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I'd give him the computer over the weekend, he'd write code for a section, then he'd give it back and I'd try to finish his section and do my part, then he'd go through mine. His parents wouldn't get him a computer, so he used to borrow mine. One of my high school buddies was Michael Cranford. After a few months, he told me they had a job opening, so I went down and applied. I was looking for a roleplaying game, so I hooked up with them to play.
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I met some people working at Egghead Software who played Dungeons & Dragons. That's what sent me down my course.ĬHRIS TAYLOR But the thing that I think led me to create games, which I think most people would give the same answer to, was, I looked at what was out there and thought, You know, I could do better. Playing Dungeons & Dragons was a big part of high school for me. I always had a background in reading a lot of fiction: comics, Heavy Metal magazine. So I really discovered games through those means. You'd go crazy when a game crashed halfway through because that meant you just lost three days of playing. I remember there were some old strategy titles where you would make a move and the computer would take two to three hours to process its turn.
Then my parents got me an Apple II in high school, and that really opened my eyes to how you can make games, how I could go beyond just playing them. The coin-op business had just gotten to the point where games like Pong and Space Invaders were emerging, and it was those games that first got me interested. I was fascinated by computers even though there wasn't much in terms of games. You just had a dumb terminal talking to a mainframe. People talk about the cloud now, but everything was in "the cloud" back then.
When I was in junior high school, they had a mainframe computer. Interplay’s culture was a siren’s song answered by developers who, like Fargo, were eager to make their mark.īRIAN FARGO Anyone who wasn’t writing code or pushing pixels could be found holed up in an office or in an open area playing a board game. Fargo created a workplace that blurred the line between office and home. By Gamers, For Gamersīrian Fargo founded Interplay Productions on the foundation of a simple yet powerful creed: That the people he hired should be as passionate about making games as they were about playing them.īackground, experience, accolades-none of those mattered in Interplay’s early, most humble days. What follows is an oral history straight from the mouths of several of the pioneers who entered a veritable wasteland of computer RPG (CRPG) development and made that fallow ground fertile once again. That makes the Fallout games distant relations of the Infinity Engine RPGs, and worthy of closer examination. Many developers who worked on Baldur's Gate, Planescape: Torment, Icewind Dale, and Pillars of Eternity had worked on Fallout and Fallout 2 first, bringing what they learned to bear on those later projects. Technically, Fallout and its sequel do not belong in that lineage, but the post-apocalyptic franchise’s influence on Baldur’s Gate and its ilk is inarguable. In March 2015, Obsidian released Pillars of Eternity as a love letter to the lineage of Infinity Engine roleplaying games of the late ‘90s and early 2000s. Neither do the fundamentals of game development. We're incredibly proud of what Shacknews Long Reads bring to games journalism, and hope you enjoy this feature and many more.
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Author's Note: This full-length excerpt comes from Beneath a Starless Sky, a Shacknews Long Read that explores the making of Obsidian Entertainment's Pillars of Eternity franchise and classic RPGs such as Baldur's Gate, Planescape: Torment, and Fallout 1 and 2.