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Neal Hallford on The Making of Betrayal at Krondor

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Over six years later, finally public: https://www.nealhallford.com/p/krondor-confidential-part-xii

Krondor Confidential - Part XII​

A Second Act In the "Owynverse"​


“Of course, it is possible I could take you on as a student of magic, your living expenses paid in full by Prince Arutha. Are you interested in becoming a true magician, Owyn?”

Laughing for the first time in a great while, Owyn twirled his staff in his hands. “I’ve never wanted anything else…”
— Betrayal at Krondor

Betrayal at Krondor
was supposed to be an “origin story.” From the first outline to the final line above, I’d intended for Betrayal to be the first chapter in a trilogy of games focused on the rise and career of Owyn Beleforte. There was no shortage of interesting characters in the Riftwar novels of course, but all the good ones worth lifting had fixed destinies. If we were to have any hope at all of a semi-independent sustainable franchise, we needed to build our own pool of “regulars” in Midkemia that had no connections to Ray’s existing books – thus the reason why I introduced so many new secondary characters like Cullich, and Nivek, and the Crawler, and Abbot Graves, and Kat, and Lysle Rigger. In effect, BAK represented my first stab at a planned “Owynverse.”

In any other game, I likely would have charted Owyn’s rise to the station of a master magician and been done with it, but Midkemia already had an embarrassment of riches in that department. Anywhere you swung a dead cat you’d hit Pug, or Macros, or Nakor, or Kulgan, or Patrus, or the Six, or some other bloke in sorcerer robes either causing problems or saving the day, and piling Owyn on as the fourth or fifth best wizard in the country would have made for a fairly unfulfilling character arc. Even before I sent him toddling off to Stardock at the end of BAK, I’d known that his first best destiny was not to stay there, but that it would be an important stop on a very different road for him. Earlier in the same conversation quoted above, Pug tips a fairly important hint about things thing to come:

“You will note that the Prince said nothing about your silence,” Pug said. “You know the secret of Sethanon. In all of Midkemia, only Prince Arutha, King Lyam, Duke Martin, Tomas of Elvandar and myself truly know what lies beneath our feet.” As if to reinforce the point, Pug tapped his staff at Owyn’s feet.

“What are you saying?”

Smiling, Pug began to lead him down the winding path towards the city’s smashed southern gate. “What that means is the Prince expects me to guarantee your silence. That will be difficult to do. With you in Tiburn and me at my Academy of Magicians at Stardock, it will require that I make a number of long and tiresome journeys for the sole purpose of ensuring you keep your silence.


At the end of the game, Owyn essentially knows the launch codes. The only other people aware of the existence of the Lifestone are all leaders of important factions in the Kingdom, and each of them is incredibly powerful in their own way. Owyn, by contrast, is a teenaged third son of a minor noble and still a rank amateur when it comes to magic. While it’s true he could easily have been silenced either by a blade through the heart or by some sorcerous trickery on the part of Pug, both Arutha and the master magician have their own reasons for keeping the boy alive.

Pug understands that Owyn’s interest in magic comes from pure curiosity and not a thirst for power, but he also understands the dangers in leaving such a mind half-trained. Without discipline, Owyn could pose a significant threat to himself and to others. By contrast, Arutha’s motives have far less to do with the boy, and more to do with a long-term gamble that he hopes will pay off for the good of the Kingdom. On previous occasions, the Prince has asked Pug to serve as the official magical adviser to the throne, but Pug has always remained steadfastly neutral, fearing the abuse of magicians to serve political ends. Owyn, however, is an entirely different case. As a minor member of the nobility, he has familial and political ties to Rillanon, and is well versed in the political games of the court. Thanks to his adventures in the west, he’s had experience in bringing down a shadow organization of magic-wielding criminals and has benefited from the tutelage of the most gifted magicians in all of Midkemia. As a man with an equal understanding of the worlds of barons, thieves, and sorcerers, Owyn has the potential to be one of the greatest spies ever fielded in the service of the Kingdom of the Isles.



IMPERIAL INSPIRATION - The Empire series (Daughter of the Empire, Servant of the Empire, and Mistress of the Empire) were co-written by Raymond E. Feist and Janny Wurts.
The idea to make Owyn a sorcerous spy had numerous inspirations. The first, and most obvious had been derived from the Empire books co-written by Raymond E. Feist and Janny Wurts. Existing in the same universe as the Riftwar novels upon which Betrayal at Krondor was based, these books featured the byzantine political machinations of the Tsurani (who had kicked off the Riftwar on Midkemia) and remain some of my all-time favorite fantasy novels. One character in particular had captivated my imagination, namely a spymaster for Mara of the Acoma named Arakasi. While Arakasi and his spies were using good old fashioned, low tech spycraft to do their jobs, I wondered how much more interesting it might be to take what they were doing and put it in the hands of someone like Owyn who could put an entirely new spin on spies and spying. Naturally when the time came to start thinking about the plotline for the sequel, my first inclination was to jump through the rift.

There were a number of compelling reasons to feature Kelewan in the second game, not the least of which was that it was a lot less constrained by the complications of books still-to-be-written. There were only three books in the Empire series rather than five, and Ray had no plans to further expand beyond the trilogy they’d already written. Most of the history of that world was a blank, meaning that we could have written almost anything we wished there without having to consult a dozen experts from Midkemia Press. More than that, there were also the visual aspects of the game to be taken into consideration. Set on a world that bore more resemblance to Japan than medieval Europe, I had hoped that we could break new visual ground for the sequel and create a game that would look like no other role-playing game being made at the time (at least not in the United States).

My pitch for Betrayal at Kelewan started out with a book text opener similar to those we’d used in Krondor:

Chapter One: Taste of Destiny
"It’s happened again, hasn’t it?’ Owyn asked quietly. Pug nodded and moved closer, the candle in his grip casting yellow shadows across his newly bearded face.
"Tekeo advised me that you had begun to stir once again. I came as soon as possible. It would be best if you drank something.”
"Tell me.” Owyn refused the drinking amphora and stared intently into his teacher’s eyes. “Tell me. Minutes, hours, days?”
"Days,” Pug replied, seating himself on wooden stool next to the bed. “Since first we passed across the lake into the City of Magicians four days ago. I explained your condition to the Assembly and they appointed Tekeo to watch over you until you regained consciousness.” Owyn stared at the ceiling, felt its massive weight grinding him down as he struggled to order the fragments of his memory.
“I can’t remember a single thing since the day we stepped through the portal at the City of the Plains. I’m beginning to feel as though I’m in a foot race with time and it’s pinned me down…”
"Things have become all the worse while you slept.“
"You found something else out about my condition?”
"No. “Pug’s face darkened. "Your escort was found. Lady Shakati is dead.”

Picking up four years after the events of BAK, Betrayal at Kelewan was actually meant to directly build on Owyn, the events at the end of Krondor, and the growing discontent between The Great Assembly on Kelewan and Pug’s Academy of Magicians.
Four years after his admission Owyn Beleforte has proven himself as one of Pug’s most prized students at the Academy of Magicians at Stardock, but slowly he is beginning to experience fainting episodes followed by drastic losses of memory. When investigations at the library at Sarth and the Oracle of Aal both fail to turn up answers about his condition, Master Magician Pug suggests he take a trip into the Tsuranuanni Empire on Kelewan to visit the Assembly of Magicians, possessors of the most extensive library on two worlds. But shortly after his arrival, Owyn finds himself lost in a world of exotic mystery, surrounded by forces on every side that wish to use him for their own political ends in the Game of the Council, a deadly game whose pawns are human lives and their prizes power beyond imagining. Powers will attempt to seduce him, a woman will try to sway him, and an empire will try erase him, all for the secrets of that are hidden in his mind.
Despite my enthusiasm for the Betrayal In Kelewan pitch, there were a number of hurdles to clear with it, not the least of which was John. At the time he hadn’t read the Empire books, and he hadn’t been nearly as captivated by the world of Kelewan as I had been during its brief appearance in Magician: Apprentince and Magician: Master (both of which had been split out of the original single volume book Magician). There were also the issues of us having virtually no reusable assets from Betrayal at Krondor if we crossed the rift (and budget complaints were already beginning to rear their head at the start of things), plus there were a number of issues dealing with the numerous, weird, multi-legged critters which were the norm on Kelewan that would be much harder to construct, photograph, and animate for combat. The real nail in the coffin for BIK, however, would boil down to the simple fact that while Kelewan had been created by Ray, all of the lovely contents of the Empire novels that I wanted to use were co-owned by Janny Wurts, and using them would require a second license which would vastly increase our overhead beyond the breaking point. As cool a playground as it would have been, it simply was going to be beyond our reach.
 

