Saturday, January 23, 2010

Interview with Curtis Booth, the creative lead on Naked Lunch

As i walked into the offices of Advanced Bots, I definately notice some differences from other game developers. The entire place looks like it's from another era. At first I figure that no one had gotten around to removing the brown shag carpet, but when I see a typewriter at the majority of desks, I know that this must all be a conscious decision.
Curtis greets me in a suit that fits, but doesn't appear to be for any special occasion, it doesn't even seem professional; unless he was at my doorstep 40 years ago selling me a vacuum.

Douglas Quimmel: What were your reasons for basing the game off of the movie "naked lunch" rather than the book.

Curtis Booth: They are similar in name alone. The only reason we would have wanted to do a game based on the book would be because we wanted some sort of street cred with a non-existent literati player-base. The book just makes me feel bad. I haven't even read it, but I've seen enough to know that it is seeping evil. The movie however, was extremely inspirational. It had a certain paranoia that seems more like something I need to get through than something I am putting other people through needlessly. The confusion involved in communications with Interpol and Control are completely plastic, but don't seem baseless. As a game designer, I saw something programmable, but ambiguous enough for real imaginative engagement by the player who is subconsciously trying to make sense of it all. Plus I've always wanted to go to Morocco.

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