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	<title>Obsolete Gamer &#187; Interviews</title>
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	<description>Reviews by legendary gamers from the past for games past, present, and future.</description>
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		<title>Ten Questions: Dave Barton &#8211; Zork Universe</title>
		<link>http://obsoletegamer.com/ten-questions-dave-barton/</link>
		<comments>http://obsoletegamer.com/ten-questions-dave-barton/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 15:00:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[dave barton]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[world of the living dead]]></category>
		<category><![CDATA[zork universe]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/dave-barton-on-mmos-games-zombies/</guid>
		<description><![CDATA[Roleplaying gave way to gaming once I got a Spectrum and then an Amiga. I started playing at the tail end of text-based games, when it started to become all about the graphics, so I never really thought I could make my own. The intervening years were spent as a consumer of games. Fast forward to a few years ago and I jumped at the chance to work on games for Jolt, first on UI and art direction then as a game designer. The skills I had learned working in print and online media seemed to come together and allow me to revive my passion for creating virtual worlds.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-style: italic;">Dave Barton, one of the creative people beside the recent MMO version of the Zork universe and the latest <a href="http://wotld.com/">World of the Living Dead</a> zombie MMORPG, has gone very indie indeed, and has been kind enough to discuss games, zombies and browser-based gaming with a gnome.</span></div>
<p>&nbsp;</p>
<p style="font-weight: bold; text-align: justify;"><img class="aligncenter size-full wp-image-26364" title="cuttings" src="http://obsoletegamer.com/wp-content/uploads/2010/10/cuttings.jpg" alt="cuttings" width="321" height="400" /></p>
<p style="font-weight: bold; text-align: justify;">1.Well, David, how about introducing yourself to those troubled souls that seem to enjoy Gnome&#8217;s Lair?</p>
<div style="text-align: justify;">I&#8217;m one of two developers on a game called <a href="http://wotld.com/">World of the Living Dead</a>. I do the game design, graphics, writing and web design, or anything else that needs to be done. We decided to keep this a very small project in terms of people, although the scope of the game itself is extensive. I was the chief game designer on the Jolt/Activision game <span style="font-style: italic;">Legends of Zork</span>, and also worked on the ill-fated <span style="font-style: italic;">NationStates 2</span>. As a regular reader of <span style="font-style: italic;">Gnome&#8217;s Lair</span>, I&#8217;m rather troubled to hear that I&#8217;m a troubled soul&#8230;</div>
<p><span style="font-weight: bold;">2.And you&#8217;ve been working on games for how long?</span></p>
<p>I got a <span style="font-style: italic;">Fighting Fantasy</span> gamebook (<span style="font-style: italic;">The Forest of Doom</span>) when I was nine. I loved it and I really wanted to create my own. I wrote three full gamebooks before I was thirteen, just for the pleasure of creating my own little worlds. The first was typed up on an old <span style="font-style: italic;">Olivetti </span>typewriter from the fifties, although I later saved up enough money to buy an electric typewriter. Working out the structure of those books would have been a lot easier on a computer. I really got into the creation of imaginary worlds came when I discovered roleplaying. I went through everything I could find: <span style="font-style: italic;">D&amp;D</span>, <span style="font-style: italic;">Call of Cthulhu</span>, <span style="font-style: italic;">Rolemaster</span>, <span style="font-style: italic;">Spacemaster</span>,<span style="font-style: italic;"> Cyberpunk 2020</span>. There weren&#8217;t too many role-players where I lived, so I mostly spent my time fleshing out detailed campaigns and maps. Like many games, they didn&#8217;t survive the introduction of actual players. They were usually more interested in just killing the townsfolk or otherwise trashing the place, and usually had little interest in the extra immersion I tried to provide, in the form of carefully-aged messages or maps.</p>
<p>Roleplaying gave way to gaming once I got a <span style="font-style: italic;">Spectrum </span>and then an <span style="font-style: italic;">Amiga</span>. I started playing at the tail end of text-based games, when it started to become all about the graphics, so I never really thought I could make my own. The intervening years were spent as a consumer of games. Fast forward to a few years ago and I jumped at the chance to work on games for <span style="font-style: italic;">Jolt</span>, first on UI and art direction then as a game designer. The skills I had learned working in print and online media seemed to come together and allow me to revive my passion for creating virtual worlds.</p>
<p><img class="aligncenter size-full wp-image-26365" title="world of the living dead gameplay" src="http://obsoletegamer.com/wp-content/uploads/2010/10/world-of-the-living-dead-gameplay.png" alt="world of the living dead gameplay" width="400" height="278" /></p>
<p><span style="font-weight: bold;">3.Care to reminiscence on that online Zork game you worked on?</span></p>
<p>It was a privilege to work on an actual licensed <span style="font-style: italic;">Zork </span>game. I had a lot of fun immersing myself in the world and piecing together what could be used for a game based on the series. I was the game designer, but I also took on the role of art director and worked on the UI. The brief was very specific, so it was always going to be a certain type of online game. I know that disappointed a lot of people, but I was very careful to stay true to at least the mythology that had accrued over the various incarnations of <span style="font-style: italic;">Zork</span>, and I tried to make use of elements like the Double Fanucci cards to keep even the game mechanics relevant to <span style="font-style: italic;">Zork</span>. I hope that the excellent artwork created and sourced by Jim Zubkavich &#8211; who was a pleasure to work with, always enthusiastic and able to bring my descriptions to life exactly as I had imagined them &#8211; helped to make LoZ a pleasurable diversion for some Zork fans. I decided to leave Jolt very soon after the release of LoZ, so the game has developed differently from how I would have hoped.</p>
<p><span style="font-weight: bold;">4.So, what are your current projects?</span></p>
<p><a href="http://wotld.com/">World of the Living Dead</a> is what we&#8217;re focusing on, although we also started a micro-patronage site called <span style="font-style: italic;">Karmafan </span>a few years ago, as we had a lot of artist friends who wanted to get support from their fans but didn&#8217;t know how. The whole voluntary payments thing really took off a little later but by then I was working for <span style="font-style: italic;">Jolt </span>and so <span style="font-style: italic;">Karmafan </span>didn&#8217;t get the attention it needed to develop. Artists still sign up from <span style="font-style: italic;">MySpace</span>, but times are hard so there isn&#8217;t much support from fans. I&#8217;m also working on a <span style="font-style: italic;">WotLD </span>comic, but my artistic skills have atrophied over the years, so that will probably take quite some time to appear. We both have day jobs, of course.</p>
<p><img class="aligncenter size-medium wp-image-26367" title="world-of-the-living-dead-2" src="http://obsoletegamer.com/wp-content/uploads/2012/02/world-of-the-living-dead-2-511x280.png" alt="world-of-the-living-dead-2" width="511" height="280" /></p>
<p><span style="font-weight: bold;">5.Could you describe the World of the Living Dead?</span></p>
<p>I like to describe it as a survival strategy zombie sandbox MMO. Players control groups of survivors using a heavily-modified <span style="font-style: italic;">Google Maps</span> interface. The concept is that the players are members of the fictitious National Emergency Control &amp; Relief Agency (NECRA) who have been sealed into secure locations. They have been tasked with remotely assisting survivors via an emergency system set up when the authorities realised that centralised control and evacuation methods were futile. The government and NECRA seem to have disappeared, but these operatives have their mission, which is to ensure the survival of their own &#8220;cell&#8221; at all costs. Simulations showed that large groups would always lead to infection, so competitive survival was seen by NECRA officials as the only hope for humanity. The game is primarily about scavenging for supplies and avoiding contact with other groups of survivors or, alternatively, about finding other groups and stealing their supplies. Characters are managed by placing them in squads. The live position of any plays in the area around your squad is updated real-time &#8211; so the game is effectively a browser-based RTS, but with no <span style="font-style: italic;">Flash </span>required.</p>
<p><span style="font-weight: bold;">6.But why Zombies?</span></p>
<p>I&#8217;ve been fascinated by the genre for a long time. Not because of the gore and horror, but the constant pressure on survivors to gather supplies and find safety. It&#8217;s about the apocalypse, really, so zombies are really only one aspect of it. I recently rewatched a UK series created by the often brilliant Terry Nation in the 1970s called <span style="font-style: italic;">Survivors </span>which I remembered enjoying in the &#8217;80s when I saw it (it was also remade recently). A virus killed over 90% of the population of the world, and the remnants of humanity are left to try and rebuild society. I find that premise fascinating, especially when rival groups form based on such basic needs as seed for planting, or a safe water supply. When zombies are involved, there&#8217;s also the tension which comes from how easy it is to be turned into the enemy, to be infected and lose control or to be killed and then &#8220;come back&#8221;. I think that fear taps into something deep inside us, a sense of how random death can sometimes be. Most of the good zombie/infected films get that fear exactly right. Other influences were <span style="font-style: italic;">Threads</span>, a particularly harrowing UK docudrama about how a nuclear holocaust eventually leads to the collapse of society, or any number of the apocalyptic stories which seemed to be everywhere at the end of the last millenium.</p>
<p>In the zombie genre, the magnificent comic<span style="font-style: italic;"> The Walking Dead</span> deals with exactly these difficulties. The zombies just happen to be there in the background and only leading to deaths when the characters are tired or distracted, whereas it&#8217;s the other survivors that you really have to worry about. I&#8217;m really looking forward to the TV version of this, which starts at the end of the month in the US. And of course there&#8217;s <span style="font-style: italic;">World War Z</span> and the <span style="font-style: italic;">Zombie Survival Guide</span>, both of which I had great pleasure in rereading repeatedly throughout the design process.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-26368" title="world-of-the-living-dead-3" src="http://obsoletegamer.com/wp-content/uploads/2012/02/world-of-the-living-dead-3.jpg" alt="world-of-the-living-dead" width="512" height="384" /></p>
<p><span style="font-weight: bold;">7.What would you say are its most innovative and/or unique mechanics?</span></p>
<p>I wanted the zombies to be a faceless horde, so decided that they would be represented by z-density, rather than as individual enemies. Z-density is basically a shorthand used by NECRA to determine how dense the zeds are on the ground, based on satellite tracking of their movement. We take real city blocks and work out how many actual zombies are in the block (there are over 9 million zombies moving around the LA County area we&#8217;re using for beta testing &#8211; they react to player activity, including the use of firearms, over time). Based on the size of the block, we calculate the z-density as a percentage. The players have to imagine this, as z-d is represented by colours, but we might introduce more graphics once we&#8217;re happy that all the mechanics are working correctly. Combat is effectively automated, with survivors using firearms or weapons if they have the skills to wield them. Every route completed can result in them putting down some zeds, or in injury and even death for the characters.</p>
<p>The need to consume enough food and liquids each day is something I wanted to have, although I know that it&#8217;s a risky prospect for games. Characters need a certain amount of calories and volume of liquids or they will start to accumulate thirst and hunger. Once these reach maximum, the character will die the following day. It takes about four days for dehydration to result in death, and 28 days for hunger to prove fatal. Even if players find supplies, they can&#8217;t just feed and water their characters back to full strength. If you neglect them for a few days, it will take a few days for them to recover, as they can only eat and drink so much each day. We decided to make consumption automatic, to avoid forcing players to feel that they had to continually tend to the characters, but it can be tough to keep a large group supplied with enough liquids. Locations do not replenish once they&#8217;ve been exhausted, so that means that players have to stockpile when they can, or work out a way to barter for their needs.</p>
<p><img class="aligncenter size-full wp-image-26369" title="world_of_the_living_dead_zombie_mmo_news" src="http://obsoletegamer.com/wp-content/uploads/2012/02/world_of_the_living_dead_zombie_mmo_news.jpg" alt="world_of_the_living_dead_zombie_mmo_news" width="500" height="375" /></p>
<p><span style="font-weight: bold;">8.How long have you been developing it?</span></p>
<p>I first started working on the idea back in 2007, but we started working on it properly in mid-2009.</p>
<p><span style="font-weight: bold;">9.When will it reach the MMO masses?</span></p>
<p>I sometimes feel that we&#8217;re on Valve Time, so I&#8217;ll just say that we hope to be out of beta by the end of this year or the beginning of 2011. We are determined to go into open beta over the course of the next two months.</p>
<p><span style="font-weight: bold;">10.Any plans for the future?</span></p>
<p>Any other concepts for games have had to be consigned to my notebook while we&#8217;ve been developing <a href="http://wotld.com/">WotLD</a>. I hope to start working on at least one of those once <span style="font-style: italic;">WotLD </span>is running smoothly, although we don&#8217;t really plan on stopping development on the game. The list of features we have planned for <span style="font-style: italic;">WotLD </span>is extensive, and we hope to be able to grow and develop the game so that it becomes a huge multiplayer simulation of the zombocalypse. Vehicles will be making an appearance in the relatively near future, as will a deluge of content once we go into open beta, including hundreds of items and weapons. The graphics side of the game has been limited to what I can create myself, so I&#8217;m also hoping to be able to focus more energy on that as the balancing and tweaking settle down. The period of rebuilding civilization after an apocalypse provides plenty of scope for developing the game in some interesting ways.</p>
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		<title>The Interview: Johnathan Wendel: Fatal1ty</title>
		<link>http://obsoletegamer.com/the-interview-johnathan-wendel-fatal1ty/</link>
		<comments>http://obsoletegamer.com/the-interview-johnathan-wendel-fatal1ty/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 13:03:01 +0000</pubDate>
		<dc:creator>J.A. Laraque</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[atari]]></category>
		<category><![CDATA[eric paik]]></category>
		<category><![CDATA[fatal1ty]]></category>
		<category><![CDATA[ikari warriors]]></category>
		<category><![CDATA[John wendel]]></category>
		<category><![CDATA[Microsoft flight simulator]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[painkiller]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[pro gamer]]></category>
		<category><![CDATA[professional gamer]]></category>
		<category><![CDATA[Quake 3]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/?p=25987</guid>
		<description><![CDATA[Play about 8 hours a day in the virtual world working on my movement, timing, strategies, fighting skills and hearing the sounds of the game.  I want to be so knowledgeable about the game that if I hear a pin drop or an item picked up from anywhere on the map, I know exactly where my opponent is at all times and where he could be in the next 5 seconds.  Predicting your opponent’s moves is very important. ]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-25988" title="Johnathan Wendel -Fatal1ty - 1" src="http://obsoletegamer.com/wp-content/uploads/2012/01/Johnathan-Wendel-Fatal1ty-1.jpg" alt="Johnathan Wendel -Fatal1ty" width="600" height="400" /></p>
<p>I’m sure everyone who has played an FPS, RTS or even PVP game in a MMO sees themselves as a pro gamer. Johnathan Wendel, better known as Fatal1ty, is not only a true professional gamer, but also a business man and philanthropist. Last year you saw his <a href="http://obsoletegamer.com/fatal1ty-gaming-gear/">gamer profile</a> and Obsolete Gamer had a chance to ask him some questions.</p>
<p><strong>Tell us about your early days of gaming. What was your first video game experience?</strong></p>
<p>First video game experience was playing games like Microsoft Flight Simulator on PC and some Ikari Warriors on the Nintendo.  I did mess around with Atari, but I never owned one.  Mostly played it when I went to friends’ houses, etc.</p>
<p><strong>At what point did you realize you had the talent and want to become a professional gamer?</strong></p>
<p>I guess when I was 18. One of my good friends, Eric Paik, who was a pro gamer and traveled a lot, told me I was very talented and should definitely go to a tournament.  You will win money for sure!  So I saved up about $500 and went off to Dallas, TX and won a qualifier and took 3rd at my very first pro tournament winning $4,550.</p>
<p><img class="aligncenter size-full wp-image-25989" title="Johnathan Wendel -Fatal1ty - 2" src="http://obsoletegamer.com/wp-content/uploads/2012/01/Johnathan-Wendel-Fatal1ty-2.jpg" alt="Johnathan Wendel -Fatal1ty" width="500" height="330" /></p>
<p><strong>So your first professional match was playing Quake 3, what was it like your first time playing competitively?</strong> <strong></strong></p>
<p>Exhilarating!  I was amp&#8217;ed every second and wanted to play to my full potential.  It was a do or die experience for my gaming career as I was putting all my money on the line.</p>
<p><strong>Tell us about how you train and prepare for tournaments?</strong></p>
<p>Play about 8 hours a day in the virtual world working on my movement, timing, strategies, fighting skills and hearing the sounds of the game.  I want to be so knowledgeable about the game that if I hear a pin drop or an item picked up from anywhere on the map, I know exactly where my opponent is at all times and where he could be in the next 5 seconds.  Predicting your opponent’s moves is very important.</p>
<p><strong>Personally, what differences do you notice between playing in a tournament solo versus with your team?</strong></p>
<p>I&#8217;ve done both extremely heavily but I feel, in a solo environment, you can only blame yourself if you lose.  When you win, you know you won and when you lose, you know you lost.  I enjoy it the best, when the game is in my hands to win or lose.</p>
<p><img class="aligncenter size-full wp-image-25990" title="Johnathan Wendel -Fatal1ty - Motherboard" src="http://obsoletegamer.com/wp-content/uploads/2012/01/Johnathan-Wendel-Fatal1ty-Motherboard.jpg" alt="Johnathan Wendel -Fatal1ty - Motherboard" width="459" height="503" /></p>
<p><strong>Tell us about a day in the life when you were actively entering tournaments?</strong></p>
<p>My routine was to play 4 hours, go run 2-3 miles, have lunch, play another 2 hours, relax and play another 2 hours before 4 AM so I could wake up and repeat it the next day.</p>
<p><strong>Many people still don’t understand professional gamers, are there any myths or stereotypes you would want to address?</strong></p>
<p>Most professional gamers are actually in shape and have a pretty good social life in their virtual and real life.  We mostly come from some other competitive sports that we played forever as kids and we&#8217;re able to use our skills of hand eye coordination and out thinking our opponents just like we do in our traditional sports.</p>
<p><strong>Which game did you like competing in the most?</strong></p>
<p>PainkilleR was a great game to play because we had a full season where we traveled for almost 18 months, continuously playing all over the world and winning loads of money.  It was also the biggest payday of my career in competitive gaming, taking home $150,000 for the World Tour Finals in NYC.</p>
<p><img class="aligncenter size-full wp-image-25991" title="Johnathan Wendel -Fatal1ty - 3" src="http://obsoletegamer.com/wp-content/uploads/2012/01/Johnathan-Wendel-Fatal1ty-3.jpg" alt="Johnathan Wendel -Fatal1ty " width="570" height="380" /></p>
<p><strong>Do you still have people trying to challenge you to this day?</strong></p>
<p>Yes, I actually go on tour promoting my products to distributors and buyers in different regions of the world, and I do exhibition/show matches for the crowd/press at these events.</p>
<p><strong>What made you want to start Fatal1ty Inc?</strong></p>
<p>I wanted to create a brand that a gamer who lived in the battlefield understood what competitive gamers wanted and needed in order to experience their game at the highest level.  When people shop at the store or online, I want them to know that when they buy a Fatal1ty product, they&#8217;re buying a Gaming product.<strong></strong></p>
<p>Thanks for the interview and game on,</p>
<p>-Johnathan &#8216;Fatal1ty&#8217; Wendel</p>
]]></content:encoded>
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		<title>Ten Questions: Yehuda Berlinger: It&#8217;s Alive</title>
		<link>http://obsoletegamer.com/ten-questions-yehuda-berlinger-its-alive/</link>
		<comments>http://obsoletegamer.com/ten-questions-yehuda-berlinger-its-alive/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 16:00:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Board game]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Game design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[It's Alive!]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Yehuda]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/ten-gnomish-questionsyehuda-berlinger-its-alive/</guid>