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https://www.nealhallford.com/p/krondor-confidential-part-xiii

(Due to content from this series being cut and pasted into the forums at RPG Codex without my consent last week, the full remaining chapters of this series will be available ONLY to paid subscribers. As I stated at the start of the first Krondor Confidential, the intention of this content is meant to be viewed HERE on my blog or through subscription to my newsletter. I’m very glad to have people share links to http://nealhallford.com , but any cutting and pasting of original content from my blog is expressly prohibited.)

:hero:
 

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These are suddenly public. +M

https://www.nealhallford.com/p/krondor-confidential-part-xiii

Krondor Confidential - Part XIII​

Go East, Young Man​


(Due to content from this series being cut and pasted into the forums at RPG Codex without my consent last week, I will reiterate, as I stated at the start of the first Krondor Confidential, the intention of this content is meant to be viewed HERE on my blog or through subscription to my newsletter. I’m very glad to have people share links to http://nealhallford.com, but any cutting and pasting of original content from my blog is expressly prohibited.)

After the success of Betrayal at Krondor, we were all conscious of the place we were in. On the first time out, we’d caught lightning in a bottle. Now our fans - and our masters at Sierra Online - wanted us to do it again, but to do it faster and on a budget. I’d had grand plans about where I wanted to go next, but as I discovered, when you’re part of a large corporation, or a large team, or if you’re playing in someone else’s sandbox, other people can say no, and you have to live with their decisions. I’d been covertly setting up some version of Betrayal at Kelewan even from the early stages of planning Betrayal at Krondor. My inclusion of the machinations of the Six and the Rift Machine were planned to be the opening shot of a larger conflict between Pug and the Assembly of Magicians…but it simply wasn’t to be. With no chance of us being able to pick up the rights to the Empire books – and therefore most of the universe I was hoping to exploit – the idea was dead on arrival. Thankfully I hadn’t put all my eggs in one basket, and tossing out the Tsurani didn’t mean starting over from scratch. I still had some building blocks with which to start constructing a sequel, it just meant moving around some of the lines of the original blueprint.

I still wanted to put Owyn on the path of becoming a magically-skilled spymaster, and I could do that without having him cross paths with Arakasi of the Acoma. I also still loved the idea that Owyn was suffering from blackouts at the start of the sequel, though I needed a new rationale for them if the Magicians of the Assembly weren’t going to be involved in the plot. I rehashed the concept over and over and over. In time the blackouts slowly became sleep disturbances, then nightmares, then a form of sleep madness. Ultimately I realized that they didn’t even necessarily have to revolve around Owyn, and for pragmatic gameplay purposes, it would be better if they were a problem he had to solve rather than affliction he was dealing with himself. Whoever would be suffering from them, I knew that the Kingdom would need once again to be imperiled, and that whatever agency was behind them would need to be tremendously powerful…possibly even the agents of one Midkemia’s many gods. Without yet knowing who the final villain would be or what the exact plot was, the title that came to me would inform both the design and the story I would begin to write. Even before Betrayal at Krondor had shipped out of the doors at Dynamix, I’d begun the story for The Thief of Dreams.

OF WHOs and WHEREs

Epic was our team byword. With BAK, we’d created a gigantic, sprawling game world that today would be considered a prototypical open-world design. We allowed the player free roam pretty much wherever they wanted (with a few important exceptions), and there would be new things going on in every area in every Chapter if you chose to go back and revisit those areas. Granted, we could have done scads more given even greater resources, but for that time it was a fairly revolutionary concept. For TOD, however, we decided we wanted to make the map even bigger, including some locations from the original game while expanding game play into the Eastern Kingdom and the lands of Great Kesh. We wanted to take cities which had previously only been painted backgrounds and turn them into fully explorable environments. Like Betrayal it would have been a huge, world-hopping adventure of epic proportions, and filled with exotic locales which were much more grandiose than the rude and rustic realities of the Western Kingdom.

Another major motivation for heading east was also to fill in details about the world that were essentially “blank spaces” in Ray’s universe. With Betrayal at Krondor, we’d filled in a 20 year narrative gap between A Darkness at Sethanon and Prince of the Blood. With Thief, we had the opportunity to break new ground with locations and characters that had never been heavily explored in the novels while also getting to meet important characters like Malcoma, Duke Guy, and King Lyam. We’d also get our first in-game look at the cities of Bas Tyra and Rillanon. But heading east also meant that Owyn would be heading back towards home and his long-estranged family, providing ways for us to not only expand his backstory, but also to carry him further in the direction of the character arc we had in mind for him. There would be consequences for returning to the east after so many years, not the least of which was discovering his father on trial for murder, political intrigue brewing in the capitol of the Kingdom, and a deadly worldwide hunt underway by the Crawler for a religious artifact capable of turning men into gods known as the Veh Habbati – the Thief of Dreams.



RILLANON - The great capitol of the Kingdom of the Isles was on our slate of places to visit in the Thief of Dreams, and would have been realized as a fully constructed and explorable city rather than just a painted backdrop – a major change from Betrayal at Krondor.
Once again, we’d present the player with the opportunity to play Owyn, but we’d be giving him a whole new set of skills and spells related to his expanding role as detective and spy. We’d also pick up fan favorite James in Rillanon, there on assignment from Prince Arutha related to the ongoing hunt for the Crawler. Owyn’s family swordmaster Fergus, and his older Brother Antony would have joined in for the defense of the family honor, and Betrayal at Krondor NPCs Abbot Graves and Kat were promoted to playable characters with valuable roles in the fight against the Crawler, and later, against an enormously powerful demigod known as the Heretic. In many ways, the Thief of Dreams dramatically raised the bar for the series, and was easily an even more ambitious story that would have been divided into ten playable chapters.

EXPANDING THE FEATURE SET

From a purely mechanical perspective, we planned to stay the course with the same basic gameplay that we’d introduced in Betrayal at Krondor, but with some notable expansions and improvements to the feature set. Here are just a handful of the things that had been on the drawing board for TOD.

  • Map Annotation System - This would have allowed the player to add “pins” to their exploration map, and attach their own notes about points of interest. We also considered adding a full-featured journal system which would be half quest log and half digital diary which the player could use for keeping track of their own notes.
  • Expanded Roster - The player would be allowed to have as many as four people in the party, up from the maximum of three that were allowed in BAK.
  • IntraChapter Inventory Management System - One of the most frequently expressed frustrations by players was that sometime when changing Chapters, we had party members departing or joining the story, sometimes taking with them inventory objects that the new party members would want to keep. Thus, a new system was devised so that at the start of a new chapter, the player would be allowed to swap inventory items between departing and arriving party members.
  • Expanded Inventory - A new inventory system multiplied the number of available slots by 4, vastly increasing the number of objects that each character could carry. Food and gems no longer took up individual slots, but became part of a party “pool” from which they could be drawn upon at any time needed.
  • Hirelings - In instances where the player wished to beef up their party with people with different specialized skills, they’d be allowed to hire “non-critical” sellswords whose deaths wouldn’t bring the game to an end.
  • Better Management of NPCs - Going back to find NPCs that weren’t in towns was a source of constant bother for players, largely because they couldn’t be “seen” in the 3Space world until they were triggered. TOD would have made all characters visible in the 3D environment at all times — not just enemies. NPCs would also have had significantly expanded AIs, with agendas dictating their movements and activities during the day and night, allowing for a much more dynamic-feeling world.
  • New Puzzle Types - Building on the power of the interface we used for towns and for tavern interiors – called the GDS system – we planned to integrate a number of new adventure-style features that would enable players tackle puzzle challenges like those that would later be seen in games like Tomb Raider and Resident Evil. We would also beef up the existing GDS system to allow for ambient animations on otherwise static backgrounds.
  • Richer 3D Environment - As much as possible we wanted to do more to bring our 3D environment to life. Players would be allowed to climb up some hills or even up certain buildings, allowing for richer possibilities of interaction, and adding in the ability for the player to use things like height and obstacles as part of combat. Weather would also be introduced, and would be factored in as hazards or obstacles with which the player would have to contend.
  • New Skills & Abilities - A whole new variety of skills and spells were slated to be introduced into the game while others were to be combined or deprecated altogether. A new Repair skill could combine Armorcrafting and Weaponcrafting into one skill, and Stealth and Lockpicking would be folded into a new Thievery skill as well. In shops, PCs would be able to Haggle with some shopkeepers. They could also develop new abilities like Healing, Removing Traps, Gambling, and Climbing along with several new abilities related to Owyn’s developing supernatural spying capabilities.
Suffice to say that these were only the tip of the iceberg, and that we had a deep and interesting wishlist of things we wanted to do next. A few of these things would have been firsts in the genre or significant improvements on existing features already available elsewhere.

