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0:00
Coming up on this week's show a
0:02
gaming legends lost work has been preserved
0:05
Atari returns to the arcade and
0:07
we chat origin systems Star Wars
0:10
and her interactive with Sherry grain
0:12
array And
0:20
the retro hour podcast is brought to you each
0:22
and every Friday with our wonderful mates a bitmap
0:24
books now You've got to check out their current
0:26
volume 1064
0:29
a visual compendium Celebrating
0:31
the best screenshots and games are of
0:33
over 150 titles
0:35
that defined the Nintendo 64 So
0:38
I'll tell you more about that in just a bit and you
0:40
can check it out in the rest of their retro gaming Collection
0:42
a bitmap books calm Hello
0:46
and welcome to the retro our podcast
0:48
episode number 421
0:50
your weekly dose of retro gaming and technology
0:52
news with me Dan would me ravia Abbott
0:54
and me Joe Fox and a very warm
0:56
welcome to the show Of course a podcast
0:58
that every single week brings you up to
1:00
speed on what's been happening in the wonderful
1:02
world of retro gaming And technology and of
1:05
course bringing you a very special guest in
1:07
the second half of the podcast to tell
1:09
us their Story from
1:11
working in the video games industry now I've got to
1:13
say now having done this podcast now for over eight
1:15
years If you look back on
1:17
our list of guests that we've had I'm not just
1:19
saying we know we do try and keep it quite
1:21
Diverse and get different people on from different parts of
1:23
the world that have done different things in the industry
1:25
one problem We've probably always had though is trying
1:28
to get more women on the show because you look
1:30
back particularly the eras that we cover on The podcast
1:32
like you know 70s 80s 90s It
1:35
wasn't that much of a diverse industry about
1:37
them was it was very male orientated. Yeah,
1:40
and there's some Absolutely amazing
1:42
female developers out there and
1:44
you know, we really fit
1:46
gaming's for everyone and Inclusiveness
1:48
is a great part of video games Yeah,
1:51
so today we're gonna be joined by and
1:53
probably one of the most famous women who's
1:55
worked in the video games industry for many
1:57
Decades now and that worked for some huge
2:00
companies as well. I mean just listing off a
2:02
few of the companies she's worked for. Origin Systems,
2:05
LucasArts, the Cartoon Network, American
2:07
Laser Games, who you might
2:09
remember American Laser Games for
2:11
those games that were everywhere
2:14
in the arcades back in the early
2:16
90s like Mad Dog McCree. Oh those
2:18
FMV games yeah I absolutely love them.
2:21
And then Sherry went on to work for Her
2:23
Interactive. Now they're quite a unique company
2:25
because really the mission of Her Interactive
2:27
they were a spin-off of American Laser
2:30
Games. Specifically devoted to making
2:32
games that were targeted towards females. Yeah
2:34
and they did some great games like
2:37
Mackenzie and Co was a dating game
2:39
as well which started out
2:41
but then later on they got the Nancy
2:43
Drew series which was incredibly popular.
2:45
And you know we cover
2:48
a lot of the history of Sherry's career but
2:50
also we talk about you know some of the
2:52
books that she's wrote about gender
2:55
inclusiveness and about MMOs as well
2:57
and how that world's kind of
2:59
opened up gaming to a lot
3:01
of people. Yeah and she's worked
3:04
with you know some legends of the industry as
3:06
well and some huge franchises. Star Wars she worked
3:08
on as well Star Wars. Ultima. Yeah
3:10
well the Ultima games back when she was at
3:12
Origin Systems. And like you said she's a really
3:14
big advocate for you know women in gaming both
3:16
as industry professionals and players as well. And
3:19
you know something like that she still campaigns
3:21
for to this day. So a really interesting
3:23
chat with our very special guest Sherry Gray-Narese.
3:25
She's coming up on the podcast in around
3:27
half an hour from now. But
3:29
of course you know the way the podcast works first half
3:31
of it that's when we have a little natter about
3:34
what's been happening in the world of retro gaming from over
3:36
the last week. And this
3:38
was very nice to see now. I did mention you
3:40
know talking about our guest
3:42
list that we've had on the podcast over the years. One of
3:44
my favorite interviews that we ever did and someone
3:47
who's just an absolute legend who very sadly
3:49
passed away a couple of years
3:52
ago was Archie McLean. Now I
3:54
remember flying his games like you know Jimmy White's
3:56
World Wind Snooker and to this day you know Archie
3:58
McLean's Pool on the Amiga. one of
4:00
my favourite pool simulators. And that was kind of
4:02
jaw-dropping when I saw that game as
4:04
a kid, you know, those kind of 3D graphics,
4:07
just incredible games. And we met Artur, I
4:09
think it was Play Expo in London when
4:11
we interviewed him live, wasn't it? Yeah,
4:14
and you know, he worked on
4:16
these games, but he also had some
4:18
absolutely fantastic stories about the kind of
4:20
background these games had, you know, especially
4:22
Jimmy White's as well, and just kind
4:24
of some great tales about what was
4:26
going on. And, you know, he was
4:28
an avid collector as well. He had
4:30
an absolutely huge watch
4:32
collection. Yeah, I remember that because
4:34
we did a panel with him,
4:37
and he was kind of shown as well the pictures of
4:39
his watch collection, wasn't he? For about 15 minutes before we
4:41
started the panel, we're like, we'll probably need a crack on
4:43
now, but he was that passionate about watches, which
4:46
was really interesting. And of course, you
4:48
know, International Karate, legendary game back in
4:50
the day. But this is quite nice
4:52
to see that, obviously, Artur passed away
4:54
a couple of years ago. But it
4:56
turns out some of his arcade experiments
4:58
have been preserved by the
5:01
website Games That Weren't. Yeah,
5:03
so he was, he actually had quite a
5:05
few ports in the works, well, I'd say
5:07
in the works from the 80s. Yeah. That
5:09
never came to be for the Atari 400
5:12
and the Atari 800. So
5:14
there was some graphical tests for
5:17
Donkey Kong and Tempest, as
5:19
well as a
5:21
pole position clone, which he'd made
5:23
as well called Road Roller, which
5:26
have been preserved. But the main one
5:29
that people are talking about is
5:31
actually a game that was actually covered in Zap64 magazine
5:33
back in the day. It
5:36
never actually came out, which is a port of Robotron.
5:40
And there's a whole video, you know, kind of like
5:42
with a deep dive into all the assets of the
5:44
games and stuff like that. And
5:46
I was watching the Robotron version of it earlier
5:48
on. And yeah, it looks nice and colorful. And
5:50
it's got all the sprites, hasn't it? Yeah, it's
5:53
got all the sprites. Yeah, it's got all the
5:55
sprites and everything. And it's a pretty far on
5:57
version of it, if you will. But
5:59
yeah. Yeah, it's funny because obviously
6:01
I've never really been interested in the Atari
6:03
400 and 800 but I just keep
6:06
seeing it everywhere and I know this is obviously from
6:08
40 years ago when
6:10
obviously he's passed away now
6:13
and everything but it's nice to see people
6:15
are still kind of going through it and preserving
6:18
these old games that could have been.
6:20
I guess this is what developers do
6:22
and they want to explore a new
6:24
system. They might
6:26
just port something that they already
6:28
know or one of their own
6:30
titles or change something
6:32
to kind of learn how it
6:35
works and learn
6:37
that environment basically. It's
6:39
great to see as well because these are
6:41
five and a quarter inch floppies and I
6:43
love actually some images of them, these handwritten
6:45
labels dating from 1983 on there too
6:47
and it's great
6:50
that number one these discs don't work after all
6:52
these years but also that he kept them for
6:55
that long as well because there's got to be
6:57
so many of these kind of stories and you
6:59
always hear about legendary developers like Archer who might
7:01
pass away and you always kind of wonder is
7:04
there anything less in their attic, stuff they
7:06
were working on so I think
7:08
it is nice to see that his efforts
7:11
have been preserved. I think that's a
7:13
great point that they're still working and
7:15
it's kind of like get them preserved
7:18
now before they go.
7:21
Yeah, obviously someone who's famous and well
7:24
regarded as Archer, it is very nice to
7:26
see that his works have been preserved now
7:28
and actually you can download
7:30
them so if you fancy poking around and
7:32
looking at the abandoned workings of a coding
7:34
genius, as that extension nicely worded,
7:37
I'll link that up in this week's show
7:39
notes as well. Now this
7:41
is very cool, we're seeing a lot of these retro
7:44
style 3D games coming
7:46
out recently. We mentioned that one that was inspired
7:48
by Desert Strike the
7:51
other week on the podcast which was nice to see,
7:53
getting some love on our Twitter actually the other day
7:55
as well, a few people have discovered it through the
7:57
podcast and this one looks incredible. This is a new
7:59
year. Sega Saturn style
8:02
parking garage racer game. Now, how much
8:05
fun does this look? This looks like
8:07
absolute hell to me. I hate parking
8:09
multi-stirring car parks and tight spaces, but
8:12
I'm well impressed with the graphics and
8:14
stuff. And yeah, and to be honest,
8:16
these ones look a lot more fun
8:19
than the council ones that I have
8:21
to go around and drive in. Well,
8:23
it's funny you should say that, Ravi,
8:25
because I just think the premise of
8:28
this game is so
8:30
typically British. But
8:33
yeah, parking garage rally circuit, it's
8:35
called. The guys behind it
8:37
are actually from LA. Maybe
8:39
the parking garages are much cooler in
8:41
America. Like cars are really not cool.
8:44
Well, yeah, I mean, it's funny you should say
8:47
that. So the premise of the game is
8:49
described. It is meant to feel like
8:51
an unreleased Sega Saturn game from 1998.
8:55
That's how it's meant to feel. That's how it's meant
8:57
to look. And they've got the look down.
9:00
Yeah, they've got it down to a two. Certainly got
9:02
the look down. And then the premise of the game
9:05
is you can travel across the
9:07
US and also
9:09
the UK picking which
9:12
parking garages you want to race around.
9:15
So you can go to UK
9:17
ones, apparently. Free with peace melon,
9:19
yes. But
9:22
I totally agree with you, Ravi. I
9:24
can't stand parking in the big concrete
9:26
multi stories either. But yeah,
9:28
it's just funny because it's very in the
9:30
vein of like Colin McRae rally. Yeah,
9:33
like it's you know, tell you like sharp
9:35
left here kind of thing. And you know,
9:37
you've got your checkpoints and everything. But it's
9:40
all set around one of these big concrete
9:42
circular parking multi
9:44
stories. It's just such a
9:47
bizarre premise. It
9:49
feels really tight, like. So,
9:52
you know, the camera is really
9:54
close up to the car. Yeah,
9:56
it's very much zoomed in further
9:59
than of a race. racing games where you're quite
10:01
zoomed out. And I guess that's because you're in
10:03
the limited narrow space.
