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Since 1985, I always wanted to get into online games early, when it was a bigger risk but much more growth (and success) was possible, and also I wanted to lead the way in innovation in design, user interface, features, etc. Not having a boss or a publisher who can tell you to do it some other way, or even say this game doesn't have enough commercial potential or is too big a risk, and not letting you do it at all. :-) A big part of it for all of us at Dragon's Eye is having the creative control and the freedom to do things the way that we think is best. I've been in the computer game industry for 20 years now, and I've played just about every kind of role and done at least a little of most of the jobs there are. There are a lot of things that went into the decision. What made you go at it independently?įelorin: That's a good question. Q: Of all the IGF entries, this is probably the largest in terms of longevity. We had met in the late 1980s working at Origin on the Ultima games together, and we've been making games together ever since. Of course I evolved the ideas a lot over the years, and 'Manda started working on ideas for it with me in 1991. So I held onto it until the time was ripe. I had this grandiose vision and it clearly was something that the technology & the market weren't ready for. Q: When did the gameplay idea come about?įelorin: The basic idea for doing an online RPG with thousands of people in it came to me in 1985, when I was working on a proposal for a single player RPG for the Commodore 64 that I was pitching to Electronic Arts. It's still growing now, but not tripling every year any more. For the first 4 to 5 years the number of users tripled every year. So right now that's a little over 6 years. Even between me and 'Manda, more often than not.įelorin: Furcadia opened to the public on December 16th, 1996. We also get together individually here, and talk on ICQ or send things in email, to keep in touch. Q: Do you guys meet to discuss stuff on Furcadia itself?įelorin: Yes, we have all of our meetings of the whole company online in Furcadia. :-)įelorin: All the people in the company besides 'Manda and myself were people we met on Furcadia itself, by the way. Our programmer, sanctimonious, is in Finland and our Community Manager, Cironir, is in Germany. Cat, 'Manda and I are all in Austin Texas. And since I'm the president and creative director and head programmer and business manager I still do an awful lot of things.Įmerald Flame: 'Manda is known as Talzhemir in Furcadia.
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Now there are 5 full time people in the company, but there's a lot more to do with our greater size. When we started back in 1996, there were just two of us - 'Manda did all the art, and I did all the programming, and we kind of split everything else. I do a lot of different things in Furcadia. Cat, and I'm known within the game is Felorin. Holding the interview in the game itself I thought was rather interesting and sparked wonderful conversation about a massively online fantasy game that has been around for many years.Įmerald Flame: I'm Dragon's Eye Production's Producer, as well as the Volunteer Coordinator and Project Manager for Furcadia. It was a "dream" in the world of Furcadia. More specifically, we were sitting on an island floating in the void of space. This interview I got to sit down with the Producer and All-Around Guy of Dragon's Eye Productions… literally. This year¹s Seumas McNally grand prize is $15,000. Finalists to this event attend the GDC and compete for several awards and cash prizes. The Independent Games Festival was established in 1998 as a forum for independent developers to exhibit their work, receive recognition, and meet with commercial publishers.