THE RISE OF SWORDS & CIRCUITRY

In the early years of the 1990s, before the rise of things like Unity or Unreal or Lumberyard, game development for designers was dark and full of terrors. Game engines were not constructed to be used by a single user, and particularly not by foolish game designers. If you wanted a prototype, you’d start off by creating a graph paper map, you’d pass it off to an artist to have the base 3D geometry made, programmers would then add the geometry into the engine, the level would make it back to you (or to a level designer) so that basic triggers could be set up, and then it would finally be sent back to the programmers to have everything integrated into a playable build. All of this for even the most basic prototype. This process could sometimes take weeks or months to happen during which time the designer could only hope that their scribbled-on-the-back- of-a-napkin idea would actually work. If it was any fun to mess with…well that was just a lucky break you got on the first pass.

At the beginning of the development of TOD, John and I spent a lot of time talking about ways to shortcut through the above mentioned process. With the sequel looking initially like it might be a longer and even more complex game than BAK, we wanted to make sure that the narrative threads would be fun and wouldn’t be too complex for players to follow. We’d been bitten in Chapter Three of the previous game by players getting lost in our sometimes byzantine plot, and didn’t want to run into the same problem again.

In theory, we thought that we should be able to take all the basic play mechanics of Krondor, re-format them into paper-playable format, and then we’d be able to “pre-run” the design of game as a tabletop experiment even before we built the first levels of the game. Certainly there would be some aspects – and problems – that were native to play experience on the computer which we couldn’t possibly reproduce, but it would at least give a sense of what the finished product would be like, and it would even give us a chance to do some balancing of the game before a single shot was fired. The trouble was, it was a big task. Almost as big as designing the game itself. John was busy, and already beginning a battle with our masters at Dynamix over the scale and scope of the Thief of Dreams. If it was going to happen, then I’d probably have to do it by myself. It wasn’t like I had a steady girlfriend or a social life anyway. I’d just have to try to redesign Betrayal at Krondor as a tabletop RPG while I was writing the story for the Thief of Dreams.

No pressure.

I wish I could tell you that I’d been able to put together a complete system, I really do. I’d love to say that somehow I managed to do all the things while manipulating space and time and that everything was amazing and perfect…but I had limits. I’d had a health emergency that had nearly taken me out during the production of BAK because I’d been trying to do too much, and I was conscious of the fact that I was not, in fact, invincible. Being co-lead designer on Thief of Dreams was a full-time job by itself, and there were only so many hours in a week. I did, however, realize that even if I never got the tabletop version fully implemented, the forms I’d need for a tabletop version would still be useful in terms of the documentation we needed for the electronic version. It was through the “dual use” of this system from which I would derive the name I ultimately gave to it…D.U.R.P.S. (Dual Use Role-Playing System). Another new name would come along with it too, a name I’d had in my head for a while for a game company if I ever launched one, and which would later become both the title for my book on game design as well the name of my current production studio…Swords & Circuitry.



D.U.R.P.S. - The cover for my rulebook for a “dual use” role-playing system which converted the Betrayal at Krondor ruleset into a tabletop playing system.


NPC DATA SHEET - One of the many forms developed for D.U.R.P.S., the NPC Character Profile gathered together all the relevant data connected to potential TOD non-player-controlled characters. (This also gave me the excuse to fiddle around in Adobe Illustrator to create several cool silhouette characters and monsters, one of which is the monk appearing above, as well as the first Swords & Circuitry logo on the D.U.R.P.s cover page.)
#KrondorConfidential #Krondor30 #BAK30 #Midkemia #DURPS #RPG #Magic #Owynverse #Swords&Circuitry #Swords&CircuitryStudios #Writing #GameDesign #Prototyping #Whitebox
 

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https://www.nealhallford.com/p/krondor-confidential-part-xiv

Krondor Confidential - Part XIV​

Another Meeting With the Master of Magician​


As the story and the new design features for Thief of Dreams began to pull together, it was hard not to be optimistic. Betrayal at Krondor had been well received, and physically I was feeling much better than I had in months. I’d begun to spend more time with friends outside the office...and with one person in particular who I was hoping might become something more than that. I took time off to go back home to Oklahoma to check on my father who’d been diagnosed and treated for cancer while we were in crunch (though I wouldn’t know the severity of his case until years later). On the road back to Oregon I’d accidentally discover the Dinosaur National Monument near Vernal, Utah where I’d not only get to glory in my lifelong love of dinosaurs, but I’d also develop a new fascination for petroglyphs that lingers with me to this day. And between there and Eugene, I’d pull over somewhere on a deserted two-lane road in northwestern Nevada to answer a call of nature only be awestruck by the most amazing, non-light-polluted view of the Milky Way I’ve ever seen.



THEM BONES, THEM BONES, THEM DINO BONES - Me being a very happy dinophile in the Dinosaur National Monument just outside of Vernal, Utah in the summer of 1993. The park was hopping since Jurassic Park had debuted just two weeks before Betrayal at Krondor’s debut.
Back at Dynamix, the team was hard at work transitioning from Betrayal to Thief. Nels Bruckner, Steve Cordon, and Timothy Strelchun were working on optimizing the engine and creating new tools. Two temporary BAK team members, Chris Medinger and Joseph Muennich, were both being promoted up from QA to start helping with map designs so that Tim McClure could concentrate on gathering feedback from Compuserve and Genie, and so that John and I could focus on the development of new features. Our little development family was growing quickly, but one change in the staff would lead to a dramatically new feeling for the project, specifically for me.

Tensions between our Art Director Mike McHugh and the rest of the team had steadily deteriorated during the production of BAK until it reached the point where we rarely saw or heard from him. At last, a decision was made -- either by Mike or by the executives at Dynamix -- that the time had come for him to part ways with us, and for our team to get a fresh start with a new art director. Luckily for us, the guy we needed was already at Dynamix and was more than happy to step into Mike’s now vacant spot.

Shawn Sharp was an ideal choice for the job. He was an avid role-player, so there was no learning curve in regard to how RPGs worked. He was also conversant in fantasy literature and its conventions, so that was a big bonus as well. For me personally, however, his biggest asset was that he and I were very simpatico in terms of what we liked and what we envisioned for the game, and it was clear from the beginning that John and I would have a much easier time collaborating with him than we’d had with Mike. It was a huge relief. This time around the Lead Designer, the Lead Writer, and the Lead Artist would all be pulling in the same direction which meant that we wouldn’t end up with bearded moredhel or other “artistic” aberrations which were at odds with established Midkemian canon. As it would turn out, I’d also be making a new life-long friend with whom I’d work on several other projects over the years.



SHARP DRESSED MAN - Shawn Sharp and I reunite at an E3 several years later following our first team up at Dynamix.
One of the major objectives with the Thief of Dreams, beyond making it an even larger, more interactive world, was to dramatically boost our production values. Krondor had broken major ground by placing players into a 3-D environment but had done so at the cost of creating a world that wasn’t always as visually stunning as it could be. Although there were limitations with what we could do in 3Space, we had ambitions of making the non-3D elements more arresting, and that meant spending a lot more time in the planning and production of each Chapter’s cinematics.

