Gamebook store

Showing posts with label bit-tech. Show all posts
Showing posts with label bit-tech. Show all posts

Monday, 19 November 2012

Salvaging treasures from the sunken continent

I've been looking through our material for the world of Abraxas recently. This, if you've just joined us, is the science fantasy setting that Jamie and I created for a massively-multiplayer online game we were developing at Eidos about a decade ago. No orcs, no goblins, no elves... Instead we had psionics, flyers, prehistoric civilizations, alien foes and vril-powered rifles. It would have been different from the usual crop of CRPGs, you have to give us that.

Fortunately, when Jamie and I left Eidos, we had the foresight to get them to cede rights in the aborted design for the game, including ownership of the wonderful concept sketches and maps that Russ Nicholson and Darren Horley had done for the game. So now I'm looking for a way to get that material out into the world. But it needs to be in a form that will encourage people to use it, sticking something up for free on the internet being a quick way to consign it to the contempt of over-familiarity.

Abraxas is available as a Kindle book but you don't have to splash out $1.99 because it's also available right here on the FL blog. I've been thinking of publishing it as a paper-and-pencil role-playing game, adapting the Tirikelu rules that I originally designed for the paragon of science fantasy - and indeed of fantasy world-building in general - namely Professor M.A.R. Barker's magnificent creation Tekumel. But would today's gamers be interested in a setting that lacked all those cherished tropes (see orcs, above) that have been enshrined in fantasy by descent from Tolkien via Tad Williams and then Dungeons and Dragons and finally gamebooks? I guess there's only one way to find out.

Monday, 12 April 2010

Days of glory

Jamie and were flattered last week to be invited to be part of bit-tech's Made in the UK Week. Editor Joe Martin has written a brilliant article about development of the Abraxas MMO and also conducted an in-depth interview that covers our early gamebooks, our Eidos days, and plans for future products from the Fabled Lands Studio. But go over and look at the other goodies Joe has on offer too. The survey of the UK's top games, for example, is a fabulous reminder of some of the great original content this country has produced - and still could, if the government would really get behind the games industry.

Btw, if you saw the Eurogamer review of Joe's article, I should probably just make it very clear that Jamie and I did not say that World of Warcraft swiped the Abraxas art style. How could they when they never saw it? And Joe didn't ever say we said that. The simple truth is that we were considering a bright, slightly cartoony look to the Abraxas characters - and that's where some fantasy games like WoW and Torchlight have gone since. Simple as. But not as sexy a story when put like that, is it?