10:05
Yeah, but it does work well because
10:08
that's like a nostalgic kind of camera
10:10
angle as well. Reminds me of Sega Rally on the
10:12
Saturn. Sega Rally. Words right out on
10:15
my mouth. I was literally about to say Sega Rally.
10:17
And that is the whole the whole point
10:19
of it. It's meant to be, you know,
10:21
one of these rally driving simulators. But
10:23
rather than going around kind of like,
10:25
you know, farmlands, you know, that tight
10:28
tracks. The idea is it's meant to
10:30
be these really, really tight, horrible corners that you
10:32
get in parking garages. And then the idea is
10:34
you're meant to drift around them and
10:37
get your boosts and obviously beat the high
10:39
score, beat the times on them and stuff and
10:41
kind of make your way either down or up
10:44
the multi story, which just seems like it
10:47
seems like such a stupid, boring premise.
10:49
But they've made the game. It does
10:51
look really fast and exciting. And
10:53
I'm not a big fan of racing games.
10:55
But I'm like, yeah, I'd quite like to
10:57
play this. But also, this could be a
10:59
game made back then because of the limitations
11:01
of the graphics like, you know, you're
11:04
not really doing much graphically there. You haven't
11:06
got these huge mountains in the background. You
11:08
haven't got all of this. You've got, you
11:11
know, a scene and
11:13
you've got walls and then kind of.
11:15
Oh, yeah. Yeah. So
11:17
that like limited graphic style is
11:20
something they've recreated. And
11:22
being on modern systems, they could probably
11:24
have just gone all out. But that's
11:27
nostalgic in its own way. Yeah, no,
11:29
you've captured it straight away there. You
11:31
know, the backgrounds of the games
11:33
as you're coming down the multi story. You know, it's
11:36
it's the kind of like the old
11:38
pixelated photos that you get in the
11:40
back of like second one on a
11:42
PlayStation game. But, you know, they really
11:44
have captured that static image just like
11:46
across the horizon. I love it. If
11:49
you drive. Yeah. It's like, yeah,
11:52
you drive to the end, you get to the bar and it's
11:54
like you got your ticket and then you have to run out
11:57
and go. Can
12:00
I get a new ticket printed please? Yeah, well,
12:02
there's a queue of cars behind you beeping the
12:04
horn angrily. Yeah Well,
12:07
unfortunately no signs of it coming out on console or
12:09
Sega Saturn at the moment is going to be on
12:11
Steam Yeah, but you never know
12:13
with these things if they pop you enough They do
12:15
get ported to you know, switch and PlayStation and stuff.
12:17
But seeing this on the Saturn would be fantastic Yeah,
12:20
definitely. It's got no release date or pricing as
12:22
yet I mean these games, you know, generally not
12:25
all that expensive are they normally around the ten
12:27
pound kind of mark? So hopefully it will be
12:29
that and but you can wishlist that on Steam
12:31
now looks loads of fun Now this
12:33
is quite an interesting story for those of
12:35
us who like to play our retro games
12:37
on a proper Casso'd Ray
12:39
tube television, which I think is it's all
12:42
of us guys now Isn't it a no
12:44
joke into the CRT craze again a couple
12:46
of years ago? Yeah. Yeah, I've got I've
12:48
actually got two CRTs Doing
12:52
well, I know I know fancy. I
12:54
mean they were given to me Yeah
12:58
There is something about playing games on the original
13:00
screens that they were designed for which you know
13:02
When you've got the original consoles hooking them up,
13:04
but that's an easy job But when
13:06
you get into the realms of devices like
13:08
the mister It can be a
13:10
little bit trickier to get them working on retro
13:13
machines. But this is quite interesting This is a
13:15
a new project called mr. Cast
13:18
that lets you mirror your PC
13:20
screen to a classic CRT
13:23
TV Yeah, so
13:25
this is Interesting because
13:27
it's basically enabling the mister to do
13:29
that So you could you could do
13:31
this if you had like a HDMI
13:34
AV converter and a Chromecast with loads
13:37
of latency. Yeah, but that's what I
13:39
was about to say Yeah, you could
13:41
do that and it would be naggy.
13:43
You could play videos on their classic
13:45
stuff and You know, they
13:47
showed the the demo of this and they have
13:49
sliders on it straight away, which I was like
13:51
Yes, that's a classic 90s
13:53
sci-fi show but What
13:56
this does is this enables the mister itself
14:01
to receive the PC screen
14:04
and then have that connected to
14:06
your CRT. Now, it
14:09
works by a special core
14:13
that runs on there, which is like
14:15
an analog GPU core. You were asking
14:17
me about this earlier, weren't you? You
14:19
had a groovy mister. Yes,
14:21
so groovy MAME is
14:23
basically a fork of MAME that
14:26
focuses on CRT monitor support,
14:29
and that would run like on
14:32
your PC, transfer
14:34
the data to your
14:36
mister, and then
14:38
that core runs on your
14:40
mister connected to the CRT TV. So
14:44
it's basically like your mister's acting
14:46
as a mega fast Chromecast
14:50
without the lag, but now you can send
14:52
your whole PC screen. So you can have
14:54
titles that aren't available
14:57
natively on the mister core,
14:59
you know, latest PC games,
15:01
and you can place stuff off your
15:03
Steam library, then essentially. Steam library, any
15:06
other emulators or platforms that you've got
15:08
running on your PC, send
15:10
that straight to the mister. Mister
15:13
has the input, so
15:17
there's hardly any latency, and then have
15:19
that BAM straight onto your CRT TV.
15:22
So it's essentially like
15:25
a good thing for people who have misters in
15:27
a way to upgrade it and, you know, add
15:29
more functionality to it. I
15:32
like the fact as well that you can basically send so pretty
15:34
much anything you're looking at on your PC
15:36
desktop, you just mirror that to CRT.
15:39
Yeah, that's what I think, yeah. I've
15:41
actually set up a Chromecast on a CRT before
15:44
using an HDMI to
15:46
analog converter, and
15:49
I was streaming, like, an old episode to GamesMaster
15:52
from my phone to the Chromecast watching it on
15:54
a CRT, which, to me, it was quite
15:57
a nostalgic experience kind of watching a TV show that
15:59
I've been watching. I used to watch on the CRT back
16:01
in the day actually on one again. So
16:03
that was quite nice to see. Well something like Sonic
16:05
Mania. Yeah. You know blasting
16:07
that that would be absolutely perfect and
16:09
you know I guess there's gonna it's
16:12
it's an early version there's a few bugs and stuff
16:14
and it's gonna be relying on your
16:17
internet connection and how
16:19
your wireless is and you
16:21
know if if you actually
16:23
have all the the correct stuff in there
16:25
but it's a really cool little concept. Yeah
16:28
and the only thing I'm thinking is obviously a lot
16:30
of games today are made for widescreens. I guess probably
16:32
they'll be letterboxed on a 4x3. Yeah
16:35
you have to play around with the setting
16:37
wouldn't you and get the right native resolution.
16:40
Yeah but very cool to see I mean you know how many games do we
16:42
see these days that have got you know inbuilt like
16:44
CRT filters and all that in there in
16:46
the settings actually having it on the proper
16:48
old-school display I think is very
16:50
cool. You mentioned Sonic Mania though because that is a
16:52
game that does require really fast
16:55
reflexes so it would be interesting to
16:57
see that would be a good example of something like that.
17:01
Yeah to see if I'm even worse than I normally
17:03
am on Cuphead playing at the CRT. Yeah
17:06
very cool if you have got a mister that is available
17:08
now on github something set up in the show notes as
17:10
well. Now speaking of games that
17:12
needed a CRT back in the day probably
17:15
the most famous light gun game of all time.
17:17
You guys fans of Duck Hunt did you buy
17:19
that much back in the day? Absolutely
17:21
loved it yeah you go ahead
17:23
Joe. Yeah I
17:25
played it. Thanks
17:28
for your input. But yeah obviously
17:30
very famous game that required a light
17:32
gun on the NES. Yeah my friend
17:34
had one we just absolutely batter it
17:36
like Duck Hunt was one of the
17:38
things that we play as little kids
17:41
just constantly absolutely loved
17:43
it and of course you could cheat by
17:45
running straight up to the screen. I
17:48
was about to say that. Yeah we never allowed that.
17:50
That's what we did. Yeah I never knew this what
17:52
could he do? You could just hold the gun up
17:54
really close to the TV. Tell
17:57
me. Press it. And just press it
17:59
in you. You'd pretty much never miss. My wife
18:01
caught me doing it a few years ago
18:03
at the Nottingham Video Game Museum. You know,
18:05
the one that moved to Sheffield. Yeah. They
18:07
had duck hunts set up on the top
18:10
floor and I was playing it for
18:12
ages and, you know, got right up to
18:14
like the last levels and I was struggling with it. So she
18:16
caught me just like stood right up to the TV and she
18:18
was like, what are you doing? I was like, nothing. And
18:22
you need one of those, though. Fairly big,
18:24
fairly big CRTs to play as well.
18:26
Yeah, yeah, yeah. Obviously incredible game if
18:28
you're into those light gun zapper games
18:31
of the 80s. But actually, there is
18:33
a very respectable port
18:35
of this, obviously unofficial.
18:38
So we can then draw attention to this
18:40
from anyone at Nintendo. But now this has
18:43
been ported and enhanced remake of
18:45
Duck Hunt has come to the Amiga. Have
18:47
you ever used the light gun on the Amiga, Dan?
18:51
No, I think I've told the story before on the
18:53
podcast of when I first got my
18:55
Amiga 500 because I had a
18:57
problem with my A500. The
19:00
screen used to like scramble. I think there's a problem with
19:02
the chip RAM or something in it. So we returned it
19:04
to Dixon's and got like a new machine,
19:06
like basically to swap it over. But when I was in
19:08
there, my mom was filling in the paperwork and everything. The
19:10
guy that worked at Dixon's, he came up to me and
19:13
goes, oh, you want to light gun for your Amiga? And
19:15
I remember thinking at the time he's going to give me one for free. Yeah,
19:18
yeah. Been 11 years old and be like, wow, like that.
19:20
And he goes, yeah, tell your mom, they're only like forty
19:22
nine pounds. I was like, it's never going to happen then.
19:24
But, you know, that was the closest I ever came to
19:26
actually see. I think the one called the Trojan Phaser. Trojan
19:30
did this light light pen as well, which is
19:33
one kind of thing as well. And I look
19:35
like pens. I've never owned one. But it was
19:37
the same people that made that. And it worked
19:39
for the ST as well. And I
19:41
remember there was quite a few light gun games for
19:43
the Amiga actually. But I never had one. So I
19:45
was always playing it with the mouse.
