Games Weekly interview >Greetings, Mr. Vogel. First of all, I'd like to say that I really >enjoyed playing Nethergate, and I'd like to ask some questions about the >game in a moment. However, before we get to that, a few general >questions... > >When and how did you first get involved in game design? And am I >correct in understanding that you are mostly self-taught as far as >programming goes, or did you have some sort of programming background >prior to starting in game design? I started writing games on my Apple II+ in seventh grade. I'm very self-taught. >Spiderweb Software currently develops exclusively shareware games. In >past interviews I have read, you have expressed a very "pro-shareware" >attitude. Do you still feel this way after some more time has passed? Definitely. It's a great marketing technique, and is working better and better for people as time goes on and the Internet grows. >What are some of the big advantages to working as a shareware designer? >Any downside to it? the upside - total control. The downside - small scale. You can make a very good living, but you probably won't make millions. >So, is there any chance you will ever do more "commercial" games- work >through a major publisher or with other developers? I'll probably get a real job someday. >How many people are currently on the staff of Spiderweb Software? Would >you like to give us some more background on the company? Two, plus a bunch of freelancers. I started in by myself in 1994, as a distraction from grad school. >The Exile series you've done seems to be quite popular, but I'm afraid I >have not had a chance to play those games. Can you talk a little about >the series for me and any of our readers who may not be familiar with >it? It's an epic tale about a world where the surface is controlled by the Empire, and people who don't fit in or break laws are teleported into a huge, subterranean world called Exile. The story is how the people win their independance and return to the surface. >Okay, now on to the subject I'm really anxious to discuss- Nethergate. >I happen to have a huge interest in Celtic history, culture, and >mythology, so I was thrilled to get a look at this game. What gave you >the idea to do a game based on Celtic and Roman history? Did you have >interest in these subjects before? I was very interested in them. They're such fascinating cultures, that it was each to decide to do a game based on them. >I was really impressed how smoothly you blended the historical and >mythological elements into a more general fantasy game. It seems many >historically-based games only appeal to a limited audience. Certainly, >Nethergate will appeal to people with an interest in history, but I also >think it will interest general fantasy game fans. What considerations >went into balancing the history and the fantasy aspects to make a game >that would appeal to both? I just thought up neat adventures, wrote them, and hoped people liked the mix. >When playing Nethergate, I noticed a few things that seemed to be >"inside references" to history and mythology. For example, several >characters I encountered were not named as being anyone specific, but >their actions and comments led me to believe that they were based on >mythological figures. A fish mummbling about wishes comes to mind. Is >this observation accurate at all? If so, why did you choose to make >some of the historical references more veiled than others? Some historical references are real (like any mention of important Roman or Celtic figures), and some things are just my own inventions (like the fish). All of the quotes in the chapters headings are real. >How long did it take to develop Nethergate? A year of planning, and a year of writing. >Finally, do you have any new projects in the works at the moment? If >so, could you give us a general idea of what to expect? Our next game will be called Avernum. It will be a very cool bottom-up rewrite of the original Exile game using the Nethergate engine. - Jeff Vogel Spiderweb Software, Inc. http://www.spidweb.com