interview on Gamebiz as a Windows Media Player video. Likewise, the
Pariah Q&A on Gaming
Nexus talks with James Schmalz of Digital Extremes about their upcoming
first-person shooter: "It was quite a challenge to come up with the weapon
system for Pariah. We knew we wanted something new and different from what
we've seen and done in the past so we did a lot of prototyping to see what
would work and what was fun. The biggest obstacle after coming up with the
system was balancing the weapons and the upgrades so that there aren't any
obvious advantages from one to the next. Balancing weapons in an FPS is
really key to making sure the game remains fun for everyone especially when
you're playing multi-player."
LEGO Star Wars The
LEGO Star Wars Q&A on
Computer Games Magazine talks with Giant's Jonathan Smith about their
just-released game of building block Star Wars: "We set out from the start
to create a game that *anyone* could play and enjoy. Obviously, that meant
that we wanted to have fun with it ourselves – we’ve been playing LEGO Star
Wars pretty solidly for two years now, and that would have been fairly
depressing if the game didn’t have so much for us to enjoy, as experienced
gamers. But we did also want to make something that we could take home with
us, and play with our children; so, yes, the idea of being “kid friendly”
was essential to what we were trying to do."
StormFront Studios The
Stormfront Studios Q&A on GameBanshee talks with Don
Daglow, CEO of this developer once known for their gold box D&D games:
"Ironically, my history with D&D even pre-dates Stormfront. In 1976 I wrote
the first mainframe RPG, 'Dungeon' on a PDP-10 at Claremont Graduate
University. The original D&D RPG had just begun, and my friends and I were
part of the early fanatical fan base that flocked to RPG gaming. (Don’t ask
how fanatical we were… but if it had been any worse the President would have
named a Czar and a Commission to help cure our addiction.) I’d been
designing mainframe games for five years, so it was natural to bring the
game to the computer. When the industry began I joined the Intellivision
team at Mattel and later became Director of Intellivision game development.
We did the first D&D video games in 1982-83, 'Advanced Dungeons and Dragons'
and 'AD&D Treasures of Tarmin.' And, although it did not bear the D&D
license, I also produced 'Adventure Construction Set' in 1985 with adventure
game pioneer Stuart Smith at Electronic Arts."