Jon Hare Speaks...
"Thanks for taking the time to put this whole SensiSational
thing together, and the tribute to SDR is brilliant."
"SDR was an adventure game designed to look and sound
like a TV cartoon throughout. It had no icons or text except
for one small translucent cursor and over 80,000 words of digitised
speech. It was about the rise of a nothing rock band to mega
stardom with all their chemical intake and sexploits along the
way. It was a bit naughty in places and therefore was planned
to go out with an 18 rating. It was ultimately very British,
I suppose. The humour was sometimes childish, sometimes deeply
cynical, sometimes offensive, and a lot of the references were
very suburban.
At the time we started its development in 1994, I saw SDR as
a product that could be truly multimedia. It was designed to
be a game with the possibility of a cartoon series using the
graphics and an album using the music. Richard Joseph and I
actually wrote over 30 pieces of music for the game before it
was finally put into premature retirement.
Creatively, for me, it was a dream. Imagine having over a million
quid to spend on something as crass as SDR! The money was quickly
spent, though, and we were still a year off completion. By the
time we called a halt to development we were looking for a new
publisher for it and funding it out of our own pockets. The
graphics (over three hours of full-screen animation - literally
thousands of files all divided up into snippets ranging from
one second to three minutes) were 90 per cent finished, music
was 80 per cent finished, SFX were 25 per cent finished, programming
was 75 per cent finished.
But Chris, and I as director, could not fund the development
of the game any longer. And, even though virtually everyone
who saw it loved it, we just couldn't find a publisher brave
enough to take it on worldwide and to put more money into the
completion of its development. We did get one offer for publication
in the UK only, but unfortunately there wasn't enough money
offered to comfortably complete the development. So, very sadly
for me and for everyone else involved, we had to throw away
about three years of the best work we have ever done and swallow
the fact that the worldwide market just wasn't ready for a game
like SDR.
And I had to come to terms with the fact I had been much too
over-ambitious with the scale of the whole thing and that ultimately
that was what had caused its demise. "
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