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Björn Kahlenberg
An interview with the creator of "V", an AGI adventure [2001]

Eric - disembodied eric head:
Björn - AGI sprite "Mike" from the V adventure game:
Aloha Bjorn, how are you?
Hi Eric, just prepared some coffee.
Ah yes, 2 am here is 9 am there. So good morning!
Hehe, and good night to you!
So tell me, how old are you and where are you from?
I'm 25 from Cologne, Germany.

Who is working on the Team?

At the moment there is Vonster D Monster and me working on the game. I do most of the graphics, logic scripts, animations, some music and the coordination. Vonster D Monster is doing pictures and mainly logic scripts. A guy called Ed Griffin had done a lot for the interior of the Embassy building, but we cant communicate with him anymore for three months now. That is a pity because he did a great job with graphics and logics. You know, the usual internet-phenomenon: you don't talk to someone for three months: his email-addy is not more existant. But if he's still alive, he is always welcome again.
Do you know how old Vonster is or where he lives?
No, no idea. But he seems to be working for some kind of Terrestrian company, so can't be neither too old nor too young, and that he lives, I suppose it's a planet near a star that we call "Sirius". Hehe
Heh, yea that's all he seems to confess when people ask. I take it this is the same Vonster from Space Quest the lost chapter?

Yeah, the same Vonster. I was really happy when he contacted me about V, I thought: "Well, here's a guy that has FINISHED an AGI-game." That is quite unique nowadays.

Do you find it hard to work in a team?

True, contacts over the internet often get lost. That's the way our cooperation with Ed went. With Vonster, its really highly enjoyable. As we both have internet access in our offices, we communicate a lot about ideas, plans, problems with the game. Whats cool is that in my current job I work as a project manager for a publishing company. So I'm already organizing communication the whole day... But i dont think they will be pubishing V, just not targeting the mass market... Hehehe

Why, of all the 80's T.V. shows, did you pick 'V'?

Well, the time I discovered all that computer stuff, i was 12 years or so. That was also the time when V aired here in germany... But more importantly: I think V is highly underrated today. I wanted to breathe some life into it again, especially after I have seen that there is a strong internet-following for V. What could be a better platform for bringing an 80's show back to life than another relic from the 80s, the AGI engine? And V was not only a scifi-show. The first movie from director Ken Johnson raised some social and political questions..

I remember the movie, just not the tv show

Better that way, the the tv series was quite crappy compared to the movies..

Ah, so how long have you been working on V?
I started the project in late 2000. When I came up with the homepage in early 2001, there was Ed to help me until May or so, we mainly lost contact because I was also not working on the game and not updating the page. He must have thought "ah, another dead project". Then, in August, I thought about the project and decided that the game had to be finished, because I always hated to discover that all the promising AGI games were not finished. Then, Vonster contacted me in August, and since then, we're busily on it again... But it is already the third attempt to make a game about V. The first two were really to ugly to mention, so I started over and over again, until it became better in late 2000. My first attempts were in 1999.
The first demo just came out, when do you expect the full version to come out?
Good question. I expect the game to be finished in early 2002, maybe March or something...
How long to you expect play time to be?
Ah, OK, the number of rooms will be around 50 or 60... The demo will be something about 25% of the finished game, I guess... The sequence where you have to escape (the demo) will be the opening of the game. After that, the story will get more non-linear. That means, you can access different locations through a map and you have different missions to solve. Although you solve the missions one after the other, there are a lot of things that can be done when the player wants to... The missions take place in Los Angeles, as the player walks around solving them, he discovers that the alien Visitors have a very mean plan. In the end, this will bring up onto the huge mothership where the big Finale is taking place..
Do you draw the backrounds in Picedit, or use a PCX to AGI converter?

I drew them all by myself. I heard about the converter and tried it, but it didnt work. I usually prepare the movie-stills or photos from regular places in L.A. with photoshop to have a hand of some objects in the foreground, then I paint over it in AGI-studio... True, it took me quite some time to get into the whole priority-line-stuff, but once I figured it out I became obsessed with creating AGI-graphics...[Check the tutorial he made for us to see how he did it.]

I love the way those older graphics look, and your's are quite wonderful

Thanks a lot.

Especially a few that I peeked in on in AGI studio, I'm sorry, i had too!

Hehe, no problem.

The one with the ship and the tubes coming out of it blew my mind.

Thanks, that's also the one i'm most proud of... I think for the pictures in 320x200 you really had to use your imagination, a bit like reading a book. You couldnt see all the details so you imagined the rest...

