Tags: Attic Entertainment; Guido Henkel; Realms of Arkania; Retrospective Interview
Today we bring you the next entry to our retrospective interview series, this time featuring Attic co-founder Guido Henkel. Main topic are, of course, the Realms of Arkania games. Here's a snippet:
Thanks to Guido for his answers and to Vault Dweller for his contribution to the questions and the nice intro paragraph.
Read the full article: RPG Codex Retrospective Interview: Guido Henkel on Realms of Arkania
Today we bring you the next entry to our retrospective interview series, this time featuring Attic co-founder Guido Henkel. Main topic are, of course, the Realms of Arkania games. Here's a snippet:
2. Blade of Destiny and Star Trail were fairly unique RPGs that stood out even in the Golden Age of games. How did they come to be? What were the goals? What influenced the design decisions?
The genesis of these games was quite intriguing, actually. We had just completed Spirit of Adventure at the time, the first role-playing game that attic did, and it was published by Starbyte, a German publisher. As it turned out, Starbyte told us that they had the rights to the Pen&Paper game that the Realms of Arkania series is based on [editors note: Das Schwarze Auge, The Dark Eye in english] and asked us if we would like to do a product for them using the license.
The kicker was that we were dying to do that, but we had serious issues with Starbyte. It was a horribly crooked company that cheated us and all of its other developers out of their money. So naturally, we were reluctant to work with them. However, when we talked to the actual rights owners of the Realms of Arkania Pen&Paper games, it turned out that Starbyte had been bluffing. They did not actually have the rights… yet. They were in negotiations, but when the licensor learned about their dirty business practices they decided to sign with us instead, and off we went to make the games. For us it was a great way to obtain the license, and for them it was a great way to do some work in the computer games field, because some of the original designers of the Pen&Paper games were itching to do some cRPG work.
The general consensus was at the time to create a computer RPG that was as close to the Pen&Paper game as possible, so there were no shortcuts at all. We implemented the entire set of game rules, the entire set of attributes and talents from the Pen&Paper original and worked them into the game as best as we could.
Thanks to Guido for his answers and to Vault Dweller for his contribution to the questions and the nice intro paragraph.
Read the full article: RPG Codex Retrospective Interview: Guido Henkel on Realms of Arkania