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The Dig

From Wikipedia, the free encyclopedia

The Dig
The Dig cover art
Developer(s) LucasArts
Publisher(s) LucasArts
Designer(s) Sean Clark, Brian Moriarty
Engine SCUMM v7
Release date(s) 1995
Genre(s) Adventure
Mode(s) Single player
Rating(s) ESRB: Kids to Adults (6+)
PEGI: 7+ (2002 re-release)
Platform(s) DOS, Mac OS, Windows
Media CD (1)
System requirements 486DX2/66MHz CPU, 8MB RAM, 1MB Hard disk space, 256 color VGA, DOS 6.0

The Dig is a graphical adventure game developed by LucasArts and released in 1995, and a novel based on the game written by Alan Dean Foster. It was the 11th game to use the SCUMM game engine, and is famous for its connection to Steven Spielberg, and notorious for its prolonged production, that had the game bordering on vaporware.

It is the most serious LucasArts adventure game, containing no slapstick, and relatively little subtle humor, an element found abundantly in all other LucasArts adventure titles. It is also the only one to perfectly fit into the science fiction genre.

On February 6, 2007, LucasArts filed a trademark opposition against Digg to uphold their trademark for the game.[1] From the claim: "Applicant's Mark DIGG is identical or nearly identical to Opposer's Mark THE DIG."

Contents

[edit] Story

The Dig starts with a radio telescope in Borneo picking up an unidentified object, directly heading towards Earth. It is a giant asteroid that could cause catastrophic damage upon impact. A team of five is tasked with the mission of taking the Space Shuttle Atlantis to the asteroid, named "Attila" after Attila the Hun (to be distinguished from the real asteroid 1489 Attila), and plant nuclear explosives on its surface to cause it to divert to a stable orbit around the Earth. The five members of this crew are:

Spoiler warning: Plot and/or ending details follow.

The game starts when Low, Brink and Robbins leave the shuttle to plant the explosives on the asteroid's surface. Their actual mission is not very long or difficult, and apparently serves mainly as a tutorial for players to come to grips with the game and get to know the characters while setting the stage for the real story of the game: After setting off the explosives and successfully causing the asteroid to enter an orbit, Low, Brink, and Robbins explore the asteroid to find out that it is hollow. After further exploration (and activation) by the crew, it turns into a starship in the shape of a shining dodecahedron, transporting the three to a distant planet of unknown position. The crew starts to explore the deserted planet (now named Cocytus by Brink), their main priority being to find a way back home. While the planet has a high state of technology, it is in a state of decay and appears to be devoid of particularly intelligent animals.

The title 'Dig' refers to the whole process of investigation and exploration of the planet, in order to make the alien machines work again and discover what happened to the lost civilization. The main theme is xenoarchaeology.

The story's emphasis is on the stranded trio's interaction (and occasional conflict) as they spread out to explore the desolate world, each in their own way: the commanding Low determined to find the way to go home, the intelligent and stubborn linguist Maggie Robbins studying the dead civilization, and the geologist Ludger Brink, who seems to be sliding into a state of hostile obsession.

Spoilers end here.

[edit] Overview

A screenshot of The Dig running in ScummVM.
A screenshot of The Dig running in ScummVM.

The Dig was originally conceived by Spielberg as an episode of Amazing Stories (and later as a film), but was concluded to be prohibitively expensive. During the game's release, the director did not deny the possibility of making it into a movie. However, over a decade later, no progress has been made on a film version of the story.

An impressive list of people worked on the game: The project leader was LucasArts Sean Clark, Industrial Light and Magic created some of the CG imagery, it is based on a story idea by Steven Spielberg and has writing credits for Spielberg, author Orson Scott Card (who wrote the dialogue), and the well-known interactive fiction author Brian Moriarty (whose previous Lucas engagement was with Loom).

Released as CD-ROM only, The Dig was sold for PC and Macintosh computers. It contains a full voice-over soundtrack and a digital orchestral score. For the most part, the game's graphics are hand-drawn and sparsely animated, with a mixture of pre-rendered 3D and hand-drawn animation clips also presented in certain parts of the game.