		<description><![CDATA[After some experimenting, I began to realize that there is nothing holy in the end results of a game. Often as not, they are just that way because the designer or publisher had to choose something. Often, it was the first number they came up with, or whatever matched the type of game that they liked to play. Since different people like different things, it seems obvious to me that games should be played differently by different people. There is no "right" way to play the game, despite what the rules say. There are better and worse rule sets, but even then, if people like playing the worse one, why stop them?]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-size: 85%;">Yehuda Berlinger a <a href="http://jergames.blogspot.com/index.html">blogger</a>, avid gamer, all-around artist and game designer, is also the creative mind responsible for the forthcoming and frankly brilliant looking <a style="font-weight: bold;" href="http://reivergames.co.uk/ItsAlive/index.html">It&#8217;s Alive</a> </span><span style="font-weight: bold; font-size: 85%;">board game</span><span style="font-size: 85%;"> by <a style="font-weight: bold;" href="http://reivergames.co.uk/index.html">Reiver Games</a>. What follows is an interview Yehuda was kind enough to offer to the rowdy lot that inhabits </span><span style="font-weight: bold; font-size: 85%;">Gnomes Lair</span><span style="font-size: 85%;">. Enjoy it.</span></div>
<p><img class="aligncenter size-full wp-image-25124" title="Yehuda Berlinger - Brain" src="http://obsoletegamer.com/wp-content/uploads/2007/03/Yehuda-Berlinger-Brain.jpg" alt="Yehuda Berlinger" width="400" height="400" /><br />
<span style="font-weight: bold;">1. Let&#8217;s start with something personal, shall we? Nice. How did you get into </span><span style="font-weight: bold;">game design?</span></p>
<div style="text-align: justify;">The same way that artists get into art: it&#8217;s something that I must do.I can&#8217;t help but tinker with any game I have, while, at the same time, trying to figure out the reasons that the designer or publisher came up with the final rules as they are.</p>
<p>After some experimenting, I began to realize that there is nothing holy in the end results of a game. Often as not, they are just that way because the designer or publisher had to choose something. Often, it was the first number they came up with, or whatever matched the type of game that they liked to play.</p>
<p>Since different people like different things, it seems obvious to me that games should be played differently by different people. There is no &#8220;right&#8221; way to play the game, despite what the rules say. There are better and worse rule sets, but even then, if people like playing the worse one, why stop them?</p>
<p>After tinkering with other games, the next natural step was to take different game ideas and try putting them together into new games.</p>
</div>
<p><span style="font-weight: bold;">2. Is it only board games you&#8217;re interested in designing or are you looking to expand into video gaming and/or RPG territory?</span></p>
<div style="text-align: justify;">Definitely not video games; they&#8217;re not my thing, even though I&#8217;ve programmed for many years.RPGs: if someone wants to hire me, I&#8217;d take a stab at it. Naturally, whenever I play RPGs, I&#8217;m always making up new classes, weapons, spells, and so on.</p>
</div>
<p><span style="font-weight: bold;">3. Care to mention some of your favorite games?</span></p>
<div style="text-align: justify;">I interpret the word &#8220;game&#8221; fairly liberally. Not only does it include different game genres, but it would have to include different ways to play the games that I have.For computer games, I&#8217;ll play board and card games or rogue-like games. In board and card gaming, Go, Bridge, Scrabble, Anagrams, Puerto Rico, El Grande, and a few other top Euro-games. For Puerto Rico, my favorite is playing with random buildings from the sets I created. For CCGs, it&#8217;s drafting cards, and building decks on the fly.</p>
<p>I also love Frisbee and Soccer. I like word based party games. I like dice-light role-play and biblio-drama. And I like inventing games, as a game.</p>
<p><img class="aligncenter size-full wp-image-25125" title="Yehuda Berlinger - headstone" src="http://obsoletegamer.com/wp-content/uploads/2007/03/Yehuda-Berlinger-headstone.jpg" alt="Yehuda Berlinger" width="400" height="400" /></p>
<p>&nbsp;</p>
</div>
<p><span style="font-weight: bold;">4. So on to your brand new <span style="font-style: italic;">It&#8217;s Alive!</span> board game. It&#8217;s your second one right? Care to describe it a bit?</span></p>
<div style="text-align: justify;">It&#8217;s actually a re-theme and slight tweak of the first one. The new theme replaces the Menorah theme which appealed to Jews and probably some religious Christians.It&#8217;s gone through several other themes as well.</p>
</div>
<p><span style="font-weight: bold;">5. A set-collection and board game it is, then. How do those game mechanics work?</span></p>
<div style="text-align: justify;">It&#8217;s a simple set-collection, auction game, where you have to collect eight different items in order to complete the set. Each round, you either buy the item for its value, toss it out for half its value, or auction it off.That&#8217;s the heart of the game. In most games, you likely have to do all three in some combination. And the game is naturally balanced so that almost every game is fairly close.</p>
<p>The simplicity and auction ideas are fairly reminiscent of Knizia&#8217;s design style, I believe.</p>
</div>
<p><span style="font-weight: bold;">6. Regarding the weird an wacky game setting/plot. Did you decide on it? Could you briefly describe it?</span></p>
<div style="text-align: justify;">The new theme is entirely Jack&#8217;s idea. I merely gave my approval. I think it&#8217;s a good theme for the market he&#8217;s aiming at.It&#8217;s about a mad scientist trying to collect enough body parts to build a monster. Sometimes you find whole coffins, and sometimes the rampaging villagers try to burn you down. The truth is, I think Jack chose the theme because, when you have your entire body, you get to yell &#8220;It&#8217;s Alive!&#8221;</p>
<p>The game won&#8217;t be able to sit on the same shelf as games like Rummikub and Canasta, and I know that some little old ladies would buy the game if it did. But that&#8217;s not the first market Jack&#8217;s looking to approach.</p>
</div>
<p><span style="font-weight: bold;">7. Still, should be fine for kids. What&#8217;s the target group of It&#8217;s Alive?</span></p>
<p>Gamers and geeks.</p>
<p><span style="font-weight: bold;">8. Are you happy with the final product and Reiver Games? Why did you decide to go for a limited 300 copies only release?</span></p>
<div style="text-align: justify;">I haven&#8217;t seen it yet, and, in fact, it&#8217;s not actually ready yet. The 300 copies is, again, Jack&#8217;s way of operating. He hand cuts and assembles each game by himself.</div>
<p><span style="font-weight: bold;">9. Anything planned for the future? Should we be looking forward to more <span style="font-style: italic;">designed by </span>Yehuda games?</span></p>
<div style="text-align: justify;">Absolutely. I always have a few game ideas buzzing around. Every once in a while I&#8217;ll make up a prototype and bring it to my game group. If it&#8217;s good, I&#8217;ll move forward with it.</div>
<p><span style="font-weight: bold;">10. Improvise, please. Is there anything you &#8216;d like t add. Something related to your blog perhaps?</span></p>
<div style="text-align: justify;">Game design is just another art, like writing, poetry, and creating literature parodies of famous poems and legal codes. It&#8217;s what keeps me going.</div>
<p><span style="font-weight: bold;">Thanks for taking the time, best of luck with It&#8217;s Alive!</span></p>
<p>Thanks, Gnome.</p>
<p><em>Kondtantinos or Gnome is a classic and indie gaming writer. You can see his wonderful blog by following this link – <a href="http://www.gnomeslair.com/">Gnomes Lair</a>.</em><strong><br />
</strong></p>
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		<title>The Interview: John Wilson &#8211; Zenobi Software</title>
		<link>http://obsoletegamer.com/john-wilson-zenobi-software/</link>
		<comments>http://obsoletegamer.com/john-wilson-zenobi-software/#comments</comments>
		<pubDate>Fri, 16 Dec 2011 15:50:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Atari ST]]></category>
		<category><![CDATA[commodore amiga]]></category>
		<category><![CDATA[John Wilson]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[the Cat and the Cockroach]]></category>
		<category><![CDATA[The Interview]]></category>
		<category><![CDATA[the Rochdale Balrog]]></category>
		<category><![CDATA[Zenobi Software]]></category>
		<category><![CDATA[zx spectrum]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/a-few-gnomish-questions-the-balrog-of-zenobi/</guid>
		<description><![CDATA[The 'Zenobi Love' .. just what the f*ck is that? Zenobi Software was a part of my life, is still a part of my life and always will be a part of my life - it has nothing to do with 'love' it was (and still is) the 'driving-force' behind my existence.It was a dark rainy night and Balrog was slumped over a plate of mince &#038; tatties when there was a gentle 'tap' on the kitchen door. "Bloody visitors .. and at this time of night as well!" growled Balrog as he flicked the errant pea(s) back on to his plate and shuffled off in the direction of the knock. "John Wilson ?" enquired the chubby-faced gent stood in the pouring rain. ]]></description>
			<content:encoded><![CDATA[<div style="text-align: left;"><span style="font-size: 85%;"><span style="font-weight: bold;">Zenobi Software</span>, the Rochdale Balrog, the Cat and the Cockroach were responsible for over two hundred excellent -nay, classic- <span style="font-weight: bold;">ZX Spectrum</span> text-adventures. Oh, yes, and quite a few <span style="font-weight: bold;">Atari ST</span> ones too. What&#8217;s more, John Wilson -a.k.a. the Balrog- the man behind it all is here to enlighten you and me on how things happened and what the future holds. Read on, hop over to the lovely official <a href="http://www.zenobi.co.uk/"><span style="font-weight: bold;">Zenobi</span> website</a>, grab a DVD with its rich retro offerings, ask for a freebie and come back here to discuss retro 8-bit interactive fiction. After all <span style="font-style: italic;">Zenobi</span> will feature heavily on this blog for quite some time.</span></div>
<p><img class="aligncenter size-full wp-image-24133" title="Zenobi Software Visual Medley" src="http://obsoletegamer.com/wp-content/uploads/2008/05/Zenobi-Software-Visual-Medley.jpg" alt="Zenobi Software Visual Medley" width="400" height="300" /></p>
<p><span style="font-weight: bold;">Tell us a bit about yourself, oh Balrog. Some info on the cat might be nice too.</span></p>
<div style="text-align: justify;">Fast approaching my 62nd birthday, I was born in Edinburgh (<span style="font-size: 85%;">Scotland</span>) in 1947 and moved to South Wales (<span style="font-size: 85%;">Cwmbran</span>) at the age of 12. Lived there for a few years and then moved to North Wales (<span style="font-size: 85%;">Flint</span>) before enlisting in the Royal Air Force in 1964. Served in various places&#8230; as far apart as Valley (<span style="font-size: 85%;">Anglesey</span>) and Seletar (<span style="font-size: 85%;">Singapore</span>) before settling down in Rochdale in 1970 where I still live to this day. As for the &#8216;cat&#8217; that is simply one of my many &#8216;alter-egos&#8217;&#8230; now, that is a &#8216;first&#8217; for you and your readers, as I have never admitted to that before. &#8216;Cat&#8217; is a good one, unlike &#8216;Cockroach&#8217; who is an evil, mischievous little sod.</div>
<p><span style="font-weight: bold;">Why -and more importantly, how- did you start Zenobi? Were you all alone in this, erm, adventure of sorts?</span></p>
<div style="text-align: justify;">Had been unemployed for a number of years and during a &#8216;careers interview&#8217; I blurted out &#8216;To run a software house&#8217; in answer to one of their questions. Being me, I decided to stick with that choice and Zenobi Software was formed in 1984/85. Like everything in my life, since I met her, my Ann was with me in this enterprise. Without her help I would never have made the success of Zenobi Software that it was &#8230; if it ever was a &#8216;success&#8217;.</div>
<p><span style="font-weight: bold;">And the focus on text-adventures on the ZX Spectrum? How did you decide on that?</span></p>
<div style="text-align: justify;">Because they were what I was &#8216;into&#8217; at the time. I had been given a ZX81 by a mate and then &#8216;upgraded&#8217; to a ZX Spectrum &#8230; the only things that seemed reasonable to play on these machines were &#8216;text adventures&#8217; (<span style="font-size: 85%;">the arcade games did not appeal</span>) so those became my passion.</div>
<div style="text-align: justify;"><img class="aligncenter size-full wp-image-24134" title="ZXSpectrum48k" src="http://obsoletegamer.com/wp-content/uploads/2008/05/ZXSpectrum48k.jpg" alt="ZX Spectrum" width="250" height="184" /></div>
<p><span style="font-weight: bold;">Weren&#8217;t you afraid of actually competing against bigger software houses?</span></p>
<div style="text-align: justify;">I am never afraid of a challenge and to be quite honest I never envisaged myself as being in &#8216;competition&#8217; with anybody. The whole idea of the project was simply to get MY games out to the general public. Things just got out of hand a touch and grew far bigger than I ever imagined.</div>
<p><span style="font-weight: bold;">You&#8217;ve created a fair amount of admittedly brilliant, tough, inspired and generally hilarious adventures. Which ones are you favorites? Was there a certain way your games were designed? I mean, really, where did all this inspiration come from?</span></p>
<div style="text-align: justify;">Of them all, the original &#8216;Behind Closed Doors&#8217; has to be my favourite, if only for the fact that it was written, tested and finalised in less than 24 hours. However ALL of them are my &#8216;children&#8217; and just as in real-life I never choose favourites.</div>
<p><span style="font-weight: bold;">How did you come up with those intricate puzzles?</span></p>
<div style="text-align: justify;">Pinched all the ideas from &#8216;real-life&#8217; incidents. All it takes is a little imagination and you can convert anything into an &#8216;adventure-situation&#8217;. Alas, I am very lucky to have the kind of mind that can come up with &#8216;ideas&#8217; without too much thinking&#8230; I used to dream them up as I typed them sometimes.</div>
<p><span style="font-weight: bold;">What about them weird names, settings, loading screens and stories?</span></p>
<div style="text-align: justify;">They are all part of the twisted mind that I have been blessed with&#8230; that and the ability to &#8216;bend&#8217; things to suit. Give me a &#8216;topic&#8217; and I can generally sit down and just type out a story (<span style="font-size: 85%;">complete with characters, plot, descriptions etc</span>) and do all this as I go along. Much in the same way that I am typing out this interview. No preparation, just &#8216;flying by the seat of my pants&#8217; as my old Dad would say.</div>
<p><span style="font-weight: bold;">Now, as Zenobi published quite a few games from a variety of authors/designers, could you give us some insight as to how this bit actually worked? </span></p>
<div style="text-align: justify;">Simple&#8230; I was unable to produce enough games (<span style="font-size: 85%;">personally</span>) to meet the demand, so decided to use the services of other authors to meet the quota. I spread the word I was on the lookout for new games and they just came flooding in.</div>
<p><span style="font-weight: bold;">In retrospect, which would you say were the finest moments in/of Zenobi?</span></p>
<div style="text-align: justify;">Getting the first game-review published (<span style="font-size: 85%;">&#8216;The Boggit&#8217; in PCW</span>), being awarded &#8216;Mega-game&#8217; status in <span style="font-style: italic;">Your Sinclair</span> and being voted &#8216;Best Software House&#8217; (<span style="font-size: 85%;">the FIRST time</span>).</div>
<div style="text-align: justify;"><img class="aligncenter size-medium wp-image-24135" title="Atari St" src="http://obsoletegamer.com/wp-content/uploads/2008/05/Atari-St-505x280.jpg" alt="Atari St" width="505" height="280" /></div>
<p><span style="font-weight: bold;">Why stop after the Atari ST games?</span></p>
<div style="text-align: justify;">It was no longer a viable proposition to produce NEW games for either the ZX Spectrum or the Atari ST . &#8216;Sales&#8217; were no longer high enough to warrant the financial outlay and I felt that it was stupid to keep squandering my OWN cash on a losing cause.</div>
<p><span style="font-weight: bold;">Any other platforms you developed for?</span></p>
<div style="text-align: justify;">Not really, though we did produce &#8216;emulations&#8217; of ALL the original ZX Spectrum titles to suit the Commodore Amiga, Mac, PC, Sam Coupe and QL. Not to mention every form there was of the ZX Spectrum&#8230; i.e. Plus D, +3, Tape etc.</div>
<p><span style="font-weight: bold;">Oh, and do you still play games? Any thoughts on their current state?</span></p>
<div style="text-align: justify;">Nope&#8230; my real passion has always been music and these days my spare time is spent listening to that. My CD collection numbers in the &#8216;tens&#8217; of thousands&#8230; you can believe that or not!!</div>
<p><span style="font-weight: bold;">Considering there is a strong Spectrum retro scene, a very lively interactive fiction scene and an obvious revival of the adventure genre, well, what does the future hold? More games? A book per-chance?</span></p>
<div style="text-align: justify;">None of the above. I still write the odd short-tale, but they are either just for my own amusement (<span style="font-size: 85%;">and end up in the desk-drawer</span>) or else they get put on the web-site where they bore everybody to death. Though I have promised myself that one day I will bring the &#8216;Korat&#8217; tale to its eventual conclusion&#8230; if only for my own peace of mind</div>
<p><span style="font-weight: bold;">Finally, you do still feel the Zenobi love, don&#8217;t you? Mind you, feel free to add anything else you think would be vaguely appropriate and/or titillating.</span></p>
<div style="text-align: justify;">
<p>The &#8216;Zenobi Love&#8217; .. just what the f*ck is that? Zenobi Software was a part of my life, is still a part of my life and always will be a part of my life &#8211; it has nothing to do with &#8216;love&#8217; it was (<span style="font-size: 85%;">and still is</span>) the &#8216;driving-force&#8217; behind my existence.It was a dark rainy night and Balrog was slumped over a plate of mince &amp; tatties when there was a gentle &#8216;tap&#8217; on the kitchen door. &#8220;Bloody visitors .. and at this time of night as well!&#8221; growled Balrog as he flicked the errant pea(s) back on to his plate and shuffled off in the direction of the knock. &#8220;John Wilson ?&#8221; enquired the chubby-faced gent stood in the pouring rain. &#8220;Come in Tam ..&#8221; grinned the Balrog and ushered the gent, and his companion, into the warmth of the kitchen. &#8220;How do you know me?&#8221; asked the gent. &#8220;Saw your picture in PCW when you were awarded the prize for completing &#8216;The Ket Trilogy&#8217; smiled Balrog, flicking on the switch for the kettle and reaching under the worktop for some cups. &#8220;Tea or coffee and how many sugars ??&#8221;</p>
<p>So it was that &#8216;Tartan Tam&#8217; encountered the Balrog for the first time &#8230; a true story!!&#8221;</p>
</div>
<p><strong><br />
</strong></p>
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		<title>The Interview: Agustin Cordes</title>
		<link>http://obsoletegamer.com/the-interview-agustin-cordes/</link>
		<comments>http://obsoletegamer.com/the-interview-agustin-cordes/#comments</comments>
		<pubDate>Sat, 10 Dec 2011 14:45:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[adventure games]]></category>
		<category><![CDATA[Agustin Cordes]]></category>
		<category><![CDATA[pc games]]></category>
		<category><![CDATA[risk profile]]></category>
		<category><![CDATA[Scratches]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/agustin-cordes-of-scratches-fame-answers-11-questions/</guid>
		<description><![CDATA[Some was feedback by fans, yes, particularly regarding the controls. The new scheme with a fixed camera was so much better and granted more dynamism to the game. Other things were left unsaid the first time and came back as comments from Michael, especially the journal feature. And of course, The Last Visit was intended to show what happened after that enigmatic ending and provide a few more answers. Last, but not least, the entire graphics were revamped to support a higher resolution, one of the biggest complains about the first version. All in all the additions were worthwhile but I would have wanted to make the Director’s Cut even bigger with more features, most importantly a commentary track that would have given players plenty of behind the scenes details as they explored the house.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-style: italic;">Successful independently produced adventures are a truly rare breed, whereas successfully independently produced quality horror adventures are way rarer than a particularly rare thing. Meet then </span><em style="font-style: italic;">Agustin Cordes</em><span style="font-style: italic;">, creator of such a rarity, who was responsible (among other stuff) for the splendid </span><strong style="font-style: italic;">Scratches</strong><span style="font-style: italic;"> and </span><strong style="font-style: italic;">Scratches Director&#8217;s Cut</strong><span style="font-style: italic;"> adventure games, and currently runs the excellent and definitely eclectic </span><a style="font-style: italic;" href="http://www.slightly-deranged.com/">Slightly Deranged</a><span style="font-style: italic;"><span style="font-style: italic;">blog. Oh, and as this is quite obviously an interview with the man, it will also let you find out some juicy bits about his forthcoming projects. Tasty, eh?</span></span></div>
<div style="text-align: center;"><img class="aligncenter size-full wp-image-24023" title="nucleosys" src="http://obsoletegamer.com/wp-content/uploads/2011/12/nucleosys.png" alt="nucleosys" width="400" height="238" /></div>
<p style="text-align: justify;"><span style="font-weight: bold;">1.So, Agustin, care to intorduce yourself to the <span style="font-style: italic;">Obsolete Gamer</span> crowd and let &#8216;em know a bit about you and your creations; besides <span style="font-style: italic;">Scratches</span> that is?</span></p>