19:47
But this does look
19:50
like a very, very accurate port. Yeah.
19:52
Well, this is you mentioned about playing it with the mouse. That
19:55
is how this version of the game is
19:57
controlled. So it's not actually a light gun
19:59
game. I use a mouse to aim
20:01
the the site on the screen, but
20:04
it looks very good doesn't it? I think graphically they've
20:06
done some nice enhancements there, you know, but the shading
20:08
on it is very nice The sound effects are great
20:10
as well as actually I think it is the the
20:12
shotgun sound from doom Yeah,
20:15
I think they've they've they've done
20:17
the kind of reduct really well, you know,
20:19
obviously it's not the original NAS version
20:22
It's like enhanced but it
20:24
does look really good. I
20:27
think it does look really nice Obviously,
20:29
it's not just running on
20:31
an a500 There's quite a few
20:34
things going on in there, which obviously I'll
20:36
be on me because I'm not a meek guy But
20:38
I think the look of it, you know if you were to
20:40
just show me this I would say it was like a HD
20:43
version for the switch like straight away I felt
20:45
much really? Yeah. Yeah, I think it looks really
20:47
smooth and really nice It's just
20:49
the only thing that gives it away is obviously is
20:51
the fact that it's not like when it is just a
20:54
mouse You know with a crosshair kind of
20:56
going around on the screen But yeah, you were
20:58
you definitely right about the doom sound effect there
21:00
Dan. I think it's wicked I think if you're
21:02
playing it with a light gun on something It's
21:04
gonna be the accuracy of how you actually play
21:06
in it. That's that's gonna give you
21:08
the real feel of yeah I mean, you
21:10
know, which apparently yeah, this doesn't support
21:12
light guns from what I can see natively But
21:15
I've I've never used a light gun on the
21:17
Amiga. How did they kind of work then? Was
21:19
it you had to have games that were specifically
21:21
made for it or could the light gun basically
21:23
I think so I I just remember Quite
21:26
a few games having that option in
21:28
there, but maybe they never had Support
21:31
for it. They might have just kind of
21:33
been, you know mouth shooting ones. There was a lot of
21:35
that back in the days Yeah I
21:37
mean if it could emulate a mouse and yeah would be
21:39
possible to play this with a light gun I imagine which
21:41
will be the most authentic way of playing it But
21:44
yeah looks really good actually and I think you
21:46
need about two megabytes of RAM to run this
21:48
option is slightly expanded Amiga 500 if you want
21:50
to run this game But it's not really a
21:52
problem for most people these days or if you
21:54
can play on the a 500 mini or emulation
21:57
So that looks very good. And they're like all things are
22:00
those IP I would grab that while you
22:02
can. Now there's
22:04
one more story to talk about before
22:06
we hop into our special guest this
22:08
week Sherry Graynare talking about Origin Systems
22:10
Star Wars lots more as well. Now
22:12
Atari obviously have been doing some really
22:14
incredible things recently but if you think
22:16
of Atari's legacy it is really in
22:18
the arcade isn't it? And it turns out that
22:20
Atari have actually been away from the the arcade for 25
22:22
years but
22:25
that is going to change
22:27
soon. Yeah 25 years it sounds like
22:29
so long but also like yes that
22:31
would make sense because obviously arcades kind
22:33
of died in the late 90s early
22:35
2000s with the advancement of home consoles
22:37
etc and it
22:39
does feel like every week we're talking about Atari
22:42
and how they kind of like knocking it out
22:44
of the park at the moment. Yeah but yeah
22:46
they're partnering up with a company called Alan One
22:48
Inc which Ravi Fort was just
22:50
a person called Alan One but they are a
22:53
company and they're named after Tron. But
22:56
they're going to be bringing Atari's
22:58
recharge series to
23:00
arcades so the recharge series was about
23:02
three or four years ago where they
23:05
did some kind of like HD remasters
23:07
of some classic Atari games like
23:10
missile command, yar's revenge, centipede,
23:13
kind of really nice glowy
23:17
neon kind of versions of those games. Yeah
23:19
the beautiful look I've got the asteroid one
23:22
on the switch. Yeah they're on Switch and
23:24
Steam and PlayStation, Xbox etc and
23:27
they've been out a few years but they're going to be bringing them
23:29
to arcades in
23:31
full-size arcade cabinets apparently and Atari are
23:33
saying that you know they're going to
23:35
try and put them in like you
23:38
know really kind of
23:40
enriching they've described it
23:42
as enriching location based
23:44
arcade experience. So
23:46
I'm guessing they're kind of kind of I don't
23:48
really know what that means but I'm guessing they're
23:51
going to try and put it in some
23:53
of these like arcades that have popped up around the world
23:55
you know where you kind of pay 20 quid and you
23:57
get to go in all day. Yeah okay I love that
23:59
kind of thing. Yeah, like arcade club and stuff
24:01
like that because if I noticed, you know in Japan,
24:03
there's quite a lot of them still Oh
24:05
in pubs it could be you know, that's something that's
24:07
a fancy word in And
24:12
the kind of pods I go in this wouldn't last long
24:14
in there Yeah, yeah get smashed up now i'll be
24:16
interested to see if they're going to make like 10 separate
24:19
machines Or if they're just going to make one machine and you
24:21
can pick Yeah what you want to play
24:23
on it and i'll also be interested to see
24:25
if this is going to be like a really Fancy,
24:29
you know Arcade cabinet that isn't going
24:31
to be on sale for like the general
24:33
public is going to be aimed for like
24:35
Premises or if it's going to be something that you could
24:37
buy for like three four hundred quid I've
24:40
done um one up arcades Yeah,
24:43
obviously, uh atari, you know, yeah,
24:45
yeah legacy ones and stuff. Maybe
24:47
they'll do a recharge series on
24:49
that as well Um, so,
24:51
you know play it outdoors and play it
24:53
at home But maybe they're just trying to
24:56
focus in on that one market as well Doing
24:59
it, you know in enriched location
25:01
based facilities Location
25:04
based facilities it's in mcdonald's Well,
25:08
they did this company alan one they um, they did
25:10
a game called avian knights Couple
25:12
of years ago and they did actually release an
25:14
i-k cabinet for that game Um,
25:16
which if you go to their website, which is uh
25:19
alan hyphen one Dot com
25:21
you can actually buy it says
25:23
you can pre-order an arcade cabinet for it on there
25:26
Uh, i'm just kind of looking through and trying to find pricing, but
25:28
I can't see it on the website at the moment That's
25:31
the things i'm looking at richton. Oh Yeah
25:36
Check the history in black. Yeah, he's looking at
25:38
Well, they did the star wars one didn't they
25:40
the pac man one for uh, why not? Yeah
25:42
Yeah, but the arcade one up ones
25:44
they're like flat pack kind of like It's
25:47
interesting to see why I like kind of If these
25:49
are going to be aimed that that's what i'm kind
25:51
of trying to figure out here Whether this is going
25:53
to be aimed at like the collector's home market or
25:55
whether it's going to be, you know priced So it's
25:57
only affordable to arcades and places that you might I
26:00
play it in. Yeah. Look at this avian nice
26:02
one. I've just looked it up after you've mentioned
26:04
it. And I think, yeah, it's
26:06
probably going to be it's probably not going to be for the
26:08
home market is going to be, you know, if you're going to
26:10
be like two, three thousand pounds and
26:13
they're going to be aimed for
26:15
these arcade experience places or, you
26:17
know, in the back of like a try to
26:19
think of somewhere like like a laser quest or
26:21
a bowling alley because they tend to still have,
26:24
you know, a couple of cinemas and cinemas.
26:26
Yeah, yeah, yeah, yeah. Theatres and
26:28
stuff like that. But, yeah, I
26:30
mean, the savian nights one does look really nice,
26:33
really expensive. So it'd be pretty cool
26:35
to see. Yeah, does that say down
26:37
with the track balls and everything? And
26:39
that's the thing. I mean, I'm looking through the Alan
26:41
one website to try and get it'll
26:44
probably be like getting quotas a whole thing.
26:47
There is literally a nice co-op
26:49
arcade to play a cabinet. It's
26:51
got a dollar sign. Then nothing
26:53
after it. So either
26:56
it's free or it's way
26:58
out of my price range. I'm guessing probably the latter. Very
27:01
cool to see these, though, I think, you know,
27:03
because the the recharge games are really well done. You
27:06
know, I played a couple of asteroids one, like I
27:08
said, on the switch is like I've never been a
27:10
great asteroids player, but graphically, you know,
27:13
it looks gorgeous, like you said, there's kind of
27:15
neon visuals. And it's interesting that, you know, the
27:17
the Alan one brand is named after Tron because
27:19
a lot of these games look like they could literally
27:21
be straight out of a Tron movie. Yeah,
27:23
absolutely. Like so, yeah, they're very well done. So
27:25
nice to see Atari returning to the arcade, as
27:27
you know, basically the company that founded the arcade
27:29
back in the day. So a welcome return. So
27:32
if you want to read more about that and
27:34
link that up. And of course, everything else we
27:36
talk about, you'd have to Google around. You find
27:38
them all in our show notes on your podcast
27:40
app or head to our website at the retro
27:42
hour dot com. Right. Patrons, stay
27:44
tuned. We have got a couple of extra stories coming
27:46
up because, you know, we do that every week for
27:49
our patrons. Come back to news stories
27:51
because we chop the adverts out of the show. So
27:53
we don't give them a shorter podcast. So hang about.
27:55
We've got some really cool ones to talk about for
27:57
everybody else. We'll be interviewing our special guest this week.
28:00
Sherry Gray in a raise coming up in just a second. But if
28:02
you'd like to join us on Patreon,
28:04
now would be a very good time to
28:06
do it because we've just dropped the latest
28:08
episode of our bonus podcast, The Retro Hour
28:10
After Hours. Oh, that's just a fun one
28:12
to do. I've really
28:14
enjoyed that. And also, if you can't join
28:17
us on Patreon, drop us an iTunes review
28:19
as well. Yeah. And
28:21
that really helps out. It really does.
28:23
Anyway, you can support the podcast. Retweeting us
28:25
on social media or sharing it with your
28:27
friends. That's always appreciated. Gets us in front
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of new people and up those all-important podcast
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charts. So if you want to join us
28:34
on Patreon and all the details for that
28:36
are on the website at theretrohour.com. Now,
28:39
of course, this podcast is brought to
28:41
you every week with our incredible friends
28:43
at Bitmap Books, who are our longest-running
28:45
sponsor on The Retro Hour. I
28:48
think it's about six years we've worked with Sam
28:50
and the team at Bitmap Books. And
28:52
that's the thing, having a sponsor for that long,
28:54
it had to be a company whose products we
28:56
really believe in and we love. And also, a
28:59
group of guys who we get on really well
29:01
with as well because they're just lovely people, aren't
29:03
they? Yeah, absolutely. And I couldn't be prouder to
29:05
have Bitmap Books supporting us, especially for so long
29:08
as well because of the quality
29:10
of their books and the books that they
29:12
keep putting out are just absolutely
29:14
amazing. And they're so appealing to me.
