Q. I'm curious what experience you had with computer RPGs and/or tabletop RPGs before writing Questron. You feature some mechanics--primarily the leveling-through-plot-development rather than experience--that are a little odd for the genre. One of the things I talked about in several of your games--complained about, frankly--is that monsters don't deliver any experience, so there's hardly any reason to fight them except that they're standing in your way. Were you deliberately trying to buck the norm here, or did you just not have experience with games that did it differently?
A. I had almost no experience. I’d purchased an Apple II Plus about 18 months prior to writing
Questron, and had taught myself BASIC and then assembly language from a book. Then I played
Ultima and loved it. I’d never played anything like it. I really didn’t have experience with RPGs, so it blew me away with the sheer adventure of it. Bear in mind that I was just this young guy living in Michigan, working full time at another job, and then kind of stumbled into this.
So I think it’s fair to say I didn’t know what the “norm” was. My primary focus was to create something that was fun to play; something that I would have liked playing. I saw the monsters as more of a way to elongate the game and make it challenging. So lack of experience points was sheer ignorance, but there were other parts of the game that were very intentional.
Q. In all of your games, the majority of monsters are original to them. I was curious about your creative process in coming up with all the names and descriptions. Did you start with monsters in other fantasy settings and simply devise new names, or did you create each creature from scratch?
A. Most all creatures were created from scratch. I would brainstorm with a friend of mine (Jeremy), who then ended up joining me in the endeavor as a creative consultant. He came up with many of the wildly creative ideas and then I kind of pulled it together, coming up with descriptions, etc. It was fun thinking of offbeat and quirky descriptions, something we did even more of when my twin brother joined me for the next three games.
Q. The historical record leaves some confusion as to why Richard Garriott is credited for the "structure and style." Some sources say you or SSI did it preemptively; others say that Garriott sued (or threatened to sue) to get a cut of the royalties. Either way, your game was hardly the first to adapt the "structure and style" of another title, so being forced to credit Garriott is a bit unusual. Do you remember how this came about, and do you have any feelings on the matter?
A. Parts of that first version of
Questron were quite similar to
Ultima (a naïve choice on my part--at the time it seemed like every game was copying every other game). The outside terrain originally was very similar to
Ultima, the menu system and overall screen layout was quite similar. But the other thing that happened was that somewhere around the time I was finishing
Questron,
Ultima II was published. Bear in mind I’d never seen
Ultima II prior to sending
Questron off to publishers, but when it was released I realized that
Questron was far more similar to
Ultima II then it had ever been to
Ultima. This was horrifying, and the changes/advancements I’d made to not be too similar to
Ultima were often quite similar to what turned out to be natural advancements between
Ultima and
Ultima II.
The infamous credit on Questron's
opening screen.
Everything else I have to say is hearsay because I wasn’t there for the conversations. What Broderbund told me was they were at some trade show showing a preview of
Questron and Richard Garriott saw it. Apparently he was upset--and knowing what I know now I don’t blame him. This was of great concern to Brøderbund, and they were no longer sure they were going to publish. Of course I was devastated and felt foolish.
In any case, I was asked to figure out how to make
Questron look less like
Ultima. The changes were fairly easy. I think I redrew the outside terrain squares, added joystick control, made some cosmetic changes, etc. However, when I finished a couple months later Brøderbund told me the game was no longer fresh and they withdrew their offer to publish.
So I shopped around again for a publisher and SSI was interested. They worked out the license arrangement with Garriott--I’m not sure how that transpired and I’m not even sure I had a say in it. I don’t recall if it lessened my royalties, but the whole thing was an embarrassment. And a lesson. One of my regrets was never calling Richard to talk about it. But bear in mind he was a big name, I was a nobody living disconnected in the Midwest, and Brøderbund and SSI were telling me that he was pissed. I had no idea what to say to him.
