Sean: But then from a Doctor Who geek point of view what kind of privilege is that? To sort of invent what Skaro's going to look like? That's really been the icing on the cake with this as well. It's like, "Oh God for forty years no-one's actually nailed that down and we are the ones that are going to be able to do that." It's brilliant.
Phil: And quite apart from traveling to Skaro of course and then back on Earth, the first episode opens in ruined London and again that's something we could never have done not to that extent. So animation, whether it's a traditional animated episode or whether it's an interactive game, just gives you a much broader canvas on which to tell your stories, so your stories just become bigger and that's always a good thing.
Ian: What we really had to make sure is that it works in a Doctor Who way of thinking as well so it's not a game about Doctor Who, it is Doctor Who and it's just more episodes but they're interactive. But it's got to feel like Doctor Who. So I think what we've done, which is perhaps a little bit different in the games industry more broadly, is that we've had the TV writers working like that - so closely to the games writers.
It's really been a co-production between BBC Wales but also Sumo and all the key people who've been involved in the TV series. They're very very closely involved in the whole thing end to end so I think in that sense it should really feel like Doctor Who. It is the same sort of production it's just an interactive version of it.
Phil: And in terms of the story, the stories are all constructed very much in the same way that the stories would be constructed in the TV show as well. So in terms of; the Doctor arrives somewhere, opens the doors and in the first one it's ruined London, he's presented with a problem, he's presented with people who need saving in the first one, it's effectively the entire human race and specifically Amy.
Then there's the conflict and there's a resolution and we have about 20 minutes or so of cutscenes then you have the key elements, which is the gameplay. The gameplay effectively is what moves the story on because you know if you don't solve a puzzle or get yourself around the Daleks the game doesn't move on, the story doesn't move on. So it ultimately will feel very much like an episode of Doctor Who. Just that you actually get to take part in it.
Sean: And hopefully it will contribute to what happens away from the telly series as well. We were saying earlier that we think of it a bit like a 21st century playground: When we were little we'd play Doctor Who and we'd all be walking around like Darleks or Cybermen and we'd all be trying to avoid them, but now you can actually be Doctor Who and you can actually play with the Daleks and Cybermen. That's a really exciting proposition, hopefully, for the kids as well.
Ian: I think the kids, they're used to sort of playing Doctor Who and the companion. I think for adults that's a bit harder but I think with the game all we're saying is, "It's ok to play," actually and for people who may not have been involved in gaming before then, "It's ok to play".
Nicholas you were saying the game's got some sort of exclusive.
Nicholas: Oh yes well, obviously I wanted to make the Daleks as authentic to the TV series as possible so it's me doing it as I did it for Victory of the Daleks with the new Daleks. I suddenly realised that I had a lot of lines for the Daleks chasing the Doctor and Amy around London and I said to the director Guy Russel, "Which Dalek is this?" He said, "Oh it's the red one and I said well the red one didn't speak in the TV episode." So I had to come up with the red Dalek voice and now should the red Dalek ever speak in the TV series, if the Daleks ever come back, then I shall know how to do the voice.