LucasArts has released the first of what we expect will be a series of Developer Diaries highlighting the building of what may very well be the perfect them park building game ever made. This first Thrillville developer Diary introduces us to Shara Miller, LucasArts'
producer. Read on:
Greetings from Thrillville! My name's Shara Miller, and I'm LucasArts'
producer of this November release for Xbox, PS2 and PSP. As producer of
Thrillville, it's my job to lead the overall effort in putting the game
together - everything from making sure it's on time and on budget to
helping it become the best it can possibly be. And I'm happy to say,
right now it's looking great!
I loved working on big hits like Mercenaries and Star Wars Battlefront
II, and it's been a stroke of luck to follow those up with Thrillville -
yet another top-notch game with genuine appeal. Working on a theme-park
game has been a very welcome change of pace. It has forced LucasArts to
put our money where our mouth is by expanding our horizons with awesome
new franchises. The idea of a video game set in a theme park may not be
an entirely new one, but I guarantee you've never seen it presented in
such a fun way - with so much more to do, play, see and interact with -
as you'll see in Thrillville.
So far, the team at Frontier Developments, led by Senior Producer Jonny
Watts, is doing an amazing job of creating a game that ensures your
experience isn't just about creating the craziest, most puke-inducing
roller coasters ever - though that certainly is part of it! - it's also
the only game that places you as a playable character in the park you've
created. Being at ground level adds the social element of allowing you
to chat and flirt with guests, while also checking out the rides you've
constructed first hand. There are even over 20 multiplayer minigames for
you to master, many of which are enough to justify a game in and of
themselves. With so many awesome games, in addition to easy and fun
coaster building and supercute people watching, it's almost embarrassing
how much bang for the buck you'll get with Thrillville.
In all, there are 101 attractions, and you can interact with every
single one throughout all of the five parks (Thrillville TimeWarp is my
current favorite because of the killer dinosaur set pieces and Wild West
wooden coasters). Of course, this includes just about every type of
roller coaster you can think of - the aforementioned wooden, steel,
standing, "flying," corkscrew, even weird ones like the Spinning
Wildmouse, you name it - as well as a ton of classic carnival rides,
like Ferris wheels, merry-go-rounds and teacups. You can even actually
design and build your very own mini-golf courses and go-kart tracks -
and then play them yourself and with friends! There's nothing cooler
than tearing it up on a course that you created yourself.
You'll know you're doing a good job in your park by chatting it up with
visitors to your park. Their feedback is invaluable, and it even extends
beyond "how's my park?" to flirty chat and small talk. Again - the
social aspect can be an entire afternoon's entertainment all unto
itself.
Thrillville also features a cute little story with missions that will
help you along one concept at a time to becoming a crackerjack
theme-park manager in your own right. One day, your kindly Uncle
Mortimer, a crazy inventor and owner of numerous theme parks, has an
accident in his lab, and he needs some help running Thrillville while he
recovers - your help! Throughout the game he'll check in on you and give
you access to his latest inventions. Meanwhile, you must contend with a
rival theme park that has heard about Mortimer's leave of absence and
decided to try to take Thrillville down while he's out of the picture.
You'll need all your building and managing skills to keep this rival at
bay.
There's so much game and pure fun in Thrillville that it's going to take
a lot more just my yakkin' to tell you everything. In the coming weeks,
expect designer diaries from all facets of the development process, from
the extremely talented bunch at Frontier in the UK to some of the
creative folks here at LucasArts. I'd say you're in for a wild ride with
all of these diaries we have planned...but I'll save the corny metaphors
to describe the game ;)