With BAK, the storyboard creation process had been very different. John and I would usually rough out the basics for each scene together, and then we’d work with Mike on the most visually interesting way to convey the story. With TOD, however, John was increasingly busy negotiating with upper management, and had a lot of trust that Shawn and I could handle things on our own. In retrospect I realize that he was working on passing the baton to me, preparing me for the day I might be running the franchise alone as he led other projects. He’d been grooming me to be a solo lead designer all through the creation of BAK, but this was the first time that a significant chunk of the design management was being left for me to handle. Although I missed having John in the process, I’d found a wonderful new collaborator in Shawn. He was fast and insanely talented. No sooner than I described certain scenes, they appeared on his sketchpad in almost exactly in the way I had them in my head, or in ways vastly better than I’d imagined. Our sessions of working together were inspirational, and hilarious, and eye-opening, and often went on for hours of the afternoon. They were easily some of my happiest times working on Thief.



Once Upon A Time - The first frame from Shawn’s sketchbook showing an early logo-treatment for Thief of Dreams.
By August of 1993 the story overview for Thief was for the most part complete, and I was anxious to meet with Ray Feist once again to talk over fine details. Ray was similarly keen because after the success of Betrayal, he could see what we’d accomplished, and wanted to be able to contribute even more to the sequel. Finding a time when we could schedule a meeting, however, was no simple matter. With his newest Riftwar book, The King’s Buccaneer, set to be released in October, his schedule was filling up with events. After learning that he’d be traveling to San Francisco in September for the 51st World Science Fiction Convention, I hatched a cunning plan. I’d never in my life attended a WorldCon, and wanted to see what one was like. I also reasoned that I could probably find an hour or two that I could sit down with Ray and chat face to face, plus we potentially could even arrange some joint publicity for BAK which was still a relatively new title on store shelves. I pitched the idea to management, and they loved it. Before I knew it, I had a plane ticket and hotel reservations in San Francisco. Now all I had to do was pull together the courage to get on the plane.

There was no small irony in the fact that I’d be flying back into the city which had been the cause of my developing a fear of flying in the first place. I hadn’t set foot in a flying death tube in over a year, and it was only after I had my ticket that it sank in with me what I’d signed up to do. It would be the first time that I’d experience the crippling nightmares and nausea prior to boarding an airplane. The day of the flight I almost wasn’t able to make myself get up to go, but at least I’d arranged for Chris Medinger to take me, so I had someone to prod me along. Walking up the gangway, I was sure I was walking into a cattle chute, and that certain death awaited on the other end.

Somehow, after miraculously not plunging into the ground and catching on fire, I ended up in the wonderful city of San Francisco with whom I was already in love. During my three years of living in Eugene, I’d driven down several times to visit my best friend and New World Computing-era roommate, Ron Bolinger. He’d shown me so many places that I’d come to love including Chinatown and Union Square and City Lights Books. Heading through the Tenderloin district in a cab, I smiled at all the familiar sights like old friends, quickly forgetting about the certain death from which I’d been divinely spared.

My digs for the con was a dumpy little place off of Union Square called the Nikko Hotel...if five-star hotels can be considered dumpy. Unquestionably built for Japanese tourists, it likely offers a wonderful experience for short people who understand Japanese customs. For me, it was two nights with my feet and ankles hanging off the bed and nearly scalding myself to death in the shower because the hot and cold knobs were reversed. And even when I managed not to burn myself, the shower would just shut off the water flow after five minutes for no reasons I could comprehend. With all this said, the staff were all very polite, though somewhat wary to have 6′3″ me walking around among them like some Okie mountain troll.

The convention itself was only a few minutes’ walk away, and my first experience of the Moscone Center. The dealer’s room was huge, and I’d not see its equal until hitting the San Diego Comic-Con in 1997. I roamed panels and gawked at the amazing costumes. I went looking for the toastmaster, Guy Gavriel Kay -- of whom I was a tremendous fan -- but I could never seem to find him. It was a gloriously fun day.

At dinner time of my second day, I sat down with Ray at the hotel bar, and we walked meticulously through the summary that I’d sent him. Our conversation was much the same as it had been through all of BAK’s development. He’d ask why I’d done certain things, and he’d point out why those things were stupid or poorly developed. He’d explain back history on some of the gods of the world that I wouldn’t have any other way to know about and fill me in on some of things he’d had in the back of his mind while he’d been developing the novels. It was a great private two-hour conversation with one of the most successful fantasy authors of the modern era, and something for which I’m still grateful to this day. At the end of it, he handed me his own copy of the summary with his notes on it so I could take them back to archive. As we signed the check for the dinner, he gave me a small smile and one of the biggest compliments I’ve ever received. “This is a great story Neal, and if you guys don’t do it as a game, I’m writing it as a book.”

I had no idea at the time that he was proclaiming prophesy.

#BetrayalatKrondor #Krondor30 #BAK30 #rpg #History #TheThiefOfDreams #DinosaurNationalMonument #WorldCon #SanFrancisco #NarrativeDesign #GameDesign #Feist
 

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https://www.nealhallford.com/p/krondor-confidential-part-xv

Krondor Confidential - Part XV​

Betrayal at Dynamix​


“Turning and turning in the widening gyre
The falcon cannot hear the falconer;
Things fall apart; the centre cannot hold;
Mere anarchy is loosed upon the world,
The blood-dimmed tide is loosed, and everywhere
The ceremony of innocence is drowned;
The best lack all conviction, while the worst
Are full of passionate intensity.”

-- from The Second Coming, William Butler Yeats


During the planning of Thief of Dreams, I was sheltered in the gleeful world of creating, and organizing, and planning, so I had no idea of the things that were going on above my head in the offices of Dynamix’s management. It was above my pay grade to know, or to be involved with such things. As far as I knew, we were about to create a fantastic game that would eclipse BAK in almost every meaningful way, and we had the full backing of Dynamix and Sierra Online to make that happen. But that’s the tricky thing about being head down in the trenches. Sometimes you don’t see the incoming shell that’s about to wipe you out of existence.

Unbeknownst to me, in the weeks following the shipping of Betrayal at Krondor, all the producers at Dynamix had been called together for an off-site meeting to discuss “how to do our jobs better,” as John Cutter puts it. “The main focus was on the importance of coming up with HONEST answers about budgets and schedules so Management could run the business better.” It was drilled into all of them they all needed to be better at making estimates and hitting deadlines, and this was something that John took especially to heart. Krondor had shipped several months late and significantly over the originally projected budget. Although Krondor was doing well, it wasn’t selling the way that Sierra Online wanted it to sell (though ironically it was selling in precisely the way in which John and I had told them when they approved our design pitch. It wouldn’t really take off until several months later when the effect of the reviews and the awards and the word of mouth and its introduction on CD-ROM would turn it into one of the bestselling games ever produced at Dynamix).

In the years since, having had to wear the producer’s hat on other projects, I now know the intense pressure under which John had to have been operating. It’s often said that managing a game project is a bit like herding cats. Creative people tend to be notoriously bad at providing realistic estimates about how long it will take to do anything. You have a gut feeling, of course, but there’s not always a good answer to “how long will it take you to imagine something you haven’t imagined before?” Yes, I can type 90 words a minute, but whether those 90 words will be anything good is another matter altogether. It’s not like assembling a car from pre-existing parts. Another problem with managing creative people is that developers have a strong tendency to give estimates that they think their bosses want to hear versus what’s realistic or practical. Our team was no exception, and I know I was particularly guilty of this with John. This effect can be particularly bad when management comes in with a set of preconceived deadlines and expect the people underneath them to sign off on estimates -- though thankfully that was never a problem for us. John was a pragmatic boss who’d spent enough time making things himself that he knew that estimates -- however flawed they might be -- needed from flow bottom up. Betrayal at Krondor had been a monster project created by a relatively small team, and it’s a testament to John’s willpower that the beast was ever made at all.

While John was struggling with the expectations of management to keep the sequel smaller and more efficient, I was planning a title that would have been larger and more elaborate than the original in almost every conceivable way. Management wanted us to minimize the creation of any new assets for Thief, and simply reuse most of what we’d created for BAK. I believed, however, (and I know John agreed in principle) that it would have been a betrayal to the fans of the first game to simply rearrange the furniture and slap new names on old faces. It could also endanger the reputation of both the franchise and of Dynamix.

