Remember when I talked about asking some questions to TSI? David Shelley just replied to some and David Klein is trying to contact other ex-SSI bros to answer others, but I'll share this bit with you guys:
· Some items in Pool of Radiance, such as the Ring of Feather Falling, seem to serve no purpose at all. Are they remains of cut content? Were there bigger plans for the game?
Part of this was to have the volume of random items AD&D was famous for, and part was the hope to fit in uses for such things. We were on crunch time for half a year or so, trying to get the game out, so having an extra named ring was an easy add, but finding a place for it never proved practical.
· The original Neverwinter Nights is technically considered to be the sequel to Treasures of the Savage Frontier, but was there ever any plans to do a legitimate single-player sequel to the game to make that series a real trilogy? If so, can you share any details?
The Savage Frontier series was contracted out to Stormfront Studios, rather than fully developed in-house. The Pools series, Dragonlance Series and the Buck Rogers games (same engine) were all done 100% in-house. While envisioned as a trilogy, the Savage Frontier series was not making the sales, and so ended with two games. Internally, we decided to wrap up the Gold Box games with Pools of Darkness (in-house), while we ramped up to do Dark Sun, and a sci-fi RPG named M. This was a turbulent time for SSI and M ended up cut.
· Forgotten Realms: Unlimited Adventures was released back in 1993, yet 22 years later there are still people creating and playing modules for the game. Did you ever imagined creating something so long-lasting? Why do you think it still attracts people after all these years? Did you ever play the fan-made modules?
Unlimited Adventures was one of the early use-generated content projects, and we were able to draw on a pretty solid engine and lots of content from the whole gamut of Gold Box games. I think the simplicity of the engine, as opposed to newer modable games, allows for a more manageable learning curve. And being AD&D certainly guarantees a solid following. Unlimited Adventures was Ken Humphries product, so I didn't have much of an opportunity to play fan generated modules.
· It's easy to see why SSI would want to make games based on AD&D, but why was Buck Rogers XXVC chosen as well? Was there plans to explore other licenses owned by TSR, such as Gamma World, Marvel Super Heroes, Top Secret/S.I. or The Adventures of Indiana Jones?
TSR's president at the time was a member of the Dille family, and they are very proud their grandfather created Buck Rogers. This personal connection led TSR to encourage SSI to add Buck Rogers games to the Gold Box engine. Flint Dille spent a fair amount of time in our offices, overseeing the creation, especially of the look of Buck and Wilma. There were numerous iterations, especially around Wilma's body dimensions.
None of the other licenses were seriously considered.
· No less than 13 CRPGs using the Gold Box engine were released from 1988 to 1992. From an insider's perspective, how things were during that time? Did the fans really get saturated?
I would say that fans began to tire of the engine as the industry moved to more advanced games and graphics. By this time the entire industry was facing challenges from console games and the expensive of new CD-ROM based titles. The notion of AD&D RPGs was still valid, but the engine needed a redo. Farming out the Savage Frontier to Stormfront did not prove to be enough of a cost savings to make up for declining sales. In the early years, the Gold Box games were the engine to massively expand the size of SSI, especially in terms of internal projects. Joel Billings really built SSI in the 80's as a publisher, primarily of strategy and war games. There were relatively few internal games made. Joel did Computer Bismark, then hired Paul Murray to do a series of strategy and RPGs, then Keith Brors came in (Wizard's Crown and on to the Gold Box engine). Creating the internal RPG team was a big gamble, which paid off with the massive success of Pool of Radiance.
SSI went from perhaps 30 to 70+ employees on the back of the Gold Box engine. When it became tired, the company struggled to reposition itself. Dark Sun and M had to be bigger games to compete, but management really wished they'd have the same budget as Gold Box. Also, as a publisher, the dynamics of the rising console market were wreaking havoc with cost of goods and inventory. It was at the cancellation of M and the revising of Dark Sun, that SSI jettisoned most of its internal development team, and positioned itself for eventual sale. The formula that had worked for a dozen years no longer made economic sense.