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By Wallace Poulter
Designed by Ethan
O'Brien
Games such as Ultima Underworld,
Wing Commander, and Thief: The Dark Project, were just stops along the
way in his career. Warren Spector, executive producer at Ion Storm, and
lead game designer on the highly anticipated Deus Ex, is a 16-year veteran
of the game business - six in pen-and-paper games, and ten in computer
gaming. Here, he shares his experiences with some of the best-known games
and game developers in the industry with writer Wallace Poulter.
1. How did you get
into the industry? What were the first games you worked on?
WS: I started out in
1983 as a minimum-wage assistant editor at Steve Jackson Games, where
I worked on Space Gamer magazine, developed TOON: The Cartoon Role-Playing
Game from an original design by Greg Costikyan, and wrote a bunch of role-playing
adventures, board games, and so on.
In 1987, TSR - the Dungeons
& Dragons company - made me a "Godfather" offer (or what
looked like one at the time!). I signed on with them as a game editor
and developer. There I worked with Doug Niles on Top Secret/SI, on the
AD&D 2nd Edition Dungeon Masters Guide with Zeb Cook, on the Buck
Rogers Battle for the 25th Century board game with Jeff Grubb, and a bunch
of others. In addition to writing modules and working on board games and
RPG rule sets, I also got to write my first (and, to date, only) published
novel - an embarrassing little thing called The Hollow Earth Affair, available
today in landfills everywhere.
One day in 1989, I was sitting
at my desk at TSR wondering whether I should use 20-sided dice or percentile
dice in a game I was going to work on when it dawned on me: I was in a
business that had... ahem ... plateaued. I had been on a panel at a science
fiction convention with Richard "Lord British" Garriott and
been hugely impressed with what he was doing on Ultima V. And I'd done
a fair amount of computer gaming. I knew I had to make the leap. As luck
would have it, Denis Loubet, with whom I'd worked at Steve Jackson Games,
called that very day and asked if I was interested in an associate producer
job at ORIGIN. Cool!
I took a whopper pay cut, if
you can believe it, and left paper gaming behind. My new boss assigned
me to work with Richard Garriott on Ultima VI. What an education! I also
got to work with Paul Neurath on Space Rogue, working on the overall plot
and writing conversations. This was another education - and a lot more
demanding than anything I'd done in paper gaming. Then, I got to work
with Chris Roberts on Wing Commander. I'm pretty sure I won three arguments
in the two years we worked together on that title. OK, maybe two....
Around the same time, I got
to work on the first titles I could call my own - Bad Blood and Ultima
Worlds of Adventure: Martian Dreams. (Though I say this was the first
title I can call my own, I'd be remiss if I didn't mention the incredible
work done by Jeff George, Mike McShaffry, and others on those titles....)
Spector on Underworld
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