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Interviews
High drama and suspense are what you strive to create in a good game. High drama and suspense are not what you want in the making of the game. For the past several years now a rather intriguing drama has been going on over at Cliff Johnson’s website. Cliff, as you may know, and if you’re a fan of computer gaming, should know, is the mad genius behind such groundbreaking computer games as The Fool’s Errand and 3 in Three. If you are truly a lover of good, challenging puzzles in a game, then you will be familiar with at least these two titles. With 3 in Three you have to be the type of person who can break down weeping with frustration and self-loathing several times during the course of the game, and then when you get to the end think, “Wow, what a great game!” The Fool’s Errand is a little more forgiving, but not by much. It came out 20 years ago this month. Twenty years is an eon in computer gaming. The Mac had only debuted three years earlier. Fool was rightly praised as not only a great, entertaining game, but as something different, what came to be known as a “meta-puzzle.” A puzzle game where the individual challenges in the game all add up to the solution of the overall grand puzzle. I would argue that Fool’s Errand is really the granddaddy of what has come to be known as the adventure-puzzle game. Myst added the CD rom and some fluid navigation, but Fool predated it by six years. So along comes 2002 and Cliff thinks to himself, well maybe it’s time to produce that long-gestating sequel to Fool’s Errand – The Fool and His Money. After all, there was not only the internet to aid him now, but all these wonderful new commercial graphics and other applications. Should be a cinch. Well, five long years ensued. If you are one of Cliff’s “True Believers” you’ve probably been following along as each new digital stumbling block fell across Cliff’s path. Even today, as I write this, he’s wrestling with something that he has listed on his Fool and His Money webpage as “ . . . mending memory manager.” I’ve only been following this struggle for the past year or so, but even in my memory I can recall earlier announcements of: “Striving for December” and “Final Bouts of Glitch Fix.” Well, the long drought is over. This month Cliff is going to ship, at long last, The Fool and His Money to his True Believers and all the others who over the years have pre-ordered the game. So let’s not dwell on the past. Let’s rejoice that Mr. Johnson is still producing games. Okay, it’s true, in the middle of Cliff’s last lap getting the game out I did impose upon him the following long list of questions about the game and its rather dramatic birthing, which probably delayed the release of the game by a couple of weeks. But as compensation you get this informative and entertaining Q&A with the great Cliff Johnson.
“The Fool’s Errand” came out twenty years ago in 1987 (Happy Anniversary, btw). That was a time when writing games for the Macintosh actually made financial sense. What are the biggest differences between making a computer game then and making one now?
In 1987 there was no internet, there was BMUG and all the other MUGs. Though commercial computer game production has since morphed into something resembling major motion pictures, the internet and the tools available for it must provide great advantages not available back then, certainly in terms of distribution and marketing.
You’re someone also familiar with film production. I’d love to know your thoughts about the big computer and console (Xbox, Playstation) games of today. It’s getting closer and closer to running around inside a movie. Is that a good thing?
How do thoughtful puzzle and adventure games compete with Halo 2? Or do they?
Take us back to the halcyon days of 2003 (or was it earlier?) when you were first plotting out the production of “The Fool and His Money.” How long did you expect it would take to produce?
How did you go about writing “The Fool and His Money”? Tell us how you came up with the story elements, with the puzzles, and with the artwork (and the artist). Was the creative aspect similar to “The Fool’s Errand” or has that changed too?
I would really love to know how you go about creating a good puzzle. Is it a gift? Do they just come to you on the train? Or is there a specific method to their creation? And how do you know if it’s too tough or not tough enough? And how does one make a puzzle entertaining? That is, how do you avoid the challenging but tedious puzzle?
I consider “The Fool’s Errand” to be an adventure game. I even think of “3 in Three” as a sort of abstract adventure game. (It does have a protagonist, after all.) Do you consider your games to be adventure games?
There was no Flash (or even QuickTime) in 1987. What program was “The Fool’s Errand” written in?
Let’s see, since 2003, the Mac OS has changed several times, and even Windows XP is about to change to Vista. I can’t remember if Adobe bought Macromedia within that time, but the digital landscape must keep changing under you when a game takes more than a year or so to make. Has this been a problem, or is it less severe than ten or twenty years ago?
Apparently, some of your fans have been sending you technical advice. Has that helped? It must at least be comforting.
I have read where you financed “The Fool’s Errand” via your Visa card. What’s the cost of making a game like “The Fool and His Money” today?
Is distribution to be strictly by download, or will there be a physical game package?
How did you arrive at the price for the game? Was that a tricky calculation, or not?
Are you still planning to make “The Fool’s Paradise,” the third part of the trilogy?
If so, how is that one coming along? Have you written anything yet?
Oh, yes. So when is “The Fool and His Money” going to ship?
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