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Not Signed In |
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David Riordan Director of Interactive Entertainment/VP - Product Development David Riordan designed and co-produced the It Came From the Desert series. As VP of Production, he oversaw the development of Wings, Rocket Ranger, TV Sports Football, Basketball and Baseball, Defender of the Crown CD-ROM, and Lords of the Rising Sun CDI. He is currently engaged in designing Internet communities for cross platform media and health companies like Havas Interactive, Scripps Networks, Homeopathy Network and Emergingworlds.com |
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Q: How did you become involved in game development?
I was working as a new technologies consultant for Lucasfilm LTD right after the second Star Wars film came out. My job was to investigate new entertainment technologies that Lucasfilm wanted to develop projects for. One of my research assignments led me to MIT and a place called the Architectural Machine Group (later called The Media Lab). I was shown an interactive laserdisc for the first time which allowed me to virtually drive around Aspen, Colorado using a joystick and go left, go right, go straight controls. Why Aspen you might ask? The development team wanted to go skiing on US Department of Defense funds.
By 1986, laserdisc based arcade games had died a terrible death because the laserdisc hardware didn't hold up under arcade conditions. It was a shame because we developed a number of projects including the award winning Freedom Fighter that are still some of the best examples of real time interactive movies.
When you develop what you are passionate about, others pick up on it.
This weird thing happened every time we worked on It Came From the Desert. This happened not just at the office but also to outside contractors as well. Real ants would show up and start walking on our computer monitors and keyboard. Where they came from I will never know. They disappeared when we turned our attention to anything else.
I learned that it is important to work with people you like. We had a great time at Cinemaware. Through all the ups and downs of production and the company prospering and going under, we loved what we were doing. We were evangelists for the concept everywhere we went. It was a good run.
There are many in different categories but based on first impressions and being instantly hooked: Atari 2600 - Pole Position, Intellivision - Rocks, PC-Adventure - Defender, Action - Doom, Desktop - Tetris, Handheld - Football, Laserdisc - Freedom Fighter
Lords of the Rising Sun
Coming from the film/television business, I liked to find stories that allowed for a lot of choices. Some stories do and some don't. For example, anything with a twist ending is problematic. You can't imagine anything else happening. However, if the story easily allowed for multiple endings and many ways to get there, it had a chance to become a good game.
From a hardware and commerce point; I think it is one of the best times to be in the game business. It has become a mass-market phenomenon. If you create something wonderful, you can sell a lot of them. The new technology also allows designers to create worlds and experiences we could only dream about.
No. I think there are simple games and complex games that achieve that magical quality of great play. Some of the classics on the Atari 2600, despite their very limited graphics, are still fun. A good game can be made out of mere sticks. It can also be a multi-million dollar, multi-leveled world. In the movie business, great effects cannot overcome a bad story. In the game business the same holds true. Great graphics and sound don't make up for a bad design.
Many of them are gone for one reason or another. In terms of who's left, I admire EA's perseverance. They don't always make the best games but they have a way of tapping into cultural trends, which is very impressive.
It's the same advice I have always given. Identify what you are passionate about. Pick a company that interests you and offer to do anything to get in the door. Once inside, pay attention to the pro's. Even if you don't agree with their approach, learn what they know. Don't be afraid to start at the bottom. We had some of our best designers; programmers and producers come out of the game-testing department. You have to love playing games to test them for hours.
It's a hard question to answer having been a part of it. I think the Cinemaware concept was always a favorite of other developers and game players alike. The media also loved our approach. At the time, games didn't have a great deal of character development in them. Cinemaware pushed the art of character development based design to new levels and also raised the bar in graphic presentation. We showed what was possible if you were clever and had good artists and programmers.
Just what you are doing. Take the original concept of Cinemaware and update it using the latest in graphics and sound. We always dreamed of doing things that are now possible because of the improved hardware. Keep the original spirit and wow them with new possibilities.
Just thanks. I was amazed how the Cinemaware legacy was kept alive on the Internet by fans until you guys officially brought it back to life. I hope they had as much fun playing the games, as we did in making them.
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