Space Quest - Development

Development

Scott Murphy and Mark Crowe, who had already worked together on the Sierra game The Black Cauldron, wanted to create a funny science fiction adventure game. They also wanted it to star a janitor (a choice possibly inspired by the mop-wielding main character from Infocom's humorous sci-fi text adventure Planetfall).

Murphy commented that "Sierra was in a mindset where everything was medieval and it was all fairly serious. I wanted to do a game that was more fun. We even liked the idea of 'fun death'! I mean, if the player is gonna die or fail, they should at least get a laugh out of it. So we came up with the idea of making death amusing. Let's face it, most adventure games involve a good deal of frustration for the player. But we felt that if we made failure fun, to an extent, you might have players actually going back and looking for new ways to die, just to see what happens!"

Crowe noted, "We wanted to do two things for the player. One, we wanted him to feel as if he were in a movie, where he could just sort of kick back and enjoy the scenery. We also wanted the player to feel as if he really was the character on the screen."

Although skeptical, Ken Williams gave the idea a shot. Scott and Mark created a short demo, which ended up becoming the first four rooms of Space Quest I, at which point Ken gave the project a green-light.

Both Space Quests I and II were developed in Adventure Game Interpreter, Sierra's own programming language. Space Quest III was written in Sierra's Creative Interpreter (SCI), which had 3-D capabilities. Space Quest IV marked an evolution in terms of graphics by increasing the number of colors from 16 to 256 colors.

Read more about this topic:  Space Quest

Famous quotes containing the word development:

    Theories of child development and guidelines for parents are not cast in stone. They are constantly changing and adapting to new information and new pressures. There is no “right” way, just as there are no magic incantations that will always painlessly resolve a child’s problems.
    Lawrence Kutner (20th century)

    Dissonance between family and school, therefore, is not only inevitable in a changing society; it also helps to make children more malleable and responsive to a changing world. By the same token, one could say that absolute homogeneity between family and school would reflect a static, authoritarian society and discourage creative, adaptive development in children.
    Sara Lawrence Lightfoot (20th century)

    Other nations have tried to check ... the fulfillment of our manifest destiny to overspread the continent allotted by Providence for the free development of our yearly multiplying millions.
    John Louis O’Sullivan (1813–1895)