Itâ€™s an interesting problem, and the way weâ€™ve tried to keep that tension is to kind of alternate the player from being slightly ahead to behind the Doctor in terms of his thoughts and awareness. A level with Amy might reveal a story element that the Doctor has yet to find out about- so you might know heâ€™s walking into danger but he doesnâ€™t. Vice versa the Doctor might have been planning something all along – having it tick over in his mind as youâ€™re carrying out a more immediate objective – but itâ€™s not until he announces itâ€™s time to put his plan into action that the player can heave a sigh of relief.
There are also some really crazy moments where youâ€™ll just look at the game and go â€œWhat the – how are they going to get the Doctor out of that?!â€ It keeps you guessing, but it doesnâ€™t cheat, the solutions have just been disguised.
In game terms thatâ€™s great, especially on the Wii, you as the player know exactly what youâ€™ve got to do and how to do it, but you also know the Doctor hasnâ€™t got a plan beyond that- so when that objective is completed the next mission is â€˜right, how do I get out of this one then?â€™
Are there any Jammie Dodger moments in these games?
Definitely- itâ€™s those moments that really turn the game into Doctor Who. The sense of humour is important, as is the Doctorâ€™s reaction to even the most perilous situations- so thereâ€™re a lot of jokes. Especially with the DSâ€™s graphical style weâ€™re able to go a more Douglas Adams route with the tone of the story and some of the more surreal elements. But that doesnâ€™t mean weâ€™ve lost the drama- the Daleks are as terrifying as ever and because weâ€™ve got time to flesh out the supporting characters itâ€™s easy to empathise with them when theyâ€™re in peril.
In short, expect lots of exciting showdowns and some interesting twists right the way through!
Did you feel any pressure writing the Doctorâ€™s first game on the Wii (Iâ€™m not counting Top Trumps: Doctor Who)?
Doctor Who and games – itâ€™s a dream job isnâ€™t it? You need the story to work, you donâ€™t want Matt to go â€œthis doesnâ€™t sound like the Doctorâ€ and you donâ€™t want to give the level designers an impossible task- when there are so many people involved thereâ€™s more than enough pressure there without thinking of any larger implications!