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165 lines
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165 lines
9.8 KiB
Plaintext
Interview:
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"Interview" is a new column that will strive to get the most views on the industry from as many "industry" people
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as possible. Those interviewed will span from well known persons, to press relations managers, to even small-time
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programmers.
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For this issue's interview, I had seven game designers lined-up for interrogation. Some of them were well known
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ones at that. Unfortunately, acts of nature can't be stopped. I lost my interviews along with the rest of the files that were
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on my hard disk when my building was struck by lighting. Thanks to Chris Eisnaugle of Vor Technologies INC., who
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promptly offered to do a second interview when he heard that my hard disk was destroyed, we are able to bring you
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this new feature. Chris started game design back in 1977.
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Q: My first question was an easy one: " How did you get started in game design?"
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A: "I started with computers back in 1976 in High School. We had access to an HP-2000 which had a number
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of text games on it (back then that's all we really had ). I got intrigued by a version of Star Trek (as a lot of people did).
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From then on I had to know how it was written, so I taught myself basic and began writing various programs. I got
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access to another system and found Adventure, I played it until I solved it one weekend. I then collected my notes and
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set out writing it in basic for our HP. I had become hooked, and went on to write a number of other text games for that
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HP. I think writing games is one of the most exciting and rewarding forms of programming you can do."
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Q:" What was your training background?"
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A: "No real formal training, although you do pick up tricks here and there. Back in 1971 I acquired one of the
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first Apple II integer basic systems. I immediately set out to program some new and incredible games (since the Apple
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had graphics). But I found there was a lot to learn. I taught myself 650[2 assembler, and learned every last piece of that
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hardware. I then experimented with various games (Asteroids Clone, Missile Command, Space Invaders, etc). From
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these I learned tricks, shortcuts, and was able to really make the Apple do some pretty neat stuff. So most of my training
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has been self taught with some tricks I learned by talking to other programmers."
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Q: "Do you usually work alone, or with a group of people."
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A: "Back in 1978 to about 1983 I was primarily alone. That's how game were written back then. You sat down
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in a room and cranked out code etc. You did your own graphics, sound, and anything else. From then on games
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became much more complex and required artists, multiple programmers, etc. So now I work with a group of people as
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projects have become so large. Most games today are like producing a mini-movie in a lot of ways."
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Q: "How do you generate your ideas? Where do your ideas usually come from?"
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A: "Ideas are interesting, most of the really good ones (unique ones) will just hit you out of the blue. Others
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come from watching the market to see what is popular, picking up on media events (Movies, etc). Some ideas, if there
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are of a role playing style, can come from books or magazines. With arcade style, I have found a lot come from just
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watching everyday life and making a parody out of it. They really come from everywhere."
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Q: "What is the first step you take when you are designing games?"
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A: "Designing a game these days is pretty complex. Depending on the game, you need a story line, a cast, a
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setting, etc. Role-playing games tend to try to emulate the world, therefore you need to take into account a lot of things
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ahead of time. Arcade style games are a little different. I usually have a story line, design out a goal, design the game
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pieces, etc. and build upon those.
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Q: "Do you help in the programming of the game, like writing the code, or is your job just to design the game
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on paper?"
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A: Chris: "I usually end up doing a lot of the coding. But get involved heavily with the actual story line, concept
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as well."
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Q: "What kind of equipment do you work with?"
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A: " IBM Compatible, VGA, Macs, etc."
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Q: "Are there market studies done before a game is produced? If so, how are they preformed?"
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A: "Speaking for myself, I don't do specific studies, I rely more on what trends are showing. This, I guess, is a
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market study but it is done very informally. There are also a lot of ideas that will usually do well and they fall into
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categories (RPG's, Simulations, simple games like Tetris). Arcade style games usually don't do as well on home
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machines [I guess SFII is the exception! -Ed]. I'm sure some companies do serious studies, but I'm not sure of the form
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they would take."