Why work in AGI?

When I discovered AGI-studio, I simply couldnt believe there was a tool for making a complete agi-game. I instantly knew I wanted to make such a game. After I thought about it for a while, I had the idea that V would be the perfect subject for a game. The AGI-system gives us the freedom for combining a lot of arcade-elements with an adventure game, I simply love it. I was also quite surprised and impressed to discover that so many creative people were still playing around with AGI.

Have you tried other adventure game engines?

Yeah, i had a look at AGS and it looked really great... The graphic abilities are really stunning, and the editor is really easy to handle. But i had the impression that AGI gives you more possibilities concerning sprite-animations and screen objects... It would be nice to combine the look of AGS-games with the possibilities of AGI..

You seem to be the only people still working in AGI, how has that effected the project?

Really? LOL, are we really the only ones left? Shit, I thought there were still at least two or three others...
Hehe, I can't find any still going. There are some that say they are alive and well but haven't updated since 1998.
True, I havent seen many updates either. Anyway, after I had seen fanmade-games like Time Quest or The Lost Chapter I knew that it was possible to make a goodlooking game with nice puzzles... I have seen many things in fanmade agi-games that were real innovations.
So, how does it feel to be one of the last so far?
Hehe, definitely great. I mean we know we make this game for a ,umm, "selected" group of people who still enjoy these kinds of games... But I also have the impression that we're doing somethings also good for ourselves. I personally have learned a lot about the creation of games in general... And as many fanmade games have had elements new to sierra-style adventures, I know that there are still things waiting to be thought up...

What's your favourite amateur AGI game?
[you don't HAVE to say Space Quest: TLC just because Vonster works with you]

OK, hehe... Well I think it's definitely Residence 44 Quest from these 2 Guys from the Netherlands, shortly followed by Time Quest from Chad Goulding, I loved how they ported student-mentality into a computer-game. And have you seen the guy drinking beer and the dancing guy in the first screen? Just hilarious... How nicely they animated that.
Yea, that's something i noticed, all the fan AGI games I have seen have always had wonderful animations.
Yeah, true. Also in Res44 Quest, there are these beatiful small innovations that i had not seen in Sierra-AGI-games: for example the light you have to turn on in the corridor.
Exactly, and in Time Quest with the moving shadows and such, very well done.
There are a lot of these small, nice innovations in most of the fanmade agi-games... Like the shadow, yeah, exactly or the cool clipping of the staircase in Dave's Quest...

Any plans for games after 'V'?

Simple question: V - part 2... No, just kidding, I dont know yet.
Worry about finishing the first V, right?
Yeah, that's it. This game has to be finished. We plan to squeeze everything out of AGI that we can. I have had the though that a new adventure engine like MAD could be neat for another game, but i dont know...

What made you want to make adventure games?

Well, simple: My first computer game ever was Space Quest 3. My father came home with the pc and a the game one day. I thought "cool, computer games" and what I saw was my father typing in strange commands. I went "What? And who do I have to shoot? And how many lives do I have? What??? Only ONE????" But then I figured it out.

And then you figured out how precious that one life is in Sierra games?

Yeah, true, exactly. Hehe

And then, yes, right after SQ3 i discovered Leisure Suit Larry which was also quite inspiring, but in another sense, hehe... After that i checked out all the other sierra games and adventures in general. When I discovered them I was about 12 years old. At that age, that was just perfect: You exercised some logical thinking and at the same time some abstract thinking. Plus: it was perfect for learning English, after all in school they dont teach you what it takes to play Leisure Suit Larry.

hehe, for a reason.

So I think, adventure games are highly underrated from their educational point of view. The way to think in an adventure game can sometimes be of help in reality, because you develop a "somewhere there must be something to solve the problem" mentality...
Have you played any AGS games?
I played some sci-fi game, but I cant remember the game, and I tried Larry Vales...
Rob Blanc?
Yeah, could be Rob Blanc. I like that cartoon-styls, but I think it would also great doing a game based on a photo-realistic look. As AGS supports real high resolutions, that should be no problem... My typing gets worse, think i need another coffee.
Well then, let's finish it up here. I want to thank you for taking the time to answer a few of my questions.
Oops, its already 4 o clock in New York...
That's alright, I'm in college now so sleep and I aren't on speaking terms.
   

Well, thanks go out to Björn for the interview and thank you to Helm for the sprite of my head.

-eric


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