29:17
And if you're any sort of fan of any sort
29:19
of retro video games or the history of it, you
29:22
jump on their website, you will find anything that
29:24
will appeal to you. Yeah. And
29:26
that's the thing, I mean, they are really accessible as
29:28
well. I mean, I've got loads of Bitmap Books books and
29:30
they're the kind of thing that, you know, my missus will
29:32
sometimes just flick through one if it's on the coffee table
29:34
at home or, you know, my mum comes to visit, she'll
29:36
be like, oh, what's that? It catches people's eyes
29:38
when you've got it on the shelves, I think, the design of
29:40
them. Yeah, 100%. I
29:44
love the front covers that they always do
29:46
with all the different, like with the different
29:48
sprites on there, I love those ones in
29:50
particular, the Master System one, the N64 one that
29:53
they've just put out and they're just so
29:55
eye catching. And it is
29:57
awesome to see that now they are
29:59
covering. celebrating one of our
30:01
favorite systems, the
30:03
N64 has got its
30:05
own visual compendium. Yeah man,
30:08
this looks absolutely amazing. Obviously, you know,
30:10
hundreds of different games in there, you
30:12
know, little nice descriptions about each one of those
30:14
games, but also on Earth a lot of stories
30:17
and parts of the N64 that you might
30:19
not know about. There's a lot of stuff
30:21
in there about the controller and also the
30:24
sort of after 64DD disk drive peripheral with
30:26
the whole section in about
30:28
that which looks really interesting because obviously we
30:30
don't really hear too much of that outside
30:32
of Japan. Yeah and that's the thing I
30:34
mean like all of Bitmap Books books, you know, it's presented
30:36
beautifully. You've got all the big games in there obviously Mario
30:38
64, Golden Eye, Legend of Zelda
30:40
or Carina of Time, it's all covered in there as well.
30:43
But also stuff that you might not be all that familiar
30:45
with, you know, Beetle Adventure Racing, World
30:47
Driver Championship. Joe, no, he's
30:50
a big fan. Mischief Makers,
30:52
Body Harvest as well and
30:54
like you said every one of the games has got
30:56
profiles written by a developer involved in the game or
30:58
a journalist who's got a really deep connection with the
31:00
N64 as well and there's also a Forward in the
31:03
book by David Doke who obviously worked at Rare
31:05
back in the day. So yeah, loads
31:07
of interviews by people that you'll be very familiar with
31:09
if you are an N64 fan coming in at 436
31:11
pages beautifully designed. The graphics on
31:16
the edge jump off the page. You know, it's
31:19
like there's a few things where you
31:22
kind of have fandom and you
31:25
know, it's turned into physicality and
31:27
it actually becomes something and I
31:30
think Bitmap Books is
31:32
that kind of physical version of fandom
31:34
for each little system. When you just
31:36
look at it, you can tell
31:38
the love that's in there but also just reading
31:40
it, it just feels so amazing. Like
31:44
the quality of stuff they have in
31:46
there but also, you know, like you want
31:48
to preserve these books and keep them in great
31:50
condition. Yeah, definitely. Yeah, the works of
31:52
art in themselves. So get hold
31:54
of that. If you're a fan of
31:56
Nintendo's 64-bit wonder, N64, a visual compendium
31:58
is on sale. right now check that
32:01
out obviously it helps out the podcast by supporting
32:03
our sponsors if you want to order that and
32:05
check out the rest of their catalogue as well
32:07
their website is bitmapbooks.com okay our
32:09
special guest on the way next we're
32:11
gonna be joined by the fantastic Sherry
32:14
Crainer Ray who works with some incredible
32:16
companies Origin Systems American Laser Games her
32:18
interactive LucasArts as well working on legendary
32:21
titles like the Star Wars series as well so
32:23
she's coming up on the podcast next you're
32:32
listening to the Retro Hour podcast
32:34
and we're here today with Sherry
32:36
Crainer Ray video games developer and
32:39
designer for some absolutely awesome companies
32:41
that we love you know Origin
32:43
Systems American Laser Games her interactive
32:47
also LucasArts games and Cartoon Network
32:49
she's also a pioneer of inclusiveness
32:52
in games how are you doing
32:54
Sherry? I'm doing well. It's great
32:56
to have you here and we
32:58
always ask our guests a question
33:00
when we start the podcast and
33:03
that's what was your kind of
33:05
first computer experience that really stood out
33:07
to you? I had a
33:09
VIC-20. We had
33:11
a VIC-20 and we played
33:13
text adventures my brother figured
33:15
out how to hook the VIC-20 up to the
33:18
television and so our whole family would sit
33:20
and we'd all together as a family play
33:22
the text adventure games. Were they
33:24
the Scott Adams games? Oh yes.
33:26
Yeah awesome. So why did you
33:28
get a VIC-20 then and I
33:31
mean who in the family decided
33:33
that we needed a home computer? My brother
33:36
my brother started with him and about that
33:38
time he was moving on to the Commodore
33:40
64 and so I got his VIC-20 even
33:42
though he's my younger brother it in
33:44
typical fashion the boys got the computers and then
33:46
their sisters got to hand me down since I
33:48
got the hand me down VIC-20. And what
33:51
kind of things were you doing on that machine then?
33:53
Was it mainly gaming or were you like dabbling in
33:55
programming or anything? It was gaming mostly the text
33:58
adventure games. My brother was
34:00
very active in the Commodore community, still
34:02
is actually. And so he was
34:04
the very, the one that was reading all the magazines and
34:06
actually doing the programming. I was more interested in the game
34:08
side of it. So tell us how
34:11
you got started in the industry then. What made
34:13
you want to get into the world of video
34:15
games as a profession then? Kind of explain
34:17
that kind of jump from, you know, playing games on the
34:19
Vic-20 to working in the industry. What was that kind of
34:22
path? Well you have to remember when
34:24
I started there really wasn't an industry. I
34:26
started in working, my first
34:28
game was at, my first job was at Origin Systems and
34:30
I started in 1989. So there really
34:34
wasn't an industry back then. There was
34:36
the one company here, there was Origin
34:38
and then there were a couple of
34:40
companies scattered around the country but there
34:42
wasn't an industry per se. But
34:45
the way I got started was by Dungeons
34:47
and Dragons. I played a lot of Dungeons
34:49
and Dragons and usually I was the DM,
34:52
usually running the games. And
34:54
we had a fellow
34:56
join my weekly game and after he'd been
34:59
playing with us about three months, he said, you know, we've got
35:01
an opening at our company and I think you would be great.
35:05
We want to apply. And I was like, sure,
35:07
what company is this? He says, oh, this little
35:10
company called Origin Systems and we make computer games.
35:12
And I was like, well, okay. So
35:14
he took my resume,
35:17
a couple of writing samples, some of the
35:20
Homebrew rule sets that we've been using,
35:22
some of the Homebrew adventures that I'd
35:24
written and he took those in, presented
35:27
them to Warren Spector who then called
35:29
me in for an interview and about
35:31
three weeks later I started my first
35:33
job at Origin Systems as
35:36
a writer. We didn't have designers
35:38
back then. No one had the
35:40
title designer. You were
35:42
a programmer, you were an artist or
35:45
you were a writer. Although we
35:47
did everything a designer would do.
35:49
We wrote all the conversations and
35:51
back then conversations drove the ultimate
35:53
gains. Everything was
35:55
setting flags and it's
35:58
what moved the game forward. We
36:00
basically were the designers on the game, but we were
36:02
called writers. So yeah,
36:04
so that's where I'd never really,
36:07
I mean, other than playing games on the VIC-20, I
36:09
had not done any programming. I did not
36:12
even know what a DOS prompt was. So
36:14
it was really very much being thrown in
36:16
the deep end, learning as you go. But
36:18
I did, and I
36:21
really didn't believe they were going to keep
36:23
paying me to do that. I
36:26
couldn't believe they were going to pay me to
36:28
do what I'd been basically doing for free for
36:30
all my friends running D&D games, but
36:33
they did. And then I couldn't believe that
36:35
it was even anything you could make a career
36:37
out of. And yet here I am 30 some
36:39
years later. So yeah, that's
36:42
how I got started. It's amazing how,
36:44
you know, the fantasy genre of video
36:46
games have been affected by Dungeons and
36:48
Dragons. We've had so many guests come
36:51
on and say, you know, that was
36:53
their start. And the
36:55
kind of rules then got
36:57
transferred into games and also
36:59
text adventures and crossing those
37:02
kind of together. It
37:04
is. It's definitely where
37:06
it started. I, when I'm talking to young
37:08
designers or people who think they want to
37:10
move into design and the game industry, I'm
37:12
with Helvin. You play
37:14
Dungeons and Dragons, run Dungeons and
37:16
Dragons. It's a masterclass
37:19
in understanding pacing and player input and how
37:21
to keep your players entertained and keep them
37:23
moving forward on the storyline and what you
37:25
do when they go off script. It's
37:29
very useful skills to learn when you
37:31
move into design. It's
37:33
amazing how popular it still is actually. I
37:35
went into a record store the other day
37:38
and there were vinyls
37:40
everywhere and they had Dungeons and Dragons
37:42
at the counter
37:44
as one of the main items at the moment.
37:47
Oh, I can't believe that. I mean, if you'd have
37:49
gone back and told me, you know,
37:52
30 years, 30 some years ago and said, you
37:54
know, Dungeons and Dragons is going to be popular,
37:56
I would never have believed it. I
37:58
mean, we've back then, we didn't even tell people. We played because
38:00
you know that was still back during all the
38:02
satanic panic and you know Oh,
38:05
it was terrible Dungeons and Dragons was evil
38:07
and you know You didn't tell people you played
38:09
and if somebody had told me back then that there
38:11
were going to be people going out late night television
38:14
So talking about their D&D characters and their
38:16
adventures. I would never have believed it. So it's
38:18
kind of fun I'm really glad to see it come
38:20
mainstream I think stranger things helped a lot
38:22
as well with making it cool for kids these days
38:25
as well Yeah, very
38:27
very cool. Absolutely. So, you
38:29
know when you started the origin systems And I mean were
38:31
you like familiar with them before like had you played in
38:33
any of the ultimate games and now describe what you were
38:35
Initially doing at origin then what was kind of a typical
38:37
day for you when you first started? Yeah I
38:40
I didn't know anything about it. I had never seen an ultimate.
