![]() ![]() There's also a lot of conflict between good and evil, usually. Whether it is the combat mechanics that are in D&D, or the way that a game can be compartmentalized as modules and there can be a really strong narrative. John Romero: Probably because so many games have that as a base. Can you explain the mentality behind mandating that applicants for game design have a history with Dungeons and Dragons? I think the chapter on Quake is a really good example of that, showing how you had a concept that stemmed from a Dungeons & Dragons campaign but then snowballed into something else. In the book, you're following stories from the very first idea of, "I want to make this game" to what it ends up being. A lot has been written from various sources, but this is straight from the source. Because if it's not written by any one of us on the team, then it's up to interpretation. It was amazing, and I think the book really shows people what it was really like. It was not about butting heads all the time at all. This book is about, "Here's what it was like every day." Just to present how well we worked together, how great it was to work together, and how in sync we were. It's not from my mouth, but it's not from his mouth either. ![]() John Romero: The perception of many, many different people created our two "characters," and that led to a polarizing characterization of John and I. Why do you think reporting at the time, in your words, overstated the creative tensions and personality clashes so much? There are portions of your book that are fairly pointed about straightening out misconceptions of past events. If I forget someday, it's all in the book. Over the years, the waters can get muddied, so I really wanted to put down everything that I remembered. That's basically part of the reason for writing it it's now down. This book is basically a chronicle of all the games that I've made and when they were made, with as much detailed information as I can fit in a book about them. As a game historian, I think that getting game history down in print, somewhere that people can research it and refer to it, is important. John Romero: Actually, that's one of the reasons for writing the book. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |