Date: Thu, 6 Apr 2000 01:30:25 -0800 Subject: MacGamer's Ledge Avernum interview. >Who are you, and why am I interviewing you? :-) We've been making games for the Macintosh, for, oh, going on seven years now. We have created some of the best role-playing games ever made for the Mac, which have been played by many thousands of avid gamers. Plus, we're fun to talk to. :-) >Why do you use a Mac? I've used just abotu every sort of computer for one length of time or another, and I've just found that I get more work done per unit of time when I use a Mac than anything else. My basement has 5 Macs in it, each used for different tasks, and I find that they just plain work well. >When did you start using a Mac? Which Mac was your first? My first Mac was a PowerMac 6100, which I got in 1994. Great machine. Still runs, and we still use it for some things. Within a month of getting it, I started work on my first game: Exile. >What were your first RPGs? The very first computer game of any sort I ever played was Eamon, on the old Apple II+. Terrific freeware text-based rpg. A classic. The first real rpg I player was Wizardry, again on an Apple II+. Wow ... that was seriously exciting. >What was your inspiration for the Exile series? Pretty much every game I liked in high school. Ultima IV-VI and Phantasie and Wizardry and Wizard's Crown and a bunch of others. I thought back on each one and took the quality I most liked from it. Then I wrapped it all up in my own imagination and system design. And, and this was the key decision that made the games popular, I made the Exile games BIG. I loved the hugeness of the early Might & Magic games, and the way there was something special hidden in every corner. That was the quality I most wanted to take. >Where'd you come up with the name "Avernum"? (I think you already answered >this, so if you don't mind I'll just paste the answer in) Well, Avernum was the ancient Italian name for the gateway to the underworld. But Avernus was taken, I think by a metal band. So I picked Avernum instead. >How long did it take to develop Avernum? About 9 months, starting with the Nethergate engine as a base. It took a lot of time to take all of those old Exile towns, flesh them out for the engine, and add new material. A LOT of hours went into refurbishing Exile. > How much of a resemblance does Avernum bear to Exile: Escape from the Pit? It's a much richer, elaborate game. We redid a bunch of dungeons, added literally dozens of quests, nearly doubled the amount of dialogue, and devised many more special encounters. Plus a whole new interface and a whole new game system. Playing through Avernum is a very different experience from playing through Exile. >Why did you choose to remake Exile, instead of progressing with Nethergate? I felt that Nethergate was a great self-contained story, and I couldn't see any way to continue it. And, more importantly, I felt that Exile contained a whole bunch of fantastic material, and I didn't want to see it get lost in the mists of time. I strongly felt that an upgrade of this old game was in order. >Will we see any more scenario-driven (i.e. Blades of Exile) games? >Are there any plans for an editor for Avernum? Making a scenario editor is a very difficult undertaking, and processing the scenarios is very time-consuming. Blades of Exile was a fascinating project, but it's probably not anything we will try to replicate in the near future, at least with the Avernum engine. We're thinking about doing a science fiction rpg with an all new engine, and we haven't closed the door on making public the development tools for that. We'll see. >Where did the GIFTS (Giant, Intelligent, Friendly Talking Spiders) come from? Their origin is lost in the mists of time. I know it comes from my annoying, quicky personal habit of making everything around me talk. Sppons, scissors, whatever. I also made my hands walk around like spiders and talk in cute high-pitched noises. I thought it was funny, so I put then in my Dungeons & Dragons games. That went well, so I put them in Exile. The rest is history. >How'd you come up with the name "Slithzerikai"? Was the idea for the race >inspired by anything? I just made it up, and the idea was pretty much my own. I thought them up for the first time in junior high, as part of a D&D campaign I never made up. A decade later, I needed a fantasy race, and there it was. The trademark two-tined spears, by the way, were already there in junior high. >Why are your products shareware? Because the market for packaged games is very, very, very difficult right now. No big retailer would look twice at my games, even if I had the ton of money necessary to get them on store shelves. Thus, even if I didn't love the idea of shareware, I would have no choice. >Will you try your hand at a non-role-playing game? I keep thinking about it, but I haven't gotten to it. Maybe someday. >What do you think of these Massively Multiplayer Role-Playing Games? (i.e. >EverQuest, Clan Lord, etc.) I am an Everquest addict. Anyone who is serious about designing rpgs should play Everquest a lot. It's on a PC, so it would be a pailful expericence, but I see it as a simple necessity for any professional game designer. And if you don't see why Everquest is so brilliant, you should bloody well go back and keep playing it until you do. >So, are we ever going to see you collaborate with Fantasoft? No. I'm not interested in collaborations. Part of the reason I run my business the way I do is that I get all the fun of doing the game all by myself, exactly the way I want to do it. And I'm sure the good folks at Fantasoft feel the same way. >What did you think of Ambrosia's RPG, Cythera? Haven't played it. >As a developer, do you think Apple is heading in the right direction to >attract more developers? Hee hee. I am so the wrong person to ask things like this. I am completely oblivious about anything happening outside my basement. I only find out about each OS version a year after it's released. I live in a hole. >Have you considered trying your hand at a science fiction RPG, instead of >the swords and sorcery? As a matter of fact, yes. While everything is moving on Avernum 2, I will also be working on a science fiction rpg. I think. Don't hold me to anything on this. >Can I get a sword in Avernum 2 named after me? "Poisoned Sword of Pat +2" :-) But if I give you a sword, every interviewer will want one, and soon every rock, stick and shrub will have a name! :-) If you have any new or follow-up questions, fire away! - Jeff Vogel Spiderweb Software, Inc. http://www.spiderwebsoftware.com