The History of Knightmare
Part Three
Dragons and Villains
Knightmare series 3 had explored the limits to be achieved by a
solitary dungeoneer being guided around a double-garage sized dungeon chamber, blindfolded
by a bucket-shaped helmet.
And these limits werent just imposed by the number of chambers David Rowe could
paint, or the number of scenes which Robert Harris and his computer graphic artists could
animate.
The Greater Game demanded a greater fantasy world and the current graphic sources could not deliver it.
So it was to Britains own rich history of medieval castles and ruined abbeys that we turned. From Kent to Wales, the Knightmare team plundered, filmed and photographed. And it wasnt just fortifications. A rich treasure of ancient dwellings was discovered at the Weald and Downland Open Air Museum in Sussex, and then there caves and lakes and great barns.
On screen, the results, however, were mixed. Try though we might to treat the
real material with digital effects, and thereby blend them into the graphic treasures that
had so far sustained Knightmare, we could not prevent the style clash which followed. The
result, in terms of production design, was a disaster, but by improving the programme and
game dynamics we saved Knightmare from the axe, and bought ourselves the opportunity for a
further development cycle.
It is hard to explain to those who merely consume the adventure game by playing or
viewing, but the biggest opposition we faced as programme-makers, was not from TV execs
who thought the game too hard, but from those who thought the game too slow!
A lot of TV is about pace, much of it deliberately and cynically artificial, whereas a
good adventure game is almost always slow, and must compensate for this by atmospherics.
Knightmare was accused of being pedestrian, and how could we deny it: you walked into one room; stood about for a bit, and then walked off into another.
By using TV cameras to acquire new scenery, we had also acquired walkways, journeys, and
of course, movement. Soon we were to commission our first dragon and Helifilms were to
create the flights of Smirkenorff.
OK, so you could argue (and many have) that such location acquired journeys (we call them passive paths) offer less in terms of interactive choice, than the prospect of exploring one of DRs painted patios, and of course, you would be right.
To compensate for this I became determined to sustain, and even improve those interactive
elements that we could deliver. If it was not so important which destination you chose,
then what must be critical, is how you conduct yourself when you get there. This also
translated into: its not where you go its who you meet.
In adventure gaming, every new solution tends to expose a new problem. If we needed higher
levels of interactive drama, then we needed stronger interactors, with powerful
personalities and sub-plots to justify their activities.
That spring I auditioned in London for the new Knightmare dungeon cast. The
Merlin/Mogdred
scenario was exhausted (in any case I had always found it annoyingly derivative) and I was
convinced that the drama game engine of Knightmare must be driven by a really solid baddy.
When Mark Knight walked into the audition room, he certainly didnt look the part. He was slightly plump, far from muscular, and of medium height. Within 10 minutes however, I became convinced that Mark was our missing weapon.
It is not just those crows-wing eyebrows, or the natural mocking, sneering tones. There is a genuine competitiveness in Mark which dictates that no scene or role is too difficult, no character part too demanding, nothing beyond him.
As a great natural competitor, the adventure game is
made for Mark, and no-one, not even Hugo Myatt, attacked the tasks with such
zeal. I was to discover later that this was a very genuine addiction to the
interactive genre, because Mark is otherwise quite a lazy person. There was
another unlooked-for bonus: Mark demanded access to and contact with, the
games-players in order to engage with the production. Obviously he could not do
this as Lord Fear (save for Final Encounters), so together we created a variety
of other dungeon characters for him to exploit. Although comedy was not our
prime ambition, the player encounters with Mark opened a rich comedic vein. Only
the antics of Paul Valentine as the scurrilous Sly Hands, could compete.
And so to gaming.
Now we had a dungeon with narrative, conflict, and a rich cast of characters capable of
delivering help, threats, larceny, mayhem and a rich colourful cocktail of comedy and
corruption. Mix in a selection of bright, committed teams, and the results could get a bit
interesting.
What is more we were now driving the gameplay with drama-based clues. The Spy-Glasses allowed this, and I therefore contest with anyone over the necessity for introducing them. By the way, I also hated the Eye-Shield.
Knightmare itself was a fearful taskmaster, and while it gave its creator enormous
pleasure, it never provided me with satisfaction. Many of the directions which
Knightmare took, were driven by a needs-must principle that was in conflict with my
own ambitions for a consistent, integrated design, and a no limits
attitude towards interactive options. Writers like Phil Colvin have made some very
intuitive observations about the game, remarkably so, considering they were not provided,
as now, with these background details. If only they could have known the political
tightropes we tip-toed across and the broken glass we walked through.
Because of the success of Knightmare, Broadsword was much in demand as a production
company, to repeat that success in other areas. Accordingly we were commissioned by the
new satellite company, BSB to produce a new form of TV adventure game in 1990.
Altogether we produced 38 episodes of the Sci-Fi adventure THE SATELLITE GAME, which
was transmitted throughout 1990 and watched thankfully, by a tiny audience.
SG was not completely awful, but it was fairly dreadful! It suffered badly from my own attempts to make it as unlike Knightmare as possible, and from the fact that early runtime Virtual Reality images, were just not up to the task.
VR may have been capable of delivering real choice, but it looked
so disappointing that the exercise really wasnt worth the candle.
However, just by learning that VR wasnt ready to deliver atmosphere and high
fidelity virtual scenes, we learned enough to save Knightmare from a disastrous early
experiment with this emerging genre.
Shortly after we completed the first pilot for our BBC adventure game, TIMEBUSTERS
(nicknamed TIM-BUSTERS by the Broadsword crew - because one series almost killed me) This
was intended to do for location-based role-playing, what Knightmare had done for
studio-based TV.
TIMEBUSTERS ran for 3 series on BBC and provided some of the worst (not counting
SG) and
best adventure-gaming we had ever conducted. The principle obstacle to its achievements
was the fact that each game (and each featured team) had just one show (25 minutes) and
1.5 location game days, to complete their win-or-lose allotted task. There was no rolling
gameplay as invented and allowed in Knightmare. We could however exploit our Knightmare
experiences, and our experienced interactors. Players such as Sam Perkins (Gundrada), Mark
Knight (Lord Fear) and Michael Cule (Brother Mace), all appeared in
TIMEBUSTERS.
And, despite the experiences of SG, we had not deserted Virtual Reality, because it
promised too much to be ignored. In 1993 Broadsword produced CYBERZONE for BBC 2 with Craig
Charles in the presenters role. The worlds first true virtual reality TV show
was not an adventure game (the graphics were still too crude), but it was a very
creditable action gameshow, which would no doubt have survived, had its commissioner,
Janet Street-Porter, stayed at the BBC.
We had now arrived at what was to prove a critical point.
Knightmare the first genuine interactive adventure game on television was 7 years old.
One of the most radical shows in British TV history had proved it had legs, but no one in Childrens ITV believed in longevity.
I was summoned to ITV Centre in London and invited to devise and produce Knightmares successor.
The rest is not only history it is also politics.
In Part 4. The Day the Dungeon Died.
For the first time, Tim Child gives his version of how Knightmare was killed off, and
how adventure-gaming and its audience migrated from UK television.
End of Part Three