<div style="text-align: justify;">Hello little creature of the forest! Oh you know, I’m just a guy who’s hopelessly in love with the past, especially vintage games. I’m like one of those old people who always remind us of just how better things were back in their times, except for the old part that is. My creations can be counted with the tentacles of my left arm, but they’re still worthwhile: there’s <span style="font-style: italic;">Scratches</span> indeed, and we’ll get to that soon, but there’s also <span style="font-style: italic;">Risk Profile</span>, an educational and very fun adventure which is only available in Spanish, a quirky little interactive fiction I wrote many years ago called <a href="http://www.justadventure.com/ftp/Valpurgis_I.shtm">Valpurgius And I</a> and of course <span style="font-style: italic;">Slightly Deranged</span>, my recent blog about cult movies and games.</div>
<div style="text-align: justify;">-</div>
<div style="text-align: justify;">.<strong>2.Excellent. But, let&#8217;s get back to </strong><span style="font-style: italic;">Scratches</span><strong> now, as it is one of the best horror adventures I&#8217;ve ever played. How did you first decide to start working on it? What was your inspiration and what were you trying to achieve?</strong></div>
<div style="text-align: justify;">-</div>
<div style="text-align: justify;">I’m glad to hear you liked <span style="font-style: italic;">Scratches</span>! I’ve always fancied developing an adventure game ever since I tried <span style="font-style: italic;">King’s Quest</span> when I was a small brat. The real decision to start working on such a project came many years later after seeing the impressive achievement of <span style="font-style: italic;">Dark Fall</span>, in my eyes the real beginning of the indie movement (yes, not only adventures but gaming in general). I thought, “Hey someone actually pulled this one off” and decided to give it a shot. It’s been one hell of a ride since then! The inspiration behind <span style="font-style: italic;">Scratches</span> came from countless of vintage horror films, especially from the <span style="font-style: italic;">Hammer</span> era, although two movies in particular stand out:</div>
<div style="text-align: justify;">-</div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"></div>
<div style="text-align: justify;"><span style="font-style: italic;">House Of The Long Shadows</span>, an overlooked little gem with Lee, Cushing and Price, and <span style="font-style: italic;">House By The Cementery</span> by the one and only Lucio Fulci. In fact, you can blame Fulci for my obsession with basements. Of course, H.P. Lovecraft is my ultimate inspiration -with <span style="font-style: italic;">Scratches</span> I wanted to mimic that mood of 70’s horror films and particularly the notion of playing a Lovecraft story, who I think remains the master of literary atmosphere and subtlety. The ending of <span style="font-style: italic;">Scratches</span>(which many found unsatisfying) was pure Lovecraftian in nature in a sense of facing that ultimate horror and coming to a sudden halt.</div>
<div style="text-align: justify;">
<p><img class="aligncenter size-full wp-image-24024" title="Scratches" src="http://obsoletegamer.com/wp-content/uploads/2011/12/Scratches.jpg" alt="Scratches" width="400" height="300" /></p>
<p><span style="font-weight: bold;">3.Did you epxect its success? Did you believe a horror adventure game could be succesful or were you mostly indulging yourself?</span></p>
<p>Hell no! <span style="font-style: italic;">Scratches</span> was always supposed to be a quaint adventure game for a very specific audience. It was designed to be challenging and please hardcore adventure gamers in the first place. Never in my wildest dreams would I have imagined so many people enjoying the game; even brand newcomers to the adventure genre.</p>
<p><span style="font-weight: bold;">4.Are there any interesting facts from the game&#8217;s development you&#8217;d like to share?</span></p>
<p>Well yes, sort of. As you may recall, the game was first announced with a small playable teaser that featured a “slideshow” style. Shortly after, <span style="font-style: italic;">Cellar Of Rats</span> came onboard the project and was the first to suggest the possibility of updating the gameplay to the 360 panoramic panning. Given that the first teaser got such a great reception, I thought that upping the ante would be a wise move and went to develop the panoramic format. The game looked great with it! In the end it was a good decision, but back then we decided to launch a second teaser featuring this new improvement. We figured that, since the first teaser became a hit of sorts, this one would blow everyone’s minds. Funnily enough, the new teaser wasn’t that hot and some even questioned the change! It’s a really strange world out there&#8230;</p>
<p><img class="aligncenter size-full wp-image-24025" title="Scratches directors cut" src="http://obsoletegamer.com/wp-content/uploads/2011/12/Scratches-directors-cut.png" alt="Scratches directors cut" width="400" height="217" /></p>
<p><span style="font-weight: bold;">5.What about <span style="font-style: italic;">Scratches: The Director&#8217;s Cut</span>? It was a pretty unique decision in our world of PC gaming.</span></p>
<p>Do you think so? I believe there have been similar “upgrades” in the past. The success of <span style="font-style: italic;">Scratches</span> was huge and people wanted more, but there wasn’t any sequel planned, so it seemed like a good idea to give them some more of <span style="font-style: italic;">Scratches</span>. Furthermore, the new release was bound to attract the attention of gamers who were on the fence about buying the first game or maybe missed it.</p>
<p><span style="font-weight: bold;">6.How did you decide what to improve for the <span style="font-style: italic;">Director&#8217;s Cut</span>? Was it the feedback? Where there choices that were only made possible after the first version of <span style="font-style: italic;">Scratches</span> brought in some cash?</span></p>
<p>Some was feedback by fans, yes, particularly regarding the controls. The new scheme with a fixed camera was so much better and granted more dynamism to the game. Other things were left unsaid the first time and came back as comments from Michael, especially the journal feature. And of course, <span style="font-style: italic;">The Last Visit</span> was intended to show what happened after that enigmatic ending and provide a few more answers. Last, but not least, the entire graphics were revamped to support a higher resolution, one of the biggest complains about the first version. All in all the additions were worthwhile but I would have wanted to make the <span style="font-style: italic;">Director’s Cut</span> even bigger with more features, most importantly a commentary track that would have given players plenty of behind the scenes details as they explored the house.</p>
<p><span style="font-weight: bold;">7.And, well, how have you been keeping yourself busy after<span style="font-style: italic;"> Scratches</span>?</span></p>
<p>After <span style="font-style: italic;">Scratches</span> <span style="font-style: italic;">Nucleosys</span> became involved in this huge project in Argentina called <span style="font-style: italic;">Risk Profile</span>, an educational adventure commissioned by the government of Buenos Aires. It was quite surprising to say the least, I mean, an actual government supporting adventure games! And they even brought references such as <span style="font-style: italic;">Monkey Island</span> and <span style="font-style: italic;">Maniac Mansion</span> to the table. The project lasted about 18 months and was pretty hectic. The game was very large (over 50 characters to interact with and 80 lush background scenes) and ideally would have required 24 months for a much less stressful development.</p>
<p><img class="aligncenter size-full wp-image-24026" title="Risk_Profile" src="http://obsoletegamer.com/wp-content/uploads/2011/12/Risk_Profile.jpg" alt="Risk_Profile" width="400" height="300" /></p>
<p><span style="font-weight: bold;">8.Care to describe <span style="font-style: italic;">Risk Profile</span> a bit?</span></p>
<p>Sure, the style of the game is reminiscent of <span style="font-style: italic;">Runaway</span>, but it is far more lighthearted. Keep in mind it was intended for kids between 9 and 16 years. The idea behind the game was to teach youngsters what are taxes for, lessons in morality and what it&#8217;s like being a good citizen. It probably sounds utterly boring, but the actual game was great fun and even adults loved it! There are 12 lengthy missions ranging from auditing a dubious software company to investigating a mine apparently haunted by ghosts a la Scooby Doo. I was given nearly complete freedom with the script and included lots of jokes although many of them would probably get lost in translation.</p>
<p>For instance, there’s a sequence where the protagonist (Martina) has to mix a beer for a loser hanging out in the street to get some crucial information, so the player has to pick a dumped half-eaten box of cereals, put them inside a running car engine and get the resulting liquid from the exhaust pipe. Needless to say, the bum loves the revolutionary taste. There are also some great cutscenes between missions where two news reporters inform players about the outcome of Martina’s achievements. These segments get more and more bizarre as the game progresses though and at one point the anchorman warns people about a giant Lovecraftian creature invading the city while you can see behind him huge tentacles hugging a skyscraper. I still can’t believe they allowed me to get away with that!</p>
<p><span style="font-weight: bold;">9.Any chances of it reaching an English speaking audience in some form or another?</span></p>
<p>Unfortunately I’m not sure, though I would certainly love to bring the game to a bigger audience. I think it would be highly entertaining, even to hardcore adventure gamers looking for something different. There has been some interest about translating the game, but I can’t really say it will happen.</p>
<p><span style="font-weight: bold;">10.So, what have you been doing lately?</span></p>
<p>You already know about <a href="http://www.slightly-deranged.com/">Slightly Deranged</a>, a project I had been toying with for a few years. These hobbies can get extremely time-consuming so I’m always in awe when I find remarkable sites such as <span style="font-style: italic;">Gnome’s Lair</span> and many others, managed by a small group of people or even one person. The dedication you show is enviable and the internet just wouldn’t be the same without you!</p>
<p>Besides working on <span style="font-style: italic;">Slightly Deranged</span>, I’m preparing the imminent announcement and website of my new company, <span style="font-weight: bold; color: #cc0000;">Senscape Interactive</span>. Hey, that’s a scoop!</p>
<p><span style="font-weight: bold;">11.Any plans on new games? What does the future hold?</span></p>
<p>Yes, many plans as usual, but one thing at a time. I’m working with a new team on an exciting adventure game, definitely a dream come true for fans of <span style="font-style: italic;">Scratches</span>. And what’s even better, this game has been secretly in development for a while so you won’t have to wait that long to play it. Believe me when I tell you this is going to be one scary and unforgettable experience! In fact, we’ll be referring to this game as “Unnamable Project” until it’s officially announced.</p>
<p>Now wait a minute&#8230; those have been TWO scoops! I guess you caught me in a good mood today. Thank you again for giving me this great opportunity to chat and I wish you the very best with <span style="font-style: italic;">Gnome’s Lair</span>!</p>
<p><span style="font-weight: bold;">Thank you, and please stop making me blush! Can&#8217;t wait for more of your games, mind&#8230;</span></p>
</div>
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		<title>Ten Questions: Matt Barton</title>
		<link>http://obsoletegamer.com/ten-questions-matt-barton/</link>
		<comments>http://obsoletegamer.com/ten-questions-matt-barton/#comments</comments>
		<pubDate>Thu, 24 Nov 2011 16:00:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[al lowe]]></category>
		<category><![CDATA[amrchair arcade]]></category>
		<category><![CDATA[atari 2600]]></category>
		<category><![CDATA[Baldur's Gate]]></category>
		<category><![CDATA[chris avellone]]></category>
		<category><![CDATA[civilization]]></category>
		<category><![CDATA[discovery channel]]></category>
		<category><![CDATA[dungeons & desktops]]></category>
		<category><![CDATA[Dungeons of Daggorath]]></category>
		<category><![CDATA[Fallout]]></category>
		<category><![CDATA[Final Fantasy]]></category>
		<category><![CDATA[Gamasutra]]></category>
		<category><![CDATA[gameplay the story of the videogame revolution]]></category>
		<category><![CDATA[John Romero]]></category>
		<category><![CDATA[lord British]]></category>
		<category><![CDATA[lux digital pictures]]></category>
		<category><![CDATA[marlin lee]]></category>
		<category><![CDATA[matt barton]]></category>
		<category><![CDATA[matt chat]]></category>
		<category><![CDATA[nancy drew]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[or Eye of the Beholder]]></category>
		<category><![CDATA[planescape torment]]></category>
		<category><![CDATA[PLATO platform]]></category>
		<category><![CDATA[Pool of Radiance]]></category>
		<category><![CDATA[Sega Genesis]]></category>
		<category><![CDATA[shane r. monroe]]></category>
		<category><![CDATA[Slashdot]]></category>
		<category><![CDATA[slate]]></category>
		<category><![CDATA[sony vegas platinum]]></category>
		<category><![CDATA[Tandy CoCo]]></category>
		<category><![CDATA[ti-99/4a]]></category>
		<category><![CDATA[tunnels of doom]]></category>
		<category><![CDATA[ultima]]></category>
		<category><![CDATA[vintage games]]></category>
		<category><![CDATA[wizardy]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[Zelda]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/ten-gnomish-questions-matt-barton/</guid>
		<description><![CDATA[I don't think Matt Chat is unique. There are many, many other YouTubers out there doing similar shows. For instance, ianwilson1978 does great work on the Sega Genesis and Marlin Lee covers a variety of games. I guess one thing that makes my show special is that I feature games from all platforms, especially covering PC and computer titles that the others miss. Most other shows are dedicated to consoles, especially Nintendo classics. I figure those games already get enough love, so I try to cover ground that is not covered by the other shows--such as Dungeons of Daggorath for the Tandy CoCo, Tunnels of Doom for the TI-99/4A, or even the PLATO platform. I also feature interviews with classic developers, such as John Romero and Al Lowe. I'll soon release my interview with Chris Avellone.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;">Matt Barton is one of the smartest and most interesting people you can find online discussing, loving and showing off old &amp; new games. Now, although you should preferably get to know him via his work on <a href="http://www.youtube.com/user/blacklily8">Matt Chat</a>, the <a href="http://www.armchairarcade.com/neo/">Amrchair Arcade</a> and some rather <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&amp;location=http%3A%2F%2Fwww.amazon.com%2Fgp%2Fentity%2F-%2FB001JRV9IU&amp;tag=gnomeslair-20&amp;linkCode=ur2&amp;camp=1789&amp;creative=390957">impressive books</a><img style="border: medium none ! important; margin: 0px ! important;" src="https://www.assoc-amazon.com/e/ir?t=gnomeslair-20&amp;l=ur2&amp;o=1" alt="" width="1" height="1" border="0" />, reading the following interview should be both enlightening and considered as an appetizer.</div>
<div style="text-align: center;"><img class="aligncenter size-full wp-image-23817" title="dungeons and desktops dragon-1" src="http://obsoletegamer.com/wp-content/uploads/2010/04/dungeons-and-desktops-dragon-1.png" alt="dungeons and desktops dragon-1" width="400" height="301" /></div>
<div style="text-align: justify;"><span style="font-weight: bold;">1. Matt, care to introduce yourself to the merry retro loving lot that are the <span style="font-style: italic;">Gnomeslair.com &amp; Obsolete Gamer</span> readers?</span></div>
<p>I&#8217;m Matt Barton, host of <a href="http://www.youtube.com/user/blacklily8">Matt Chat</a>, a weekly <span style="font-style: italic;">YouTube</span> show dedicated to classic games. I&#8217;m also co-founder of <a href="http://www.armchairarcade.com/neo/">Armchair Arcade</a> and author of <a href="http://www.amazon.com/gp/product/1568814119?ie=UTF8&amp;tag=gnomeslair-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1568814119">Dungeons &amp; Desktops</a><img style="border: medium none ! important; margin: 0px ! important;" src="http://www.assoc-amazon.com/e/ir?t=gnomeslair-20&amp;l=as2&amp;o=1&amp;a=1568814119" alt="" width="1" height="1" border="0" /> and <a href="http://www.amazon.com/gp/product/0240811461?ie=UTF8&amp;tag=gnomeslair-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=0240811461">Vintage Games</a><img style="border: medium none ! important; margin: 0px ! important;" src="http://www.assoc-amazon.com/e/ir?t=gnomeslair-20&amp;l=as2&amp;o=1&amp;a=0240811461" alt="" width="1" height="1" border="0" /> (co-authored with my friend and colleague Bill Loguidice). I&#8217;m also an assistant (soon to be associate) professor of English at St. Cloud State University, where I teach classes in writing, rhetoric, and new media.</p>
<p><span style="font-weight: bold;">2. And what would you say some of your favourite games are? Any particular love for a genre or a gaming machine?</span></p>
<p>My favorite genres are adventure games, role-playing games, and strategy games. Some of my favorites include <span style="font-style: italic;">Baldur&#8217;s Gate</span>, <span style="font-style: italic;">Pool of Radiance</span>, <span style="font-style: italic;">World of Warcraft</span>, <span style="font-style: italic;">Civilization</span>, and the <span style="font-style: italic;">Nancy Drew</span> series of adventure games. I have many consoles, but my favorite gaming device is the PC. Going further back, I will always be an <span style="font-style: italic;">Amiga</span> and <span style="font-style: italic;">Commodore</span> fan at heart.</p>
<p><span style="font-weight: bold;">3. So, </span><a style="font-weight: bold;" href="http://www.armchairarcade.com/neo/">Armchair Arcade</a><span style="font-weight: bold;">, how would you describe the site and what&#8217;s the story behind it?</span></p>
<p>We were friends on a forum dedicated to Shane R. Monroe&#8217;s Retrogaming Radio show. We talked about putting together an online magazine, and eventually set it up. For awhile we focused on &#8220;issues&#8221; and tried to make it look like a retromag. We were amazed by how much attention it got, frequently mentioned on <span style="font-style: italic;">Slashdot</span> and many other sites (even <span style="font-style: italic;">Slate</span> and the <span style="font-style: italic;">Discovery Channel</span>). Eventually, though, we morphed into a blog format and started selling our features to other sites (especially <span style="font-style: italic;">Gamasutra</span>). Now we use <span style="font-style: italic;">AA</span> as our home base for communicating to fans and fellow retrogamers, talking about our latest projects, and so on.</p>
<p><span style="font-weight: bold;">4. Same question on the incredibly well produced <a href="http://www.youtube.com/user/blacklily8">Matt Chat</a> episodes&#8230; How did you decide to start a video show on retro games, and what would you say is this little something that makes Matt Chat unique (for, believe me, it is unique)? By the way, love that gaming wall you got in the background.</span></p>
<p><span style="font-style: italic;">Matt Chat</span> has come a long, long way in a short time. When I first started, it was just me and a webcam trying to hawk my books. The production quality was terrible! But I wanted to learn more about videos because Bill and I are producing a feature documentary for <span style="font-style: italic;">Lux Digital Pictures</span> (<span style="font-style: italic;">Gameplay: The Story of the Videogame Revolution</span>). I figured I needed more experience with videos to really handle a project like that, so I kept learning and experimenting, trying to refine my techniques. If you notice, I usually try to put in one more technique or one more refinement per episode, so I&#8217;m always learning something new.</p>
<p>I don&#8217;t think<span style="font-style: italic;"> Matt Chat</span> is unique. There are many, many other<span style="font-style: italic;"> YouTubers</span> out there doing similar shows. For instance, <span style="font-style: italic;">ianwilson1978</span> does great work on the <span style="font-style: italic;">Sega Genesis</span> and Marlin Lee covers a variety of games. I guess one thing that makes my show special is that I feature games from all platforms, especially covering PC and computer titles that the others miss. Most other shows are dedicated to consoles, especially Nintendo classics. I figure those games already get enough love, so I try to cover ground that is not covered by the other shows&#8211;such as<span style="font-style: italic;"> Dungeons of Daggorath</span> for the <span style="font-style: italic;">Tandy CoCo</span>, <span style="font-style: italic;">Tunnels of Doom</span> for the <span style="font-style: italic;">TI-99/4A</span>, or even the <span style="font-style: italic;">PLATO</span> platform. I also feature interviews with classic developers, such as John Romero and Al Lowe. I&#8217;ll soon release my interview with Chris Avellone.</p>
<p><span style="font-weight: bold;">5. Really, is it tough producing something of this quality on a weekly basis?</span></p>
<p>It can be. Sometimes my editing program (<span style="font-style: italic;">Sony Vegas Platinum</span>) crashes so much during rendering that I&#8217;m tempted to just give up. I would really love a better setup! The other big problem is capturing footage from games, especially old <span style="font-style: italic;">Windows</span> games. Even with <span style="font-style: italic;">fraps</span>, <span style="font-style: italic;">virtualdub</span>, and the rest, it can be a nightmare sometimes capturing decent footage.</p>
<p>Other than these purely technical problems, though, it&#8217;s not hard at all. I can easily come up with things to say, and I like researching the games anyway. I also enjoy inserting inside jokes and humor, and interacting with the fans is a real joy.</p>
<p><span style="font-weight: bold;">6. How about your books? They are two on games and one on Wikis, correct? Do you feel gamers actually bother reading?</span></p>
<p>I think most gamers are highly intelligent; at least the ones I talk to. I know plenty of professors and graduate students who are serious gamers. But, of course, there are many who never pick up a book. That is sad, of course, since I couldn&#8217;t imagine living life without good books to read. It&#8217;s really important to read good books, not just newspapers and such. You can always tell when you&#8217;re talking to an avid reader, because he or she will be more knowledgeable on a broader range of topics&#8211;plus, I think it makes you more articulate and, frankly, intelligent. I had a friend who read <span style="font-style: italic;">War and Peace </span>just for fun, but he told me later he felt more intelligent after reading it. Some people laugh at comics and graphic novels, but they are actually much more sophisticated now than they used to be. You could certainly learn a thing or two from <span style="font-style: italic;">Moore</span>&#8216;s work.</p>
<p>There&#8217;s really no excuse for being ignorant. So read!</p>
<p><span style="font-weight: bold;">7. Now, let&#8217;s focus a bit on the rather epic <a href="http://www.amazon.com/gp/product/1568814119?ie=UTF8&amp;tag=gnomeslair-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1568814119">Dungeons and Desktops</a>. Why CRPGs? Could you briefly describe the book? Has it sold to your expectations? Did you enjoy writing it?</span></p>
<p>It&#8217;s pretty much what it says; the history of computer role-playing games. I tried to talk about every important or even remotely influential game in the book, describing what makes them fun and how they fit into the grand history of the genre. I tried to show connections across eras and styles, so you could get a sense of the diversity. Someone may have heard of <span style="font-style: italic;">Baldur&#8217;s Gate</span>, for instance, but be unaware of <span style="font-style: italic;">Planescape: Torment</span>, <span style="font-style: italic;">Pool of Radiance</span>, or <span style="font-style: italic;">Eye of the Beholder</span>. I meet people who may know all about <span style="font-style: italic;">Zelda</span> and <span style="font-style: italic;">Final Fantasy</span>, but have never heard of <span style="font-style: italic;">Ultima</span> or <span style="font-style: italic;">Lord British</span>. That bothered me, so I thought it was time to write a book on the topic.</p>
<p>The book has sold well. Of course, something like this won&#8217;t be a bestseller. But I wrote this book for people like us, not the mainstream. By &#8220;us,&#8221; of course, I&#8217;m talking about people who love games like <span style="font-style: italic;">Wizardry</span> and <span style="font-style: italic;">Fallout</span> and enjoy nothing more than talking and thinking about them.</p>
<p><span style="font-weight: bold;">8. Should we expect more books from you? Maybe even a new project or collaboration?</span></p>
<p>Almost certainly, though it&#8217;s very hard to find publishers interested in game books. I have been dying to write a book on adventure games similar to D&amp;D, but no takers so far. Bill and I have been talking about a book on the <span style="font-style: italic;">Atari 2600</span>, and I&#8217;ve got one on virtual worlds that needs development. We will probably also write a book based on our documentary.</p>
<p><span style="font-weight: bold;">9. And now for something that interests me quite a bit on a personal level. How did you really manage to -effortlessly, it seems- combine an academic career with all this quality work on computer and video games?</span></p>
<p>In a sense gaming is my job. A professor is expected to research as well as teach, and game studies is an important part of new media. I&#8217;m presenting on aspects of gaming at two national conferences later this year (<span style="font-style: italic;">Computers and Writing</span>,<span style="font-style: italic;"> Rhetoric Society of America</span>). People tend to think of &#8220;English&#8221; strictly as literature and grammar, but it&#8217;s far more than that! There are many of us studying games as well as other technologies like wikis and social networking. All of these things involve communication and rhetoric.</p>
<p><span style="font-weight: bold;">10. Finally, have you thought about actually creating a game yourself?</span></p>
<p>I have, though I&#8217;m not satisfied with the results! But a few years ago I taught myself<span style="font-style: italic;"> C++ </span>out of some books and made a simple adventure game, which I entered into the Interactive Fiction contest. I was shocked that it was 28th in the 12th annual interactive fiction competition. At any rate, it was fun learning C++, and I&#8217;d love to try something more ambitious one day.</p>
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		<title>The Interview: Dave Gilbert: Wadjet Eye Games</title>
		<link>http://obsoletegamer.com/dave-gilbert-wadjet-eye-games/</link>
		<comments>http://obsoletegamer.com/dave-gilbert-wadjet-eye-games/#comments</comments>
		<pubDate>Fri, 18 Nov 2011 14:30:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Dave Gilbert]]></category>
		<category><![CDATA[puzzlebots]]></category>
		<category><![CDATA[The Blackwell Legacy]]></category>
		<category><![CDATA[The Shivah]]></category>
		<category><![CDATA[Wadjet Eye Games]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/the-dave-gilbert-wadjet-eye-interview/</guid>
		<description><![CDATA[You look at a magnificent skyscraper, and it’s hard to imagine that it was something made by people. And a whole city of those things? It’s kind of overwhelming. As cities grow over the centuries (or millennia, in some cases) they develop a personality and history of their own. But New York is kind of special. It’s so prevalent in media – you see New York in movies, television and books all the time – that it’s touched everyone in the world in some way or another. You could live all your life in some isolated little town, but step into New York and it’s like you’ve been there before. I like being in the center of all of that. It’s a kind of energy that inspires me, and that’s obviously reflected in the games I make.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center; font-style: italic;">Dave Gilbert, a master of all things AGS, is the man behind indie adventure game publisher/developer <a style="font-weight: bold;" href="http://www.wadjeteyegames.com/index.html">Wadjet Eye Games</a> and the designer responsible for such point-and-click gems as <a href="http://www.gnomeslair.com/2010/09/blackwell-legacy-review.html">The Blackwell Legacy</a> and <a href="http://www.wadjeteyegames.com/shivah.html">The Shivah</a>. What follows is -quite apparently- an interview with him.</div>
<div style="text-align: center; font-style: italic;"><img class="aligncenter size-full wp-image-23728" title="wadjet eye games" src="http://obsoletegamer.com/wp-content/uploads/2010/09/wadjet-eye-games.png" alt="wadjet eye games" width="400" height="105" /></div>
<p>&nbsp;</p>
<div style="text-align: justify;"><span style="font-weight: bold;">1. Most know you as a designer, programmer and even publisher of indie adventure games, so, beside that, what are your gaming and non-gaming interests?</span></div>
<p>Gaming? Hm! I’m a big RPG nut. I’ve recently replayed <span style="font-style: italic;">Arcanum </span>and I’ve just started the latest <span style="font-style: italic;">Final Fantasy</span>, which should probably keep me busy for awhile. I have yet to finish any installment in that series, so let’s see if this is the exception.</p>
<p>As for non-gaming, I’m pretty low key. I love to travel, read, and wander aimlessly around NYC looking for places to go.</p>
<p><span style="font-weight: bold;">2. And how exactly did you first decide that playing via a keyboard and some chips was a good idea?</span></p>
<p>It’s all my mother’s fault. I was 11 years old and she bought me a copy of Infocom’s <span style="font-style: italic;">Wishbringer</span>. After that, my fate was forevermore sealed.</p>
<p><img class="aligncenter size-full wp-image-23729" title="the shivah" src="http://obsoletegamer.com/wp-content/uploads/2010/09/the-shivah.png" alt="the shivah" width="400" height="264" /></p>
<p><span style="font-weight: bold;">3. From enjoying to creating; how and when did you decide to start coming up with your very own digital bits of interactive entertainment?</span></p>
<p>It all started during a time in my life when I was looking for some distractions. The year was 2001 and it was September and I live in New York, so you can imagine what I needed distracting from. I searched the web for freeware adventure games and I ended up discovering the <span style="font-style: italic;">Reality on the Norm</span> project. The idea behind it was basically a shared universe. All the assets – characters, backgrounds, even the world itself – were shared by the community, and anyone could come along and make a game in that world and add to its story. The idea appealed to me. After playing a couple of them I decided to make one, so I took a week or two and made a little game called “The Repossesser.” People seemed to like it, so I kept making more.</p>
<p><span style="font-weight: bold;">4. What about Wadjet Eye Games? A bold step.</span></p>
<p>Maybe! At the time I was between jobs, having just come home after spending a year abroad teaching English in Asia. My apartment was being rented out so I was staying with my parents. They were both retired, and it was a bit embarrassing to be hanging around their apartment all day when I didn’t have a job either, so I took my laptop to a nearby café. For a month, I tinkered around with making a game for 7-8 hours a day and I told myself I was working. Completely self-defeating, but <span style="font-style: italic;">The Shivah</span> was the end result. I had so much fun making it that I realized I didn’t want to do anything else. I had about nine months worth of savings in my bank account, so I figured it was “now or never” and just dived right in. So it wasn’t a “bold step” so much as putting off getting a real job. You could say that I’m kind of still doing that.</p>
<p><img class="aligncenter size-full wp-image-23730" title="blackwell" src="http://obsoletegamer.com/wp-content/uploads/2010/09/blackwell.png" alt="blackwell" width="400" height="249" /></p>
<p><span style="font-weight: bold;">5. And you&#8217;ve already been around for almost 5 years. Quite a feat that. How did you manage?</span></p>
<p>If I do anything on purpose it’s that I make a point of keeping my games a bit on the short and manageable side. It’s a lot easier to recover from a commercial failure if the time and money you put into it is minimal. There’s always that temptation to throw more and more money and time at a project to make it super awesome, but there’s always the fear that the game will bomb and you’ll lose it all. I’ve learned to treat every dollar I put into a game as a potential loss, and I’ve become very careful. While it does occasionally force me to cut some corners, it does force me to be very creative in how I do things. If I screw up, I can bounce back much faster.</p>
<p><span style="font-weight: bold;">6. What are your ambitions for Wadjet Eye? To create an absolute classic? Turn into the next EA?</span></p>
<p>Future plans, eh? Yeesh. I don’t even know if I’ll have matching socks tomorrow! Well, my wife and I have eventual plans to take a break from adventure games and work on a cRPG in the vein of <span style="font-style: italic;">Fallout</span>. Unlike with adventure games, there is no middleware available for that kind of thing so we are making the engine ourselves. Or rather, my wife is, since she’s an actual programmer. It will take a long time to make, so in the meantime I am content working on point and clicks like <span style="font-style: italic;">Blackwell</span>. Honestly, our only ambition is to keep things the way they are. I love that we can live this way. As long as we can still make games and enough people are still willing to buy them, I will have no complaints.</p>
<p><span style="font-weight: bold;">7. So, what does the (more or less) immediate future hold?</span></p>
<p>Right now I’m working on the fourth game in the Blackwell series, called “Blackwell Deception.” It’s fully designed and I’m in the midst of getting art and writing the dialog.</p>
<p><span style="font-weight: bold;">8. If it isn&#8217;t too much to ask of you, could you suggest a couple titles (and describe them a bit) that would help our readers understand what&#8217;s unique about your point-and-clickers?</span></p>
<p>I suppose if you have to start somewhere, you can’t go wrong with the <span style="font-style: italic;">Blackwell </span>series. They games star a medium named Rosa Blackwell and her sardonic spirit guide Joey Malone, who are tasked to seek out lost and confused spirits and help them move on. Usually this is done by looking into the spirit’s past and using that knowledge to help them confront their death. So the games are one part mystery, one part detective story, and one part character study. They are also designed, written and programmed completely from within various cafes in the east village of Manhattan. So by supporting <span style="font-style: italic;">Blackwell </span>you are also supporting the New York coffee industry.</p>
<p><img class="aligncenter size-full wp-image-23731" title="puzzlebots" src="http://obsoletegamer.com/wp-content/uploads/2010/09/puzzlebots.png" alt="puzzlebots" width="400" height="301" /></p>
<p><span style="font-weight: bold;">9. You really seem to enjoy life in NYC. Care to tell us how you incorporate it in your -decidedly urban- games?</span></p>
<p>You look at a magnificent skyscraper, and it’s hard to imagine that it was something made by people. And a whole city of those things? It’s kind of overwhelming. As cities grow over the centuries (or millennia, in some cases) they develop a personality and history of their own. But New York is kind of special. It’s so prevalent in media – you see New York in movies, television and books all the time – that it’s touched everyone in the world in some way or another. You could live all your life in some isolated little town, but step into New York and it’s like you’ve been there before. I like being in the center of all of that. It’s a kind of energy that inspires me, and that’s obviously reflected in the games I make.</p>
<p><span style="font-weight: bold;">10. Ever thought of being creative in the cafes of other major cities? Berlin and Paris do sound different enough I&#8217;d say.</span></p>
<p>Not a bad idea! Although I don’t think I meet the minimum requirement of intellectual pretentiousness. Plus I look stupid in a beret.</p>
<p><span style="font-weight: bold;">11. Care to briefly describe the (usual/average) way to a Wadjet Eye game release?</span></p>
<p>It varies! Typically I get a notebook and scribble down ideas until something forms. Then I take those notes and compile a working design document so anyone else involved will know what to work on. For myself, I often try to make a schedule, with a day-to-day list of tasks that I intend to complete by a certain time. But then Things Happen and there are delays or I get inspired to work on something other than what I am scheduled to do that day, and it becomes a free for all. There is really no rhyme or reason to the way I work, but I’ve still managed to get six games out the door in four years so I figure I must be doing something right.</p>
<p><span style="font-weight: bold;">12. After publishing Puzzle Bots, do you think you might care to try something similar again? Oh, and how was working with Erin as an experience?</span></p>
<p>Puzzle Bots was an interesting experience! I had never worked on a game quite like it before, and we really stretched the limits of what AGS could do. At the time I had lofty goals of becoming a publisher for other indie adventure titles, but I soon discovered that publishing someone else’s game requires just as much time and attention as publishing your own. Over the course of making <span style="font-style: italic;">Puzzle Bots</span>, I was also involved in several other projects (Emerald City Confidential, Blackwell Convergence, and another game for PlayFirst) which forced us to delay Puzzle Bots much longer than any of us would have liked. It turns out that I’m not one of nature’s best multi-taskers! Would I do it again? Yes. Sort of. I’m in the midst of publishing another game designed by somebody else, but rather than funding and developing it from scratch, the game has come to me 95% complete and I’m helping to push it the rest of the way. You’ll hear more about that in a month or so. It’s a project I’m really excited about.</p>
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		<title>Ten Questions: Pacian</title>
		<link>http://obsoletegamer.com/ten-questions-pacian/</link>
		<comments>http://obsoletegamer.com/ten-questions-pacian/#comments</comments>
		<pubDate>Tue, 11 Oct 2011 15:00:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[game program]]></category>
		<category><![CDATA[Gun Mute]]></category>
		<category><![CDATA[indie gaming]]></category>
		<category><![CDATA[Pacian]]></category>
		<category><![CDATA[Snowblind Aces]]></category>
		<category><![CDATA[Space Shot]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/ten-gnomish-questions-pacian/</guid>
		<description><![CDATA[So what, I'm not allowed to say Resident Evil 2? When it comes to what I look for in a game - imaginative worlds and strong characters - I think Chrono Trigger is the one that immediately springs to mind. In many ways, it just chimes really well with my personality, but I'd also argue that objectively it's a very well put together game in terms of tone and motivation. I'm also a big fan of Emily Short's Galatea. It's pretty much the only IF game that I unreservedly find enjoyable to mess with, just in idle moments, and I think it has plenty of interesting things to say about the nature of interactive characters. I know a lot of people only like it as an experiment or a piece of dry academia, but I don't really enjoy that kind of thing by itself. I like Galatea because I like the characters, the tone and the little stories you end up experiencing.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-size: 85%;">Pacian&#8217;s cat has consulted his legal team and apparently allowed <a href="http://spacecatrocketship.blogspot.com/">Pacian</a> to go on and be interviewed. So, well, without further ado, here&#8217;s what Pacian, the man, programmer, writer, game designer, funny-guy, cat owner, <a href="http://spacecatrocketship.blogspot.com/search/label/Pulp%20Serial">pulp serial</a> provider and creator of brilliant games like <a href="http://spacecatrocketship.blogspot.com/2008/03/gun-mute-download-now.html">Gun Mute</a>, <a href="http://spacecatrocketship.blogspot.com/2008/05/space-shot-activate-go.html">Space Shot</a> and <a href="http://spacecatrocketship.blogspot.com/2007/12/snowblind-aces.html">Snowblind Aces</a>, has to say&#8230;</span></div>
<div style="text-align: center;"><img class="aligncenter size-full wp-image-23201" title="poizoned" src="http://obsoletegamer.com/wp-content/uploads/2009/01/poizoned.jpg" alt="poizoned" width="400" height="300" /></div>
<div style="text-align: center;"><span style="font-size: 78%;"><a href="http://spacecatrocketship.blogspot.com/2007/09/poizoned-mind-release-go-go.html"><span style="font-style: italic;">Poizoned Mind</span></a>: A game tragically not mentioned in this interview.</span></div>
<p><span style="font-weight: bold;">1. Space-faring Pacian, how would you describe your game making activities? And, frankly, why do you make games?</span></p>
<p>I&#8217;d describe my game making activities as poorly focused, unproductive and easily interrupted.</p>
<p>Why do I keep making my little games? I guess for the same reason that I play them: escapism. I&#8217;m a hopeless day-dreamer, and I&#8217;d much rather be piloting a Zeppelin through the acrid clouds of a volcano than sitting at work writing boring software for boring people. And since, although there are plenty of games out there that grab me and draw me into their worlds, no-one&#8217;s yet made one where you specifically pilot a Zeppelin through a volcano, I end up trying to make that one myself.</p>
<p><span style="font-weight: bold;">2. How about your crafting of short and not particularly short stories? How? Why? Ugh&#8230;</span></p>
<p>&#8216;Ugh&#8217; is my take on it often enough as well. There are people who write and people who don&#8217;t write. The only difference between those two groups is whether they write or not. As simple as that.</p>
<p>But of the people who *do* write, there are those who write, and those who write and then re-draft and get a second opinion and a third opinion and scrap the whole middle section and re-write that and rinse and repeat until someone pays them for all the hard work they&#8217;ve done. That&#8217;s *not* me &#8211; at least, not at the moment. I only write for fun &#8211; to create worlds and characters that interest me. I just hope that a few like-minded people will come along, look at what I&#8217;ve done and say, &#8220;Hey that&#8217;d be pretty cool if it went through a few more drafts.&#8221;</p>
<p>One day I do mean to make a dedicated effort to write something &#8216;good&#8217;, but I&#8217;m such a scatter-brained procrastinator, that&#8217;s not likely to be any time soon.</p>
<p><span style="font-weight: bold;">3. Interactive fiction, text adventures, must have been quite a natural choice as a game making genre, right?</span></p>
<p>Yeah. Sometimes I worry that I&#8217;m focusing on this as an easy way out. I&#8217;m useless at making graphics, and I hate tedious coding, so working in ready-made environments for text games really appeals to me. In TADS and Inform it&#8217;s trivial to create a location with a character in it and some scenery and a cool gizmo &#8211; and when you push the button on the gizmo the prince dies and you have to feed dead apples to his ghost. Whereas working in C++ or even Game Maker there&#8217;s a lot of set-up to do just defining the basic rules of the universe you&#8217;re creating. How does the main character push that button? How do they pick up the apples?</p>
<p>This is why I keep persisting in making crappy non-text games like Space Shot. I kind of want to prove to the world that I&#8217;m not just an IF writer &#8211; and that when I do write IF it&#8217;s for a specific reason beyond it being easy for me to do.</p>
<p><span style="font-weight: bold;">4. Do you actually believe games can move beyond being merely games? Could they actually manage to be political, thought-provoking and interesting while embracing Dada?</span></p>
<p>Yes, of course. Creative minds can (and do) make moving and provocative experiences from any medium.</p>
<p>From the Dada angle, I immediately think of Cactus and games like Mondo Medicals and Psychomnium, in that they really seem to take a lot of the unquestioned assumptions about how games are &#8216;supposed&#8217; to work and then slap them about a bit. Beyond that I&#8217;m afraid you&#8217;re merely dazzling me with your technical terms.</p>
