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Saturday, November 24, 2007

Kotaku Flashback: Ten Years Ago

- Continuing a look at 'what Simon did at Kotaku', something I dreamed up for the week (and actually turned out quite well, I think) was a look back at the GameGeekPeeks interviews, a set of Q&As with notable designers I conducted about 10 years back for (the now defunct) VideoGameDesign.com.

So I excerpted key questions and answers from the interviews with notables from Valve, 3D Realms, LucasArts, Lionhead, etc, and then added some commentary on they held up a decade later.

In some cases, it was excellently, in others... not so much! Here's the articles - with a particularly fun quote from each interview attached:

- Ten Years Ago: Half-Life Writer Marc Laidlaw: "Right now, I'm happiest with our plans to turn the player into a real character in [Half-Life], without making a snarling asshole out of him. The player is going to be important-and not only as a target. He's going to feel he's doing things for a variety of good reasons, including sheer survival."

- Ten Years Ago: Lionhead's Peter Molyneux, Demis Hassabis: "As we have developed the new game, we have come to the shaky realization that it is very ambitious and far beyond anything any of us have attempted before... Lionhead will only work on one title at a time, and it will never get bigger that 20 people ( We are currently 8 people)."

- Ten Years Ago: 3D Realms' Scott Miller: "When Prey is released, it will have been a two year project, which for a game as ambitious as this, is not too long. Plus, unlike some games long in development, like Stonekeep and Descent to Undermountain, Prey when released will be a cutting-edge game in both gameplay and technology."

- Ten Years Ago: LucasArts' Monkey Island Duo: Jonathan Ackley "[Adventure games] can be a difficult and expensive style of game to produce, so we've seen fewer on the market recently. However, LucasArts has a long and successful tradition with the genre, and we're very fond of it here. each time out we make some alterations to the style and gameplay, so I'm expecting it to continue evolving, but at the heart of it all is always a strong sense of character and story."

Comments

Um...

(a) I recognize the source of the icon/picture that heads this column,
(b) I hope it won't come to mind when I'm at church on Sunday, and
(c) I don't get why somebody [apparently] thought it would be funny.

Sorry, that's Way Of The Rodent. Though I guess I reprinted it, too. Switched it out for something Monkier and Islandier.

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