As we wrestled with issues of scale and scope, an even more daunting requirement was passed down from above. The management wanted every line of narrative text in the sequel recorded in order to take advantage of the new CD ROM platform. The increasingly common presence of SoundBlaster soundcards and MT32 modules meant that more than ever, games were beginning to sound as cool as they looked, and Sierra Online was determined that we stay on the leading edge with high production values. Though such a requirement would have been a minor nuisance to most other games at the time, it was a monumental ask for us. Betrayal at Krondor had effectively been an interactive novel with hundreds of pages of in-game text, and Thief would have easily matched -- and probably exceeded -- its predecessor's word count. To add in the money for actors and recording time would mean dramatically increasing a budget that we were being pressured to slash, and the only means of achieving both goals might mean killing the majority of the in-game text as well as cutting levels, chapters, and gameplay. As much as I would have loved to have heard professional voice actors delivering my dialogues, it was clear that the demands for audio might result in our delivering a game that bore little to no resemblance to the game that had preceded it.

In order to meet both requirements, John and I hashed over a variety of ideas, though few of them palatable. We could toss out the story that had already been approved, and create a new story tailored to use only existing assets, though we both felt like the fans would never forgive us for it. Another option would be to drop altogether the “interactive novel” conceit that made Krondor so unique -- and thus all the on-screen text -- reducing the amount that would need to be recorded. This, again, felt like a slap to the people who had embraced our unique title. Our last idea, and the most radical, was something that we hesitated to even move forward on because we had no idea whether or not it would even work, but it seemed like the only way to meet the cheaper and faster requirement AND allow for voices to be recorded for the game. We would pull out Solomon’s sword and hack the design into three smaller titles.

Conceptually, the idea of a creating a mini-trilogy out of Thief of Dreams wasn’t terribly difficult. The story was already in three acts with a pretty big bang at the end of each act, and each could be reasonably well compartmentalized to stick to a specific region. The first two installments would once again take place in the Kingdom of the Isles (allowing us to reuse some assets), and the last would take us into Great Kesh. The division would work on paper, but our real concerns lay in how it would be marketed, and more importantly how fans received it. We’d undoubtedly have to drop the price for the smaller games, and we worried about “bargain bin” syndrome -- i.e. buyers overlooking the game because they were suspicious of the quality because of the lower price. (We’d already witnessed this with other companies’ titles.) There was also the concern that it might not feel as “epic” when hacked into three pieces, and again, we had worries about fans feeling cheated. Nonetheless it was a solution, and we submitted the idea for consideration to the powers that were.

While John, and I, and the rest of our Krondor team had been working diligently to make something work, not everyone was happy in Krondor-land. Our assistant designer, Tim McClure, was growing increasingly frustrated with the constantly changing landscape of the design, and took the opinion that John was to blame for how slowly things were progressing on the new game’s development. He frequently vented his frustrations in meetings and privately to me, hoping that somehow I could “fix” the problem. Late one night, Tim came into my office, smiling, saying that he’d decided to take matters into his own hands and had independently gone to see Tony Reyneke, Dynamix’s CEO, to talk about “the John problem.” As he relayed what he’d told Tony, I shook my head, very worried about the potential trouble he was causing with us already in a delicate position with management.

Not long after, John was summoned upstairs to discuss the budget proposed for Thief. As John recalls it,

“I was dealing with several things. First off, the team -- who were justifiably proud of the game -- were really pushing hard to make a "worthy" sequel. Secondly, Tony believed that sequels should cost less than the original. Sort of the factory approach to game development. The first widget costs a million dollars because you have to design it, build the factory, set up shipping and infrastructure, etc. All the widgets after that are cheap! Also, the lessons from that Producer off-site were still ringing in my ears and I knew that Tony wanted a budget in the 500K range, but I told him the sequel was going to cost around 800K. He just nodded and everything seemed okay.”
The next day Tony called him back into his office.

“I thought we were going to talk more about the budget,” John says. “Instead he fired me. I don't remember what he said exactly, though I think at one point he said something about me ‘not being all there.’ That really stuck with me. I've been fired and laid off before, and I can always tell when it's coming. This one was a complete surprise.”
John wouldn’t be the only person shocked by his abrupt release from Dynamix. Even in the worst-case scenario, even if the game had been cancelled, my assumption was that we’d be reassigned a new project and would start over from scratch. For me, it was personal. John had not only been my mentor, but he’d also been a terrific collaborator, a champion for all the things that made Krondor such a good game, and was an exceptionally good friend. It was like a knife through the guts to think that he was going to be gone, and that someone else might potentially be stepping in to replace him. I was also terrified for myself, that I’d lose whatever say I’d had thus far in Thief’s production, but as fate would have it, I needn’t have worried. Almost as soon as John was out of the door, Tony announced the cancellation of Thief of Dreams to the team...but it was not yet the end of the story for Krondor’s would-be sequel.

NEXT TIME: A last gasp for the Thief of Dreams.
 

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https://www.nealhallford.com/p/krondor-confidential-part-xvi

Krondor Confidential - Part XVI​

A Missed Rendezvous​


In the days and weeks following the cancellation of Thief of Dreams, I began to feel as though I’d been trapped in an episode of the Twilight Zone. Every week I would come in and discover that another member of our team had been reassigned to another project, and another office in our Krondor archipelago of suites would be suddenly vacant. I’d send e-mails to our company CEO, Tony Reyneke, asking what they were planning to do with me, but he’d just reply with a simple message assuring me that everything was in hand and they had plans for me. As the team continued to evaporate, I couldn’t help but think of the haunting episode of Star Trek where Kirk found himself wandering the halls of a completely abandoned Enterprise. I had no project, no team, and no idea of what was going to happen to me moving forward. I was terrified about what might happen next, and honestly began to wonder about my own sanity.

By this point in my game design career, I’d been in the industry for four years, but I’d not entered it as a game designer. I’d started out simply as a writer. I didn’t have a folder full of game ideas to pitch to my superiors -- I’d never had the spare time to try to put anything down. Even if I’d had them, I wouldn’t have known exactly who my superiors were given all the management reshuffling that was going on at the time. Everything was in disarray. So, with no other options left to me, I did the only thing that a desperate madman with an office suite all to himself could do...I went to work cranking through one game design concept after another until the whiteboards of my suite at Dynamix began to look like the walls of an asylum.

Every day my routine during this phase was the same. I’d crawl in at 10 and stare at whatever madness I’d put up the previous day. I’d then scribble on the wall for a couple hours, pace, erase, and then write more. At noon I’d escape from the office and walk over to the Burger King to buy a bag of burgers, and feed french fries to the ducks on the Millrace while I babbled to myself. By afternoon I’d be back at the boards, squeezing story ideas alongside experimental game mechanics, trying anything that felt like it would be a game that I would want to play. Because I’d been given absolutely no directives of any kind by the higher ups -- other than be patient and wait -- I dug out every player fantasy I could come up with and scrawled it up with a dry-erase marker. Adventure games, strategy games, weirdo sports games, horror games, pretty much everything I could think of that wasn’t an RPG ended up on that wall (I reasoned that since they’d just CANCELLED an RPG -- and I wasn’t entirely clear on why they’d cancelled Thief -- it would be best to try something different.) This cycle would go on usually into early evening until my girlfriend would come to rescue me, or hunger demanded that I needed to put food in my stomach. From the outside it might have seemed like a romantic period -- cue the slow camera dissolves of the exhausted creative passionately exploring ideas -- but in reality it was nothing like that. For me it was days and days of working my butt off trying to show anyone who cared to come look that maybe I shouldn’t be fired.

In the midst of all this, I suddenly found myself on a phone call with Ray Feist. I can’t for the life of me remember if I’d initiated it, or if for some reason he’d called me, but whatever the case was, I just remember the phone call feeling very random, and out of the blue, and a very strange break from everything I’d been doing on my own. Whatever the case may be, I remember mentioning to him that Tony had promised me that they “had something for me,” but that they’d not told me what that thing was going to be, other than they’d need my combo of writing and game skills. As it turned out, Ray knew exactly what was going on above my head.

