When Disney Epic Mickey hits the Wii next fall it wonât rely on the consoleâs latest technology to deliver its visionary experience.
Instead the reinvention of Disneyâs animated world will strive to both entice children and enlighten adult with a meaty, moralistic story, famed game designer Warren Spector told Kotaku today.
In Disney Epic Mickey, gamers take on the role of an edgier Mickey Mouse, using the Wii remote to wield magical paint and thinner to reshape the around them. Mickey uses these abilities as he fights his way through a cartoon wasteland in what Disney describes as an âadventure-platforming game with light role-playing elements.â
Spector says that the game wonât support the Wii Remoteâs MotionPlus technology because the technology became available to developers too late to the studio.
âWe played with it and I think that it would be a great fit for our core mechanic, but the best I can say is that in the future weâd love to do more with it,â he said.
In the gameâs fiction Yen Sid, the sorcerer first seen in 1940âs Fantasia during The Sorcererâs Apprentice, creates a Cartoon Wasteland for Disneyâs forgotten and retired creations. The first inhabitant of this wasteland is Oswald the Lucky Rabbit, Walt Disneyâs first cartoon star created in 1927.
As the years pass Oswald starts to resent Mickeyâs growing fame. When Disneyâs mouse accidentally warps Oswaldâs Cartoon Wasteland by spilling paint thinner on it, Mickey is drawn into the warped world.
âHaving Warren combine creativity and innovation with one of the worldâs most famous characters takes Mickey back to his creative roots and allows fans to deepen their engagement with him as a character â especially in video games,â said Graham Hopper, executive vice president and general manager of Disney Interactive Studios.
Spector says that he was drawn to the idea of working on this tale of Disney fiction both because it was a chance to âmess around with one of the worldâs most recognizable iconsâ and a chance to tell a story that is interesting to both children and adults.
âWe are telling a story in this game that is more sophisticated than save the princess or you are the last space marine on Earth,â Spector said. âI think what you will find is that there is some commentary about consumerism and what is truly important in life.
âIf I went much further than that it would be the height of pretension.â
But, Spector admits, there are some allusions in the game to T.S. Elliotsâ modernist and deeply influential poem The Waste Land.
In the Waste Land a hero is drawn to a kingdom made sterile by the wounding of its king. To restore the king and the land, the hero must go on a quest. The concept of the poem draws on prevalent proto-themes like the Grail legend.
And while Spector, who started his career as an academic, admits that heâs aware of the potential connection, he doesnât want people to draw too many connections.
âYou have to throw in literary references every once in awhile,â he said.
What seems to have influenced Spector more is a childrenâs book author who deals with heady ideas like theology, philosophy and John Miltonâs Paradise Lost.
âWhat Philip Pullman does is inspiration in everything I want to do,âhe said. âYou can make something that appeals to kids but is interesting to adults as well.
In December 2007, Spector wrote on his blog about how much he would love to create a game based on Pullmanâs Golden Compass. At the time he was already in the midst of working on Disney Epic Mickey, he said.
âI had my first discussion with Disney in September 2005, then boring business stuff happened and then we did concept art and then we separated for awhile and came back together,â he said.
In September 2007 Disney acquired Spectorâs studio, Junction Point Studios, which was well into game concept work.
I asked Spector if creating a game based on such a beloved and widely known character had satisfied the itch he expressed in his blog about Golden Compass.
âTo some extent it did,â he said. âBut if you ever stop itching itâs time to retire.
âI think getting the opportunity to play in the playground that Disney offers, that is what this opportunity is really about for me.â
âWhen you say youâre messing with Mickey Mouse peopleâs eyes really light up.â
While Spectorâs vision of Mickey seems to be darker than the characterâs most recognizable appearances, there are still lines the game wonât be crossing.
âThere are lines, lines you donât want to cross,â he said. âWhen you talk about Mickey Mouse, people are like âGive him a gun, give him a knife,'â he said. âI donât want to do that. Why would you want to do that?
âThere are lines you donât cross. I discovered there are lines that (Mickey Mouse) used to cross that are now uncrossable. He did some pretty crazy stuff, but nowadays times have changed.â
What Mickey will be doing in the game is allowing gamers to make moral decisions about how to change the world around them with paint and thinner. Those decisions will have consequences that affect the environment, interactions with other characters, and even Mickeyâs appearance and abilities.
âThe core of this game is the idea of choice and consequence, and how that defines both the character and the player,â Spector wrote in a prepared statement. âBy putting the mischievous Mickey in an unfamiliar place and asking him to make choices â to help other cartoon characters or choose his own path â the game forces players to deal with the consequences of their actions. Ultimately, players must ask themselves, âWhat kind of hero am I?â Each player will come up with a different answer.â
The initial concept for the Wii-exclusive game was born at Disney Interactive Studiosâ Think Tank, Spector told Kotaku.
âThe idea of a wasteland with lost characters, Oswaldâs return, the Phantom Blog, that stuff existed, that core was there when they pitched it to me,â Spector said. âThey were all sitting there showing me this stuff in Power Point saying âYou donât have to do all of this, you can ignore itâ and I thought âWhy would I ignore this, itâs fantastic.'â
While the heart of the idea came from the Think Tank, the way the game and its look evolved is all Spector and his team.
The team spent huge amounts of time in Disneyâs many vast archives, pulling concept art and files.
âIâm a research junkie,â Spector said. âI started out as an academic and film historian so I had shelves and shelves and shelves of books and articles. I came into this with a good background. But Disney has amazing resources. I spent a bunch of time out there digging through files.â
During one of his earliest visits Spector was shocked to have one of the archivists apologize for having only scanned 90,000 images so far.
âHonestly, you could spend days digging through the stuff we dug out of the archives.â
One thing that surprisingly didnât inspire Disney Epic Mickey was Square-Enixâ hugely popular role-playing game Kingdom Hearts.
âI played the Kingdom Hearts games, but they werenât much of an inspiration,â Spector said. âThey treated the Disney characters much more conventionally than I wanted to.
âThey are not reintroducing or reimagining as much as they are offering these characters as folks you are going to interact with in a new medium.â
Spector was coy about how much inspiration the game developers are drawing from the Disney theme parks.
âYou might sort of, kind of recognize some scenes,â he said. âI donât want to give too much away.â
The designer, best known for making games like Deus Ex and Thief, said that he wasnât worried about moving from typically adult-themed games to one that may be viewed as being more for children or families.
âWhen this opportunity arose I had to decide, do I want to keep working on this original stuff Iâve been doing or do I want to mess around with one of the worldâs most recognizable icons,â he said. âThe opportunity to work with something this recognizable and profound comes around once in a lifetime. The decision was pretty straight forward.
âIâm not making a game for kids, Iâm making a game gamers will be happy with.â