38:42
Remember all I had was a Vic 20 Even
38:44
then what I had was you know, pretty much the Vic
38:46
20. I think I may have had my Commodore 64 by then But
38:50
so I didn't have a game Machine,
38:53
I didn't have any machine. It would have run an
38:55
ultimate and I didn't know anything about them So
38:58
I was really at coming into it
39:00
quite cold as a root So my
39:02
very first job was on Ultima 7
39:05
and the very first assignment I was given was
39:07
to research the use of
39:09
the and thou and all the grammatical
39:11
rules around it and make sure that
39:13
we were using the endow correctly in All
39:15
of our dialogue. So that was my first that
39:18
was fun And I went back
39:20
in and I I had to go through they print it all
39:22
out and I had to go through page page page
39:24
of You know hard copy of
39:26
all of our conversations and do an
39:28
edit pass to make sure we were using the
39:30
endow correctly I was wondering
39:32
how you learned the Ultima engine
39:35
then and Did
39:37
they have like in-house training? No,
39:39
it was pretty much here is Do
39:42
it and I had I had an
39:44
office mate and you know I would ask him
39:46
questions and what we didn't know from them We would
39:48
go ask the programmers, but it was really learned
39:51
by doing she was just total immersion.
39:53
Here you go You're gonna learn how to do this,
39:56
which was interesting and and hard
39:59
Yeah The say is like attacks
40:02
possible they assad like in flags
40:04
in there and vs it you
40:06
know how did you approach that
40:09
in their. It. If you're
40:11
a writer you know is is very
40:13
different sir in writing a book or
40:15
a kind of something as a star
40:17
and and end. It was
40:19
real. Interesting to learn to do. I. Somehow
40:22
took to it Quite naturally. I
40:24
understood. Flow. Charts
40:26
and really flowcharts where are big tool
40:28
that we used to keep track of.
40:31
What the questions were what the player was
40:33
saying and what those different answers drove. In
40:36
what flags that they said ah and so he
40:38
is a lot of flow chart again and it
40:40
once I started doing that in itself very natural
40:42
to me to do it and then it was
40:44
just a matter of learning the language which was
40:46
also interesting because every. Time.
40:48
We had a new are also that come out we
40:51
have new engine. Usually.
40:53
Was a new language so it wasn't the
40:55
same sister. What you did on over the
40:57
seventh was now all we did. And also
40:59
the seven party was not what we did
41:01
on Ultimate. Eight different languages, different syntax. it's
41:03
you had to live every time. And
41:05
the new features like related. And
41:08
stuff getting added in the. That
41:11
was usually started from the beginning.
41:13
Ah when we would start with
41:15
an Ultimate Richard Wood com and
41:17
say this is here's what the
41:19
message or the see him of
41:21
this game is. Ah and and
41:23
so we We knew. What?
41:26
We're getting into with the very very
41:28
beginning. I'm Lucy said the religious thing,
41:30
the whole of religion under serpent. I'll
41:32
the whole cast. Plus. Or equals battles.
41:35
That was my work. That's that was what I
41:37
focused on. Although I was
41:39
not on serpent i'll all the way through I
41:41
was taken off to. Moved. And moved onto
41:43
another project was an inhouse project called are
41:45
Sorry Legends. Ah but I was
41:47
there for the beginning of it and I established
41:49
up the whole. religion system that was that
41:52
was my worked of his of wondering
41:54
as well did you have any involvement
41:56
with but i remember ultimately to have
41:59
these like extras that would come with
42:01
it and you'd have like manuals and did you
42:03
have any involvement with those at all? I
42:06
did. I wrote the, I was a co-author
42:08
on the Serpent Isle clue book, Velsing
42:11
Scales. So yeah, I did that one.
42:14
Well, how much of an influence did
42:16
the fans have to molding the series?
42:19
I would say Richard had more influence than
42:21
the fans did. He didn't always, I mean,
42:23
we knew what they liked, that we would
42:25
keep pieces and things that they liked, but
42:29
they didn't fully guide
42:32
what we were doing. It was really more Richard's
42:34
vision. Even when he wasn't directly on the
42:36
title, like the Serpent Isle title or the Ultimate
42:38
Eight title, it still was his opening statement of
42:40
this is going to be like
42:42
this and this is what our theme is. That's what
42:45
drove us. We had
42:47
a lot of fun with our fans. They
42:49
would write us letters. We
42:51
would get letters and we would get, you know,
42:53
they would call our customer service line and we would hear
42:56
stories and things like that. But
42:58
they, I would not say they were terrible. That
43:00
was not terribly influential on where the game was
43:02
going. It was really more about bringing
43:04
Richard's visions to life. So
43:07
when did you get into creating
43:09
a game yourself? I know
43:11
you've created a title that ended up getting
43:13
cancelled or just didn't kind
43:15
of come alive. Yeah,
43:19
that was not just me. That was another,
43:22
there was a partner named Brian
43:24
Martin that was Brian's and mine. It was
43:26
predominantly Brian's initial vision for it and he
43:28
and I then worked together to bring it
43:31
into a full play. That
43:33
was our certain legends. That was a
43:35
really interesting title because
43:37
I think it was one of
43:39
the last of the grassroots projects
43:42
that Origin had that
43:44
was like really started from the trenches. Those
43:46
of us that were actually out there, you
43:49
know, writing the games on a day-to-day basis and we
43:51
said, hey, this is something we would like to do.
43:53
And we knew that they were toying
43:56
with ways to reuse the engines rather
43:58
than just tossing them away. and building
44:00
a whole new engine. And the idea with the time
44:02
was, well, we'll take the, you know, after
44:05
the Ultima moves off of that engine, then
44:07
we'll do something with that engine to kind
44:09
of monetize it and make it worth all
44:11
the time and money we put into it
44:13
while the Ultimas go on and break the
44:15
ground on the newest technology. About
44:18
that time, we had the EA buyout happen.
44:20
And so that changed a lot of the
44:22
direction of origin. It really,
44:25
it changed a lot. We had to begin
44:27
then to fit into the more corporate structure,
44:29
which we hadn't really dealt with. We were
44:31
really very freewheeling and it
44:33
was kind of the golden age of game
44:35
development, or I like to think of it
44:38
as that way, because we weren't tied to
44:40
any particular license. We weren't tied to
44:42
any particular marketing department. You
44:44
know, our big deal was you have to hit
44:46
Christmas, you know, but that was
44:48
the biggest push is you had to hit the Christmas
44:50
goal. So suddenly
44:52
being put into this much more corporate kind
44:55
of environment was a big change. And
44:57
so that's what happened to a lot of the kind of grassroots
44:59
basic projects we all kind of got swept
45:03
up in that. Was there more
45:05
pressure to, you know, stick to the same
45:07
engine and not change that much then? Right.
45:10
And to produce more of the great
45:12
big blockbuster, Wing Commander,
45:15
Ultima, those big titles as compared
45:17
to trying to do any of the smaller stuff. Well,
45:20
how hard was it to get, you
45:22
know, female leads in games
45:24
back then? Oh, yeah,
45:27
there weren't any. I joke
45:29
that when I would go to the GDC,
45:32
but it was called CGDC back then. If
45:35
I went into the restroom and there was another woman
45:37
in there, I would get very excited. But hi, my
45:39
name is Sherry. Who are you? We like introduce, introduce
45:41
ourselves because we just weren't used to seeing
45:43
other women there. Estimates are less
45:46
than 3% women in the
45:48
industry at that particular point in time. I would
45:51
say it was probably even less than that, which always
45:54
kind of blew my mind.
45:56
I never really understood why we didn't see
45:58
more women because it seemed like a
46:00
natural place of storytelling and imagination and
46:02
let's pretend and that kind of stuff.
46:05
So I just, I
46:07
have always assumed that and because I had been
46:09
a DM for so long,
46:11
my games were always at least 50% female
46:13
because I played with my friends. So
46:16
to reach and come and be hit smack
46:18
in the face with this, you know, women
46:20
don't play games. I
46:23
just didn't understand that at all. I was
46:25
wondering, did you ever meet Roberta Williams at
46:27
all? I did not. I
46:29
never met Roberta. I
46:31
tried to get an interview with her when I wrote my
46:34
book, the gender inclusive game design book and she
46:36
would not, she was not giving interviews at that
46:39
point in time. So I actually never met her.
46:42
And with Altima as well, it
46:45
kind of changed later on.
46:48
I know you left, but did
46:50
you ever get involved in the Altima
46:52
Online series and just even
46:54
as a player? No, I did
46:56
not. I was already off to another, I was already
46:58
off at her interactive at that point in time and
47:01
doing stuff there. I didn't get involved in the online.
47:03
I didn't really discover MMOs
47:05
until I played Ashran's Call, was
47:07
my first MMO that I played. Apparently
47:11
Altima Online was absolutely chaotic.
47:13
Yeah. When it first
47:15
started out. Yeah. And people
47:17
forget that those games back then, Altima
47:20
Online, Ashran's Call, Dark
47:22
Age of Camelot, those games
47:24
back then, we didn't know
47:26
anything. They were the first,
47:28
right? So rules that today, things that today that we
47:30
just take for granted. Oh, of course you'd never do
47:32
that in an MMO. We didn't know that
47:34
back then. So we were doing a
47:36
lot of very different things with our MMOs back
47:39
then. And it was very exciting, very exciting time.
47:41
Well, obviously in the years and decades that followed
47:44
in that Altima has become now cult classic
47:46
now. I mean, looking back on obviously
47:48
your work on the series is renowned. Some
47:50
of your fondest memories, anything that really stands
47:52
out from your time working on the series
47:54
that you're most proud of? I've got a
47:56
lot of fun memories of working back then.
47:58
We really. We worked hard,
48:01
they'll work hard, play hard. We really did. We
48:05
had one Christmas, we decided we were
48:07
going to have a door decorating contest for the
48:09
holidays that you could decorate your office door. And
48:13
my manager was a fella named Mike
48:15
Sims and he had a nice
48:18
thick white beard. Looks
48:20
sweet like Santa. And so for the whole week
48:23
before the contest when people were decorating the doors, we
48:25
just got a Santa suit and we'd take the sand
48:27
suit on our door, we'd let Koho go back Christmas
48:29
above it. But on the
48:31
day of the competition, we put Mike,
48:34
put our manager into the Santa suit and then
48:36
taped into the door. And that was our
48:38
door decoration. How long
48:40
was he there for? Oh, probably an
48:42
hour at least. And then he was
48:44
just, he was on the door and he had
48:46
a bag, a Santa sack with candy and he was
48:49
just like, Merry Christmas, Merry Christmas, throwing candy at people
48:51
when they came down the hallway. So
48:53
yeah, we just, we ran around, we played
48:55
laser tag in the hallways. Every
48:58
Friday or every other Friday we had a
49:00
cookout, lunch was a cookout provided by
49:02
Origin. We had a lot of fun. It
49:04
was really a good time. That
49:06
does sound, it's interesting to hear about the kind
49:09
of work-life balance from, particularly
49:11
those early gaming companies when... There was no work-life balance.