“Oh well I’ll tell you what they have, Neal. They’re negotiating for Rendezvous For Rama.” My heart stopped. Rama?! Arthur C. Clarke! Holy crap! “That’s what they’re not telling you about.”



RENDEZVOUS WITH RAMA - I had been well familiar with Rendezvous With Rama since childhood, along with most of Arthur C. Clarke’s works, and as a matter of fact, my RPG for New World Computing, Planet’s Edge, drew major inspiration from it for its beginning.
As soon as I put down the phone with Ray, I had to resist the urge not to scream with excitement. I’d been a fan of Arthur C. Clarke since junior high, and I’d cribbed Rama as the inspiration for the opening action of Planet’s Edge (an RPG I’d designed for New World Computing.) My head was spinning. We could do so many amazing things with the property, and the possibilities of using our 3Space engine to create that world set me on fire. Promptly I closed up shop at Dynamix for the day and hopped over to the local Barnes & Noble to pick up the entire Rama series. My plan was to be prepared, and to have a design proposal ready by the time management finally got around to telling me what was actually going on.

By the end of the week I’d read through all of the books, and had already compiled an extensive notebook full of ideas about how we’d approach the game, and what we could do with the story. Despite my initial plan to wait until management came to me, I decided to show a little initiative and call Tony Reyneke and let him know I was already at work on it. I played it cool, pretending like I’d been in on the Clarke negotiations it all along.

“So how are the Rama talks progressing?” I asked him. “Are we going to get started anytime soon? I have a few ideas.”

I could tell from his brief pause before answering that I’d caught him completely by surprise, but he played his part, and didn’t ask how I’d found out about it. “Oh, uh, fine. We’re still working on details.”

I assured Tony I was looking forward to officially rolling on things and invited him to come down to the suite so that I could show him a few suggestions I’d already worked on. He promised he’d come see me soon.

My whiteboards unfurled with diagrams of the worldship, ways to cut it up into playable levels, sketches of a potential U.I.. I had loved building the decidedly quirky Planet’s Edge, but now I’d have an opportunity to tackle one of the classics of science fiction, and potentially even get to consult with Clarke and Gentry Lee themselves. I was ecstatic.

Eventually, Tony did get around to coming down from his offices to see me, but the moment I saw his face, I knew I was in trouble.

“Unfortunately, Sierra wants to keep Rama in house. I know you’ve done a lot of work already, but that’s not going to work out.” he said. The hammer was coming. I felt it. He didn’t like what I’d done with the idea, or just didn’t have a place for me. I wondered if John Cutter might have a place for me at Starwave, i.e. the software company that had snapped him up after Tony had so hastily fired him. “But I don’t want you to worry because we have something else we want you to do. We want to go ahead and make Thief of Dreams, and we want you to be in charge of making it happen.”

#Krondor30 #BAK30 #ClassicSciFi #ArthurCClarke #Rama #Writing #NarrativeDesign #GameDesign #Dynamix #SierraOnline
 

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https://www.nealhallford.com/p/krondor-confidential-part-xvii

Krondor Confidential - Part XVII​

My Kobayashi Maru Scenario​


“You are wise and fearless and fair, Lady Galadriel,' said Frodo. 'I will give you the One Ring, if you ask for it. It is too great a matter for me.”

J.R.R. Tolkien, The Fellowship of the Ring

There are some gifts that only come at a terrible price. Even as Dynamix’s reigning CEO Tony Reyneke had delivered me from weeks of paranoia and depression by handing me the keys to what I’d thought was the permanently cancelled Thief of Dreams, I knew that I was going to be in over my head. John Cutter had taught me most everything I’d needed to know in order to take over the entire design, but I knew virtually nothing about the producing side of the project. Until then, the majority of my time had been devoted to making the mechanics and the storyline of the game work together. Though I’d had assistant designers answering to me creatively, it had never been my responsibility to manage budgets, schedules, or to directly answer to the head of the company. My skills were with things and ideas, and not so much with people or company politics. Having a million-dollar project suddenly thrust at me all at once was honestly a terrifying prospect, but all the more so when I was given the directive that the sequel would have to done with a new team, in half the time, and on a third of the budget that we’d spent on the development of Betrayal at Krondor -- and every line of text in the game had to be recorded. In my very first outing as a project manager, I’d have be a smarter producer with no experience than the man they’d just fired who had five years more experience in game development than I did.

No pressure.

As you might expect, I instantly had many reservations and told Tony that I’d need a couple of days to think about it before I gave him an answer. I needed to review budgets and schedules from BAK and see what I thought I could reasonably accomplish within the given constraints. I knew for certain that it couldn’t be the sprawling epic that we’d planned, but I wasn’t even sure if we’d have the resources to try the episodic concept that John and I had been toying with before they’d cut him loose (and his unexplained release didn’t inspire a great deal of confidence that management would appreciate that approach).

That night, with the beast of a design document we’d had for BAK and the beginnings of the one we’d started for TOD, I began a reckoning of mind-numbing proportions. I shuffled around people and dates and salaries, trying to find a way that we could make anything that could satisfy fans while also turning a good profit for Dynamix. No matter how I moved the pieces, however, I didn’t see a winning solution. I felt for certain that I’d been handed a Kobayashi Maru scenario, but unfortunately, I wasn’t clever enough to know how to work my way out of it.

The next morning, I went to go see Patrick Cook who worked on the floor above mine at Dynamix. I’d known that he and John Cutter worked together at Cinemaware on Rocket Ranger, and that John respected Patrick’s work very much. With John no longer around to consult, I desperately needed an experienced second opinion, and I figured Pat was probably my safest bet in the building.

In Pat’s office, I laid out the case for Thief of Dreams. I went over all the essential details of the project, as well as the conditions that Tony had placed on the sequel, and shared what little I’d knew about why it had been cancelled in the first place. Patrick was very understanding, and listened carefully, nodding as I spun through everything. I told him that I just needed to know if I was overthinking things, or if I was just plain crazy, but I couldn’t see how it would be possible to make a quality game within the constraints I’d been given. I wanted desperately to be able to say yes, of course, but to put it in the terms that I knew that Patrick would understand (being the producer of the Front Page Sports titles), “I don’t want to step on to the diamond to pitch if they won’t even give me a ball to throw.” We agreed he’d go home that night with the design document and look things over, and we’d meet before the company’s annual meeting that was scheduled in the afternoon of the next day.

I didn’t sleep well following the meeting. I went to bed fully aware of what it had taken to make BAK work, knowing what Ray Feist’s fans would want, and knowing we could get nowhere near what would be expected by anyone. By the time I blearily slogged my way back to Pat’s office the next day, I already knew what he was going to say.

“You aren’t crazy, Neal,” he told me as he gave me the design doc back. “You can’t make the game you need to make with those constraints. And it’s not just about you, I wouldn’t know how to make that work either.”

It couldn’t be made. Not within those bounds. I had a second, very-experienced opinion from a man that John trusted, which in my book meant as reliable a source as I could find. The only question now was what I was going to do about it. I could try to go back to Tony with a more realistic budget, but I knew that I was likely to meet the same fate as John had. No other teams had openings for writers at the time, and there were no other new projects on the foreseeable horizon for which I would have been a good fit. The only question now was whether I was going to be fired, or if I was going to leave on my own terms.

Going into the company meeting that afternoon was a bit like walking into a party at an ex-girlfriend’s house. The mood was generally up, and the teams were all enjoying one of the few opportunities where they all got to see one another. It was good to see Nels, and Steve, and Timothy, and Shawn, and all the rest of my Krondor family -- but at the same time, they were seated with their new teams. I had no team to sit with. It felt a tiny bit awkward seeing them again and with other people. Even in the imaginary circumstances that I could have somehow figured out how to make Thief of Dreams work on a vaporous budget, I knew that these amazing ladies and gentlemen were already assigned elsewhere. If I got them back, all I could have promised them was a slave-driving crunch on a project with a very dubious chance at success. And if I made the foolhearty decision to forge on without them, I wouldn’t have the very people who had made Betrayal at Krondor such a success in the first place.

