- Dec 12, 2013
A Yeah, we just recently opened an office in
New Orleans in December, I believe.
Q Are some of these games on this list of 10,
that can you remember off the top of your head, are they
remakes of earlier games?
MR. OINES: Objection. Vague.
BY MR. THOMPSON:
Q Do you understand my question?
A Yeah, but "remake," I don't know how to use
that in this context exactly. So I don't know. What's
the definition of a "remake"?
Q Let me try to ask it a different way. Are
there titles in this list of 10 that are based on titles
of earlier games?
A Well, when you say "based on," they might have
shared the same name, but weren't "based on." So I'm
not trying to be difficult, but if you can -- I don't
know how to answer it, when you say "based on."
So in the particular case of Wasteland, that is
based on -- our Wasteland 2 is based on Wasteland.
Bard's Tale was trademark only. So it was not based on
the other game. I'm not sure how to --
Q So the title was the same, but you're saying it
was not based on the earlier game?
A No. We talk about spiritual sequels sometimes,
but I don't know whether "based on" is the right word or
not. I'm not sure if that's the right word.
Q And I've seen your reference in some of your
publications about spiritual sequels. What do you mean
A Well, when we say "spiritual sequel," what we
mean is that we are making a game that's usually in the
genre or maybe touches some of the sensibility points.
For example, if it was a comedy, we'd say it's a comedy,
right? But it in no way shares any copyright material
from the first one.
Q So which of these games would you characterize
as being a spiritual successor to earlier games?
A Torment. Torment, yeah.
Q How would you describe these other games, like
The Bard's Tale, Wasteland, and the Demon's Forge and
was used in an earlier game?
MR. OINES: Objection. Vague.
THE WITNESS: Well, The Bard's Tale was just a
different kind of game. We did a comedy in that
particular case. So we didn't describe it as a
spiritual sequel. It was just a title that shared the
Wasteland, that was a sequel. I had use to the
copyright from Electronic Arts, so this was a straight
on sequel. The Demon's Forge had nothing to do with the
original game. Name only.
And Choplifter, was just -- we didn't call it a
spiritual sequel, because flying helicopters around is
not -- it's so general and been done a thousand times
that we didn't feel the need to really say that. So it
was a Choplifter game.
The original was flying around helicopters,
ours was too, but we did not describe it as a spiritual
sequel. It was, what it was. It's like car racing or
This is pure gold.
Q Is your title CEO at inXile?
A Yes, also leader in inXile.
Q Right, I think I saw that somewhere, which was
a play on your time, I think, of leaving Interplay?
Exactly, so you might see that as my title from
time to time.
Q So I'll refer to you in the depo as "CEO," if
A That's fine.
A I find that if I like a name, I try to file for
it quickly because I've seen things in the past where
you come up with a great name and somebody
simultaneously files for it at the same time or right
Q So you wanted to make sure nobody else tried to
file before you filed?
Q Did you also choose the name "Autoduel" because
of the reference to the earlier 1985 game?
A Well, I thought it was a great name and I knew
there was a computer game before that. So it certainly
wouldn't hurt. But I think that the name itself would
be number 1.
Q When you say it wouldn't hurt, what do you mean
A Whenever there's any requisition value for
names, I find that it helps to establish yourself in a
Q The crowded marketplace being your market for
developing games for sale?
A The game industry, yeah.
Q Do you recall whether inXile did any kind of
clearance search for the
Q It looks like your response is, "I already have
them super excited about working on the next thing."
You say, "Listen, they love this, but they've
been on it for three and a half years."
Q What project are you referring to there?
Q That's not Autoduel?
Q "They've been writing it, thinking about it,
talking about it. That's one thing you'll notice here.
We don't have handles for you to talk to. You talk to
me, to the writers, the producers. We don't have PR and
marketing in between us, because we are right there on
the nub and we love talking about what we do."
A What a great quote.
Q I agree. I like it as well.
They are few dozens of pages cut taking about Fallout or late Interplay days. They ought to be interesting.Q Something completely new?
A That's right.
Q "People say you're doing Torment, Wasteland,
Bard's Tale, but I do want to do original things as
well. The fact is, I'm slowly rebuilding my cachet of
belief and support, 'What have you done for me lately?'"
A I just said that. I'm on point.
Q The next paragraph says, "The more we establish
inXile's name with wonderful products, people will trust
us to do something brand new. I think I need recent
role-playing success to be able to build that trust."
Do you see that?
Q So what you're talking about there, my
understanding with this clarification, is that at some
point you would like to do original games that aren't
remakes of any old games?
A Yeah. It's important to have a mixture
Many of the cut pages are about concepts for inXile Autoduel game. I guess we will get it under a different name, which is hardly a problem for him because it is stated the game was meant to be completely original. inXile don't want license for Autoduel.
I don't understand this. "Frank" Fargo is asked about all details of his professional life since 80s. Why?