RPG Codex: As one of the most distinguished game developers, what was the biggest challenge you have faced in your career? Looking back at your career now, is there something you would have done differently?
JVC: The biggest challenge for me was being the designer / creator of the games and the CEO of the company. This dual role always created personal conflict. On the one hand I wanted to make every game perfect, more features, better polish… and on the other I had to pay the bills. My ongoing compromise was: if I stayed profitable, I will always be able to make another game.
Doing something differently, would have to be not giving up programming. In the early days I did all the coding, but as the projects got bigger I had to focus on overseeing the teams. I really enjoyed programming.
RPG Codex: In what ways did you intend Might and Magic to be different from Wizardry and Ultima, design-wise? What did Wizardry and Ultima lack that you wanted to do in your games?
JVC: Wizardry and Ultima were great inspirations for me. But I wanted to make my own vision for a CRPG. I wanted more of an open world feel with quests, puzzles and an emphasis on exploration and discovery. I wanted party based tactical combat, tons of magic items to find and an ever increasing feeling of power as you leveled your characters. Most of all I wanted players to feel free to experiment with all the "tools" I put in the game so they could enjoy playing any way they wanted to.
RPG Codex: Regarding the Might and Magic lore, what gave you the idea to give prominence to the mingling of sci-fi and standard fantasy, when other series (such as Ultima) had dropped it? Were there specific games at the time that inspired you to do this kind of thing?
JVC: I have always been a big sci-fi fan as well as fantasy. Arthur C. Clarke coined the phrase "any sufficiently advanced technology is indistinguishable from magic." This idea plus a Star Trek episode "For the world is hollow and I have touched the sky" was the basis for the original M&M Lore. But I didn't want any sci-fi to get into the fantasy world until the very end of the game. I was hoping to create a more thought provoking ending like an episode of the old "Twilight Zones" and not be intrusive throughout the fantasy game.
RPG Codex: What gave you an idea to bundle Might and Magic IV and V together into World of Xeen in such a unique way, and why did you not handle any other games in the series in the same manner? To elaborate, usually expansion packs added something "on the side", but with World of Xeen you could tell that, when Clouds of Xeen shipped, all the connection points were already there.
JVC: I thought to myself as a player, what would be cool if a new version of this game comes out, so I came up with the crazy combining scheme that would be magical to the consumer. This was a monumental task especially in those days. But I thought it was an amazing idea and we keep working on the concept until we figured out how to do it. Thank you for recognizing that feature, we were very proud of that accomplishment and to this day I don’t think anyone has repeated it.
RPG Codex: Are there some kind of extremely obscure trivia or easter eggs in the Might and Magic games that nobody knows about? (Aside from the Star Trek references, of course.)
JVC: Wow, ok, so many games over so many years, there are tons. How about these 2 of the top of my head:
- "Sheltem" the main protagonist in the first few Might and Magic’s was named after my dog. He was a miniature Collie called a Sheltie. When anything was awry around the house I would always say it was "Sheltem"; that was his mischievous nick name.
- "Crag Hack" was one of my most played paper AD&D characters. He was a LVL 16 Human Neutral Fighter, 18/00 strength, used 2 one handed swords, acquired Psionics and among other things one of his hands was replaced with the "Hand of Vecna"... it’s a long story. : )
RPG Codex: What do you think about the current state of the cRPG industry? Are there certain trends that are worrisome to you or, on the contrary, that you especially appreciate?
JVC: Besides stand alone CRPGs being completely overrun by MMOs, the move towards "movie games" is worrisome to me; I enjoy game systems, open worlds and exploration. I like to play games, not watch them.