The music (composed by Michael Land) consisted of Land's original score performed on a Kurzweil K2000 synthesizer, enriched by hundreds of short chord samples from the works of Wagner. With its ambient, dynamic flow, the music fit well with LucasArts' iMUSE concept as well as the game's scenery. Land cited the music he personally composed for The Dig as the type closest to his own individual style. The Dig was also the first Lucas game to have its soundtrack also sold separately as an audio CD, adapted as a linear continuity of finite pieces. The CD was released in small numbers, however, and this rarity lead a lot of gamers to desperately look for it.

Alan Dean Foster also wrote a novel based on the game. This novel is not completely consistent with the game but it is interesting in that it presents the point of view of the indigenous civilizational race, something not seen in the game. The novel also provides some background detail (such as the reaction on Earth after the discovery of Attila), in addition to filling several plot holes and mysteries that can not be explained in the game.

[edit] Reception

The Dig had by far the longest development length of all LucasArts adventure games. Originally started in 1989, the game was designed by three distinct teams in succession, after the previous team gave up.[1] Each design cycle abandoned some aspects and embraced others from the earlier designs, and the team that finally put the game together and delivered the release admitted to a somewhat rushed, desperate construction, with the end result being an arguably fragmented game experience, in which inconsistencies abound. Even the three main graphical elements of the game — the hand-drawn art for Cocytus, the pre-rendered 3D graphics, and the hand-drawn cel animation for cut-scenes are very different-looking. The game was, however, met favorably by the press and gamers alike upon release.

Notable omissions of previous design ideas through the game's production include a survival angle, which forced you to keep water and food supplies for life support, exploration of entire huge cities on the planet, and an extra character; a Japanese science-hobbyist business tycoon named Toshi Olema, who funded the Attila project as long as he was a part of the crew.

Players typically liked the sense of wonder they felt in exploring the seemingly-abandoned planet, although some disliked the game's serious atmosphere. Some of the more unique puzzles, described as Myst-like, also met with frustration by players.

[edit] The Book

As stated earlier, the book is written by Alan Dean Foster, who is famous for having written book versions of many famous movie titles such as Star Wars (ghostwriter), Alien, Aliens, and Aliens 3.

Further evidence at The Dig Museum indicates that the first preproduction attempts for the game was dramatically different than the book. The first preproduction involved a storyline that took place in the distant future.

This first draft idea had a story that went something like this: A crew of explorers in a space ship visit an abandoned planet and discover signs of very intelligent life with powerful technology and artefacts. It is first assumed that the occupants of the planet had died off, seeing as there is no sign of them left, but as the story progresses, the player discovers something very different.

The second draft of the game was very similar to the actual game that was released, but it had one extra character[2] that was later completely removed from the story. This version was also very bloody and adult, and although Steven Spielberg thought this feel was very fitting, he had received quite a bit of negative reviews for rating the first Jurassic Park film PG with as much blood and violence as it had. So seeing as he believed that parents would purchase the game for their rather young children, he issued that it be toned down a bit.

And the third crew that took on the assignment of The Dig produced the final and fully released version that's able to be purchased today.

So with the two dramatically different first drafts of the game being so dramatically different from the book, it is safe to say the book is based off of the game.

Although the book and game both have the same story, they do have differences from time to time. It changes some of the characters a small bit. Evidence is seen how, in the game, Boston Low complains that he wants a beer, and in the book that same character refuses to drink anything intoxicating. Furthermore, the book has scenes that were never intended to be in the game and is a fine complement to the collection.

[edit] Trivia

The cover of 'The Dig' audio book features four astronauts on its cover. The artwork was done for the second draft of the game which featured four game characters. Later the artwork was retouched for the game box and the book covers as they featured only three main characters, but it was forgotten to use the retouched version for the audio book.

[edit] References

  1. ^ http://ttabvue.uspto.gov/ttabvue/v?pno=91175510

[edit] External links

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