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Theres a brand new Wizardry 8 Q&A at Gamespot today, with questions being asked to Linda Currie. Heres a snippet:
GS: You've described in other interviews some of the difficulties that you and Sirtech had in developing the game, such as the Sirtech US publishing office closing in 1998, developing a 3D engine from the ground up, and generally shopping around for a publisher/distributor. What would you say was the most difficult part of making sure Wizardry 8 saw the light of day? Were there other difficulties you'd like to discuss?
LC: Well, throughout it all, it was very difficult living with the uncertainty. Here we were, working on a title for four years, yet we didn't know when it would make it into players' hands. We knew we had something good--we had great response from our beta testers and from the press demo--and yet here we were, struggling to find a way to bring it to market.
It shouldn't have been so hard. Often it would seem that we would be close to a deal with a potential publisher only for them to go through some major restructuring or change in their focus that would change the dynamics of everything. But no matter the reason, it was still another publisher "out of the running." This often had the side effect of making us start to think that maybe Wizardry 8 was too niche-oriented, maybe players weren't going to be interested in this sort of title in this day and age, maybe all of our efforts were going to be lost in lack of interest. But in spite of it all, we loved playing it, our testers loved playing it, and the press received the demo well. Ultimately, we realized that though there was something magical about Wizardry, it didn't say "big numbers" to publishers and so they probably had a hard time justifying the investment that would be required in bringing it to market when what they wanted were big, mass-market, 500,000-unit sellers.
Check it all out right here. |
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