<p><span style="font-weight: bold;">5. Am I? Well, let me blush here for a moment. [...] Done. Lovely. But, really, Mondo Medicals and co, even though surreal and innovative in style and mechanics, don&#8217;t actually offend the gaming, let alone the societal, status quo. They really aren&#8217;t political or progressive in a meaningful sense. And frankly, besides Molleindustria&#8217;s games, I think nobody has even attempted such a thing. Are you sure it&#8217;s not the short-comings of the medium?</span></p>
<p>My gut instinct is that the mere act of player participation creates a whole range of possibilities for messing about with people&#8217;s prejudices and received wisdom &#8211; but for all we know, you may be right. We never truly know if something is possible until someone actually goes and does it.</p>
<p><img class="aligncenter size-full wp-image-23202" title="snowblind aces" src="http://obsoletegamer.com/wp-content/uploads/2009/01/snowblind-aces.jpg" alt="snowblind aces" width="400" height="400" /></p>
<div style="text-align: center;"><span style="font-size: 78%;">Interactive fiction with cover-art? Look no further than <a href="http://spacecatrocketship.blogspot.com/2007/12/snowblind-aces.html">Snowblind Aces</a>!<br />
</span></div>
<p><span style="font-weight: bold;">6. On a more light-hearted note, any truly favourite games? And I am asking for something that could stand next to a book or a film for example.</span></p>
<p>So what, I&#8217;m not allowed to say Resident Evil 2? When it comes to what I look for in a game &#8211; imaginative worlds and strong characters &#8211; I think Chrono Trigger is the one that immediately springs to mind. In many ways, it just chimes really well with my personality, but I&#8217;d also argue that objectively it&#8217;s a very well put together game in terms of tone and motivation.</p>
<p>I&#8217;m also a big fan of Emily Short&#8217;s Galatea. It&#8217;s pretty much the only IF game that I unreservedly find enjoyable to mess with, just in idle moments, and I think it has plenty of interesting things to say about the nature of interactive characters. I know a lot of people only like it as an experiment or a piece of dry academia, but I don&#8217;t really enjoy that kind of thing by itself. I like Galatea because I like the characters, the tone and the little stories you end up experiencing.</p>
<p>And also, Resident Evil 2, damn it.</p>
<p><span style="font-weight: bold;">7. Any favourites among your ludic creations?</span></p>
<p>Well there&#8217;s only about four or five to choose from. I am very pleased with Gun Mute. I think I created a nice set of characters in an accessible package, in some ways purely by chance. To be honest, I don&#8217;t expect to be able to create a better game in the future, but I hope the stories I want to tell will still interest a few people.</p>
<p><span style="font-weight: bold;">8. Oh, and how would you describe the general game making process you follow?</span></p>
<p>I&#8217;d say the most notable thing about my game making process is the distinct lack of process to it. It usually starts out with scrappy notes in my diary, and then graduates to a grid of tasks to tick off. And then beneath the grid are a load of scribbles supposed to remind me of other things I&#8217;ve suddenly thought of.</p>
<p>Honestly, it&#8217;s a wonder that I have the wherewithal to get out of bed in the morning, let alone write semi-functional code.</p>
<p><span style="font-weight: bold;">9. Would you ever attempt to sell a game? Live off your creativity?</span></p>
<p>That&#8217;s an interesting question. If a company offered to pay me to do interesting, creative work on a game, I&#8217;d take the offer. But I don&#8217;t think I&#8217;d ever want to charge for games that I&#8217;ve created all by myself. Going back to what I said about writing, I&#8217;d want to put a lot more time and effort into these things before I thought they were actually worth paying money for &#8211; but I have so many ideas and such a short attention span that I&#8217;m not really interested in doing that.</p>
<p><span style="font-weight: bold;">10. Any particular plans for the future per chance?</span></p>
<p>Over the next couple of months I&#8217;m going to try and squeeze out a small IF game for David Fisher&#8217;s EnvComp &#8211; an IF competition for unusual settings and locations. In the longer term, I&#8217;m working on a larger IF game &#8211; and of course I have plenty of ill-considered ideas for action and strategy games as well.</p>
<p>I&#8217;m also engaged on a super-secret collaborative project with this short, bearded fellow in a pointed hat. I last saw him standing over by the garden pond with a fishing rod&#8230;</p>
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		<title>The Interview: Game Over: The Series</title>
		<link>http://obsoletegamer.com/the-interview-game-over-the-series/</link>
		<comments>http://obsoletegamer.com/the-interview-game-over-the-series/#comments</comments>
		<pubDate>Mon, 26 Sep 2011 16:48:06 +0000</pubDate>
		<dc:creator>J.A. Laraque</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[game over series]]></category>
		<category><![CDATA[game over the series]]></category>
		<category><![CDATA[video game culture]]></category>
		<category><![CDATA[video game stories]]></category>
		<category><![CDATA[video game tv show]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/?p=23054</guid>
		<description><![CDATA[A few weeks ago we posted an article about the upcoming series called Game Over that showcases a video game store and the funny stories and interactions that happens within. We had a chance to talk with the makers of the series about how the came up with the idea and what we can expect from the show.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-medium wp-image-23056" title="Game Over - The Series (11)" src="http://obsoletegamer.com/wp-content/uploads/2011/09/Game-Over-The-Series-11-497x280.jpg" alt="Game Over - The Series " width="497" height="280" /></p>
<p>A few weeks ago we posted an article about the upcoming series called <a href="http://obsoletegamer.com/game-over-tv-pilot/">Game Over</a> that showcases a video game store and the funny stories and interactions that happens within. We had a chance to talk with the makers of the series about how the came up with the idea and what we can expect from the show.</p>
<p><a href="http://obsoletegamer.com/the-interview-game-over-the-series/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Great to talk with you; let’s start with how you came up with the idea to create Game Over.</strong></p>
<p>I just shot Stephen King’s In The Deathroom and wanted to do something different. Kicking around different ideas, I realized it’s the perfect time to shoot a TV pilot idea I had based on working in the video game industry. I started working at an EB Gameworld in 2001. After working there for years, I was subconsciously getting ideas for this show.</p>
<p><strong>Tell us a bit about the process of getting production off the ground and getting everything together.</strong></p>
<p>The entire project was a battle every step of the way. I was fortunate to have a great Director of Cinematography and he had all the equipment we would needed for the shoot. The hardest part was finding an area to film in was really the hardest part. We had places confirmed but when every place fall through; we literally had to build a video game store from the ground up. I called every real estate agent I could and asked if there’s any spots they knew of. Most were very friendly once they heard about the project. I remember when I tried to film in an vacant former supermarket, the real estate agent thought I was nuts but asked the owner anyway. He came back with a total price of $20,000 for 3 day shoot. We politely declined that.</p>
<p>When we started our crowd funding campaign, Paypal marked as a terrorists group and refused any donations to go through and once it was fixed the same people never got around to trying to donate again.</p>
<p>Also various game companies showed interest in donating products to the show, as time went on they all fizzled out expect Rockstar. Rockstar Games ended up giving us a ton of prizes to give out.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-23058" title="Game Over - The Series (1)" src="http://obsoletegamer.com/wp-content/uploads/2011/09/Game-Over-The-Series-1.jpg" alt="Game Over - The Series" width="504" height="336" /></p>
<p><strong>Anyone that has spent a good amount of time in a video game store has seen something funny, strange or both, what types of stories, topics to you want to hit on?</strong></p>
<p>I want to go beyond the obvious of dealing with annoying customers (believe me they will be in the show) but we also want to hit on the funny happenings in retail and in these characters personnel lives. I wanted to create interesting characters that people can relate to.</p>
<p><strong>Do you plan to go more for the realism of life running and working in a video game store or is it more a backdrop for inside jokes and stereotypes?</strong></p>
<p>I definitely will feature the various aspects of nerdcore, geek culture, etc.</p>
<p><img class="aligncenter size-medium wp-image-23059" title="Game Over - The Series (4)" src="http://obsoletegamer.com/wp-content/uploads/2011/09/Game-Over-The-Series-4-600x241.jpg" alt="Game Over - The Series" width="600" height="241" /></p>
<p><strong>Can you tell us more about the stores you were going to film in and what happened with that?</strong></p>
<p>Some episodes will take place entirely in the game store, while others will take place entirely out of the store. There’s definitely going to be inside jokes, etc that gamers will pick up on such as a future episode entitled, ‘All Your Base Belong to Us.’</p>
<p>We had a deal in place with the 3rd largest game retailer in North America. The President of the company called me and told me how much he loved the script and how everyone in a conference call told him they wanted him to get behind the show. Everything hit the fan when he decided to take away the investment money and spend it on radio advertising instead. He said we could still film at a location in Bear, Delaware but we had to film with no money. Going ahead without money was very difficult.</p>
<p>From there an independent game store contacted me and the owner expressed interested about getting involved. That deal from through when he backed out.</p>
<p>Beyond frustrated, the entire project was in limbo. No one knew what would happen or if it would even happen.</p>
<p>It’s when I attended a Pennsylvania Film Industry Association (PaFIA) meeting I was introduced to the studio head of Sun Center Studios. Sun Center Studio is the new multi-million soundstage here in Aston, PA.  I told him about the idea and he agreed to let us do auditions there and let us film there. Without him, we wouldn’t have been able to shoot Game Over. He literally saved the project. We were able to film in a complex on the studio lot. We were able to transform the room they gave us completely and also we were able to build the set and keep materials there.</p>
<p>Reps from Paramount and Universal stopped by and complemented us on the set.</p>
<p style="text-align: center;"><img class="aligncenter size-large wp-image-23060" title="Game Over - The Series (10)" src="http://obsoletegamer.com/wp-content/uploads/2011/09/Game-Over-The-Series-10-1024x574.jpg" alt="Game Over - The Series" width="553" height="310" /></p>
<p><strong>Tell us about the staff and actors, are you guys all professionals as far as writing, filming, directing and acting or is it a mix of being fans and having the drive to create something such as this?</strong></p>
<p>All cast &amp; crew were professionals who are in the industry. Something of this undertaking definitely required a lot of professional work from building the set to editing. We had to build an actually game store from the ground up. A local Blockbuster video and Rite-Aid were going out of business and I was able to buy  racks, shelving, and a friend from an EB games gave me various cases, boxes and marketing materials to help ‘dress’ the set.</p>
<p>Literally this project was definitely the one that tested my passion to the limit. It takes beyond fandom to make something like this.</p>
<p><strong>Do you have a style you are going for as far as storytelling and direction like a Seinfeld or Always Sunny in Philadelphia?</strong></p>
<p>Think of our show as a hybrid of It’s Always Sunny in Philly meets Louie meets Clerks meets South Park. That’s really the best way to describe it. Haha.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-23061" title="Game Over - The Series (3)" src="http://obsoletegamer.com/wp-content/uploads/2011/09/Game-Over-The-Series-3.jpg" alt="Game Over - The Series" width="504" height="378" /></p>
<p><strong>This might be a question more for film nerds, but can you tell us about not being able to use real game names and products in your episodes?</strong></p>
<p>If you change anything by 7% you can legally use it. If you visit our site and see the set design pictures, we changed every insert, poster, etc we received.</p>
<p>As for games, we used a couple ‘open source games’ like Blood, etc because they essentially the equivalent of ‘public domain’ movies (which we have some of too).</p>
<p><strong>Do you have a specific season number of episodes and do you plan to keep this running as long as possible or is there a set end date?</strong></p>
<p>I definitely want the show to always stay fresh. Nothing irks me more than when a show stays ‘past it’s welcome’. The plan right now, is make treatments/outlines for future episodes and see how many episodes the network wants per season.</p>
<p style="text-align: center;"><img class="aligncenter size-large wp-image-23062" title="Game Over - The Series (8)" src="http://obsoletegamer.com/wp-content/uploads/2011/09/Game-Over-The-Series-8-1024x574.jpg" alt="Game Over - The Series" width="553" height="310" /></p>
<p><strong>What can those who want to help and support the show do?</strong></p>
<p><strong></strong>When this show gets pitched to networks, a big selling point will be the built in fan base. In today’s market that’s so important, so we need everyone:</p>
<p><strong>Like Us on Facebook </strong></p>
<p><a href="http://www.facebook.com/gameoverseries">www.facebook.com/gameoverseries</a></p>
<p><strong>Follow Us on Twitter </strong></p>
<p><a href="http://www.twitter.com/gameoverseries">www.twitter.com/gameoverseries</a></p>
<p>This is a show by the fans for the fans! We need the support! THANK YOU!</p>
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		<title>The Interview: Mari0</title>
		<link>http://obsoletegamer.com/the-interview-mari0/</link>
		<comments>http://obsoletegamer.com/the-interview-mari0/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 14:00:52 +0000</pubDate>
		<dc:creator>J.A. Laraque</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Mari0]]></category>
		<category><![CDATA[Mario]]></category>
		<category><![CDATA[mario portal]]></category>
		<category><![CDATA[obsolete gamer]]></category>
		<category><![CDATA[portal]]></category>
		<category><![CDATA[stabyourself.net]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/?p=22762</guid>
		<description><![CDATA[Mari0 is what happens when you take the NES classic and add one of the best received concepts in the last few years: Portals. It’s a feature rich, close to original remake of Super Mario Bros. with portals, map editor and co-op. We will also deliver a story with custom maps with the game, and will allow users to send us their maps, which we will host on our server to be downloadable by anyone from ingame.]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-medium wp-image-22763" title="Mari0" src="http://obsoletegamer.com/wp-content/uploads/2011/08/Mari0-600x280.png" alt="Mari0" width="540" height="252" /></p>
<p>Perhaps you have seen the video floating around the internet of our favorite plumber carrying a special tool from another one of our favorite games. Mari0 is a project being work on by a group of programmers over at <a href="http://stabyourself.net/">StabYourself.net</a>. The game brings together the classic Super Mario Bros game with elements from the Valve game, Portal.</p>
<p>Obsolete Gamer had a chance to talk with Sašo Smolej from StabYourself.net about the game:</p>
<p><strong>Tell us a little about Mari0?</strong></p>
<p>Mari0 is what happens when you take the NES classic and add one of the best received concepts in the last few years: Portals. It’s a feature rich, close to original remake of Super Mario Bros. with portals, map editor and co-op. We will also deliver a story with custom maps with the game, and will allow users to send us their maps, which we will host on our server to be downloadable by anyone from ingame.</p>
<p><strong> How did you come up with the idea for it?</strong></p>
<p>Maurice started working on a SMB clone in January, and in April we came upon Dorkly’s Mario with portal gun video. The original idea before seeing the video was adding the same multiplayer that is found in “New Super Mario Bros. Wii”, but that changed after discovering it. Since the whole code is optimized for multiplayer, it was really easy to add co-op (With any number of players) though, so that helped.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-22764" title="Mari0 - multiplayer" src="http://obsoletegamer.com/wp-content/uploads/2011/08/Mari0-multiplayer.png" alt="Mari0 - multiplayer" width="528" height="357" /></p>
<p><strong>Since this is not a mod, but a full game can you tell us about the process of creating it?</strong></p>
<p>Before we started hammering away on the keyboard, we had to think the concept through, see where problems may arise and what we would have to change in order to keep the game fun. It’s not as simple as “Take Mario and add Portal Gun”. We had to start at the very basics: Level drawing, movement, collisions, controls, all that junk.</p>
<p>It really is a lot of work to recreate a whole game. We’re ripping graphics and sounds as we go, and compare the game a lot to the real thing to make sure we’re getting as close to for example the jumping physics as we can. After we had a solid and playable foundation and thought things through, we started adding Portal logic, as well as mouse support and everything related. This is an example of a trade that we have to make between “playability” and “close to original”, because one the one hand, Super Mario Bros. obviously doesn’t have a mouse, but on the other, having to use the arrow keys to point the portal would be a limiting solution.</p>
<p>We have also decided to break free a little from NES graphic restrictions concerning anything Portal related. Once we’ll be completely done with the Portal gun (we’re close!), we’ll start thinking about the story and level design.</p>
<p><strong> What made you go with the classic 1985 Mario Bros?</strong></p>
<p>It’s a game everyone (or at least everyone 16+) remembers from their childhood, and we love to play with people like that: Give them a familiar environment and then surprise them with a modern twist. We think that’s what gives these games their appeal.</p>
<p><strong>Can you give us an idea of the stories you might explore in the game?</strong></p>
<p>We’re still collecting ideas, thinking of the direction we’ll go. We can’t say anything specific at this point since it will probably end up being completely changed.</p>
<p><a href="http://obsoletegamer.com/the-interview-mari0/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>What are your plans as far as music?</strong></p>
<p>We have gotten an offer from a music artist whose work we quite liked, so he will probably be writing the music in a Portal 2 soundtrack style for the Portal levels we will ship with the game. The original levels will use the original music, for nostalgia sake.</p>
<p><strong>What is your favorite classic video game and why?</strong></p>
<p><strong>Maurice:</strong> It probably really is the Super Mario Bros. series, especially the third one. It just has so many levels, worlds and side stuff, you can really tell Nintendo went all out on this one to create the best game in the NES library.</p>
<p><strong>Sašo:</strong> It’s kind of a hard pick for me since I grew up with the PC, never really having the opportunity to play console games. I think Outlaws and Jazz Jackrabbit would be my pick since they’re the most memorable of the games I actually played. I did of course play games like SMB, but a bit later than most other.</p>
<p><strong>When do you think the playable version will be ready?</strong></p>
<p>I’d love to be able to give you an answer, but since this is a pure hobby we’re making our own times and can’t give you a solid date. We keep telling ourselves “This year” but hopefully it’ll be in about 2 months or so.</p>
<p>You can check out and keep up to date on Mari0 at their official website &#8211; <a href="http://stabyourself.net/mari0/">http://stabyourself.net/mari0/</a></p>
]]></content:encoded>
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		<title>The Interview: World of Tanks</title>
		<link>http://obsoletegamer.com/the-interview-world-of-tanks/</link>
		<comments>http://obsoletegamer.com/the-interview-world-of-tanks/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 13:00:23 +0000</pubDate>
		<dc:creator>J.A. Laraque</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[free to play]]></category>
		<category><![CDATA[jeremy monroe]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[tanks]]></category>
		<category><![CDATA[wargaming]]></category>
		<category><![CDATA[Wargaming.net]]></category>
		<category><![CDATA[World of Battleships]]></category>
		<category><![CDATA[World of Planes]]></category>
		<category><![CDATA[world of tanks]]></category>
		<category><![CDATA[wot]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/?p=22754</guid>
		<description><![CDATA[We’re constantly adjusting the match making system to provide challenging but evenly matched battles at every level. With that said, consideration must be given to the number of players and the tiers of the tanks being queued. It’s a difficult balance to strike. On one hand, you want fair and evenly-matched battles and on the other, you want short queues for the players. It’s a key priority for us to strike that balance and we’re constantly growing, evolving and getting better over time.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-22756" title="World of Tanks - 1" src="http://obsoletegamer.com/wp-content/uploads/2011/08/World-of-Tanks-11-e1314834157316.jpg" alt="World of Tanks " width="393" height="361" /></p>
<p>There are a lot of free-to-play MMO’s out there, but just like paid MMO’s there are the great ones and the rest and World of Tanks is definitely one of the great ones. A number of us here at Obsolete Gamer began playing World of Tanks right after E3 2011 and are still playing to this day.</p>
<p>World of Tanks is massive multiple team based tank fighting game where you choose from a number of World War one and two era tanks from Russia, Germany and the U.S. You start out with older smaller tanks and as you level up you upgrade the tanks and unlock new ones. You level up by playing in team based matches where the objective is to destroy all the rival tanks or capture their base.</p>
