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Interviews
JA – What made you take the plunge and become an Independent Developer?
We started outlining a game, and it was soon obvious that it would be too large to offer as a free download. This meant that we had to try to sell the game, which raised the demands on ourselves.
Before quitting my job Actually, it was Dark Fall one of those determining factors that managed to convince us this was a profitable endeavor. Poor Jonathan…he was so alone back then!
After a few years working for several different companies on several
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Steve Ince -Initially
Jonathan Boakes –
Tamás Marosi Z. (Pierrot) – I have been an avid adventure gamer and collector; I have played innumerable games of the genre. Being an analytic type, I was fascinated not only by the games after a while but also by dissecting the makeup, the logic, which led me to thinking of my own project shortly. There are a few people in my environment who caught this contagion from me, so I had no problem finding partners for the enterprise. The story of Agon has been forming since 1997. Now is really the time to tell this good little story.
Mikael & Eleen Nyqvist – We had been making films for years, and also played adventure games for a long time. We saw that other people were able to make games without financial backing. We had both played with the idea for some time until we finally decided to give it a shot.
Agustin Cordes & Alejandro Graziani – It was a wild move… personally, I had a stable job with a reasonable salary but I just didn’t like where it was heading. I knew that at some point in my life I would make an adventure game because I grew up playing them and just plain loved the genre. So I teamed up with Alejandro who wanted to get involved on some kind of independent project, and convinced him that making a game was easy and very profitable. Ah, such fools…
Chris
Bryan Wiegele – I
Gey & Silvio Savarese – We both have been interested in PC games since early 80s. Silvio was both playing and designing text adventure games on a Commodore platform. Gey was programming logical and action games for the TI-99/A home computer. We liked games such as those developed by Scott Adams. We enjoyed the feeling of being immersed in a different world and the idea of using logical thinking to advance in the game. When the technology became more mature and graphical adventures became more and more widespread, we started cooking up the idea of developing together our own adventure game. After a few years, we finally made up our mind and started the project A Quiet Weekend in Capri.
Michael Clark – When I was younger, I used to write fiction. Then, in 1995, I discovered Myst, and Adventure Games. I LOVED playing them, and quickly realized what a great medium they would be for telling stories. I researched everything that was needed to make an Adventure Game, and realized I could actually do it myself. So, I sat down and wrote Harvest, and took it from there.
Keith Nemitz -That would be as a result of the stock market plunge and my industry job just plunging