Crooked Bee
(no longer) a wide-wandering bee
Tags: Arcanum: of Steamworks and Magick Obscura; Blizzard Entertainment; Diablo III; Fallout; Fallout 2; Interplay; Leonard Boyarsky; Retrospective Interview; Troika Games; Vampire: The Masquerade - Bloodlines
Leonard Boyarsky is a name that everyone at the RPG Codex knows and loves. The games he worked on, first at Interplay and then at Troika as the company's co-founder and CEO, are among the cRPG industry's most oustanding achievements, and two of them – Fallout 1 and Arcanum – have, along with non-Boyarsky-designed Planescape: Torment, been firmly holding their place in the RPG Codex Holy Trinity™ of computer RPGs for many years already.
Therefore you can imagine how excited we were when Leonard Boyarsky agreed to do a retrospective interview with us, which you can find here. In the interview, Leonard talks Interplay, Troika, and some of the inspirations and design (and business) particulars behind the titles he helped create. Have a snippet -- but be sure to read the full interview as well, it's really interesting!
I repeat, be sure to read the interview in full: RPG Codex Retrospective Interview: Leonard Boyarsky
We are grateful to Leonard Boyarsky for taking time out of his demanding schedule to do this interview for us, and Che'von Slaughter of Blizzard Entertainment for kindly allowing it to take place. We also thank everyone who suggested their questions for this interview; unfortunately, it was impossible for Leonard to answer all your questions, but I hope you're satisfied with the result!
Leonard Boyarsky is a name that everyone at the RPG Codex knows and loves. The games he worked on, first at Interplay and then at Troika as the company's co-founder and CEO, are among the cRPG industry's most oustanding achievements, and two of them – Fallout 1 and Arcanum – have, along with non-Boyarsky-designed Planescape: Torment, been firmly holding their place in the RPG Codex Holy Trinity™ of computer RPGs for many years already.
Therefore you can imagine how excited we were when Leonard Boyarsky agreed to do a retrospective interview with us, which you can find here. In the interview, Leonard talks Interplay, Troika, and some of the inspirations and design (and business) particulars behind the titles he helped create. Have a snippet -- but be sure to read the full interview as well, it's really interesting!
What was the atmosphere and company culture like at Interplay when you worked there, and how did it develop into the situation that prompted you to leave the company?
The atmosphere and culture at Interplay were phenomenal. It was a very creative and inspiring place to work – I mean, they let us do basically whatever we wanted with Fallout. We had almost complete creative freedom on that game. After it shipped, however, it felt like the ‘being left alone in a corner to do whatever we wanted’ era had come to an end. They liked what we had done with Fallout too much to let us run wild anymore, I suppose. Don’t get me wrong – the atmosphere at Interplay was still great, but it felt like we had to move on. Another major factor in our leaving was that we felt that Interplay was going to be facing hard times soon, due to certain choices that were being made. We didn’t want to wait around for it to implode, so we left.
Was founding your own video game developer company something you had long wanted to do, or was it a spontaneous decision? How difficult was it for you as Troika's CEO to balance creative and business challenges?
I never wanted to start my own company, I wanted to stay at Interplay forever. But then Fallout ended and our situation at Interplay changed. It was only then that we seriously started considering starting our own thing. As far as being CEO, that just meant that I was the poor soul who had to negotiate contracts, deal with publishers, write our reports, etc. I spent as little time doing that stuff as possible, which is probably one of the main reasons we didn’t succeed as a company. None of us wanted to do the business stuff, we just wanted to make games. Vampire was really where the management/lead stuff began to crowd out the ‘in the trenches’ day to day work on the games for me.
As you put it in a past interview, "being original is risky." Do you believe originality, and the fact it did not sell, was the chief reason Troika was not able to survive?
Pinning our demise on ‘being too original’ is a bit self-serving for my tastes. For one thing, we were never able to spread our appeal beyond the hardcore RPG market and our sales suffered for it. Not to mention our reputation for releasing ‘unpolished’ games…
Given the recent Kickstarter success stories of Tim Schafer and Brian Fargo, what do you think of crowdfunding as an alternative way of video game publishing? Do you believe it can significantly change the landscape of the industry, and would you consider turning to crowdfunding yourself in the future? (For a Troika reunion maybe?)
I think it’s great. It’s wonderful that old school games are being funded this way. I don’t know that it will have much of an effect on the publishing industry, though, unless one of the games is a huge hit.
And I’m happy working at Blizzard, so I don’t see crowdfunding in my future—especially since I have no desire to run my own company again.
The atmosphere and culture at Interplay were phenomenal. It was a very creative and inspiring place to work – I mean, they let us do basically whatever we wanted with Fallout. We had almost complete creative freedom on that game. After it shipped, however, it felt like the ‘being left alone in a corner to do whatever we wanted’ era had come to an end. They liked what we had done with Fallout too much to let us run wild anymore, I suppose. Don’t get me wrong – the atmosphere at Interplay was still great, but it felt like we had to move on. Another major factor in our leaving was that we felt that Interplay was going to be facing hard times soon, due to certain choices that were being made. We didn’t want to wait around for it to implode, so we left.
Was founding your own video game developer company something you had long wanted to do, or was it a spontaneous decision? How difficult was it for you as Troika's CEO to balance creative and business challenges?
I never wanted to start my own company, I wanted to stay at Interplay forever. But then Fallout ended and our situation at Interplay changed. It was only then that we seriously started considering starting our own thing. As far as being CEO, that just meant that I was the poor soul who had to negotiate contracts, deal with publishers, write our reports, etc. I spent as little time doing that stuff as possible, which is probably one of the main reasons we didn’t succeed as a company. None of us wanted to do the business stuff, we just wanted to make games. Vampire was really where the management/lead stuff began to crowd out the ‘in the trenches’ day to day work on the games for me.
As you put it in a past interview, "being original is risky." Do you believe originality, and the fact it did not sell, was the chief reason Troika was not able to survive?
Pinning our demise on ‘being too original’ is a bit self-serving for my tastes. For one thing, we were never able to spread our appeal beyond the hardcore RPG market and our sales suffered for it. Not to mention our reputation for releasing ‘unpolished’ games…
Given the recent Kickstarter success stories of Tim Schafer and Brian Fargo, what do you think of crowdfunding as an alternative way of video game publishing? Do you believe it can significantly change the landscape of the industry, and would you consider turning to crowdfunding yourself in the future? (For a Troika reunion maybe?)
I think it’s great. It’s wonderful that old school games are being funded this way. I don’t know that it will have much of an effect on the publishing industry, though, unless one of the games is a huge hit.
And I’m happy working at Blizzard, so I don’t see crowdfunding in my future—especially since I have no desire to run my own company again.
I repeat, be sure to read the interview in full: RPG Codex Retrospective Interview: Leonard Boyarsky
We are grateful to Leonard Boyarsky for taking time out of his demanding schedule to do this interview for us, and Che'von Slaughter of Blizzard Entertainment for kindly allowing it to take place. We also thank everyone who suggested their questions for this interview; unfortunately, it was impossible for Leonard to answer all your questions, but I hope you're satisfied with the result!