
“Not being a games designer, Douglas was still thinking linearly,” says Steve [Meretzky]. “As we got more comfortable working together, and I began to assert myself, and Douglas got more familiar with the possibilities of non-linear storytelling, that changed - the majority of the game has the most fiercely non-linear structure of any adventure title I’ve ever worked on.”
As a followup to friday’s link to Andy Baio’s archeology of Milliway’s (which incidentally made Slashdot), I remembered an excellent article posted in issue #45 of Retro Gamer magazine. Since this is a rather obscure magazine I decided to scan in the entire article because getting back-issues of the U.K. based magazine is rather difficult. You will notice that several of the Infocom folks who contributed to the article also commented on Andy Baio’s page, which gives a sense of interconnectedness to the situation. The article gives a quick look into the creative forces behind the games as well as a sense for the creative environment engendered at the time.
Warning: each page image is over 500kb. It may take you less time to order it from the U.K. than wait for it to download via 28.8k modem.
Page 1 | Page 2 | Page 3 | Page 4
Edit: I forgot to include a link to the publisher’s web site! If you’d like to order a copy of, or subscribe to, Retro Gamer - which comes with my highest recommendations - head on over to Imagine’s eShop to order it online.

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