Stratosgroup.com Interview, by Zaxxon posted on April 10, 2003 As I write this, I find it difficult to believe that nearly three years have passed since I last interviewed Jeff Vogel for this site, as part of our three-day Spotlight on Spiderweb Software. Back then, Stratos was struggling to find its identity (Write guides or maintain a website? I'm happy to report we pulled off both!), and Spiderweb was in the midst of developing Avernum 2. Well, Avernum 3 is old news now, and Jeff's current projects include the sequel to the intriguing Geneforge (stay tuned for my review, coming soon) as well as Blades of Avernum, a role-playing game system that will allow players to create their own worlds in addition to playing in JeffÕs. All told, it's a great time to catch up with Jeff. ------------------------------------------------------------------------ Stratos Group: You've obviously been busy since our last meeting; tell us a little about what you've been up to. Jeff Vogel: New games. We're working on two games simultaneously. Geneforge 2, the sequel to our very popular all-new game Geneforge, will be out first. Should be ready in the summer. It will be even bigger than the first game, with a better interface and a much more elaborate world. The number of factions you can join or fight and the number of possible endings are much higher. Blades of Avernum is the other game we're working on. It's a full fantasy role-playing game system, with the ability to create your own scenarios and share them over the Internet. It will also, of course, come with a lot of scenarios on its own. We're very excited about how the editor is turning out.. It's very powerful. SG: When last we spoke, you were quite addicted to Everquest, and extolled the virtues of Planescape: Torment. What's sapping your time now? JV: Now it's just Everquest. It's a terrible addiction. Though I'm about to start the new Gamecube Zelda game. SG: As you can see from our review, we think that one will addict you pretty well, too. In addition to your own games, you've now published several titles from aspiring shareware developers. What made you decide to do this, and is it proving successful? JV: We thought it would be very interesting and profitable. It's turned out to be a lot of work, though. Right now, we're sort of backing away from it. We might still carry other games, but we'll have to really believe in them. SG: Geneforge 2 is your next game slated for release, set to appear this summer. From what I've gathered, the game is a straight story sequel, with the same basic game engine, along with minor improvements. Is this an accurate assessment, and can you divulge some of the improvements? JV: That's a pretty good assessment. The engine and game system, overall, worked quite well. There will be a lot of smoothing out of things. The inventory, for example. One improvement is the new magic system (with many more spells) and a longer list of possible creations. I think Geneforge 2 will be a richer game tactically. SG: From what my spiders have been able to gather, Geneforge 2 will not be the end of the travels of the Shapers. Is your next project Geneforge 3? Don't be shy-tell all! JV: Geneforge 3 seems very likely. I like writing Geneforge games, and people like playing them (or, at least, ordering them). Beyond that, however, I have absolutely no idea. I haven't given up on the idea of going back on my sworn word and writing Avernum 4. A lot of people would really like that. SG: Also in development is Blades of Avernum. The Avernum trilogy is a remake of the Exile trilogy of old, with a re-written engine and much-expanded storyline. Thus it follows that BoA will be a remake of the game creation kit Blades of Exile. Can you explain to our readers the appeal of a product such as this? JV: Well, first, it's a great game. When you order it, you will be able to make adventures and go through four (up from 3 in Blades of Exile) exciting adventures. Even if you never touch custom scenarios or the editor, you'll get your money's worth. But in addition, you will be able to make your own scenarios, or download scenarios made by others. And that will probably be a lot of scenarios. Even now, years after Blades of Exile was released, people are still making really fun adventures for the system. SG: Will Blades of Avernum essentially be Blades of Exile for the Avernum engine, or are more improvements in store? JV: The game system will be better, and the editor will be much, MUCH more powerful. It will be insanely more versatile than the Blades of Exile editor, and the scenarios will be much more interesting as a result. Also, I am hoping to write a nice, big all-new adventure for the new game. SG: It seems that in every review of one of your games, the reviewer makes a comment along the lines of 'this game proves that a product doesn't need to be flashy and on the cutting edge of technology in order to keep the gamer enthralled.' (Hell, I'm guilty of it in this very interview!) Even so, games *do* benefit from top-of-the-line technology, and I can't help but wonder just how great it would be if one of your games was picked up by a major publisher and given the resources necessary to give it the manpower it deserves. I know you love the freedom that being your own boss provides, but have you ever considered teaming up with a publisher and testing the waters? What about expanding the core Spiderweb staff? JV: I have often said that I write games with the best sound and graphics I can afford, but not the sound and graphics I want. I wish my games were snappy and pretty and state-of-the-art. But it's just not possible, for a variety of reasons. I don't usually dream of working with a publisher, though. I enjoy my current lifestyle too much. And a 3-employee company is just my speed. SG: Possibly in the same vein, describe the game you'd love to make, but for whatever reason can't. JV: Just like what I'm doing now, but with a design team which can make the encounters dungeons richer and more detailed. And a graphics and sound and coding team to make the thing look and sound really great. SG: The conflict in Iraq is... JV: ...complicated. The pros and cons are hugely complicated, and the things we are trying to do over there would be extremely difficult under the best of circumstances. So I don't know. SG: We all spend time surfing the Internet. What's the coolest non-gaming website that you visit? JV: I check salon.com most often. I'm a huge fan (and paying member). SG: IÕm a big Salon.com reader as well. Free pass here, though. :) Goat hoarding-still into it? JV: I want to hoard all sorts of things. But that space in my house is currently occupied by a toddler. SG: Thanks for your time, Jeff. We wish you the best of luck as you keep the shareware flag flying. JV: Thank you! Despite the state of the economy, our business is going great. We have no complaints. ------------------------------------------------------------------------ Many thanks to Jeff for pulling himself away from development long enough to speak with us. See our Spotlight on Spiderweb Software for a good background on Jeff, and on the shareware concept, and be sure to return for our upcoming Geneforge review. If you haven't yet tried out a Spiderweb Software game, give one a try, and you'll soon find that a game doesn't require the latest-and-greatest in flashy features in order to be thoroughly entertaining. (See, I told you IÕd say it!)