Jeff Vogel (JV): I started my first game in 1994, so the whole industry is completely unrecognizable from where it was when I started. I mean, my first games were shareware, and the idea of releasing a partial “demo” of a game was foreign and innovative.
I think the main change in attitudes toward RPGs is the same as the change in attitudes towards all games. They are more casual. They are less aimed at the “hardcore” audience, with their limitless patience for stat-building and arcane mechanics. Practically everyone, me included, is aiming for a larger audience.
Of course, this is a great opportunity for young, hungry Indie developers. Underserved niches are our bread and butter.
JV: In sixteen years, I’ve had my good and bad points. Changing things is hard work. Improving takes effort. I confess that there have been times when I slacked off, and I was richly punished for it.
The big low point was releasing Blades of Avernum and Geneforge 3 in adjacent years. Both underperformed, and I was afraid I was going to have to close up shop. Instead, I gritted my teeth, sat down, and started heavily reworking everything for newer audiences. The results were Avernum 4 and Geneforge 4: Rebellion, both of which were big successes for us.
The high point was Exile 3: Ruined world, way back in 1997. It was exactly the right game at the right time, went crazy, and sold a ton. We’ll never catch lightning in a bottle like that again.
JV: I write the sort of game I want to play. That is my only rule. The thing I want changes from year to year, so my games change from year to year. My own personal tastes are my North Star, the one unambiguous guide that has almost never led me astray.
Playing Avadon: The Black Fortress, you can really tell how enamored of Bioware’s output over the last decade. I freely admit it. But I also put my own spin on the thing.
JV: I think Dragon Age: Origins was a true classic. For all its flaws, it was a real accomplishment. Dang, but I loved that game. I’m also really impressed by Minecraft, though I doubt it’ll be as much of an influence.
As for pen and paper RPGs, I hardly ever play them anymore. However, before I wrote Avadon, I played a bunch of 4th Edition Dungeons & Dragons. I have some real problems with how they’ve evolved that game, but there are some really cool things about it as a tactical wargame. For example, how important positioning is. I think that will be a big influence on me going forward.
JV: Not really. Nobody is interested. No big developer has ever tried to recruit me. There is no shortage of skilled designers in this world.
My dream project would be what I’m doing now, but with a team, a budget, and really sweet production values. Two or three more good writers wouldn’t hurt. Basically, like Avadon or Avernum, but shinier!