<p>That is a very general description to a game that while easy to play has a level of complexity to it any gamer would enjoy. Not only do you need to understand each tank, not only the ones you own, but the ones you are going up against, but you need to understand the map layouts and work with your team because victory brings more points than defeat.</p>
<p>The game is free to play however you can purchase gold in the game that allows you to buy game time giving you a boost in experience points and a different garage to hold your tanks. You can also purchase special ammo, tanks and more garage slots using gold, but you can play and enjoy the game without spending a dime.</p>
<p><a href="http://obsoletegamer.com/the-interview-world-of-tanks/"><em>Click here to view the embedded video.</em></a></p>
<p>Obsolete Gamer had a chance to talk with Jeremy Monroe, general manager for Wargaming America about World of Tanks and the upcoming patch for the game.</p>
<p><strong>World of Tanks is becoming wildly popular. What do you think has made the game so popular with gamers?</strong></p>
<p>Tanks! Who doesn’t love Tanks? The game’s a great deal of fun to play and the community is fantastic. I believe we really hit a sweet spot in the market. We’re part shooter, action, strategy and mmo coupled with a respect for the historical authenticity of the era. World of Tanks is compelling for gamers at any level. It’s fun and it’s free.</p>
<p><strong>Do you find the free-to-play model works best for games such as yours?</strong></p>
<p>Free to Play is a great model for most, if not all games. It really puts gamers in a position to have quality choices and the industry in a position to showcase fantastic titles, unique gameplay and innovative features. The evolution of the industry has been tremendous with the widespread adoption of the free-to-play model.  Given the quality of the game, its design and the merging of so many popular genres, we knew the model was perfect for World of Tanks and gamers.</p>
<p><strong> There have been questions about balance where lower tier tanks keep getting in matches with higher tier tanks. Can you tell us a bit about that and any changes you are working on?</strong></p>
<p>We’re constantly adjusting the match making system to provide challenging but evenly matched battles at every level. With that said, consideration must be given to the number of players and the tiers of the tanks being queued. It’s a difficult balance to strike. On one hand, you want fair and evenly-matched battles and on the other, you want short queues for the players. It’s a key priority for us to strike that balance and we’re constantly growing, evolving and getting better over time.</p>
<p><img class="aligncenter size-full wp-image-22757" title="World of Tanks - 2" src="http://obsoletegamer.com/wp-content/uploads/2011/08/World-of-Tanks-2.jpg" alt="World of Tanks " width="580" height="350" /></p>
<p><strong>Third party add-ons like skins for tanks and the crosshairs are becoming popular. Do you have plans to add your own skins and add-ons?</strong></p>
<p>Yes; in our 7.0 update we’ll be introducing a number of cool features like that including camouflage; the camo will be true to the era so no pink bunnies or rainbows.</p>
<p><strong>What can we expect in the next update and content patches in the near future?</strong></p>
<p>We try to update every month with fixes and upgrades but it’s also critical we listen to our community and continue to evolve World of Tanks with significant changes that include new compelling features, maps and of course more bad ass TANKS!</p>
<p>Our newest update will include  -</p>
<ul>
<li>A new <strong>Fishing Bay map</strong></li>
<li>New tier 4-5 light tanks: Т-50, Т-50-2, VK2801, M24 Chaffee</li>
<li>Tier 6 American tanks M4A3E2</li>
</ul>
<p>You can always find the newest information here &#8211; <a href="http://game.worldoftanks.com/in_development">http://game.worldoftanks.com/in_development</a></p>
<p><strong>With the recent announcement of World of Warplanes and World of Battleships, are there future plans to integrate both games with World of Tanks? And will there be universal Clan War maps where tanks, planes, and ships will partake?</strong></p>
<p>Right now the 3 games will not be integrated into one world…but as this is a constantly evolving game with innovative designers behind it there is never a definite “No”. As for clan wars, we are looking at being able to bring the 3 games together into that world. We’ll update you as soon as we get more information.</p>
<p><img class="aligncenter size-medium wp-image-22758" title="World of Tanks - 4" src="http://obsoletegamer.com/wp-content/uploads/2011/08/World-of-Tanks-4-447x280.jpg" alt="World of Tanks " width="447" height="280" /></p>
<p><strong>People are reporting on forums that World of Tanks will be released in a retail box form. Any information as to when it will be released and what it contains? Any plans for a collector’s edition?</strong></p>
<p>Yes, we are releasing a box in North America; it will be in stores Sept 1<sup>st</sup> at the top retailers. The box will be $19.99 and includes $30 worth of in-game items. We are looking at a collector’s edition but we want to make sure it is truly compelling for our players. We’ll certainly keep you posted as we finalize our plans.</p>
<p><strong>Besides the three current armies (USSR, Germany, USA) represented in World of Tanks; are there any more that will be added in the future?</strong></p>
<p>Yes, definitely. French Tanks will be introduced very soon (here is a peek – <a href="https://www.facebook.com/media/set/?set=a.10150791525475377.728801.494440040376&amp;type=1">Wot Facebook</a>) and as you can see with the new additions to the German tank lines: Pz.VI Tiger (P), VK 4502 (P) Ausf. A, E-50, Е-75, Е-100 and two new premium tanks T-15, T-25, we are always expanding the current roster of tanks.</p>
<p><strong>Right now the Clan Wars map takes place in Northern Europe and the Mediterranean. Are there future plans to add more map locations, like the Pacific region? </strong></p>
<p>Yes, currently Clan Wars is still in beta but we will be expanding. Eventually clans can compete for global domination.</p>
<p><strong>Are there any plans to add special tanks or tanks skins that are purchasable if your clan holds certain objectives or territories?</strong></p>
<p>We’re definitely looking into these options and many other ways to reward and recognize the top clans for playing well. Unfortunately, I can’t go into further details at this time but we hope to be able to present it to our players very soon.</p>
<p><img class="aligncenter size-medium wp-image-22759" title="World of Tanks - 3" src="http://obsoletegamer.com/wp-content/uploads/2011/08/World-of-Tanks-3-447x280.jpg" alt="World of Tanks " width="447" height="280" />You can download and play World of Tanks for free at - <a href="http://www.worldoftanks.com/">http://www.worldoftanks.com/</a></p>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>The Interview: Battlestar Galactica Online</title>
		<link>http://obsoletegamer.com/the-interview-battlestar-galactica-online/</link>
		<comments>http://obsoletegamer.com/the-interview-battlestar-galactica-online/#comments</comments>
		<pubDate>Thu, 25 Aug 2011 16:42:48 +0000</pubDate>
		<dc:creator>J.A. Laraque</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[battlestar galactica online]]></category>
		<category><![CDATA[Bigpoint]]></category>
		<category><![CDATA[bsg]]></category>
		<category><![CDATA[bsg mmo]]></category>
		<category><![CDATA[cylon]]></category>
		<category><![CDATA[obsolete gamer]]></category>
		<category><![CDATA[syfy]]></category>
		<category><![CDATA[x-wing]]></category>

		<guid isPermaLink="false">http://obsoletegamer.com/?p=22668</guid>
		<description><![CDATA[Our games live online for many years, so there are a lot of opportunities to introduce new content and features. Working with the acclaimed IP provides us with a direction where we can take the game, but we also carve out opportunities where we can intertwine new concepts into show’s storyline. Since BSGO has transitioned out of beta, the dev team has been able to shift away from making patches and optimizing performance to adding new content and features. We have our own (very big) list, and pay close attention to what the community wants – we’re building this game for them.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-22669" title="Battlestar_galactica_online" src="http://obsoletegamer.com/wp-content/uploads/2011/08/Battlestar_galactica_online.jpg" alt="Battlestar_galactica_online" width="475" height="275" /></p>
<p>Remember when browser based games were barely a little more advanced than Pac-Man? Then we were introduced to flash games and from there skies were the limit. BattleStar Galactica online has flown past the skies into space bringing us their free-to-play massive multiplayer game based on the SyFy series. Obsolete Gamer had a chance to talk with Sarah Levantine, Producer for Battlestar Galactica Online about the game and its upcoming changes.</p>
<p><a href="http://obsoletegamer.com/the-interview-battlestar-galactica-online/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Can you give us an overview of Battlestar Galactica Online?</strong></p>
<p><a href="http://battlestar-galactica.bigpoint.com/">Battlestar Galactica Online</a> is a free-to-play, browser-based space combat MMOG that combines high-quality, 3D graphics with intense gameplay. The game is based on the acclaimed Emmy and Peabody Award-winning television series “Battlestar Galactica,” which aired for four seasons on Syfy. In the game, humans and Cylons are in a constant struggle to control the universe, which players accomplish through a mixture of tactical space combat, exploration, and mission-based gameplay.</p>
<p><strong>Can you tell us a little about the process of creating this game from the idea stage to the beta and post release?</strong></p>
<p>In terms of visual fidelity and design, Battlestar Galactica Online represents a new breed of online, free-to-play games. Prior to its launch, BSGO was been met with some disbelief that a browser-based game could look and feel good. We knew we had to get it right, so we made sure we didn’t launch until we were all quite confident that we had a hit on our hands. Thanks to Unity 3D, the platform on which BSGO was built, we’re able to deliver an extremely high-quality gaming experience. When seeing it for the first time, people often forget it’s played through a standard web browser. Core to all development is our desire to be authentic to the IP, yet flexible enough to introduce new content; after all, our game must live beyond four seasons. Recently, BSGO’s post-launch development has fully transitioned to our San Francisco office. Here we’re focused on short- and long-term content additions, and of course continued optimization and polish.</p>
<p><img class="aligncenter size-full wp-image-22675" title="Battlestar_galactica_online-3" src="http://obsoletegamer.com/wp-content/uploads/2011/08/Battlestar_galactica_online-3.jpg" alt="Battlestar_galactica_online-3" width="500" height="261" /></p>
<p><strong>Would you say you would need to know BSG or be a fan to enjoy this game?</strong></p>
<p>No, it’s as easy for players who aren’t familiar with Battlestar Galactica as it is for those who are fans of the show. Battlestar Galactica has an enormously loyal and passionate following, and we wanted to give fans the opportunity to experience it through an engaging online experience</p>
<p><strong>Now it being free to play can you have fun and do everything in the game without having to buy anything additionally?</strong></p>
<p>Players can earn Cubits (premium in-game currency) through PvP, although much more slowly than by purchasing them outright with real money. While most ships and items in the game can be purchased with Cubits, there are some that you can only buy or upgrade with Merits – a type of currency that is earned solely through gameplay. Generally, we’ve found that players who earn their achievements through gameplay are better than players who spend money to reach new levels or unlock items faster, and even find “grinding” to be the most fun part of the experience. At Bigpoint, we take the issue of player balance very seriously. We have a design requirement that everything can be achieved for free. However, because we need to pay for developers and servers, we have to allow players to spend money in-game…not doing so would mean we simply couldn’t build, launch, and support any game.</p>
<p><img class="aligncenter size-full wp-image-22670" title="Battlestar_galactica_online-1" src="http://obsoletegamer.com/wp-content/uploads/2011/08/Battlestar_galactica_online-1.png" alt="Battlestar_galactica_online" width="580" height="313" /></p>
<p><strong>What can you purchase if you wish and what benefits would you gain if you do so?</strong></p>
<p>There are many items available for purchase in the game, including things likes weapons, engines, computer systems, ammo, and even complete ships. The benefit of buying an item comes down to time…some players would like to experience new ships, for example, but they simply can’t dedicate enough time to earn it through basic gameplay. Like most F2P titles, however, the number of paying players is dwarfed by those who play 100% for free. This is top of mind with us at every step of development.</p>
<p><strong>Since it will be humans versus Cylons PVP will be a big part of this game, can you tell us more about that aspect?</strong></p>
<p>BSGO is primarily an MMO that pits humans against Cylons; you can play as either side. One of the newest features that we’ve added to the game is a “Top Gun” match system, which pairs players based on level in 1v1 or 3v3 battles. Players can challenge other players to private, instanced PvP ranked battles to determine who is the “Top Gun” and Top 100 on each server. Alternatively, players who wish to compete against other pilots of any faction (including their own), rating, ship size, or class can engage in “duel” PvP matches, where no rewards or changes in rating will occur after winning/losing a match. PvP is a core element of Battlestar Galactica Online, but we also have plans to expand the PvE space combat, missions, mining operations, and exploration of capital ships, outposts, and bases.</p>
<p><strong>As far as adding to the game meaning content or additional features how will those come about?</strong></p>
<p>Our games live online for many years, so there are a lot of opportunities to introduce new content and features. Working with the acclaimed IP provides us with a direction where we can take the game, but we also carve out opportunities where we can intertwine new concepts into show’s storyline. Since BSGO has transitioned out of beta, the dev team has been able to shift away from making patches and optimizing performance to adding new content and features. We have our own (very big) list, and pay close attention to what the community wants – we’re building this game for them.</p>
<p><img class="aligncenter size-medium wp-image-22671" title="Battlestar_galactica_online-2" src="http://obsoletegamer.com/wp-content/uploads/2011/08/Battlestar_galactica_online-2-500x280.jpg" alt="Battlestar_galactica_online" width="500" height="280" /></p>
<p><strong>Currently are you working on a release that will address issues and add more content and if so when might we see that?</strong></p>
<p>Our development team continues to work on performance optimization and new content features on a daily basis. Every couple weeks a new release is sent out to include information on bug fixes, UI improvements, patches, new ships, gameplay features, etc. The next big content update and announcement on Battlestar Galactica Online is expected this fall.</p>
<p><strong>Some players have experienced lag even with high-speed internet, can you address that?</strong></p>
<p>What players describe as lag in any online game can actually be caused by several different issues. First, their Internet connection may be slow or intermittent. Second, older or slower machines may not be able to render all of the ships and effects in heavy combat situations at the target frame rate. Finally, during peak hours game servers under heavy load may have trouble sending out the volume of network messages that they need to – this is a network issue on the game server side, as opposed to the user’s side. Our development plan definitely includes paying attention to performance on both the client and server sides of the game.</p>
<p><img class="aligncenter size-medium wp-image-22672" title="Battlestar_galactica_online-4" src="http://obsoletegamer.com/wp-content/uploads/2011/08/Battlestar_galactica_online-4-535x280.jpg" alt="Battlestar_galactica_online" width="535" height="280" /></p>
<p><strong>Do you plan to add a marketplace or trade area for the game?</strong></p>
<p>A marketplace or trade area is definitely a feature we have discussed, but don’t plan to implement in the near future.</p>
<p><strong>Do you plan to make changes/advancements to the current chat system?</strong></p>
<p>The chat system has had a number of changes made to it since the game’s launch. It now has the ability to send specific messages to the entire system, squad, or wing, and also send private messages to individuals or to your own fleet.</p>
<p><strong>Will players ever be able to switch between servers but keep their character?</strong></p>
<p>At the moment, players are not able to transfer their characters over to another server. It is something that we have also considered, but is not possible to achieve quickly. Our current focus is to expand the game in various directions, pumping out new content and ships for existing players to look forward to. The dev team is also very open to receiving feedback and suggestions from the community, as they are incorporated in many of the decisions made about the game and how BSGO will evolve.</p>
<p><strong>There have been issues of balance on servers do you have a plan to address that?</strong></p>
<p>The balance between the different classes of ship – strike, escort and line – was very carefully planned out in a rock-paper-scissors design. Each class has unique strengths and weaknesses. The balance between the two factions is a trickier question. Players will always choose Colonial characters at a higher rate than Cylon, simply because they identify with the protagonists of the show. What you end up with is a larger number of Colonial players at a lower level, and more hard-core, high level players on the Cylon side. It’s an interesting thing to try and balance, and we are definitely working on a plan to weight the two factions in a more organic manner than occasionally offering a faction switch token.</p>
<p><img class="aligncenter size-medium wp-image-22673" title="Battlestar_galactica_online-5" src="http://obsoletegamer.com/wp-content/uploads/2011/08/Battlestar_galactica_online-5-600x236.png" alt="Battlestar_galactica_online" width="600" height="236" /></p>
<p><strong>How many people over at Bigpoint are fans of BSG?</strong></p>
<p>Most of us at Bigpoint very familiar with BSG, and we have around 800 employees. Members of the Battlestar Galactica Online development team are of course diehard fans (a solid group of developers and artists, plus additional colleagues from the community management, QA, web development, marketing, and PR departments). There are a few people who follow the show closely and can’t wait until the prequel of the series “Blood &amp; Chrome” airs. Many of us also play Battlestar Galactica Online in our spare time as either a Colonial or Cylon – and we have a bit of an internal rivalry – all in good fun. Often times, we even have company-wide playtests to show off our dog-fighting skills.</p>
<p><strong> There is quite a legacy of space based games, can you tell us what some of your favorites were and did any inspire you for BSGO?</strong></p>
<p>While I played some X-Wing back in the day, I find most of my inspiration for BSGO from the show itself, and trying to bring as many cinematic moments into the game as possible. We want to allow the players to create stories to add to the already rich Battlestar Galactica universe. At the end of the day, who wouldn’t want to be a Cylon in tactical space combat? <img src='http://obsoletegamer.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p>You can play <a href="http://battlestar-galactica.bigpoint.com/">Battlestar Galactica Online</a> free by heading over to their website.</p>
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		<title>Ten Questions: Age of Decadence</title>
		<link>http://obsoletegamer.com/ten-questions-age-of-decadence/</link>
		<comments>http://obsoletegamer.com/ten-questions-age-of-decadence/#comments</comments>
		<pubDate>Tue, 23 Aug 2011 13:00:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Age of Decadence]]></category>
		<category><![CDATA[iron tower studios]]></category>
		<category><![CDATA[obsolete gamer]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Ten Questions]]></category>

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		<description><![CDATA[We've spent all our money on dialogues and choices, so we had to skip puzzles and goblins completely. Even though they look kinda hot naked. Overall, dialogues and choices are the main aspect of the game and the main attraction. We have seven different endings and only two involve mortal combat. You'll be able to talk your way in and out of trouble, make allies and enemies (there are no default good and bad guys), and handle quests in non-combat ways using dialogues and text adventure elements.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-weight: bold; font-size: 85%;">Age of Decadence</span><span style="font-size: 85%;">, as I&#8217;ve <a href="http://gnomeslair.blogspot.com/2007/12/wash-and-wait-for-age-of-decadence.html">already mentioned</a>, will soon probably turn out to be one of the best RPGs a modern gentleman and his lady can enjoy, while also being the first truly ambitious CRPG the indie scene has ever attempted. Now, before heading off to its <a href="http://www.irontowerstudio.com/index.htm"><span style="font-weight: bold;">official website</span></a> to find out more, have a read at what the developers have to say for themselves and -more importantly- their game.</span></div>
<div style="text-align: center;"><a href="http://obsoletegamer.com/ten-questions-age-of-decadence/the-age-of-decadence-logo/" rel="attachment wp-att-22643"><img class="aligncenter size-full wp-image-22643" title="The Age of Decadence logo" src="http://obsoletegamer.com/wp-content/uploads/2008/02/The-Age-of-Decadence-logo.jpg" alt="The Age of Decadence logo" width="600" height="228" /></a></div>
<p><span style="font-weight: bold;">1. Well fearless developers, care to introduce yourselves?</span></p>
<div style="text-align: justify;">Nick handles programming, Oscar does the visuals, Rami models stuff, Ivan animates it, and I [<span style="font-size: 85%;">Vince</span>] am responsible for the overall design and writing.</div>
