The dungeons are created and populated completely randomly, every character you end up playing! People like it fit its replay value because its truly different every time you play. The game tends to be one that you can dive into and learn in five minutes, but it can literally offer some people hundreds of hours of play time, especially if they enjoy uncovering every nook and cranny of an unexplored dungeon (which, believe me, many people do). Sword of Fargoal is often heralded as a great introduction to the so-called 'roguelike' genre (see my answer to "What is a 'roguelike' near the very beginning of this AMA page). But what longstanding fans and maybe newcomers alike seem to agree is that Sword of Fargoal tends to draw you in and keep you wanting to play. Honestly, so people who are used to hyper-realistic FPSs and MMOs might be turned off by the seemingly simplistic and "retro" look to the game. Is that an open invitation to copy my games? I hope not! -) More just an admission that I know it is part of the business and hard to completely avoid. I think there is a "positive" effect that can happen too, even adding to the awareness of your game in certain cases, so in a sense I am neutral about it, as long as it is not done on a mass/institutional scale. My opinion is that it is technically wrong to do, but it is inevitable that will happen, even today. If I were to guess, it could easily be 10x more than the paid copies! Not sure how many legitimate copies had been sold, but probably close to 100,000 or so… But I know for a fact that many more people copied the game than paid for it. I know that I must have earned about $50K or $60K in royalties back then - in that era dollars, so it was pretty good for a 19-y/o. Great question: Because my game was originally published in 1982 for VIC- for Commodore 64, the copy-protection was very minimal for games of that era. If you missed these live AMAs: Anyone who posts a question or comment at other times I will typically respond to within 1-4 hours whenever possible!įARGOAL 2: Lots more about Sword of Fargoal 2 here on our Kickstarter campaign.UPDATE: “Thanks” for our previous live AMAs on October 9th & 10th How did you and your friends figure out the Rubik's Cube back before anyone knew about it in the United States?Īnd was it an African swallow or a European swallow? What was it like to go to high school in the 1970s? ![]() ![]() What exactly is a 'roguelike' or a 'dungeon-crawler'? How do you design and publish a game for iPhone or iPad? What is it like to be involved in the rebirth of a classic game on new iOS devices? What did you do for 25+ years until the iPhone came out? How and when did the game become a cult classic? Why was it nearly impossible to retrieve the Sword of Fargoal? How did you get your original game Sword of Fargoal published by Epyx in 1983? I'm Jeff McCord, and you are welcome to ask me anything, but you may want to ask me about:
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