49:13
We were at the office all the time. Yeah, I
49:16
was going to say, yeah. We were generally here, 99
49:18
hour working weeks when you had to have fun while
49:20
you were at work, yeah. Yeah, you lived at
49:22
work. I mean, my husband and I actually met at
49:24
Origin and we teased that the reason we met at Origin
49:27
is because we had to date somebody at work because there
49:29
was no way you ever had life outside of work. Yeah.
49:32
And obviously technology was developing at a
49:34
rapid pace around that time. A
49:37
big game changer was obviously CD-ROM when that technology
49:39
emerged. I mean, do you remember the first time
49:41
you saw a CD-ROM and it must have felt
49:43
kind of limitless, did it? What did you think
49:45
of it? What did you think? It
49:47
was Richard holding up a CD-ROM and telling us
49:49
that, because we shipped Ultima 7 part 2, we
49:51
did ship it on CD-ROM, we shipped it on
49:54
Floppies. And I remember Richard
49:56
talking about it and saying, well, we never have enough
49:58
stuff to fill up an entire CD-ROM. wrong, that
50:01
goes to showing you how. And what was
50:03
the kind of approach to it? Did
50:05
you think, oh, we're going to have to
50:07
fill this with text or images
50:09
and stuff? Because I guess
50:11
back then, you know, stuff like video was
50:14
a very kind of undeveloped
50:17
thing on CD-ROM. Back in
50:19
the day, yes. Now when I moved over, when
50:21
I got over to Herr Interactive, and
50:24
we were doing, we did full motion video
50:26
with our very first title there. And
50:28
then we had to do it where you had
50:30
to switch discs, because
50:33
we got too much to go on the discs.
50:35
So yeah, it was quite a change. Well,
50:38
let's talk about that. You know,
50:40
American laser games were famous
50:42
for like titles like, I remember Mad
50:44
Dog McCree. Mad Dog McCree,
50:47
yeah. Crime Patrol as well, you
50:49
used to see those
50:52
amazing titles, like they were groundbreaking back
50:54
then. How
50:56
did Herr Interactive come about and how
50:58
did you get involved and end up
51:00
getting the job there? I
51:02
was at Game and
51:23
took the job with Herr Interactive and I often wonder,
51:25
that was a real divergent point in my career, I
51:27
often wonder what would have happened if I had taken
51:29
the Squaresoft job instead, that would have been a very
51:32
different path than what I took. But
51:34
I was very interested in the female
51:37
audience and the female players,
51:39
because back then we were
51:41
battling the knowledge or the wisdom of
51:44
the industry at the time was girls
51:47
don't play video games, girls
51:49
won't play video games. And
51:52
I thought that was ridiculous, why? Where
51:54
would you ever think the girl would not play?
51:56
Oh no, girls will not play, so if you
51:59
talked about making games. for the female audience,
52:01
you might as well have been talking about making
52:03
games for your office chair. I
52:05
mean, that was really the reaction you got
52:07
was, what? They won't play a game, are
52:10
you kidding? So, we,
52:13
so when I spoke with the
52:15
American Leadership Games people, they had
52:17
their vice president of marketing, had
52:20
a fairly large family. And
52:22
I think she had four daughters, and
52:25
she had realized that their,
52:28
her daughters were not playing the games her sons
52:30
were, which was what
52:32
American Leadership Games was producing, and that
52:35
her daughters were interested in it. And she saw
52:37
it as an opportunity. And she said, there's a
52:39
whole market out there that we could tack
52:41
if we did games focused on the
52:43
female audience. And I took
52:45
that to heart. I said, yes, I
52:48
believe that is correct. I believe that's a whole market
52:50
out there that we
52:52
are not targeting, or that we actually
52:54
as an industry are actively shutting the door on.
52:56
I mean, when we put the chainmail
52:58
bikini babe on the cover of your box, and then
53:00
come asking me, why aren't girls playing my game? It's
53:03
like, well, they're not even picking it up. You
53:05
could, oh, how are they going to play
53:07
it if they won't even pick it up? Because you immediately from
53:09
the very beginning have told them this game is not for you.
53:12
So, so I took the job with
53:14
them. And it was
53:16
real interesting because we, it was
53:20
a stand up arcade company, we actually had a
53:22
full shop with people making and
53:24
building the cabinets and then shipping them
53:26
out with a mad dog McCree. It
53:29
was called American Laser Games because the games were
53:31
all played on laser discs. And we shipped up
53:33
the laser discs to the different people
53:36
that had the cabinets. So
53:39
on one hand, we had that going on. And
53:41
then we were breaking ground with this new market
53:44
and this new audience and doing stuff that up to
53:46
that point in time really had
53:48
not been done before. We
53:51
were very lucky in that we had the
53:53
backing of the Albuquerque Independent
53:55
School District, and they would let us go
53:57
in anytime we wanted and talk to the girls.
54:00
talk to the students. We actually had
54:02
an advisory committee set up of girls,
54:06
particularly from the junior high school, said we would bring them
54:08
in and we'd ask them questions and we would figure
54:10
out what it was that they wanted to play and
54:12
the result of that was our first title which was
54:14
McKinsey and Company. Yeah, because they
54:16
had the arcade division before as well, didn't
54:18
they? And then they must have
54:20
had a home division because I remember
54:22
Mad Dog and Green and stuff were ported to
54:24
everything so when her
54:27
interactive came around, I guess the whole
54:29
focus was on home releases as
54:31
well. Yes, yes. And
54:33
then we still had the arcade group still there because
54:36
eventually I ended up ahead of product development there
54:38
and I had the arcade group under me as well.
54:41
But yeah, so they were still there. But
54:44
Patty, the VP of marketing really wanted to
54:46
pursue this new market and see if there
54:48
wasn't something we could do there. Because
54:50
at that point in American Lazing Hands was being
54:52
squeezed. In fact,
54:55
by the time I was there, they were the
54:57
last US-based
55:00
arcade company. Everything else was coming from
55:02
Japan. And you
55:04
had people like Sierra doing FMV
55:06
games as well and expanding
55:09
into that area. Yep, exactly.
55:12
We mentioned McKinsey and Co. and that was one
55:14
of the earliest interactive CD-ROM
55:16
games targeted at young women. It
55:19
was. And you mentioned before,
55:21
I guess it would be almost a self-fulfilling
55:24
prophecy. If that image was out there that girls
55:26
don't play video games and if they were hearing
55:28
that, that would put them off playing it. And
55:30
then when times like this came along that was
55:33
specifically targeted at them, what
55:35
impact do you think that had on the audience at
55:37
the time, this title coming along aimed at them? Oh
55:40
my gosh, it was so hard. First
55:42
off, we could not get it on the shelf anywhere. Nobody
55:46
would let us put the title on the shelf.
55:49
We could not get into electronic boutique. We
55:51
could not get into Walmart. None of the companies
55:53
would put us on the shelf because
55:56
we weren't very big. So we ended
55:58
up having to market it. sell it
56:00
ourselves out of Albuquerque, New
56:02
Mexico, Little Bitty Company in New
56:05
Mexico, and it was
56:07
really hard. So we ended up, I
56:09
mean, we tried so many things with
56:11
marketing that game. We finally found
56:13
out that we could get it onto the point
56:17
of purchase at the makeup counters in like
56:19
Walmarts and the big stores. We could sell
56:22
it there. They would let us put it
56:24
there. We also, we made
56:26
a lot of arrangements because our game featured
56:28
clothes from a lot of these different manufacturers.
56:31
So Sam and Libby Shoes was another one.
56:34
So we could put it, Sam and Libby
56:36
Shoes would let us sell the game in
56:38
their store because nobody
56:40
would put us on the shelf anyplace else
56:42
because they didn't believe that girls were going
56:44
to buy games. But I tell you, we,
56:47
Little Bitty Company, doing it on our own
56:49
hook, we sold 80,000 copies of
56:51
that title. And that doesn't
56:53
sound like much today, but back then, 100,000 units
56:56
was considered a blockbuster. And we sold
56:58
it. For a new market as well.
57:00
That's good going. Yeah. And that
57:03
was, and then a year later, Barbie Fashion Designer
57:05
came out and that blew the doors open for all
57:07
of us. So she
57:09
gives, Barbie sold 600,000 units the
57:11
first year, which again, nobody had heard of
57:13
this. And so we quickly blew the lid
57:15
off that and all of a sudden it
57:18
wasn't girls don't play games. So all
57:20
of a sudden all the big manufacturers were going to
57:22
get me some of that. He thought we want
57:24
that. Well, I
57:26
love the idea that it was, you know,
57:28
created by girls as well. And I was
57:30
wondering how much input,
57:32
you know, the producers had about
57:35
the filming of FMV games. And did
57:37
they kind of just receive the footage
57:39
or was that like a whole storyboarding
57:42
process and a real kind of detail
57:44
with it? There was a lot
57:46
of detail and we did it all in Albuquerque. We didn't
57:48
have a studio in house,
57:51
but we went ahead and they did have a
57:53
studio there in Albuquerque. We could rent sound
57:56
stage time and we did it with on
57:58
a green screen with the actors
58:00
we brought in from Hollywood. Yeah,
58:03
we did it all ourselves there. I directed it.
58:05
I was creative director on the shoots for those
58:07
things. So yeah, we did it all there. My
58:11
favorite story about that is I actually did
58:13
not do that on McKinsey and Company. McKinsey
58:15
and Company already had the footage shot when
58:17
they brought me in but I did
58:19
it on our next title which was the Vampire Diaries title
58:22
and we had a scene where if
58:24
at one point in the branching conversations,
58:26
if you answered the question
58:28
or talked to right and said the right things at
58:30
the right time, the vampire
58:33
would kiss you. And
58:35
we were filming that
58:37
segment and the
58:39
actor was a very handsome young man
58:42
and he's responding to these cues
58:44
that we'd given him about what the player
58:46
had said and at one point, we
58:48
said the thing that would cause him to kiss the
58:50
character and he dropped
58:53
his head and he leans into the camera and
58:55
I was watching because again, I was creative director
58:57
and all the women behind me went and
59:01
it was wonderful. I said I've done it. This
59:03
is exactly what I wanted. I wanted to get
59:05
these kinds of reactions from women who did this.
