Howard Sherman: Malinche Entertainment's Big KahunaAs many of you are well aware, I've always been a big fan of Infocom and interactive fiction. Although text adventures aren't nearly as ubiquitous as they were back in Infocom's heyday, they are still being developed and published today--and, thanks to the chutzpah of one man, Howard Sherman, they are becoming commercially viable once again. Sherman's company, Malinche Entertainment, is, to quote Sherman, "Infocom 2.0." I think you're going to really enjoy reading the following interview, in which Sherman talks about his ideas and goals to promote and support the interactive fiction community. Howard is a great guy, and I really appreciate what he's doing for an often underrated (and unappreciated!) genre. Big thanks to Howard and Malinche Entertainment for taking time out to answer my questions!
I recently had the pleasure of interviewing Chuck "Chuckles" Bueche, a CRPG pioneer who worked closely with Richard Garriott (aka Lord British) on many of the Ultima titles, as well as design his own games 2400 A.D. and Autoduel. Bueche turned out to be an exceptionally articulate fellow, and I think you'll agree that he gave me a fantastic response.
Telengard: One of the earliest CRPGs for home computers.I recently had the great pleasure of interviewing Daniel Lawrence, a pioneer in the CRPG industry who started off writing CRPGs for mainframes. Perhaps his most famous CRPG is Telengard, which was one of the earliest (if not the earliest) game of its type for early platforms such as the Commodore PET, Atari 800, and TRS-80. It features "procedurally generated dungeons" so that no two games are exactly alike, and is set in real-time. Indeed, in many ways it's an early Diablo! In the interview below, I talk to Daniel about these early games and more general questions about what a good CRPG should be. The interview really helped me straighten out some important details about this historic game's development. Enjoy!
Author and Interviewer: Buck Feris
Editing: Matt Barton and Bill Loguidice
Online Layout: Buck Feris
Special Thanks: David Bennett for being the subject of the feature
In 1991 David Bennett created an online game inspired by Terry Pratchett’s Discworld series. The Discworld books have been a welcome departure for many from the sometimes tired and formulaic fantasy genre, providing a satirical look at sword and sorcery novels since 1986. Pratchett has created a world as rich in characterization as it is in one-liners. Bennett’s game world is a lovingly crafted extension of that universe, and has provided pleasure to thousands of gamers for over a decade.