So on the one hand I think I was a bit unlucky, but I have no trouble understanding how Garriott might have felt, especially because he would probably have assumed I’d seen
Ultima II. Interestingly enough, in the years to follow other RPGs borrowed some of the innovative things we originated in
Legacy of the Ancients and
The Legend of Blacksilver. To the best of my knowledge,
Legacy was the first game where the player walked up to an exterior view of a building and the top disappeared to reveal the insides (my apologies if I’m mistaken). We may have also invented arcade style games of skill to increase attributes (OK, some felt that was quirky) and games of chance to earn gold. We had also made huge graphic advancements at the time in the dungeons. All other games that I ever saw (of that day) were far more obviously composed of blocks, whereas our looked quite different
Q. Each one of your games features the merciless slaughter of castle guards, something that also featured heavily in Ultima. Did you ever have pangs about forcing players into such a situation? Did you ever receive any criticism for it?
A Questron II
character prepares to plunder and massacre.
A. Yeah, I never loved that. A big problem we dealt with was the memory and disk space constraints of the machines of the time. It was almost impossible to pack a large external world with one set of graphic and controlling code, “3D” style dungeons with other coding, towns with a third, and castles with a fourth. So what you saw with the castles was largely the constraint of trying to do a lot of graphics and having not enough room for other things. I always wished I could have put a lot more plot into the games, a lot more dialogue, a lot more interactions, and more puzzles. The fact that we were trying to do a large world and high quality graphics (for the day) really meant we had to cut down on other things. I can literally remember multiple times we spent an hour or so rewriting a section of perfectly good code to save somewhere between 2-12 bytes, just to make something fit the space.
Q. For your game series, I get Questron, Legacy of the Ancients, Questron II, and The Legend of Blacksilver. (I've played all but the last.) Are there any other titles that you worked on that aren't on the standard database lists? Any that were in development that never saw publication?
A. These four were all the games (unlike the others we didn’t write the
Questron II code ourselves). Some stuff in development but not enough to really talk about.
Q. What ultimately happened to Quest Software? I get the impression that game development was always a side-career for you and John. Did you simply decide to focus on your primary careers?
A. This effort was full time work for about 6 years, not a side development. Basically we found that we never “turned the corner” financially. We never made enough money to hire an adequate staff; hence, John and I averaged about 70 hours a week and on our toughest weeks worked up to 110 hours. It was brutal. Both of us found it far easier, less stressful, far fewer hours and ultimately more lucrative when we returned to programming for businesses.
We’ve realized in retrospect that we made the wrong marketing decisions. We were programming for a niche that was too small. Our goal was to create an adventure world that was generally larger, more varied, graphically rich, more animated, more detailed storyline than typical games. But what we gave up was the detail of the fighting and magic system and primarily that was what the RPG world wanted. Our decision to keep top-down towns, castles, dungeons, museum and outside required essentially 5 different game engines, which made creating each new game quite difficult. Also, we never used the same engine for any game, feeling that each game had to be better. That required a lot of new programming each time because computers of that day didn’t get any faster (until we’d given up the business).
By the way, we thought
The Legend of Blacksilver was our best, but it was released to Epyx which went bankrupt after having the rights to our game. After bankruptcy filing hey shrunk from something like 80 staff to 3 staff, so they had no real ability to publish but they owned the rights and we were stuck with nothing but the advance. Seemed like a good time to quit. Perhaps we should have pursued legal action to get our game back and publish elsewhere (both EA and SSI had made us offers prior to Epyx), but that would have been a messy business pursuing a career that wasn’t panning out to be that great.
Q. Perhaps the most notable feature of Questron is the ending, complete with the celebration and fanfare. Hardly any game of the time or since have offered this kind of satisfying denouement. Were you aware you were doing something special here?
A victory for a champion.
A. The ending was very much intentional, of course, but I didn’t know much about how it compared to other games. However, the few that I had played had little fanfare/celebration, which seemed wrong to me. I remember playing
Ultima and being shocked at the end when there was essentially no reward. Given the amount of work a play put into that type of game how could there not be honor and a celebration? When writing my game (and later with John when writing our games), the goal was always to think about the player and try to “tune” the game for maximal enjoyment.
Speaking of tuning, we really did try to tune the games to maximize the fun. If players couldn’t figure out the next step we always gave bigger and bigger hints until they knew what to do. Our hope was that each player would consider him/herself a genius for figuring it out. It didn’t matter that some figured things with no hints and others practically had to be told what to do. Each player would get the same feeling of achievement.