59:07
So yeah, it was really fun. That's
59:10
awesome. Yeah, vampires
59:12
is still a theme that's massive
59:15
today. Another
59:18
game as well was Nancy Drew and
59:21
what was it like when her interactive got
59:23
involved with that whole series? That
59:25
was really interesting. I
59:28
was really glad when we were able to do the Nancy
59:30
Drew. This kind of goes back to what
59:32
I was talking about the whole when the industry said get me
59:34
some of that. It was all excited about girls
59:36
games. Well, they were
59:39
but they weren't. When they said
59:41
we want games for girls, what they really were
59:43
saying is we want a Barbie knockoff. We want
59:45
fashion shopping and makeup for girls ages six to
59:47
ten. If you brought
59:50
them anything else like Vampire Diaries or
59:52
Nancy Drew, once again, we
59:54
had trouble getting on the shelves because
59:56
it wasn't a Barbie clone. They really weren't
59:58
Barbie clones which is why. that point in
1:00:00
time, we started seeing this market
1:00:02
flooded with all these fashion shopping
1:00:04
and makeup for young girls. And
1:00:07
they all looked tried to look like Barbie and of
1:00:10
course, they didn't do well because only Barbie can be
1:00:12
Barbie, right? And so, those
1:00:14
games didn't do well. So, they started cutting their
1:00:16
budgets back, less production quality
1:00:19
with teams that really didn't even really want
1:00:21
to do these things. So,
1:00:23
the quality dropped and so, the game's
1:00:28
was fed not very good stuff and
1:00:31
the game started not making money and then the industry
1:00:33
turned on its heel and said, see, we told you
1:00:35
girls don't play games and turned their
1:00:37
back on the girls market. We actually
1:00:39
still see repercussions of that today. Even today, you
1:00:41
can't go out and say I'm going to make
1:00:43
games for girls because the
1:00:46
industry still believes they won't do
1:00:48
it. Now, you can tell
1:00:50
them you're making social games or puzzle games and
1:00:52
we all know that the major market for that
1:00:55
is females, women, but they won't call
1:00:57
them that. So, we still
1:00:59
feel the repercussions of what happened back
1:01:02
then. Well, as
1:01:04
technology moved on as
1:01:06
well, games kind of changed and MMOs
1:01:09
became an absolutely massive
1:01:12
area. How
1:01:14
did you change your approach to
1:01:16
games design when MMOs came
1:01:18
around? I
1:01:21
fell back onto my Dungeons and Dragons. That's
1:01:23
probably where it really paid off that I played
1:01:25
so much and designed so much and run so
1:01:28
much Dungeons and Dragons because that's my
1:01:31
first MMO, like I said, with
1:01:33
Ashron's Call. So, what happened was I had somebody reach
1:01:35
out to me and say, we want to make an
1:01:37
MMO for girls. Can you help us? Absolutely.
1:01:39
Sure, I can help that and then I hooked up the
1:01:41
phone and thought, well, I guess I better go play one
1:01:43
of these if I'm going to help them develop one and
1:01:46
I went out and I went to the local
1:01:48
shop Best Buy here and I walked to
1:01:51
the rack and I looked and here's Ashron's
1:01:53
Call and it's on sale
1:01:55
for $9.99 with a $10 rebate.
1:02:00
And I'm like ice that. Sounds good to
1:02:02
me so they can get the game for free.
1:02:04
So I brought it home and I booted up
1:02:06
and I walked through what my character soon to
1:02:08
toil walk out into this big open world of
1:02:10
though it oh this is it. This. Is
1:02:12
why I wanna design for because this is
1:02:14
basically. Designing. Dungeons.
1:02:16
Dragons Running Dungeons and Dragons game for.
1:02:19
You. Know hundred thousand people at a time
1:02:21
how great is that? Side. By
1:02:23
so back on that. The interesting thing as
1:02:26
you is. It really is. When
1:02:28
you're designing games, it's about remembering to
1:02:30
leave. The doors open. For
1:02:32
everybody. And not shutting the
1:02:34
doors. I knew markets. And so
1:02:36
that was always. A key feature when I
1:02:38
was working either alone or. Working with
1:02:40
other designers is like make sure the
1:02:43
to.you're not putting any more roadblocks then
1:02:45
we need to have. So.
1:02:48
When you're developing characters, Are to from the
1:02:50
very. Minute you you walk into the game
1:02:52
and you're doing your character creation, make sure
1:02:54
everybody can see themselves reflected in that. So.
1:02:57
They feel welcome, feel like they want to play
1:02:59
this game. Don't shut the door on them. When
1:03:02
you're designing you to soil, look at you different
1:03:04
worry styles, make sure that you're making this available
1:03:06
to everybody who wants to learn to play because.
1:03:08
You. Won't have to play your game up in
1:03:10
want them to the to give you the money
1:03:13
so we could all keep working on our jobs
1:03:15
and this the i'm really fun industry see want
1:03:17
to make sure it's open? So when it came
1:03:19
to the Mm owes it really was about making
1:03:21
sure those doors were open and making sure that
1:03:23
we had something. For everybody. As
1:03:26
as wide as we could. As. An
1:03:28
as a great approach as well because you know
1:03:30
you can seem to someone who maybe wants to
1:03:32
just kind of did that so into the one
1:03:34
of them are most sometimes a conceal a little
1:03:36
bit overwhelming like you don't really know where to
1:03:38
start because it isn't that much of a big
1:03:40
world isn't as low as a welcoming new players.
1:03:43
As. Best as possible at me as a
1:03:45
good place to have done said tutorials and
1:03:48
and the first time these experiences is just
1:03:50
so important because. That's where he industry touch
1:03:52
him. And if they don't feel welcome
1:03:54
that they don't feel like to, they'll feel comfortable than
1:03:56
I'm not going to stay and will. Now the was
1:03:58
moved into this world of the free. The point where
1:04:00
we need the people to continually be
1:04:02
engaged. In our titles is not just that. go buy
1:04:05
it off the shelf and that's the only time I
1:04:07
see them. I want them to stay involved because I
1:04:09
wanted. To start, Neil keep. Sending.
1:04:11
Me money and never transactions or whatever.
1:04:13
The friedly deal cease. To.
1:04:15
Do that. I have to keep some balls
1:04:18
for have to make them feel welcome and
1:04:20
make them feel like they're you're making progress
1:04:22
and what they're doing is worthwhile and a
1:04:24
can't just. Before one particular type of market
1:04:26
with gotta make sure the doors are open
1:04:28
as wide. As they can be. You. Also
1:04:31
have done the. And we
1:04:33
the biggest franchise in the world with
1:04:35
the historic galaxies in the series expansions
1:04:37
as well. I'm interested to hear or
1:04:39
in a working on a a huge
1:04:41
franchise like Star Wars is going as
1:04:43
really hardcore fans can. how you balance
1:04:45
the. The. Expectations of Star
1:04:47
Wars fans to have games and
1:04:50
characters a certain way? Where is.
1:04:52
The. Creative freedom of see you need to
1:04:55
develop new content in unison. Such a
1:04:57
rich universe had that balance gonna work.
1:04:59
So. I was not on to launch
1:05:01
team for Star Wars Galaxies. I came
1:05:03
on post launch on that lot of
1:05:05
the team had already moved on to
1:05:07
doing the first Dlc which is the
1:05:10
don't Light. Speed to the core team had
1:05:12
moved on from there and I came in
1:05:14
a. Post. Launch saw a so
1:05:16
on and I was. Had.
1:05:18
A Contents I was appointed director so
1:05:20
that was a real important question for
1:05:22
me. Although. I
1:05:24
will say a lot of that was overseen
1:05:26
by Lucas. or Lucas was not part of
1:05:29
Disney's this point in time so we were
1:05:31
still working with. Lucas directly. And
1:05:33
they had a lot of say a lot of say
1:05:35
into what we did. it did not do and. Clinton
1:05:37
could not do everything we did. Ran
1:05:39
through them from the minute we had
1:05:41
the concepts. Here's the ideas of what
1:05:43
we're going to be doing to. Here's
1:05:46
the dialogue. the characters are going to
1:05:48
be said to shield. Here's the first
1:05:50
beta test of it's they were there
1:05:52
and they gave permissions and gave us
1:05:54
and gave us feedback on it. So
1:05:56
so we have lost support in that
1:05:58
area. From Lucas that helped. Kind.
1:06:01
Of make sure we stayed on the track know
1:06:03
we we did have a little bit or problem
1:06:05
in that the. The timeline point
1:06:07
that they had given us as and that was
1:06:09
a big would you go to make again with
1:06:11
them. With the time there was a okay Here's
1:06:13
here's the. Point in the timeline
1:06:16
where we feel like the skin will sit. And
1:06:19
the point in the timeline where they had given us. Did.
1:06:22
Not have a lot of Jet. I. It
1:06:24
if any at all, it's a lot. Of course was the
1:06:27
big. Problem with
1:06:29
Star Wars Galaxies as we could not.
1:06:31
Believe because of what. Lucas said we could
1:06:34
not put your diet and because at that
1:06:36
point the timeline there weren't really any July
1:06:38
active. In the story lines. So.
1:06:41
Shocked. As you've gotta stick accurately to
1:06:43
the door. See
1:06:45
that if you during your game rather will
1:06:47
boy says but yes ten and is king
1:06:49
for sure. You had. To stay with ten. And
1:06:52
then again, we had Lucas are every step of the way.
1:06:54
Other I was wondering them what the
1:06:57
kind of effect of Weird Warcraft was
1:06:59
when when that drops on the I
1:07:01
am a my world. Oh. So.
1:07:03
Was tough when when the World of Warcraft
1:07:06
came out we were already out. Oh would
1:07:08
World War Craft was lot to came out
1:07:10
Of course. Immediately or told go play it
1:07:12
for plate immediately. Know
1:07:15
and. It's.
1:07:17
Became the whole mark
1:07:19
everybody else was held
1:07:21
to. Hear you. Had
1:07:24
to you everything you did Well
1:07:26
We'll Warcraft is doing. This Much better.
1:07:28
How come you're not. And.
1:07:30
So that was it. it. it. Became.
1:07:32
Kind of the stick that we were all beat
1:07:34
with. In and not just where I was everybody.
1:07:36
everybody. An industry. Was. Being
1:07:38
held. Up to World or crafted. Why are
1:07:41
you doing as good as World War Craft?
1:07:43
And do you expect to to at least
1:07:45
do it? As well as they were doing
1:07:47
if not better, Than everything was supposed to
1:07:49
be. We need to make a world war craft
1:07:51
killer that's a robot thing was pitched that way.
1:07:54
And. It made a very difficult ah because
1:07:56
what they found is what we found was.
1:08:00
The were pressured to adapt
1:08:02
many of the World of
1:08:04
Warcraft mechanics. And
1:08:07
put them into organ. And
1:08:09
that made it very difficult because
1:08:12
remember stores, Galaxies was sandbox. And
1:08:14
To Warcraft is not a sandbox. And.