<p><span style="font-weight: bold;">2. Now, how about introducing us to your forthcoming release: Age of Decadence?</span></p>
<div style="text-align: justify;">It&#8217;s an RPG featuring:<br />
- an original, low magic post-apocalyptic setting<br />
- a detailed skill-based system<br />
- turn-based combat with action points and different attacks<br />
- a lot of dialogue with stat, skill, and reputation checks<br />
- meaningful choices &amp; consequences<br />
- multiple paths &amp; multiple endings</div>
<p><span style="font-weight: bold;">3. Any idea when we should expect to play it? Will it be a download-only title?</span></p>
<div style="text-align: justify;">Sometime this year. We&#8217;ll offer both download-only digital copies and professionally done boxed copies with a full color manual, a map, and a jewel-case CD. We&#8217;ve received quite a few publishing offers, but it&#8217;s too early to tell.</div>
<div style="text-align: justify;"><img class="aligncenter size-full wp-image-22644" title="The Age of Decadence - Gameplay Screenshot 1" src="http://obsoletegamer.com/wp-content/uploads/2008/02/The-Age-of-Decadence-Gameplay-Screenshot-1.jpg" alt="The Age of Decadence - Gameplay Screenshot" width="560" height="420" /></div>
<p><span style="font-weight: bold;">4. And the name, the name&#8230; What is the significance of the Age of Decadence title?</span></p>
<div style="text-align: justify;">It describes the setting. Highly anticipated sequels &#8220;The Age of Renaissance&#8221; and &#8220;The Age of Nationalism&#8221; are already in pre-production. Buy two, get the third one for free.</div>
<p><span style="font-weight: bold;">5. Care to elaborate a bit on the setting and story bits of the game?</span></p>
<div style="text-align: justify;">The setting is post-apocalyptic fantasy. Several hundred years ago a war between two kingdoms almost destroyed them both. Magic, not unlike nuclear power, was used and supernatural allies were summoned. What&#8217;s left wasn&#8217;t in any shape to be called empires or kingdoms, so the age of town-states and decadence had begun. A lot of knowledge has been lost; magic was blamed for the devastation, and was all but banned; facilities that were seemed too dangerous were sealed.</div>
<p>The story begins when your character acquires an ancient map and revolves around learning where and what the map leads to, dealing with factions that have very different goals, and finally dealing with what awaits for you at the end of your journey.</p>
<p><span style="font-weight: bold;">6. I understand this will be more or less a turn based experience. How exactly will AoD play?</span></p>
<div style="text-align: justify;">Turn-based. As for how:<br />
- your Dex defines the amount of action point you get per turn and ranges from 6 to 12.<br />
- all actions have AP costs, so for example swinging a short sword costs 4AP, while bringing a two-handed sword on someone&#8217;s head will cost you 6AP. So, if you have 12AP per turn, you can either attack twice with a two-hander, or 3 times with a short sword, or 4 times with a dagger.<br />
- AoD offers a large variety of attacks: fast, regular, power, special, and aimed. Fast attacks deliver less damage, but cost 1AP less and come with a to-hit bonus which works well against fast, hard to hit opponents. Power attacks pack quite a punch, but they cost 1AP more and are easier to avoid. Aimed attacks target specific body parts, etc.</div>
<p>So, going with the above mentioned example, armed with a short sword and 12AP per turn, you can do 3 regular attacks, or 4 fast attacks, or 2 power attacks, in which case you&#8217;ll still have 2AP left. If you grab a dagger in your free hand, you can perform a fast attack with a dagger. We also offer throwing nets, acid, and black powder bombs to enhance your combat experience.</p>
<p><img class="aligncenter size-full wp-image-22645" title="The Age of Decadence - Gameplay Screenshot 2" src="http://obsoletegamer.com/wp-content/uploads/2008/02/The-Age-of-Decadence-Gameplay-Screenshot-2.jpg" alt="The Age of Decadence - Gameplay Screenshot" width="500" height="375" /></p>
<p><span style="font-weight: bold;">7. Will there be dialog? Puzzles? Moral Choices? Naked goblins?</span></p>
<div style="text-align: justify;">We&#8217;ve spent all our money on dialogues and choices, so we had to skip puzzles and goblins completely. Even though they look kinda hot naked.</div>
<p>Overall, dialogues and choices are the main aspect of the game and the main attraction. We have seven different endings and only two involve mortal combat. You&#8217;ll be able to talk your way in and out of trouble, make allies and enemies (<span style="font-size: 85%;">there are no default good and bad guys</span>), and handle quests in non-combat ways using dialogues and text adventure elements.</p>
<p><span style="font-weight: bold;">8. Any information on the engine you&#8217;ll be using you&#8217;d care to share?</span></p>
<div style="text-align: justify;">We are using <span style="font-style: italic;">Torque Game Engine</span>, which was at the forefront of the WW2 technology. It&#8217;s a real pleasure to work with advanced technology and craft living &amp; breathing photorealistic worlds.</div>
<p><span style="font-weight: bold;">9. How about the available quests?</span></p>
<div style="text-align: justify;">Well, they are much more better than the unavailable quests, I&#8217;ll tell you that much. We have over 100 quests (<span style="font-size: 85%;">104 to be specific, but that could change</span>), but your choices will filter it down to about 60 quests per playthrough. I&#8217;m glad to report that we have 0 FedEx quests and 0 &#8220;kill x monsters/Bring me x items&#8221; quests.</div>
<div style="text-align: justify;"><img class="aligncenter size-full wp-image-22646" title="The Age of Decadence - Gameplay Screenshot 3" src="http://obsoletegamer.com/wp-content/uploads/2008/02/The-Age-of-Decadence-Gameplay-Screenshot-3.jpg" alt="The Age of Decadence - Gameplay Screenshot" width="560" height="420" /></div>
<p><span style="font-weight: bold;">10. What kind of character creation and game mechanics systems will you be using? Should we expect something like D&amp;D or something more akin to Fallout/GURPS?</span></p>
<div style="text-align: justify;">The system is skill-based. Your stats define your starting skills and then you gain and distribute skill points. We&#8217;re slowly playing a &#8220;<a href="http://www.irontowerstudio.com/forum/index.php?topic=149.0">Let&#8217;s play AoD</a>&#8221; game on our forums, so drop by and take a look at the character system, dialogues, and some mechanics.</div>
<div style="text-align: justify;"><p><a href="http://obsoletegamer.com/ten-questions-age-of-decadence/"><em>Click here to view the embedded video.</em></a></p></div>
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		<title>Ten Questions: Ben Chandler</title>
		<link>http://obsoletegamer.com/ten-questions-ben-chandler/</link>
		<comments>http://obsoletegamer.com/ten-questions-ben-chandler/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 15:35:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[annie android]]></category>
		<category><![CDATA[awakener]]></category>
		<category><![CDATA[Ben chandler]]></category>
		<category><![CDATA[classic games]]></category>
		<category><![CDATA[featherweight]]></category>
		<category><![CDATA[freeware]]></category>
		<category><![CDATA[heed]]></category>
		<category><![CDATA[indie games]]></category>
		<category><![CDATA[obsolete gamer]]></category>
		<category><![CDATA[retro gaming]]></category>

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		<description><![CDATA[I am a 2d developer in an increasingly 3d world. I am aware that this limits me, however if I could turn this into something that I can do for a living, I'd be absolutely delighted! The answer is, to a degree, "most definitely", but my reason for creating commercial games would really be simply to allow myself to spend more time making games. I have no grand dreams - I just want to make more games.]]></description>
			<content:encoded><![CDATA[<h5 style="text-align: center;"><span style="font-size: 85%;"><a style="font-weight: bold;" href="http://ben304.blogspot.com/">Ben Chandler</a> (or </span><span style="font-style: italic; font-size: 85%;">Ben 304</span><span style="font-size: 85%;"><span style="font-size: 85%;">; it&#8217;s your choice really) is the creative mind behind such freeware indie gems as <a href="http://www.bigbluecup.com/games.php?action=detail&amp;id=1254">!</a>, <a href="http://www.bigbluecup.com/games.php?action=detail&amp;id=1128">Annie Android</a>, <a href="http://www.bigbluecup.com/games.php?action=detail&amp;id=1231">Featherweight</a>, <a href="http://www.bigbluecup.com/games.php?action=detail&amp;id=1182">Heed</a> and <a href="http://www.bigbluecup.com/games.php?action=detail&amp;id=1208">Awakener</a>. What&#8217;s more he&#8217;s been nice enough to let me pick his mind and present you with this enlightening interview, that -among other stuff- sports some pretty mouth-watering exclusive info. Read on, read on.</span></span></h5>
<p><img class="aligncenter size-full wp-image-22579" title="annie android" src="http://obsoletegamer.com/wp-content/uploads/2010/01/annie-android.png" alt="annie android" width="400" height="180" /></p>
<div style="text-align: center;">
<div style="text-align: justify;"><span style="font-weight: bold;">1. Well Ben, the indie gaming public knows you for (and fro</span><span style="font-weight: bold;">m) your games, but what about the social you? Care to introduce yourself?</span></div>
</div>
<div style="text-align: justify;">I am a 22 year old Australian who is interested in everything and constantly tries to avoid growing up. After high school I spent three years working in a bank and generally living a reasonably normal life. About 2 days after the release of Trance-Pacific, the first game I worked on, with my friend Paul, I handed in my resignation letter and started doing a variety of casual labour jobs to earn money.My obsession with learning how to make games has turned me into something of a recluse, and I&#8217;ve always been considered something of an eccentric amongst my friends, but happily when I convert my oddball ideas into games people mistake this for creativity &#8211; which possibly explains why I remain so intent on doing it.</div>
<div style="text-align: justify;">
<p><span style="font-weight: bold;">2. And why do you make your games?</span></p>
<p>That&#8217;s a rather hard question to answer in a way that describes how I feel about it. Basically, I make games because I can&#8217;t not make games &#8211; and believe me, I&#8217;ve tried. If developing games was removed from my life, there&#8217;d be an enormous space that I&#8217;d have no idea how to fill. In short, doing this is the reason I get out of bed in the morning (although working on games at ridiculous hours often means that I get out of bed at night or in the afternoon). It&#8217;s something I am quite passionate about, and the only thing I can actually imagine myself wanting to do for the rest of my life.</p>
<p><span style="font-weight: bold;">3. So, uhm, how come you&#8217;ve focused your creative efforts in short adventure games?</span></p>
<p>I am very much a beginner at this, and making small projects has been my way of testing the waters. Doing short games means that I have learnt much in a relatively short space of time, and allows me to try out ideas that might fall flat if someone tried to stretch them to fit something larger in scope.</p>
<p>As for adventure games &#8211; firstly, because I am not much of a programmer and AGS lets me try almost anything I care to without having to pull my hair out, secondly because I loved adventure games as a kid, and finally because while there are loads and loads of cool games in other genres, the adventure game scene still feels a bit empty. These games are the perfect medium for telling an interactive story, and I think this opportunity is something that not enough people are taking advantage of.</p>
<p><img class="aligncenter size-full wp-image-22580" title="exclamation" src="http://obsoletegamer.com/wp-content/uploads/2010/01/exclamation.png" alt="exclamation" width="400" height="227" /></p>
<p><span style="font-weight: bold;">4. Care to -briefly- describe the creative process you tend to follow while creating a game?</span></p>
<p>I&#8217;m not much of a planner. I prefer to start a game by asking myself &#8220;What sort of message do I want the game to have, what sort of mood do I want it to have and what do I want to learn from making the game?&#8221;</p>
<p>From here I generally start building the assets for the game straight away &#8211; my short time spent playing in a band taught me appreciation of improvisation, and I like to treat game design as a jam session, where one throws in elements to see how they work together, and then focuses on what works from there. I treat games as an expression of myself as a writer does with their stories, so I mostly avoid following formulas and ignore conventions whenever I feel like it.</p>
<p><span style="font-weight: bold;">5. How did you achieve your distinctive art style? Guess you must be pretty proud of it, right? Your work is utterly beautiful, you know&#8230;</span></p>
<p>Thank you! My style is born from a combination of an inability to draw very well and lots and lots of practice. With a pencil and paper I&#8217;m a very weak illustrator &#8211; I have a hard time defining shapes with lines alone. I generally rely on painting form in with light rather than relying on a planned sketch to do so, and doing this actually has a specific look which people seem to find pleasant.</p>
<p>I always try to make sure that my work is perfectly functional as game assets without sacrificing any of the atmosphere, and this means I break rules all the time. Unlike many artists I bend perspective and proportion, preferring to sacrifice some realism in order to focus on these things. I haven&#8217;t relied on drawing vanishing points in years, and see no real reason to return to doing so. I also rely on rather bold, and at times surreal colour choices in order to create a greater sense of atmosphere. Some people dislike this, but most seem to be willing to overlook it.</p>
<p><span style="font-weight: bold;">6. Your games, the way I feel at least, are mostly akin to adventure vignettes or short stories. Is that a conscious choice of yours or do you feel shorter games are the wiser choice for an indie creator?</span></p>
<p>I have to answer &#8220;yes&#8221; to both of those. I think a lot of people get hung up on this concept that &#8220;longer is better&#8221;; a lot of people try to make full length games like the ones that they enjoyed as a kid without the resources that the people who made the games they look up to had. For me, longer indie adventures seem to be quite unfocused and directionless when compared to the shorter ones. While I very much feel that everyone should do whatever they want when making a game, for me focus is the key, and whilst I plan to move onto longer games, I hope to keep the same sense of direction that my short games (hopefully) have.</p>
<p><img class="aligncenter size-full wp-image-22581" title="featherweight art" src="http://obsoletegamer.com/wp-content/uploads/2010/01/featherweight-art.png" alt="featherweight art" width="400" height="300" /></p>
<p><span style="font-weight: bold;">7. How about your favourite games? Care to name a couple and tell us why you appreciate them?</span></p>
<p>I could talk at length about a number of games, but that is always boring, so I will keep it as brief as I can:</p>
<p>Planescape: Torment &#8211; If somebody asked me if I could change the way they saw games, I would tell them to play this and keep trying to play it until they &#8220;got&#8221; it. It&#8217;s not as &#8216;fun&#8217; as most of the games in my collection, but it is definitely proof of the potential that games possess.</p>
<p>Deus Ex &#8211; The game that finally showed me that shooters can be thought provoking. The addition of The Nameless Mod makes this two incredible games in one.</p>
<p>Beyond Good and Evil &#8211; It never loses its focus on being fun, but still manages to create plenty of atmosphere and a moving story.</p>
<p>Dreamfall &#8211; Most adventure games frustrate me with their puzzles. Dreamfall bypasses this problem and whilst many hate it, I loved it.</p>
<p>Indigo Prophecy &#8211; See above.</p>
<p>Full Throttle &#8211; An adventure game that has a lovely setting, a great and fast paced story and plenty of variety in gameplay for once. What&#8217;s not to love?</p>
<p><span style="font-weight: bold;">8. Any plans for creating a commercial game?</span></p>
<p>I am a 2d developer in an increasingly 3d world. I am aware that this limits me, however if I could turn this into something that I can do for a living, I&#8217;d be absolutely delighted! The answer is, to a degree, &#8220;most definitely&#8221;, but my reason for creating commercial games would really be simply to allow myself to spend more time making games. I have no grand dreams &#8211; I just want to make more games.</p>
<p><img class="aligncenter size-full wp-image-22582" title="Winters Shadow" src="http://obsoletegamer.com/wp-content/uploads/2010/01/Winters-Shadow.png" alt="Winters Shadow" width="400" height="300" /></p>
<p><span style="font-weight: bold;">9. Would you mind telling us a bit about your collaborations with other indie developers?</span></p>
<p>While there are a few things in the works, there&#8217;s really only one to discuss at the moment. My main project currently is with fellow AGS developer Steven Poulton who released his first short game <a href="http://www.bigbluecup.com/games.php?action=detail&amp;id=1243">The McCarthy Chronicles: Episode 1</a> (which is totally worth a look) about a month and a half ago.</p>
<p>Our project, Winter&#8217;s Shadow, is a (hopefully) mature, (hopefully) atmospheric game &#8211; darker in tone and content than anything I&#8217;ve created before, and we&#8217;re both really excited about it. Although nothing is certain at the moment, we have hopes that Winter&#8217;s Shadow will be the first commercial game for both of us, and we&#8217;re putting a lot of effort into making this an immersive, atmospheric and satisfying experience.</p>
<p>I&#8217;m having a great time working with Steve, and we seem to share a fairly similar vision for the game, and indie games in general. Our interests and abilities complement each other&#8217;s very well, and we&#8217;re proud of what we&#8217;ve done so far. We haven&#8217;t actually announced the game anywhere else, so feel free to have an exclusive screenshot.</p>
<p><span style="font-weight: bold;">10. Finally, what does the future hold?</span></p>
<p>More games, of that much I am certain. I&#8217;ve set myself some pretty big goals &#8211; not just for the next year, but for the future in general. I&#8217;m not sure how much I can achieve, but I&#8217;ll keep working at it and hope that I can continue to learn as a developer and create some truly worthwhile games.</p>
</div>
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		<title>Ten Questions: Mersey Remakes&#8217; Obbbob</title>
		<link>http://obsoletegamer.com/mersey-remakes-obbbob/</link>
		<comments>http://obsoletegamer.com/mersey-remakes-obbbob/#comments</comments>
		<pubDate>Thu, 11 Aug 2011 16:30:00 +0000</pubDate>
		<dc:creator>gnome</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[classic games]]></category>
		<category><![CDATA[gforce]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[jet set willy online]]></category>
		<category><![CDATA[jswo]]></category>
		<category><![CDATA[Mersey Remakes]]></category>
		<category><![CDATA[Obbbob]]></category>
		<category><![CDATA[obsolete gamer]]></category>
		<category><![CDATA[Project MFOR]]></category>
		<category><![CDATA[r-tronic]]></category>
		<category><![CDATA[retro gaming]]></category>
		<category><![CDATA[retro remakes]]></category>
		<category><![CDATA[rodent]]></category>
		<category><![CDATA[space giraffe]]></category>
		<category><![CDATA[work of demons]]></category>

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		<description><![CDATA[Oddbob, one of the few retro remakers, game designers and webmasters that is constantly rubbing himself in flour whilst looking at your webcam, has been kind enough to find some time and answer a few question for your reading pleasure. Now, before you fellow retro gaming addicts and wise ludology connoisseurs go on and read this extremely interesting interview, better learn that Mr., uhm, Bob is responsible -among other things- for G-Force, JSWO, helping humanity with Retro Remakes and getting all creative with MFOR.]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-size: 85%;">Oddbob, one of the few retro remakers, game designers and webmasters that is constantly rubbing himself in flour whilst looking at </span><span style="font-style: italic; font-size: 85%;">your</span><span style="font-size: 85%;"> webcam, has been kind enough to find some time and answer a few question for your reading pleasure. Now, before you fellow </span><span style="font-weight: bold; font-size: 85%;">retro gaming</span> <span style="font-size: 85%;">addicts and wise</span> <span style="font-weight: bold; font-size: 85%;">ludology</span><span style="font-size: 85%;"> connoisseurs go on and read this extremely interesting interview, better learn that Mr., uhm, Bob is responsible -among other things- for <a href="http://www.merseyremakes.co.uk/gibber/g-force/">G-Force</a>, <a href="http://www.merseyremakes.co.uk/gibber/jet-set-willy-online/">JSWO</a>, helping humanity with <a href="http://www.retroremakes.com/wordpress/">Retro Remakes</a> and getting all creative with <a href="http://www.merseyremakes.co.uk/gibber/2007/10/11/mfor-considerations-and-inspirations/">MFOR</a>.</span></div>
<p><img class="aligncenter size-full wp-image-22431" title="arcade" src="http://obsoletegamer.com/wp-content/uploads/2011/08/arcade.png" alt="Ten Questions: Mersey Remakes' Obbbob" width="400" height="250" /></p>
<p><span style="font-weight: bold;">1. So, it&#8217;s Bob, Robert and oddbob. Care to explain who you are and state your age, obsessions and/or any bit of personal info you think the Gnome&#8217;s Lair lot would be interested in? You know, for the record&#8230;</span></p>
<div style="text-align: justify;">
