization so much they had me on methadone.
What
would be your least favorite game?
I hated gym class. I
would just hang there from the pull-up bar like a horse
thief.
What
are your favorite ships in FS1 and FS2?
I'm a big fan of the
TC2. Cargo containers are the unsung heroes of the space
fighter genre. The TC2 is both functional and decorative,
making it an attractive addition to any depot. Because
you don't know what's inside until you scan it, every
mission is like Christmas.
We
have to continue the famous Pizza Debate. Is the pizza in
Champaign really the best in the world?
For the best pizza in
the world, you have to go to Green Mill on Hennepin
Avenue in uptown Minneapolis. Order a Pescara crust with
artichoke hearts, goat cheese, garlic, spinach, and
sundried tomatoes. I like sundried tomatoes because they
are red.
We
think its becoming pretty unanimous that Jim Boone can
spank anyone in FS2, so we'll switch it around a bit this
time. Who gets mad tooled in FS2 the most around the
office? Who is the best pool player?
The artists get mad
tooled the most, especially Kresge. They design gorgeous
ships, but they can't pilot them worth a damn. They give
themselves callsigns like "Lanfear,"
"Bebop," and "Sucka Pimp." Whatever.
Since I make it my
strategy to let everyone win at pool, I honestly can't
tell you who is the best.
Everyone
around the office seems to have a weird obsession,
Pirates, Mr. T., etc. So do you have any?
My college roommate and
I invented a full-contact sport called the "Pirate
Fight." Our beds were ships and the objective was to
knock the other player onto the shark-infested floor. We
knocked the posters off our neighbors' wall, busted a few
ceiling tiles, and broke the frame of one of the beds. We
played "Night on Bald Mountain" for the
soundtrack. The first rule was that if someone put on the
soundtrack, you had to pirate fight. This was not as
dangerous as "Ninja Frisbee," which resulted in
severed limbs, decapitations, and serious back injuries.
What
do you think is the hardest part of your job and why is
this so?
Deadlines are the
hardest part. As the pressure increases, you have to put
in longer hours and do hard time. Programmers have it
worst, though. Baranec hasn't slept in over 700 hours. (ed: Dave
Baranec = Lead Programmer) And there comes a time in the process
when making a major change would be too costly or risky,
so you live with the decisions you made. When you work on
your own, you never have to finish if you don't want to.
You can keep revising and rewriting forever. Of course,
that's not as satisfying as seeing your work on the
shelf.
Characters
in the FS1 storyline didn't play an exceptional role in
the movement of the plot. How is this changed in FS2 with
the introduction of Admiral Bosch?
Admiral Bosch's actions
and decisions drive the plot. He shows up in a couple of
missions, but his influence on the story is more
behind-the-scenes. The structure of FreeSpace doesn't
offer much room to develop character, so we created a
series of cinematics much like the "Ancients"
scenes from FS1. Through his personal log, Bosch reveals
his desires and fears as the story unfolds. Compared to
the Ancients cinematics, the Bosch scenes are more
character-driven and more integrated within the
storyline.
Freespace
1 left the player really feeling like a "nameless
cog in the great machine", does this change at all
with Freespace 2?
You are still a cog in a
machine, but you don't have to be nameless. You can
personalize your very own copy of FreeSpace 2 by changing
your name to "Pilot." Here's a link, but I
think it's good only for residents of South Australia: http://www.ocba.sa.gov.au/regnamechange.htm (ed: At $126 it seems
like a rip-off.)
I do think the
introduction of squadrons will provide a stronger
identification for the player. Throughout the game, you
will be assigned to different units, like the 53rd
Hammerheads (space superiority) or the 107th Ravens
(heavy assault). Each unit has its own squadron leader,
logo, and combat role.
At the same time, you
are still just one more bug splattered on the Shivan
windshield. The conflicts are waged across multiple
systems, and as you complete your mission objectives, the
Alliance is contending with situations in other regions.
The player's perspective is limited to the experience of
the mission and whatever intelligence Allied Command
chooses to volunteer. Your superiors take perverse
pleasure in this campaign of innuendo and misinformation.
You will have to win battles in which millions of lives
hang in the balance, but the Admiral still won't remember
your name in the debriefing.
Can
you give us a rough idea of what condition the Terrans
and Vasudans are in when the Freespace 2 storyline opens
up? Is there a lot of economic problems? Political power
issues, etc.?
The conflict between
Terrans and Vasudans figured prominently in FreeSpace 1,
first with the 14-year T-V war and then with the Hammer
of Light. With FreeSpace 2, we decided to go in a
different direction with Admiral Bosch and his rebellion.
After 30 years of
reconstruction, the alliance between the Terrans and
Vasudans has more or less stabilized. Though they are
unable to return to Earth or Vasuda Prime, these
societies have recovered from the devastation of the
Great War, at least economically and politically.
Of course, not all
systems recovered so successfully. Taking a page out of
the demagogue handbook, Admiral Bosch seized power in
Polaris by exploiting the social unrest and political
turmoil in that system. Following Bosch's coup, the
governments of Regulus and Sirius collapsed, and the GTVA
found itself with a full-scale insurgency on its hands.
(All of this happens 18
months before FreeSpace 2, so I'm not spoiling anything.)
What
do you think of the FreeSpace fan fiction in general? Is
there any that you keep up with?
I've only read a couple
of stories. I'm curious to read more, but I made a
conscious decision early in the process not to. The
question of influence and intellectual property can be
tricky. Time is another factor. With all three Volition
projects on my plate, there are not many hours left for
reading.
Because FS2 takes place
three decades after FS1, players will have lots of room
to explore, create, and elaborate. I love the fact that
it's impossible to speak of the FreeSpace universe
monolithically. The mythos expands with every story and
mission that players create. Heterodoxy is a good thing.
How
would you compare working in the game industry to your
previous work?
I worked a season on a
potato harvester 13 years ago. In northern Maine, you'd
get a three-week vacation from school to harvest
potatoes. You would stand on the harvester and work over
two conveyor belts. You had to sort the rocks from the
potatoes. The rocks were dumped in piles on the ground,
and the potatoes went in a truck that drove alongside the
harvester. You worked from dawn to dusk (or later if it
was going to rain the next day). When I closed my eyes at
night to sleep, I felt myself moving along the conveyor
belt like a potato. The fields near the river were
waterlogged. We spent hours clawing through piles of mud,
looking for potatoes. I used to make up songs to the tune
of "Hawaii 5-0." In this sense, it was creative
work. (ed: That sounds a lot like
working at Chuck E. Cheese (tm), except you're dealing
with animatronics and pizza instead of potatos and a
conveyor belt.)
As far as graduate
school goes, we were living in a time bomb. Grad students
drink and gamble every night. I learned how to use words
like "pathogenic space,"
"rhizomatic," "representational
practice," and "hydroponic." I loved
teaching, but grading papers made me surly. No matter how
many happy faces you slap on top, no one is ever happy
with a C.
Mad props to Jason Scott
for doing the interview. I still have a couple more on
the way, so look forward to those. Whee!

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