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Q: "On an average, how long does it take to produce a game, from it's inception to getting it on the market.?"
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A: "That's a hard question to answer because most estimations are way off. Simple games may only take a
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few months, while complex games like large role playing games can take up to or beyond 1-2 years. It's hard to measure
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as it depends on the games complexity, feature set, etc."
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Q: "A lot of gamers would like to know the steps it takes to produce a game?"
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A: "That will vary on whether you are an independent developer, or if you already belong to a game company.
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Independent developers usually have it tougher, as they need to produce a prototype to show a company (assuming
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they aren't distributing it themselves). If it's liked they can usually go ahead with the knowledge that the game company
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will take care of the packaging, marketing, handling, distributors, etc. Game company's themselves will of course handle
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all this, but can begin working on ideas with the foreknowledge that they will be produced. There is a lot involved like
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getting the concept, creating the story line, doing the coding, beta testing, cleaning up, creating the manuals, creating
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the packaging, dealing with distributors, marketing the game in magazines, mass producing the disks.....There is a
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tremendous effort put forth in getting a game to market."
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Q: "Do you think there is enough variety and quality in the electronic games produced today?"
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A: "I think ideas are almost endless, as your mind is wonderful in coming up with new original concepts. I do
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feel in today's market there are a lot of games with similar styles. This is not always bad, as games can play similar,
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but offer a totally different environment to play. So yes, there is a lot of variety, but I do feel there could be more. We
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do seem to get into some trends, and game fads. Quality, yes I feel that the quality of games today is exceptionally
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good. Used to be you could write a program in basic, sell it and make a mint (back in the dark ages 78-80 or so). Today
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you must really produce high quality software to have a huge hit."
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With those last words, the interview was ended. Thank you Chris at Vor Technologies INC. for taking the time
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to be the first person interviewed in Zapp!! In next issue, we may be interviewing some production managers at Infocom
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to ask them about their new project "Return To Zork!" So stay tuned to Zapp!!
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Scott N. Weller
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The Post Office Continued......
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and to put a little money aside for college. I love playing video games, especially RPGs, and devote a lot of time to it.
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What makes me mad, though, is how outrageously high the prices of games are these days. I'll go out and buy a fifty
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dollar game and poof! There goes a whole week's earnings. I get especially angry when the game is a total dud. I've
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read that after the first production run of most games, the cost of the company producing the game is lower than $5!
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How can companies be getting away with such outrageously high prices when they are paying next to nothing to
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produce the product? Since your probably more knowledgeable about the industry than me, can you give me a little
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insight on this subject?
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Thanks for your time, and I can't wait to see the next issue of Zapp!!
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Chad J. Pulsburry
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Chicago, Ill.
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[Guess what, Chad. At one time I felt the same way you do about the expenses of this hobby. Companies will
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usually charge whatever the market will bear. It's called "The Law of Supply and Demand." When there is a big demand
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for video games, the prices will be high. But when there is no longer as large a demand for the product, you'll see the
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prices slashed tremendously. Look at the NES, for instance. The price of it was close to $200 when it was first released,
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but now it's less than $60 in most stores. Companies will charge the highest price they think they can get. After all,
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they're out to make a profit.
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You also have to take into account that ANY hobby is going to be expensive. Tennis is very costly. A good
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racquet can cost in the rang of $200 or more. Collecting stamps, bike riding, painting, and even gardening costs money.
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How about golfing, with all the equipment expense and green's fees? Any hobby will burn a hole in your bank account.
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But there are a lot of ways to get around the cost of the video gaming hobby. Rent or borrow the games, trade games
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with a group of friends, and ask people's opinions of the game before you buy. Also, check-out the fanzine arena for
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more opinions on games.
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Thanks you for your contributions to "Not! and Way!," but unfortunately, "Not! or Way!" will not be printed this
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issue due to not enough room. Expect it next issue though! I Hope you like this issue -Ed]
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