A game based on the dreadful Kevin Costner movie, developed by Software Creations for Interplay, which was canned before release, despite being fairly close to completion.
The game was one of these 'sprites over streamed FMV' which Americans seemed to think were a good idea at the time.
Project details
Started: | Mon, 01 Aug 1994 |
Development studio: | |
Main client / publisher: | |
Status: | Unfinished |
Proper Pickford Bros game? | No, either a work-for-hire project, or we aren't claiming much credit for this game. |
Core studio team:
Game Designer | |
Producer | |
Lead Programmer | |
Lead Programmer | |
Lead Artist | |
Graphic Artist | |
Graphic Artist |
Platform: | |
Territory: | |
Release date: | (Unreleased) |
Title: | Waterworld |
Publisher: | |
Developer: | |
Sales: | 0† |
Lead Programmer |
Platform: | |
Territory: | |
Release date: | (Unreleased) |
Title: | Waterworld |
Publisher: | |
Developer: | |
Sales: | 0† |
Lead Programmer |
I had just completed whichever project I was working on at Creations, and hanging around chatting early one evening, before heading to the pub, when Richard Kay came upstairs to the office I was in and said, "Who wants to go to Hawaii?"
A week later I was on the other side of the world taking a tour of the Waterworld set, at Interplay's expense, to help me design a game based on the movie. I think me and the Interplay Associate Producer I was working with were the only game developers there - all the other people on the trip, from various video game companies (Ocean, Nintendo, and several others), staying in our 5 star hotel, were senior management. Funny that.
Interplay wanted us to copy a Lucasarts Star Wars game which was big at the time, which was all based around streamed FMV with sprites moving over the top (Rebel Assault?).
This was a truly terrible idea. At least the Star Wars game had you flying down canyons, which both looked interesting, and justified the fact that your movement was completely on rails (otherwise you would hit the canyon walls). But it was still unplayable.
Waterworld was set on the open sea. Making the background a pre-rendered movie of a flat ocean, with no ability to change direction, was destined to result in a dull looking, unplayable mess.
But the customer is always right, so we made the game that they wanted, with a 100+ pages game design, a big team of artists rendering a CD full of movies, and brave coders trying to make a decent game out of it all for about a year of all of our lives, and it was a dull looking, unplayable mess.
So they canned it.
Interplay went bust, didn't they?
† Sales Estimates
Almost all sales estimates given are educated guesses. Being lowly developers we rarely had access to the publisher's sales infomation, and in many cases hadno contact with the publisher whatsoever after each game was completed. Even in cases where we were the owners of the development studio and on royalty deals, for various reasonsit was very rare that we received accurate sales figures from the publishers involved. We'd be delighted to correct any errors, or hear more accurate sales figures for any of the titles here.Please email the webmaster if you know something we don't!
Credits
The credits listed are accurate to the best of our recollection, but if we've made any errors or ommissions (quite likely!) please email the webmaster to let us know and we'll try to make a correction as soon as possible.
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