first explored while writing and designing Ultima Underworld IIs tomb dimension, which he later called a "mini-prototype" for System Shock. These concepts included the minimization of dialogue trees and a greater focus on exploration. The team believed that dialogue trees "broke the fiction" of games; Church later commented that the dialogue trees in the Ultima Underworld series were like separate games in themselves, disconnected from main experience of being immersed in the environment. There were also concerns about realism. To eliminate dialogue trees from System Shock, the team prevented the player from ever meeting a living non-player character (NPC): the plot is instead conveyed by e-mail messages and log discs, many of which were recorded by dead NPCs. Here, Grossman took influence from Edgar Lee Masters' Spoon River Anthology, a collection of poems written as the epitaphs of fictional individuals. Grossman later summarized the idea as "a series of short speeches from people, that when put together, gave you a history of a place." The removal of conversations was an attempt by the team to make the game a more "integrated whole" than was Ultima Underworld--one with a greater focus on immersion, atmosphere and "the feeling of 'being there'". They sought to "plunge [players] into the fiction and never provide an opportunity for breaking that fiction"; and so they tried to erase the distinction between plot and exploration. Church considered this direction to be an organic progression from Ultima Underworld, and he later said, "On some level it's still just a dungeon simulator, and we're still just trying to evolve that idea." Shortly before production began, Tribe bassist Greg LoPiccolo was contracted to work on the game's music. He had visited his friend Rex Bradford at the company, and was spontaneously asked by the game's programmers—many of whom were fans of the band—if he would take the role. The game entered production in February 1993. Although Grossman was heavily involved in the game's early planning, he had little to do with its production, aside from providing assistance with writing and voice acting. Production After production began, the team's first task was to develop a new game engine—one that could display a true 3D environment and allow for advanced gameplay. The team abandoned the engine used for the Ultima Underworld games and coded one from scratch in Watcom C/C++, using 32-bit code. The new engine is capable of processing texture maps,