1:08:17
So they they really wanted us to make
1:08:19
it that way. That. Mr.
1:08:21
Celebrate like China sources a square
1:08:23
peg until around home as low
1:08:26
as Isis. Absolutely absolutely did. It
1:08:28
was hard to because it's like
1:08:30
you so. You.
1:08:32
Sell your players like I sell if I
1:08:34
send a sell you a magazine and I'm
1:08:36
selling you. You. Know only. Time
1:08:40
Magazine. And. I'm selling you
1:08:42
Time Magazine and every week Time Magazine
1:08:44
shows up in in one week Tennis
1:08:46
World shows up instead. It's like wait
1:08:48
the since two thousand pay and for
1:08:50
I didn't pay for Tennis World I
1:08:52
want Times Magazine or so we we
1:08:54
had that gallons. We did have a
1:08:56
very solid player base. But.
1:08:58
They like that particular type of game and
1:09:00
then so when we were being pressured to
1:09:03
change it into the more bought Warcraft style
1:09:05
game. Or it was difficult.
1:09:07
It was very it was hard to facility and because
1:09:09
we all love that day we lift or get me
1:09:11
anything you have put that ten hours and that present.
1:09:13
As you licenses and we become very
1:09:16
attached to it. So. Is very
1:09:18
hard pressed to. Have. To change it.
1:09:21
When. Also you words on I'm
1:09:23
Susan Full which was a Cartoon
1:09:25
Network Universe a memo but I
1:09:28
was also browser based. What?
1:09:30
Was a difference of. You know, working
1:09:32
with a browser compared to a crime. I'm.
1:09:35
Said it was difficult back then because it
1:09:37
was one of the early if the early
1:09:39
side of the browser. but truthfully the bigger.
1:09:41
Problem. With Susan Fall and again I was
1:09:43
when I worked. As usual, I was on the
1:09:45
initial creative concept side of it was awarded the
1:09:47
production. I was not as active with it. I
1:09:49
was. In Creative. End.
1:09:51
Of it, I'm. Really the hard part
1:09:54
was that was trying to figure out how to word
1:09:56
all those different art styles and a one game. Yeah.
1:10:00
Because every a Cartoon Network
1:10:02
a. We. Did we had already
1:10:04
knew I. Am. So you gotta put
1:10:06
you know and cities and Fargo and same
1:10:08
world with. His own Dexter's
1:10:11
Lab and power puff girls and
1:10:13
fails look very different. So now
1:10:15
is that. took a lotta
1:10:17
wrangling. And. Because also each one
1:10:19
of those cartoons has their own. People.
1:10:22
We. Had we were negotiated with lots of different
1:10:25
people trying to get their approval us of that
1:10:27
was that was really difficult actually think I think
1:10:29
we did a really great job. Or
1:10:32
I'm interested. He didn't. Hit.
1:10:34
Them that we're still for having. These
1:10:37
yourself was worrying about working with.
1:10:39
The children's market and what we could do.
1:10:42
That. Became a difficulties. Last.
1:10:44
One thing about Emma Moses, they are
1:10:47
in a totally reliance on service which
1:10:49
have to be paid for by companies
1:10:51
and many of the the earlier memos
1:10:53
now we've seen. says. Has been
1:10:56
turned off over the last decade or so.
1:10:58
I mean, how do you feel about that?
1:11:00
Because I'm in the wheels. Talk about game.
1:11:02
Preservation is is very important. two. Sons
1:11:04
of Retro Gaming for example you know as as was
1:11:07
be topic and in our world are you going to
1:11:09
feel about you know those the service been sir no
1:11:11
families will kind of been lost forever and he think
1:11:13
there's anything that's the could be don't see preserve the
1:11:15
more. Oh my gosh, it makes me
1:11:17
so sad. It makes me so sad because we
1:11:20
do lose our history and and we talk about
1:11:22
the film and sir losing the history because the
1:11:24
older princess disintegrated in Fall Apart before the can
1:11:26
be digitized. They are to
1:11:28
see literally Just that is the shut the service
1:11:31
down and. To. Know the race stomach
1:11:33
thrive in the trash heap and. Our
1:11:35
worlds, all our work is gone
1:11:37
and we don't have the opportunity.
1:11:40
To. Teach from some. I mean we
1:11:42
have people. Coming. Into the
1:11:45
games industry today that never had the
1:11:47
opportunity to play Dark Age of Camelot.
1:11:50
Of and that's an important one to go look at. I
1:11:52
mean we did or less has to be learned from all
1:11:54
of them. I. I. Do.
1:11:57
My archives and the law works has been promised
1:11:59
to the store. Museum at Play here
1:12:01
in the Us. And. I
1:12:03
really wish I had I've talked to them about
1:12:05
have taught them people. I really wish we could
1:12:07
figure out some way. That
1:12:10
we could preserve those
1:12:12
games. Almost
1:12:14
Time Capsule. What to wear? If you really
1:12:16
want to go see Dark Age of Camelot
1:12:18
or or something like that you you could
1:12:20
go there to the museum will. They would
1:12:22
have dedicated servers you could see them. Preserves.
1:12:25
The way they were when they were. Released.
1:12:28
Because. There's just so much there that
1:12:31
could be learned there. So many lessons.
1:12:34
You. Know some of them her that delivers a
1:12:36
core single. See Ultima online and today the emulators.
1:12:38
The Star Wars Galaxies. There's there's a meal years
1:12:40
out there that it's still running in. You can
1:12:42
still go play it. But. Even then,
1:12:45
it's changed because. Teams that to
1:12:47
the running and to them and changed on
1:12:49
Monday are like they were. When. They
1:12:51
were least, so I really wish there was a
1:12:53
way that we could preserve some. To.
1:12:55
So people to learn. From. Having
1:12:57
a living breathing will notice is hop
1:13:00
and to capture and replicase. Know this.
1:13:02
Gift. But. Awesome and we've
1:13:05
been told about how you know You've
1:13:07
always been a pioneer of in addressing
1:13:09
inclusivity in gaming and he wrote a
1:13:11
book as well Gender Inclusive Game Design.
1:13:13
Expanding. The market so. What?
1:13:15
Prompted you to write a book in. Huddersfield.
1:13:18
The conversations evolved since the book
1:13:20
was released. So. And we
1:13:22
wrote that book. I was approached to ride it. Publisher
1:13:24
came to me and it hurt. A couple of my
1:13:27
talks they said would you consider writing a book and
1:13:29
my first nancy was why. Isn't.
1:13:31
This just common sense since people just noses
1:13:33
to says it seems like common sense to
1:13:35
me and good game design and probably not
1:13:38
assess and they ask me to write it
1:13:40
And so I did and I thought okay
1:13:42
the silly the first and they'll be more
1:13:45
books they'll come along and more people explore
1:13:47
This. And they didn't
1:13:49
since wants to play the surprised that more
1:13:51
has it meant on those claymore the season
1:13:53
Neil Somebody had to say right? Somebody had
1:13:55
to talk about this. Opening
1:13:58
up the doors and letting more people. Into
1:14:00
our games Army. So.
1:14:02
That we can grow our industry and grow our
1:14:05
markets and keep people playing And keep. Ourselves employed
1:14:07
bluntly so we can keep making these. Fun!
1:14:09
Things. Because if we don't grow
1:14:11
our markets and don't. Cheat. Bringing in the
1:14:13
players will be out of work in that would be
1:14:15
very sad. Well like what I
1:14:17
do since I'd like to keep working. So.
1:14:20
I I. I always thought it was your. More
1:14:23
would be done and will be written and and
1:14:25
it hasn't. Been. On
1:14:27
the other hand, we are
1:14:30
seeing increases in interest in
1:14:32
and inclusivity and accessibility. And
1:14:35
and that. Makes me happy.
1:14:37
I am glad to see. That.
1:14:40
The interest is still there. People are still talking
1:14:42
about it in their arse. Efforts
1:14:44
being made, To. Keep the doors
1:14:47
open for everybody. And so I'm I'm glad to
1:14:49
see that as the numbers are increasing. Like
1:14:51
a said when I was. First.
1:14:53
Starting it was pointless. And three percent women
1:14:55
in development. And now or somewhere around twenty
1:14:57
five, twenty two to twenty five percent women.
1:14:59
Which is amazing. I'm so glad to see
1:15:01
that's not why I'd like to be, but
1:15:03
it's certainly been or we're seeing our. Diversity
1:15:06
in representational were seem
1:15:09
more Hispanics and more.
1:15:12
People. of color coming in and that's good because
1:15:14
the more voices of the table we have the
1:15:16
that are our products are. Do.
1:15:18
You think the am in the
1:15:20
game scene is also helped them
1:15:23
give people a kind of a
1:15:25
Lego poorer entry into the video
1:15:27
game will do usually wouldn't. It.
1:15:29
Does absolutely does. It also helps
1:15:31
us the way the indie film
1:15:33
is that helps the film industry.
1:15:35
allows us to experiment with new
1:15:37
styles and new gameplay ideas and
1:15:39
things like that. Ah, I. Believe.
1:15:43
That we still need to continue working on
1:15:45
our diversity in our in our educational programs
1:15:47
so that the people who are coming out
1:15:49
with the skill sets to do the indie
1:15:51
games are diverse. It's not that's
1:15:53
not yet where it should be, but it is still
1:15:55
improving. We're getting better. Or. Serious
1:15:57
been incredible to hear. Your
1:16:00
history in the industry and what are you
1:16:02
working on? this? those and anything we should
1:16:04
be looking out for me. I'm. Currently
1:16:06
doing quite a bit of a. Contract
1:16:09
and consulting work on Ice that
1:16:11
I actually tried to retire that
1:16:13
didn't work? is people tell is
1:16:15
still want to talk about diversity
1:16:17
and inclusivity? So primarily what I'm
1:16:19
doing is a lot of consulting
1:16:21
a contract work, particularly around the
1:16:23
diversity, inclusivity, accessibility areas. Which
1:16:26
is exciting to is excited to be. The
1:16:28
people want that they want. That. Kind
1:16:31
of input into their games and low
1:16:33
understand it, you know? Keeping.
1:16:35
Our markets expanding is good for ever. Done.
1:16:37
Via. One hundred percent breaking down barriers and games
1:16:40
to be accessible to everyone in other the more
1:16:42
the merrier is fine. As absolutely Wilkes
1:16:44
Jerry Springer Amazing to I'm his some of
1:16:46
your your memories and you know you have
1:16:48
an incredible career and us and our as
1:16:50
did some time to relax some point the
1:16:53
thank you So what's more coming on and
1:16:55
have been I guess this weekend that and
1:16:57
with it has been wonderful stilted. Plus
1:16:59
I keep having the it's That alongside.
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