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RPG Vault
Interview with Random Games' Producer Rhonda
Henderson 1-19-2000
It
was recently revealed by Random Games that the company is
developing Talisman, a computer version of the fantasy board
game originally published in 1983 by Games Workshop. While no
longer in print, the board game is reported to have sold over
800,000 units, and among this fan base, copies of the game and
its expansion packs are known to sell for many times their
original value. The board game offers players a variety of
characters with different strength and magical ability levels
as well as special individual abilities and advantages. By
advancing through areas of increasing difficulty, you build up
your character until you can become ruler of the land by
obtaining the Crown of Command. We had the chance to learn
more about the computer version from Producer Rhonda Henderson
of Random Games.
Jonric:
Please give our readers a brief introduction to Random
Games.
Rhonda Henderson:
The
founder of Random Games, Randall Masteller, got his start in
the computer game business with his own creation, the Warrior
of Ras fantasy RPG series on the TRS-80, C64, Atari-800,
Apple-II, and IBM PC. He started Random Programming in 1985
and helped introduce the PC market to both Virgin Interactive
and Microprose. In 1993 Random Programming expanded to become
a full-fledged development house able to produce all aspects
of a product. Additional programmers were brought on board.
Artists capable of creating the art needed for high-end games
were hired. Music composers/musicians came to work with us,
and an in-house QA staff was established. Random Programming
went corporate in 1995, becoming Random Games, Inc., and has
since developed relationships with Hasbro, Mattel and GT
Interactive among others.
Jonric:
Who are the key members of the team? What kind of gaming and
especially RPG backgrounds do you have, both as developers and
as game players?
Rhonda Henderson: The
key members of our Talisman team include, but certainly are
not limited to: Randall Masteller, President of RGI. Randall
has been an avid gamer for many years, has an extensive
collection of RPG's, and loves to regale us with his "war
stories" from the early days of this genre. Mark Fitzgerald
(Fitz), is the Vice President in charge of programming at
Random. Tony Nichols is the lead artist for Talisman. Keith
Mickelson is the visionary designer, who has helped us
translate this board game into a viable computer product. And
then there's me, Rhonda Henderson, the Producer. I, like many
of the employees at Random have always been into the RPG
genre, starting with D&D, moving onto text-based computer
games (on the TRS-80, if you can believe that!), playing in
the SCA, and finally becoming addicted to MMP online RPG's.
Random Games has always encouraged an environment of fun, and
has been host for many RPG groups after-hours.
Jonric:
Please introduce/summarize the Talisman board game. What are
its particular strengths that led to its
popularity?
Rhonda Henderson: Talisman: The Magical Quest Game is the official title
of the board game product. The basic story as laid out by
Games Workshop is:
The game board represents a land
once ruled by a powerful wizard. The wizard is now dead, but
legend has it that if anyone can make their way through the
perils of the various regions and discover the wizard's Crown
of Command, they will be granted the power to become ruler
over the land. It is this legend that has drawn here the
various adventurers, each of whom seeks the Crown. You are
one of the adventurers, and you will meet powerful enemies,
discover friends and magical objects, and meet strange beings
on your journey. Finally, when you have gained sufficient
power, you can cross the last and most dangerous region to
secure the Crown of Command. But no matter how powerful you
have become, your journey will have been in vain unless you
have first found the TALISMAN.
The main element that
has led to Talisman's popularity is that first and foremost,
it's a board game. For many players in the early "80"s, the
paper RPG's were alien and hard to understand. Talisman
presented a world with set rules, and a very specific
background and goals which could be easily understood, in a
board game environment that people were comfortable with,
allowing for a gentle introduction to this nascent
genre.
Jonric:
What led you to become interested in doing a computer version?
What do you feel makes it particularly suitable to a computer
version?
Rhonda Henderson: After
the success of Warhammer 40,000, Chaos Gate, Games Workshop
asked us to provide them with proposals for other games. Fitz
and one of his lead programmers came to me to suggest
Talisman, and I jumped on it! I've always thought that
Talisman would make a wonderful computer game conversion. I
have been known to sit at home alone at my coffee table, and
play a game of Talisman when I couldn't find a group of
friends who could take the time (or were awake) to play with
me.
The trouble with this type of playing is the
time-consuming setup of the boards and tokens, and the
inability to really develop a character in this setting. I
know that if I enjoy the game so much that I would play alone,
there must be others who love this game as much as I do. There
must be an existing market for a self-contained version of
this game that can be played any time day or night, at a
moment's notice, and if we create a PC version of this game,
we will be opening this title to the hundreds of thousands of
people who have never heard of Talisman.
Jonric:
What are the major RPG elements in Talisman, and how important
a role do they play overall?
Rhonda
Henderson: In
the original board game with all the expansion packs, there
were literally dozens of characters that you could play with.
Each of these characters has special abilities and starting
strengths/weaknesses that allow for different styles of play.
We will be including 36 of these characters in the initial PC
release, and each of them will be able to make use of their
special abilities. Players will be able to see the development
of their characters as they journey around the world by
graphics representing themselves changing based on items they
are carrying, and weapons they are wielding. Our multiplayer
version will have chat built-in, so that players can taunt
each other, congratulate each other and discuss good and bad
moves. The player interactions are some of what makes Talisman
as a board game so much fun, and we intend to create a PC game
where these interactions are encouraged and made an integral
part of the game.