Already feeling as though I had one foot out of the door, I opted to stand at the back of the room as the meeting began. Tony Reyneke talked about achievements in the company, and profits, and grand new ventures, and everyone hooped and clapped in all the appropriate places. I clapped along with them because even though I suspected I’d soon be gone, these were my family after all these years, and I wanted them all to do well. We got the obligatory slides and pep talks and everything you usually expect from a company meeting, but then at the end Tony paused and told the audience he had one last special announcement to make. And in one prescient instant before Tony spoke, I felt my heart fall into my stomach. “I’m very happy to announce that Neal Hallford will be taking over as the new project leader for the sequel to Betrayal at Krondor.”

Three hundred people simultaneously turned to look at me, all of them whooping and clapping with more thunderous enthusiasm than they had for anything else during the meeting. None of them had any idea what was going on. I tried to keep my cool because my urge was to be sick all over my shoes, but I kept my professional face on and just struggled to smile back at them. Silently though I was cursing Tony for making the announcement without getting my final evaluation about the project. To this day, I’m still haunted by that confusing moment of simultaneous gratitude, and pride, and humiliation, and rage.

Late that evening, I sat alone at my desk in my deserted wing of Dynamix, and I made my final decision. I would not hire a brand-new team of people who didn’t know me to give more than was reasonable on a project that was under funded, unrealistically scheduled, and had the impossible goal of following up on a hit game. I also didn’t want to risk my life twice for a company that hadn’t valued John’s expert opinions when he gave them a reasonable answer about what a successful sequel would take. My only option was to resign for the sake of my health, and also for the sake of preserving the legacy of Betrayal at Krondor. Without me, and without John, I knew there would be no Raymond E. Feist, and thus no chance of Tony ruining a franchise we’d worked so hard to build.

Once the decision was made, it took me only a few moments to bash out my letter of resignation. Walking it upstairs in the dark, I slipped it underneath Tony’s door sometime around 11 PM.

Two weeks later, on my final day of work, I began the painful process of saying goodbye to my Dynamix family. I gathered up all of the design docs, and books, and plants, and toys, and lamps, and my special chair with which I’d feathered my home away from home. I threw open the blinds to say goodbye to the ducks paddling around in the muddy pond that was outside my window, and to enjoy that last view of the moon hovering over the Millrace. I moved to the main hallway of Dynamix and “liberated” my company portrait, and decided I’d rescue John Cutter’s at the same time since he hadn’t been given the opportunity to grab it.



After several trips between my office and my overcrowded Geo Metro, I grabbed my last box of stuff from my office and headed down the hallway to the door that guarded our wing. I slid the nameplate out of its holder on the outside of the door. The words reminded me so much of my first days at Dynamix when John and I had started our work on creating the sense of wonder and adventure we’d hoped to create:


Shoving the nameplate into my box with the rest of my things, I ended my last official day at work at Dynamix. But as luck would have it, it wouldn’t quite be the end of my involvement with the world of Midkemia.

#Krondor30 #BAK30 #RPG #GameDevelopment #History #Eugene #Midkemia #Dynamix #SierraOnline
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


To celebrate the 30th anniversary of the release of Betrayal at Krondor, join the team, fans, and friends for an online celebration about this ground breaking role-playing game that was the winner of several best of the year awards in 1993, and was inducted into the Computer Gaming World Hall of Fame in 2001.
 

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Neal has had 30 years to prepare for this day and he didn't even bother to make his bed. Tsk tsk.
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.nealhallford.com/p/krondor-confidential-intermission

Krondor Confidential - Intermission II​

A Year Lost In the Wilderness​


A year after we’d shipped Betrayal at Krondor to world-wide acclaim, I was holed up in a ten-by-ten ticket booth and being slowly eaten by mosquitos. Thanks to the saturation point humidity and temperatures that ranged north of a hundred, I felt disgusting, like a week-old dumpster burrito wrapped in saran wrap, but somehow even less appealing. For two months, this had been my weekend job as I served as the sole ticket taker and groundskeeper at Putters, the tiniest and most pathetically tragic miniature golf course ever conceived, located immediately adjacent to a half-dead strip mall just west of Tulsa.

Before dinnertime, my only customers for the day arrived in a decrepit station wagon, dragging a cloud of dust behind them. They bumped over the cracked parking lot and into a spot just outside the chain link fence. From inside the car, a family eyed me suspiciously through gritty windows. A rear door popped open, ejecting a Native American girl who came bounding through the gate and up to my window.

“Are you still open?” she asked. Up close I could see she was older than I’d first thought — probably about fourteen — but she had a certain fidgeting, nervous energy that gave her a younger air. She had big, curious brown eyes, straight hair that hung to the middle of her back, and a t-shirt that with the words NATIVE PRIDE written in crumbling white iron on letters.

“For another hour.”

She turned, motioning for everyone else to get out of the car while she dug in her pocket for money. “You’re new,” she observed, and dumped out five admission fees good for several rounds on the counter.

“Ish. I’ve been here a month.”

“New to me.”

As the rest of her family took their time ambling over, she hopped up and down on her toes, pointing to one of the golf balls racked up behind my head. Following her motion, I picked up the one she seemed to be indicating.

“Green?” I asked.

“It’s teal!” Her tone was one of horror, as if I’d mistaken a common house cat for a horse.

“Looks green to me.”

It’s Teeeeeeeeeeeal,” she insisted, rolling her eyes at me. I chucked it into a bucket, then handed it over with several others for her approval.

Once all her family members had chosen their equipment, they strode off together to tackle the first hole, laughing and chatting in the fading light of golden hour. Not long after, my new young friend came back to the window with her putter and unused bucket of balls and returned them to me.

“Don’t you want to play the rest of your rounds?” I asked.

She shrugged and leaned on the counter. “Not tonight. We do this all the time. You’ll see us a lot.” She peered into the ticket booth behind me, then around at the mostly deserted restaurant and video store next door. “Where’s the other guy who’s usually here?”

“Don’t know. Could have been eaten by a bear as far as I know. The owner just told me what to do, when to be here, and handed me the keys. I don’t anything about anyone else.”

She fixed me with a pinched expression, like she was trying to figure me out, some puzzle that she needed to solve. After a moment of studying me, her mouth curved into a vague frown.

“You don’t seem like you’re supposed to be here.”


When I resigned from Dynamix, I hadn’t planned on returning to Oklahoma to work part time at an embarrassingly sad miniature golf course. I hadn’t considered how it would feel to trade my weekend hikes in the mountains, counterculture fairs, and creative work environment for a world of honky tonks, farmland, and red state politics. In truth, I hadn’t really spent any time at all thinking about my exit before I committed what arguably amounted to career suicide.

In retrospect, there are several things that I wish I’d known or done before I slipped my resignation under Tony Reyneke’s door. This is not to imply in any way or form that the decision to leave was wrong - thirty years on, I’m more convinced than ever that staying would have meant months of work on a project that would never have received the resources or support to be successful, and it’s doubtful it would even have survived long enough to see the light of day. But had I been older and wiser, I might have convinced Tony to lay me off so that I could have received unemployment benefits while I looked for new game development gigs in Portland, Seattle, or Vancouver. At the time, however, I honestly had no clue how unemployment worked. I would doubtlessly have confused it with welfare which my stridently Protestant upbringing would never have allowed me to accept under any conditons. And so, thanks to a combination of youth, inexperience, and sheer stupidity, I leapt off a cliff with the Bradburian faith that I’d somehow build a parachute for myself on the way down.

The decision to move back to my home state of Oklahoma, while hasty, was motivated by two things. Firstly, it was rooted in something I’d said to my parents before I’d moved off to work in California four years earlier. I had promised that I would be home frequently for visits, but during those four years, I’d only returned on three occasions, and aside from one trip to Eugene, they hadn’t had the resources to come to me. I’d felt like the world’s worst son, and that feeling was magnified a thousandfold when my father had been diagnosed with cancer (even worse was learning much later that his cancer had been much more serious and more advanced than they’d let me know). Going back would allow me to patch up my relationship not only with them, but with all of my friends and family who’d stayed put in Oklahoma.



OREGON VISIT - My mom and I pose for a Polaroid snap taken by my father by the side of an Oregon roadway during Thanksgiving week in 1992. It was the only time they were able to travel together to see me while I lived on the west coast. Sadly, I don’t think I have any photos of my dad from that trip.
A secondary consideration was purely economic. With no clear job prospects on the horizon, I needed a place to regroup, and my parents were more than happy to have me take over their basement while I figured out what I wanted to do next. While I had no formal plans, I hadn’t arrived entirely without ideas.

