|
This is an English
translation of an interview with us, origionally published on gamer.no.
The origional article
can be found here.

Gamer.no
Interview with Introversion Software
> 1. What are
your own experiences with hacking?
Not as much as you might think. We messed around a little in University,
but never anything illegal. In all honesty, hacking isn't a particularly
interesting thing to do. Making games is much more fun.
> 2. What were
the biggest problems you encountered during the development
> of Uplink"
Figuring out how to prevent the game from being crushingly boring. The
origional versions of the game are on our bonus disk, and the "gameplay"
in them can be pretty tedious. That was easily the biggest challenge,
and it lasted throughout the whole project lifetime.
> 3. Did you
conduct exstensive research before release?
No, not really. I read a lot of books about hacking and watched lots of
films during the production of the game, but there wasn't very much planning
of that sort at any time. It was just something I was interested in.
> 4. We've
heard talk of a Uplink: Online some day. What are your plans for
> the future?
We're totally undecided, and we aren't rushing ourselves either. It all
depends on what happens with Uplink. At the moment we're concentrating
hard on a couple of patches for the game to add some new gameplay and
fix a few bugs, and we haven't thought much longer term than that. Uplink:Online
is a possible next game, and we have another idea that we're toying with
as well. Who knows.
> 5. To what
extent is the game based on real-life?
Very little. Real life is boring ;)
> 6. What did
you expect when you released Uplink?
I expected a hard core to gather around it, but certainly nothing on the
scale of what has happened. I never imagined a game about hacking would
interest so many people.
> 7. How would
you describe Uplink to someone who has never heard of it?
"It's like Sneakers the movie - you get to hack into computers. It's
a thinking man's game."
> 8. Can you
become a hacker by playing Uplink?
No. I seriously doubt it. Uplink is too abstracted from the real world
to give you any real hacking knowledge.
> 9. Do you
have any plans for selling Uplink through regular retailers?
Again, we aren't decided. We can't rule anything out at this stage.
> 10. Why did
you choose OpenGL for Uplink, instead of plain software
> rendering or DirectX?
OpenGL is a very nice system to work in - it's very elegent and well designed.
And it works under Linux, and we really wanted a Linux version.
> 11. Why are
there no females in the game?
Just wanted to reflect the reality of the situation ;)
> 12. How long
has Uplink been in development?
Well over two years now. I started it in May 1999. That's a long time.
> 13. You call
yourself "the last of the bedroom programmers", how much of
> the game was programmed in an actual bedroom?
Probably 95% of it was done by me, sitting in my bedroom. In fact, since
I was living in London, my bedroom was basically my entire house since
the rent is so expensive. So yeah, it's definately a bedroom programmers
game ;)
> 14. Did you
work for Introversion full-time while developing Uplink, or
> was it merely a side-project?
Introversion Software
didn't even exist until Uplink was nearly finished. It was just an idea
in our heads - something that we thought would be a lot of fun. I was
just working on Uplink because it seemed like a cool project.
|