Five years have passed since we last talked to Jeffrey Williams, the creator of the interactive movie DARKSTAR. The game was sometimes called the Duke Nukem Forever of adventure games, but Jeff succeeded in what 3D Realms didn't: He finished the product after one Decade of work.
In our interview, he tells in depth what postponed the development, how the product is received right now and what his next plans are going to be . Find out why the RUSH music is not in anymore, how DARKSTAR performed the step from one engine to another, how the game was shrinked from 44 gigabytes to "just" 14 and how one man was able to go through all of this for about ten years.
Here it is, our exclusive interview:
Adventure-Treff: Jeff, thanks for taking your time for this interview. Unbelievable, but your baby is finally out in this world! How does it feel to give birth to DARKSTAR, that has been in production since nearly a Decade?

A-T: You've also promoted DARKSTAR on your own via social networks, like Facebook. How important have the influence of user comments been to the final release of your game?
So when we got our first review saying it was the best game of 2010, I was completely sidewhacked. Our second one by J. Robinson Wheeler for BrassLantern was not as “glowing”, but the reviewer gave us a solid thumbs up and his bar of comparison lined our humble independent release parallel to AAA games of the genre — and he said we measured up, and proceeded to enthusiastically recommend the game to his readers. I really liked what he had to say, and I’m finding the critics like an underdog — and if we’re nothing else, we’re that.
Williams: That round of compression was the game-changer for us. That seven dual-disk, 44-gig leviathan was not performing well and was going to be expensive to manufacture. The original iteration was designed to work in two modes, one as a full install, the other as a partial install requiring you to play of the disks. When I received the first round of tests on this version, it was clear it was simply not viable. The full install took nearly four hours to install, and had to be attended because you had to change disks seven times. The partial install just didn’t play smooth enough off the disks, and in some parts of the game was insanely clunky, and I’d gotten too acclimated to the smooth performance the game delivered with a full install. I had painstakingly pre-rendered all of my footage at 800x600 and the idea of doing any compression made me nauseous. I did not expect what happened next.

RUSH immediately and enthusiastically agreed, so based on emailed approvals from band and management we scored hours of footage to 24 RUSH songs including great tracks like “Tom Sawyer”, “Time Stand Still”, “Twilight Zone” and “Cygnus X-1”. It came out as I’d hoped, and as we were adding in sound effects we kept prodding Anthem (the bands’ record label) to get the contracts to us. After no less than 100 emails making excuses as to why this had not happened and all the while assuring us that “the band has approved the usage”, we finally got an audience with Universal Studios, nearly seven years later, and just months from our release. We were running out of time now, and they knew it.

Brad Hedrick (one of my close friends and tech gurus at Parallax) and I literally scoured the world searching for an authoring solution that could work with all of my finished parts. Five potential solutions emerged, and slowly they were eliminated one by one until iShell was the only one that could possibly work. Originally I was going to purchase a license to the program and continue programming myself, but realized quickly that my skill set is more as a Director/Producer, and not as a C++ programmer. Also, I was still animating, editing, and doing everything else, so I contracted with Tribal in January of 2007 and have been working with them since. The beauty has been is that they have written custom code for iShell that has expanded its capabilities to meet the needs of my game. I have to give a lot of credit to Simon and Dahlia Clark out of Canada, they worked on this as a contract job for three years, and also to the owner of Tribal Media, Matt Veenstra. He built the original skeleton and foundation for us all to build on.
A-T: You also discussed the possibility of DARKSTAR coming to consoles with some publishers. Are there still any plans in that direction?

I knew in the beginning it would be a huge project, but I was thinking maybe three years at 20-30 hours a week, and cost maybe fifty grand. And perhaps the original vision I had might have come near that. But it grew and grew, and I deleted the word “no” from my self-vocabulary until about 2009 when I finally said “enough!” Like Pope Julius II screaming at Michelangelo to finish the damned thing, I realized I would add to DARKSTAR until I had died of natural causes if I didn’t set some kind of exit strategy for myself. In the end I worked about 50-70 hours a week toiling 7 days a week for nearly ten years with no pay, no financing, and few breaks. I went through two marriages and watched my children grow up as if in an instant. I hope its not my swan song, but God doesn’t let you do too many decade long projects during our tenure here on earth.
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