The significant chunk of free time that I found myself with once I’d moved home, I used initially to try and expand on concepts that I’d brainstormed in the months leading up to my departure from Dynamix. My intent had been to flesh them out in order to show prospective employers that I had things to bring to the table. Among them were the notes for two separate project concepts, either of which would have been smaller and cheaper than a BAK sequel, and would have dovetailed well with the kinds of games that Dynamix, and by extension Sierra Online, were best known for. Both were rooted in my love for medieval history, and more specifically, with my decades-long fascination with the Knights Templar.

The first proposal — which bore the stunningly creative working title of The Knights Templar — was intended to be a hybrid strategy game that combined SimCity-like city building and a King’s Bounty-styled fusion between a turn-based strategy title and an RPG. It was also to have had commanders whose skill sets brought special abilities to the battlefield and units that could level up. Later I’d recycle several of these ideas during the development of Lords of Everquest (and we’d have been the first ones to market with the idea ahead of Warcraft III if only my managers at Rapid Eye Entertainment and Sony Online Entertainment hadn’t forced me to yank all of it out for being too elaborate — then forced me to put those elements back in halfway through development once they saw that Blizzard was trying to do exactly what I had started off doing…but that’s a whole other story). Despite the title, the player would be allowed to play either as one of the Frankish Holy Orders (Templars, Hospitallers, Teutonic Knights, etc.) or as one of the factions of the caliphates who occupied the Levant at the time. I wanted to lean heavily into the historical realities of that world and be able to have the accompanying game manuals filled with the same level of scholarship that I’d witnessed from the Great Warplanes series of games from Dynamix.

The second “Templar” proposal, The Grand Preceptor Mysteries, was intended to be a next-generation adventure / puzzle game series with gameplay that fell somewhere between Sierra Online’s Gabriel Knight and the Myst and 7th Guest titles. The story was centered on a globe-trotting character named Renaud de Juarre (whose surname was inspired by the reigning wizard of electronic music, Jean-Michel Jarre) who is tasked with trying to preserve the treasures and legacy of the Templars.

For a couple of months, I considered the utterly mad idea that I would do more than simply bang out proposals for these games, and toyed with the idea that perhaps I could take inspiration from my boss at New World Computing, Jon Van Caneghem, who had created the first Might & Magic as a solo effort. The design time that I’d already devoted to The Knights Templar was the one that was a little further along of the two, but after some intensive consideration I accepted the fact that without a hardcore programmer to help me prototype it, there was no hope of my doing it on my own (and the chances of finding experienced game programmers in Oklahoma in the early 90s were exactly nil). When I considered The Grand Preceptor Mysteries, however, and learned that like Myst it could be constructed with relative ease (and little to no real programming knowledge) with apps like Macromedia Director and Hypercard, I began the long process of teaching myself the ins and outs of these new multimedia platforms. Along the way, I took my first toddling steps into the arcane world of 3D modeling.



PRECEPTOR TESTS - Above, test renders of a gothic window, the exterior of a Templar chapterhouse, and “The Devil’s Well.” The process of modeling and rendering in 1994 was extremely tedious given the limited capabilities of the Apple Performa 475 that I had at the time. The window image at top left took a half hour to render.
The time and effort to create even the simplest art assets for Preceptor proved to be daunting. I found myself bogged down with learning multiple new software programs, along with the scripting languages that were necessary to make them truly functional. As the hours and weeks began to fly by, I grew increasingly morose. I wasn’t making enough forward progress on the game, and I needed to find some form of employment soon so that I could continue to make payments on my car and on my credit cards. Despite sending out rafts and rafts of resumes, I wasn’t getting any responses, and the headhunters to which I was submitting myself insisted either they couldn’t find anything that fit my skill set or I was overqualified for anything they did have. Meanwhile, the rave reviews for Krondor were continuing to fill up game magazines and bulletin boards, but its success wasn’t translating into job offers or even interviews for me. Of course, it wasn’t my name that was being associated in public with the game story, but Feist’s who had his displayed prominently on the top of the game box. I’d done so well at convincing the world he’d written it that I’d rendered myself completely invisible.

Not wanting to resort to digging ditches, I tried to think of something marketable I could offer in a general job environment where I could still use my creative skills. I’d had training in advertising and marketing while in college, but aside from a brief stint at a direct mail house between college and my first gig at New World Computing, I had almost no experience. I had my degree in radio, television, and film production, but there was nothing available in Tulsa at the time. The only thing I could think of at all was a longshot at best, but with no other cards in my hand to deal, I decided I’d never forgive myself if I didn’t at least try.

My idea had come from flipping through an issue of Travel + Leisure Magazine. It occurred to me that the CD-ROM equipped computers that were now flooding American homes could radically change the face of travel marketing. If someone - namely me - were to create software with clickable maps, Quicktime movies, audio tour notes, and other flashy media alongside more traditional travel information, it might be possible to completely disrupt the traditional travel publishing industry. Getting it duplicated and distributed would be the chief hurdle, but as luck would have it, I knew the owner of a travel agency who might see it as a value add to his existing business. The trick would be in convincing him that I could do it, and that his risk would be worth taking.


My meeting with Bill Harris was in his office behind Sand Springs Travel. He sat in a plushly upholstered chair behind a massive oak desk that was big enough to hold a dance on. During my brief pitch, he sat quietly, puffing on a fat cigar as he listened. Once I’d finished stammering my way through what I’d come to say, he puffed out a grey cloud of smoke and smiled in an aggressively friendly way that was both folksy and terrifying. I felt like a moth pinned to a board.

“Neal, I don’t need anything like that right now, but if you’re looking for something, I can put you to work by Saturday.”

I had no doubts that he could. Bill was a big wheel locally, and owned a string of businesses on Charles Page Boulevard, the main artery that connected the small town of Sand Springs with its big city neighbor of Tulsa. He’d begun with a music store where all the local kids bought their band instruments, myself included. Over time he’d expanded his portfolio to include a Goldies Restaurant franchise, a Pickles Video Rental store, a car wash, the Cinema 8 movie theater (where I had my second-ever job), and the Sand Springs Travel Agency where my brother and I arranged our first overseas trip to Europe when I was sixteen. Bill also happened to be the father of Matt Harris, one of my closest friends since junior high.

Although I didn’t know Bill extremely well, I could tell from his reaction that the idea had been a complete non-starter for him, and not having a demo of any kind before walking in had probably been a fatal mistake.

“If you aren’t afraid of a real job, I need someone over at Putters.”


I tried as hard as I could not to be insulted by the job, but it was a bitter pill to swallow, feeling as though I’d failed catastrophically. By now I should have been at another game company, working on a new title. The industry was starting to boom down in Austin now, and my old bestie Ron Bolinger who had started in the industry six months after I had was now a vice president down there, along with another New World Computing vet. Occasionally when he’d come home for a visit, he’d roll up to the miniature golf course in his slick new Mustang while I handed out putters to snot nosed kids. He was doing well, while all I’d managed to parlay my previous success into was to be the guy who got yelled at because some idiot lost his ball, or the water hose hadn’t been properly coiled the previous night.

Sometime in the summer I’d get a brief reprieve, a phone call from John Cutter up in Seattle, calling about some possible work at Starwave, the company that had been smart enough to snap him up after his abrupt firing from Dynamix. I got a nice plane trip up north, and a chance to spend a wonderful day with my friend and mentor, but ultimately the project never materialized. I went back to feeling useless and humiliated. Every day seemed to add new salt to the wound.

As the months passed, I tried to fill the long hours between customers by reading or listening to old timey blues numbers on our local NPR affiliate. Sometimes, in a fit of ambition, I’d drag my Apple Performa into the shack and attempt to write, but it was nearly impossible to concentrate when I felt as though the skin was melting off of my face.

And then suddenly, toward the end of the year, there was the e-mail.

I’d not seen the address in what felt like geologic ages, but here it was out of the blue. I’d spent the previous two and a half years corresponding with its owner on a fairly regular basis, sending questions, dealing with feedback.

It was from Ray Feist, and he was asking for me to call him.
 

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