<p>Hello! My name is Robert Fearon, otherwise known as Oddbob, Wrongbag or Genius depending on which forum you attend &#8211; although some people have slightly less polite names for me. Like &#8220;Dave&#8221; for example.I&#8217;m old enough to remember the <span style="font-style: italic;">ZX81</span> but not old enough to have been party to <span style="font-style: italic;">Computer Space</span> in its original incarnation, although this beard makes me look around twelve (<span style="font-size: 85%;">or so I like to believe &#8211; that&#8217;s my excuse and I&#8217;m sticking by it</span>). For the past 5 years I&#8217;ve been involved in the Retro Remakes &#8220;scene&#8221; running <a href="http://www.merseyremakes.co.uk/gibber/">Mersey Remakes</a> and for 3 of those, running <a href="http://www.retroremakes.com/wordpress/">Retro Remakes</a> itself. I have a sideline as a small part of the gestalt entity known as Cassette50Man on Somewhere Beyond Cassette 50 whereby along with the other parts of said personality (<span style="font-size: 85%;">rumour has it that another part of Cassette50Mans personality was responsible for <span style="font-style: italic;">Veck</span> and t</span><span style="font-size: 85%;">he still unreleased but very good <span style="font-style: italic;">Veck2</span> but I don&#8217;t believe a word of it</span>), we test out the worst games on the internet so you good folk don&#8217;t have to.</p>
<p>It&#8217;s a dirty job but someone has to do it. Sometimes I wish it wasn&#8217;t me though as they&#8217;re really, really bad games and often we need a good few months recovery time inbetween.I&#8217;m also part of the team behind <a href="http://www.merseyremakes.co.uk/gibber/jet-set-willy-online/">Jet Set Willy Online</a>, and responsible for 2 games for the <span style="font-style: italic;">UK Retro</span> event and all round <span style="font-style: italic;">Llamasoft</span> love-in <span style="font-style: italic;">Retrovision</span>. Both games unsurprisingly based on the works of Jeff &#8220;Aw fluffy sheepy&#8221; Minter.In a past life I&#8217;ve been a trained studio engineer, a store manager and a binman but these days I mainly idle my time away playing and swearing at games and on occasions, attempting to write my own. I am also, for a change, fully clothed.</p>
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<p><span style="font-weight: bold;">2. Besides being responsible for some brilliant retro re</span><span style="font-weight: bold;">makes you (well, Mersey Remakes and you) have a lovely blog. Love the name. What do you mean with it? Do you guys indeed make the cops look bad?</span></p>
<div style="text-align: justify;">Luckily for me, my only brush with the law previous (<span style="font-size: 85%;">aside from the occasional lift home late at night whilst wondering back from the 24 hour garage</span>) involved attempting to avoid a single police car whilst carrying a conspicuously large bag of posters and a bucket of paste when I was much younger. To prove that I definitely don&#8217;t <span style="font-style: italic;">make the cops look dumb</span>, my escape route consisted of circling the town hall repeatedly in the hope that they&#8217;d get bored and leave me alone. They didn&#8217;t. They just turned round the police car and drove round the other way stopping me in my tracks.</div>
<div style="text-align: justify;">Both my fly posting and criminal career came to a rather abrupt end that night. Mister Smila on the other hand, I hear, is wanted in 32 countries for crimes against <span style="font-style: italic;">Sinclair</span>products.The name itself comes from a song by the perennial musical grouch Mr Luke Haines entitled <span style="font-style: italic;">Baader Meinhof</span>, from (<span style="font-size: 85%;">curiously enough</span>) the album <span style="font-style: italic;">Baader Meinhof</span>. It&#8217;s a slightly obtuse album about terrorism from the mid 90&#8242;s and oddly, given the subject matter, filled with rather catchy songs. As we share the same beard, it seemed only fair that I should honour the man in some way from my blog and so I stole the first line wholesale.</div>
<div style="text-align: justify;"><img class="aligncenter size-full wp-image-22432" title="JSWO" src="http://obsoletegamer.com/wp-content/uploads/2011/08/JSWO.png" alt="Ten Questions: Mersey Remakes' Obbbob" width="400" height="276" /></div>
<p><span style="font-weight: bold;">3. On to Mersey Remakes. What&#8217;s the story behind this very giving group?</span></p>
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<p>In short, we remake games from the eighties with modern(ish) technology and in a lot of cases try and put a slight personal spin on them as well. It&#8217;s all done in the name of freeware and love and hugs and thankfully, so far &#8211; we&#8217;ve had a higher proportion of happy original authors than we&#8217;ve had &#8220;unhappy&#8221; original authors with regards to what we do.<a href="http://www.merseyremakes.co.uk/gibber/">Mersey Remakes</a> is, technically, myself and Mr Smila &#8211; although just to confuse the issue despite a *walks off whilsting* failed attempt at <span style="font-style: italic;">Dropzone</span> and <span style="font-style: italic;">Mr Puniv</span><span style="font-style: italic;">erse</span> many years ago when I was even less reliable and slightly less able to code than I am now we don&#8217;t actually work together.</p>
<p>Although I still have the graphics Mr Smila made for both of these games, so maybe one day they might just see the light of day. The site itself came into existence not long after I finished the embarassingly bad take on an already embarassingly bad game that I somehow made worse (<span style="font-size: 85%;">that&#8217;ll be <span style="font-style: italic;">Kokotoni Wilf</span>, originally from Eli</span><span style="font-size: 85%;">te</span>) and realised that perhaps, I was going to need some webspace to dump the files to.</p>
<p>Despite being convinced it&#8217;d never come to anything, I let the then owner of <a href="http://www.retroremakes.com/wordpress/">Retro Remakes</a> (<span style="font-size: 85%;">the sadly missed The Toker</span>) talk me into picking up a domain and some proper hosting just on the off chance. Not long after I bought the domain the gentleman who was hosting Smila&#8217;s early works decided he could no longer maintain his site. Given I had webspace to spare, we came to an arrangement that we&#8217;d both pay 50/50 on the site hosting fees and in turn I&#8217;d provide a permanent home for Smila&#8217;s work and he&#8217;d never have to see the back end of a site in his life. Nowadays though, we just share the same webspace as it&#8217;s as much his site as mine now.</p>
<p>Over the years the site grew as both myself and Smila churned out games, I took on a few homeless remakes and games, started a blog and despite the lack of care I gave the front page, the site took on a life of its own. I think. That was 5 years ago, but that&#8217;s how I remember it all happening. In all likelihood, it was probably a space chipmunk or something that nibbled a neuron and the entire site just appeared overnight.Best of all, after the best part of five years behind the wheel &#8211; it&#8217;s still fun. I get to spend my time playing and remaking games, and getting first dibs on Smila&#8217;s own work. It doesn&#8217;t get much better than that.</p>
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<p><span style="font-weight: bold;">4. Ok, that was slightly confusing yet quite reassuring. Then again you are not thinking to try creating some non-retro inspired games, are you?</span></p>
<div style="text-align: justify;">Not for <span style="font-style: italic;">Mersey Remakes</span>at least, no. But then, I&#8217;m not sure if I could ever shake the retro influence too much.When you&#8217;ve spent years gorging yourself on games, it&#8217;s hard not to take influence from the best bits of gamings past, more so I guess if you remake games for a hobby.</div>
<div style="text-align: justify;"><img class="aligncenter size-full wp-image-22433" title="mfor2" src="http://obsoletegamer.com/wp-content/uploads/2011/08/mfor2.png" alt="Ten Questions: Mersey Remakes' Obbbob" width="400" height="143" /></div>
<p><span style="font-weight: bold;">5. Any hopes for a commercial game? You would do quite an impressi</span><span style="font-weight: bold;">ve indie group you know&#8230;</span></p>
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<p>Aw, thanks. I don&#8217;t know if we&#8217;d be quite that impressive when you consider some of the stuff that&#8217;s emerged over the past 12 months from the scene and some of the stuff still to come on the horizon but yes, yes, there is actually. A couple even.The big project that will likely see the light of day either towards the end of 2008 or early 2009 is <a href="http://www.merseyremakes.co.uk/gibber/2007/06/13/project-mfor/">Project MFOR</a>- it still hasn&#8217;t got a title outside of the &#8220;that&#8217;ll do till we think of something better&#8221; name I&#8217;m afraid.It&#8217;s going to be a horizontal shooter set in a sort of kids picture book world with a library as the central hub. Your main character is left late at night in the library waiting for a relative to collect him and drifts into a few adventures via the books themselves.</p>
<p>Each stage is going to be based around a different scenario of the character trying to find his own way home.I guess more than anything I want to prove to myself that there doesn&#8217;t have to be a divide between the alleged hardcore and the alleged casual crowd &#8211; I think Bit Blots <span style="font-style: italic;">Aquaria</span> certainly goes a heck of a way to proving that Indies don&#8217;t have to cater to one or the other and that a good game will float (<span style="font-size: 85%;">no pun intended</span>) regardless. I&#8217;d hate to be the kind of person who sits there as some commercial indie devs do and tailor their product to a demographic, clipboard in one hand ticking off features, calculator in the other totting up their monthly earnings from a swathe of lacklustre products.</p>
<p>Games creation should be about love and care and writing the game you want to write, and sure, you can argue that where we&#8217;re heading with <span style="font-style: italic;">MFOR</span> might not pay the bills so as to speak, but at least I&#8217;ll be able to sit back and say &#8220;well, I bloody tried&#8221; regardless of how the cookie crumbles and I can&#8217;t do any worse than some tat that&#8217;s already gracing the market with a pricetag attached.</p>
<p>Plus, I like the contradiction of having a shooter set within a kids book. It amuses me.</p>
<p>Unfortunately, due to life circumstances a lot of the development of <span style="font-style: italic;">MFOR</span> is going to rely on both myself and the artists (<span style="font-size: 85%;">the uber talented Gary Pinkett</span>) schedules aligning long enough to get some work done. At the moment he&#8217;s not long started up a business of his own, new kid etc&#8230; and I&#8217;m my usual scatty self bounding from one thing to the next but the wheels are in motion, albeit slower than either of us would have wanted.</p>
<p>Aside from <span style="font-style: italic;">MFOR</span>, there&#8217;s a few vague plans in the pipeline for a budget game label/site plan with a few friends. A couple of which have been bitten on the arse before now by previous commercial ventures and wouldn&#8217;t mind striking out into low key &#8220;fun but not enormous&#8221; sort of games and hopefully, I can help them make this happen. But at the moment, that&#8217;s all rather sketchy and vague and we&#8217;re still kicking stuff around. They&#8217;re all incredibly talented folks and deserve a bit of a boost up so fingers crossed.</p>
<p>Might happen, might not &#8211; either way I&#8217;ve got a couple of ideas for games to throw into the ring myself to help kick things off should we go with it.</p>
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<p><span style="font-weight: bold;">6. Oh, and -I know that&#8217;s quite irrelevant- but are you in</span><span style="font-weight: bold;">terested in them modern games? Played anything interesting lately?</span></p>
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<p>Oh yes, indeed I am. 2007 has been a corking year as far as I&#8217;m concerned &#8211; I&#8217;ve probably put more gaming hours in this year than I have in quite a long time.360 wise, I tend to alternate between <span style="font-style: italic;">Crackdown</span> and <span style="font-style: italic;">Space Giraffe</span> for gaming pleasures. Cracking the leap from the agency tower into the water below was one of the most satisfying (<span style="font-size: 85%;">and terrifying</span>) game experiences ever. I near filled my pants and my stomach repeatedly sank like a stone with every leap.</p>
<p>Truly wonderful and even after finishing the missions I&#8217;m still having a great time just kicking around the city collecting the odd orb here and there and playing with piles of cars and rocket launchers.A fine testament to the designers I guess, that even when the game is done, I&#8217;m still having rucks of fun with it.<span style="font-style: italic;">Bioshock</span> was highly entertaining and one of the most consistent worlds I&#8217;ve got to wander around in, even with the needless boss battle at the end&#8230; other than that, I&#8217;m just hanging fire with a handful of points waiting for <span style="font-style: italic;">N+</span> and <span style="font-style: italic;">Rez</span> to hit XBLA.</p>
<p>On the PC I&#8217;ve not long blasted through both the <span style="font-style: italic;">Half Life 2</span> episodes and <span style="font-style: italic;">P</span><span style="font-style: italic;">ortal</span>, didn&#8217;t enjoy <span style="font-style: italic;">Episode 1</span> quite so much as a lot of it felt like the worst parts of <span style="font-style: italic;">Half Life 2</span> rolled into one &#8211; luckily Ep2 and <span style="font-style: italic;">Portal</span> more than made up for things. The final battle with around 12 striders in Ep2 had me on the edge of my seat, even allowing for the wonky car controls. And of course, that song at the end of <span style="font-style: italic;">Portal</span> is sublime. More games should end on a song.</p>
<p>I picked up <span style="font-style: italic;">Crysis</span> as well but that depressed me with just how utterly and totally bland it was and disappointed me with how it didn&#8217;t look *that* gorgeous all told &#8211; the vistas and landscapes were for the most part beautiful but as soon as you walked into a hut it may as well have been RTC Wolfenstein. I also struggled to find anything remotely enjoyable to do in the game. Shame really.</p>
<p>Oh, and of course, it&#8217;d be rude of me not to mention the enjoyable time I had with <span style="font-style: italic;">Sam &amp; Max</span>.</p>
<p>For Nintendo kicks, <span style="font-style: italic;">Excite Truck</span> on the Wii has been a firm favourite since I got frustrated with the Ice Dungeon in <span style="font-style: italic;">Twilight Princess</span> and I&#8217;m spending my toilet time alternating between <span style="font-style: italic;">Geometry Wars Galaxies</span> and <span style="font-style: italic;">Contra 4</span> on the DS. Although the latter is perhaps a little too brutal even for me. Still, I live in hope that one day I might someday make it past level one on Normal difficulty.</p>
<p>So yeah, I may be firmly routed in the past with a lot of what I write &#8211; but there&#8217;s still so many great things going on in gaming that you&#8217;d have to be a fool not to prick up your ears, pick up your sticks and get playing.</p>
<p><img class="aligncenter size-full wp-image-22434" title="JSWO title" src="http://obsoletegamer.com/wp-content/uploads/2011/08/JSWO-title.jpg" alt="Ten Questions: Mersey Remakes' Obbbob" width="400" height="297" /></p>
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<p><span style="font-weight: bold;">7. Couldn&#8217;t agree more. Also, there are just too few memorable (and even less funny) songs in gaming. Then again, there aren&#8217;t enough Python references either&#8230; Anyway. Aren&#8217;t you immensely proud for <a href="http://www.merseyremakes.co.uk/gibber/jet-set-willy-online/">Jet Set Willy Online</a>?</span></p>
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<p>You know something? I am. Immensely so.I wasn&#8217;t for a long while being far too close to it to appreciate it and being a misenthrope at the best of times. For a while it was like being in a whirlwind, builds of the game flying back and forth, bugtesting galore. Stu, Smila, Scott and myself bouncing edits and changes daily and then the playtesting till I was heartily sick of the sight of it. Looking back on the whole time, I can see why some of its magic was lost on me.Now everytime I think of what we pulled together there I grin from ear to ear.I still remember the moment Trev (<span style="font-style: italic;">Smila</span>) dropped into <a href="http://search.twitter.com/search?q=%23remakes" class="tweet-hashtag">#remakes</a>, PM&#8217;d me to grab a file and test it &#8211; and it was just a test of a networked console. Nothing but a black box, some text and the four of us yaddering on at each other. That was the moment I thought &#8220;if anyone can do this, we can&#8221; and with Stu&#8217;s prowess &#8211; we did.</p>
<p>I got into this remaking lark originally with the bizarre notion of making the best <span style="font-style: italic;">Jet Set Willy</span> homage ever. It may have took 4 years, an insane joke kinda backfiring and a whole bunch of good people to get there. Stu, Smila, Scott and the <a href="http://wayoftherodent.com/">Rodent</a> chaps all made a crazy dream come true. Who wouldn&#8217;t be proud of that?</p>
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<p><span style="font-weight: bold;">8. Guess you should be proud about <a href="http://www.merseyremakes.co.uk/gibber/g-force/">G-Force</a> too, even though I&#8217;ve wasted an unhealthy amount of time on the beast. Still, top visuals, great humour, trippy music and frantic old-school shooting action are too good to ignore. How did you manage to pull this one off?</span></p>
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<p>Thanks, I&#8217;m still surprised at how popular <span style="font-style: italic;">G-Force</span> has been even in it&#8217;s unfinished state. I had to laugh when <a href="http://www.retrogamer.net/">Retrogamer</a>gave it a mark of around 80% even when the build they reviewed wasn&#8217;t even the latest at the time. Got to love magazines.I started writing <span style="font-style: italic;">G-Force</span> as a quick project (<span style="font-size: 85%;">ha!</span>) to get myself back into the swing of coding. For some unknown reason I&#8217;d managed to convince myself the original only had 10 stages and so would be a walk in the park to bang out.</p>
<p>Then I started going through the original and found 30. Whoops! Not long after it started to evolve from a quick project to a labour of love. I&#8217;m happy to say that aside from a lot of real-life things that have caused a massive reduction in my development time, one of the reasons <span style="font-style: italic;">G-Force</span>absorbs my hours is due to playing it so bloody much.It may not compare with the likes of some of the commercial offerings or even some of the fabulous stuff the Indie scene throws out for free, but it&#8217;s my baby and a game that I wanted to exist in this form outside of my own head for a long time. There&#8217;s a purity to the game that just appeals to the early arcade gamer inside of me, and a dash of the original, a dash of Minter and a dollop of my own outlook I think has put it in good stead.Now I&#8217;ve just got to find the time to finish the bugger!</p>
<p><img class="aligncenter size-full wp-image-22435" title="gforcer" src="http://obsoletegamer.com/wp-content/uploads/2011/08/gforcer.png" alt="gforcer" width="270" height="400" /></p>
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<p><span style="font-weight: bold;">9. So, uhm, not a particularly exciting question, but which is your favorite Mersey Remakes game?</span></p>
<div style="text-align: justify;">Oh god, definitely not one of mine. Prior to <span style="font-style: italic;">G-Force</span>, they&#8217;re at best sketches, at worst plain incompetant and not something I&#8217;d recommend anyone dive into. I&#8217;d say Smila&#8217;s <a href="http://rtronic.merseyremakes.co.uk/">R-Tronic</a> &#8211; it&#8217;s not quite <span style="font-style: italic;">Robotron</span>, but still a fast paced and lovely looking blaster.</div>
<p><span style="font-weight: bold;">10. And finally, what do you think of innovation in game design? Can it co-exist with a retro feeling or was JSWO a work of demons?</span></p>
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<p>Generally, innovating isn&#8217;t something that even comes close to my thoughts when it comes to games. I leave that to folks like Jon Blow who are generally better at thinking on those terms than me.It&#8217;s weird because during my life to date, I&#8217;ve watched the gaming scene grow from a select few games to the giant that it is now &#8211; I&#8217;ve seen consoles, computers, companies and studio&#8217;s rise and fall and yet there&#8217;s still so much more to explore, so much more to do. That&#8217;s why, even though I don&#8217;t actively think about innovation when writing games myself &#8211; I&#8217;m glad that other people do. I don&#8217;t want gaming stuck in a rut, it&#8217;d kill part of what makes gaming a beautiful past time.</p>
<p>In the same way that the industry needed the VidKidz, the Mel Crouchers, Denton Designs, Andrew Braybrook and the likes in the eighties, we need Jon Blow, Keita Takahashi et al today just as much.And whilst I will attest that <span style="font-style: italic;">JSWO</span> certainly must have had some sort of infernal influence in order to exist, I don&#8217;t see any reason why we can&#8217;t sit there and look at our heritage and history and meld it with modern innovations. Why not have an online mass multiplayer pixel perfect platformer? If <span style="font-style: italic;">Space Giraffe</span> can create a one game microcosm of 30 years of gaming history and still throw in curveballs &#8211; I see no reason not to pull from the past and look to the future.</p>
<p>For me though, I&#8217;m more interested in pulling stuff apart, seeing what makes games tick, analysing the good and the bad from our gaming history. Heck, part the reason I&#8217;m so heavily involved in the remakes scene more so than any specific retro scene is the lack of rose tinted spectacles the scene provides. I dearly love a lot of games from the eighties and nineties but the industry has progressed generally for the better since those times when it comes to player experience (<span style="font-size: 85%;">not always, I grant you</span>) &#8211; and the fight for more accessible games is something that couldn&#8217;t have existed in the Eighties when having a keyboard overlay and using every key on the keyboard was akin to having the biggest cock to wave around.</p>
<p>Ultimately, I&#8217;m greedy. I want the best of both worlds. I want the bits that made games drag me in by the scruff of the neck and force me to love them, but I want that without the things that frustrated.</p>
<p>Mind you, when all said and done &#8211; I just want good games and whilst they keep coming, I&#8217;ll be gaming as long as I&#8217;m still able &#8211; innovative or nay.</p>
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