Absolute Games Interview
What is your occupation right now?
Retired. Actually, re-retired. I took a year off after leaving Sierra, then worked as VP of Technology for a local dot.com for most of 2000. But even though I hired a great team and they created a great product, the company ran out of money before it could sell it. So, I guess that officially makes me another dot.com statistic!
From your point of view, what is the main thing in game design?
Since game design, like film directing, is made up of dozens of smaller parts, balance is the most important, because any game that too strongly emphasizes one area over another will feel wrong and thus, not be fun to play. I think weve all played games where weve said, "Well, the ______ was great, but the ______ really sucked." Thats lack of balance.
What is it like to be one of the oldest game designers on the planet? How do you feel?
Ancient. Pre-Andeluvian. Seriously, I think my age brought uniqueness to my games that a younger person wouldnt have. And anything that keeps you from being just another game is good.
Did you have any proposals from any other game companies after you left Sierra?
Of course, but nothing that interested me. You see, I was very fortunate in my relationship with Sierra while Ken Williams was in charge. He and I saw eye-to-eye on everything, and when we didnt, I was wrong, of course! He believed in finding creative voices and letting us do the kind of game we wanted to do. And then, hed go sell them. It was a great idea. I wonder why more publishers dont work that way!
Do you want to return to the game industry? If yes, what post do you want to hold?
I would only be willing to return under certain conditions: like somebody would pay me every once in awhile, allow me to make the kind of games that I can do well (puzzles, sophomoric humor and a little risqué but not obscene), and then sell them so I could go make more. I think that post is commonly called game designer, although since my track record was 25 games out of 27 on-time and on-budget, I would also make a good VP of Development.
Sierra published lots of adventure games and these games had enough popularity in order to be sold. Then why did Sierra suddenly stop all its adventure projects?
Sierra got bought out by a large conglomerate, which then merged with another large conglomerate, which then realized that nobody there knew shit about games, and then sold off all its game companies to a French conglomerate (for 25 cents on the dollar!), which then merged with Seagrams/Universal Studios. Whew! And people wonder, "Has Sierra changed?"
Have you ever had an idea to buy back Larrys license from Sierra and continue LSL8 development yourself?
Ive considered it, but my strength lies in the creative process, not in manufacturing, marketing, and selling. Thats why the author/publisher arrangement has survived all these years. The two parts of the business really have little in common. Besides, if no major American publisher thinks adventure games can make a profit, what makes me think that I could?
Theoretically LSL-games are games for adults, but lots of kids and teenagers played these games. What do you think about it? Or maybe you specially put in the Larry games something that can teach kids to live (like using the condom in LSL1)?
I believe its a parents responsibility to supervise what his children see. I hate censorship. Im an adult. I should be able to rent or buy whatever I want. That said, I never let my own kids see my games until I felt they were old enough to understand what was going on. I think my games reflect that. Remember: Sierra always promised more naughtiness on the package than I ever put in the games.
You are the one who worked in game industry since its birth and youve seen a few generations of games.
Everything runs in cycles and games are no exception. Ten years ago, you couldnt give away RPGs. Now, theyre hot. Action games were <10% of the market in the late 80s. Now, theyre the leader. I hold out hope that adventure games will make a comeback someday too.
What do you think about the future of computer games?
I think games will continue to push the envelope of PCs and encourage more and better hardware as they always have. I look forward to the day when you wont be able to sell your old X-box at a garage sale because machines that are many times more powerful sell for $300 at Wal-Mart.
Is it possible to call computer games "art?"
Yes. But not many of them!
What are the differences between art and design? Or these words are equal?
No, theyre not equal to me. In the small sense, art is what you see on the screen: the graphics. But in the larger sense, it takes a great design, tight coding, good graphics and sound, balanced game play, attention to details, proper pacing, and many more things to make a game that I would call "Art."
What advice do you have for modern game developers?
If you truly believe in your work, take the smallest advances and largest royalties you can possibly negotiate. Youll work harder and, if youre good, youll reap more of the rewards.
Dont be afraid of expressing your personality through your games. Thats what will make your game different from the run-of-the-mill grist that most publishers grind out.
And get your name on the front of the box and your photo on the back. That way, when youre an old has-been like me, people will still drop by your web site (www.allowe.com) and tell you how your work affected their lives. Its a great feeling to hear from so many wonderful fans. Hell, we thought we were just making the kind of games we wanted to play. We knew they seemed to sell pretty well, but seriously, I had no idea how many lives I was affecting!
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