Jonric:
What do you feel will make your Talisman game stand out from
the many other RPG and fantasy games currently in
development?
Rhonda Henderson: I
think the biggest difference between Talisman and anything
else currently on the market or in development for RPG's is
the fact that it is so tightly based on a board game. We are
making every effort to keep the good elements of the board
game, while at the same time, creating an environment where
the player can be fully immersed in this alternate reality.
This game is not designed to be massively multiplayer, or
persistent universe as many of the latest RPG's are, but it
will have multiplayer capabilities, and will be created to
work with matchmaking services. Talisman will be able to be
played with remote friends or strangers as well as a single
player against a computer AI.
Jonric:
What is the state of development at the moment? How long would
you expect it to be until release once you secure a
publisher.
Rhonda Henderson: We
currently have a text-based core for the game, which allows a
user to play a game beginning to end, incorporating all of the
board elements, strangers, events and spells. We are working
on building into this core, the character elements and
abilities as mentioned earlier.
We
are still actively developing this project even without a
publisher at this time. We believe we are still on track for
first quarter of 2001 release.
Jonric:
Is there anything else you'd like to tell our readers, or
anything you'd like to ask them?
Rhonda Henderson:
As
this product has developed, I have noticed one striking fact
about this game: people who know about Talisman want a
computer version; people who have never heard of it, and who
are given the opportunity to play the board game immediately
fall in love with it, and they become devoted advocates of a
PC version. I really believe that if we can create a game that
retains the flavor and simplicity of the original board game
(and we are!), we will have a smash hit on our
hands.
Jonric:
Talisman sounds like a game that fans of the board version and
other gamers alike can look forward to, and we'll certainly
look forward to watching how development progresses over the
coming months. In the meantime, thanks very much to Rhonda for
providing an informative first look at the
game. Jonric - Richard Aihoshi
LEGENDARY
FANTASY GAME. HAS AUDIENCE. SEEKS PUBLISHER.
(Cary, N.C.) Software developer Random Games,
Inc., announces the immediate availability of the interactive
version of one of the most successful fantasy board games ever
published.
IRandom has spent the past year designing,
coding, and creating art for the first software version of a
blockbuster fantasy game. In its board-based incarnation the
game has sold more than 800,000 units.
While the
interactive version of the game was initially intended for
distribution by one of the world"s largest software
publishers, that publisher has recently shifted its focus as a
result of an ongoing reorganization.
As a result,
Random, which has successfully developed dozens of games for
major publishers, is announcing the availability of rights to
publish this title in interactive formats. The game is
appropriate for PC, game console, and web
publication.
The title itself is among the best-known
and most beloved of fantasy games, with a following that
verges on the fanatic. E-bay auctions of editions of this game
and its expansion sets consistently reach prices dozens of
times higher than the original purchase price.
During
the search for the appropriate publisher, Random continues to
proceed with development, aimed at a Q1 2001 release
date.
Further details about this title will be
forthcoming, or can be obtained by contacting Randall
Masteller, president of Random Games.
(randall@randomgames.com)
YOU
GUESSED IT! ...IT'S TALISMAN!
(Cary, N.C.) Entertainment software developer
Random Games, Inc. announced on Wednesday that it is actively
engaged in the search for a publisher for the interactive
version of one of the best-selling fantasy board games of all
time. The ambiguity of the original press release prompted
much speculation.
Today the company announces the title
of the game.
"It's Talisman," said Randall Masteller,
Random's president and ceo. It's one of the most appealing
franchises in fantasy gaming. And it's ready to cast its spell
on the interactive market."
The interactive version has
been in development for much of 1999, aimed at a Q1 2001
release. Development proceeded initially in an arrangement
with a major software publisher who has recently reorganized
and shifted its focus.
"It's a shame in some ways that
they [the original publisher] didn't complete their end of the
arrangement," Masteller says. "But it's also a hell of an
opportunity for a publisher who wants to reach the fantasy
market with an outstanding version of a board game that's
already sold more than 800,000 units. So we're looking for the
right publisher"
Talisman has achieved legendary status
among fantasy gamers since its introduction in 1983. While
Games Workshop, focusing its energies on its popular Warhammer
franchise, has not introduced a new Talisman module in several
years, the game continues to attract a loyal and even
obsessive following. Copies of the game and its expansion sets
frequently fetch prices of hundreds of dollars on sites such
as E-Bay. The large community of Talisman fans continue to
gather at conventions, continue to lobby for new Talisman
materials.
"The audience is there," Masteller says,
"and the game is so appealing that the existing audience only
scratches the surface of its overall potential."
That
potential prompted Random to devote substantial resources to
designing and preparing the core code, as well as initial art,
for one of the most ambitious fantasy games ever. "We're
putting the Talisman universe, with all of its flavor and
features, into interactive form," Masteller says. "Our PC
version is already shaping up as a stunning product, and we're
eager to work with a publisher to bring Talisman to game
consoles as well."
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