I was a lot looser and sillier when I was young. There's a reasonable amount of it that I'm sure I wouldn't do if I wrote it now. (Actually, I still think this idea is terrific.) A whole chapter where the enemies are giant cockroaches. A giant dungeon themed after old karate movies. Since I had so much space to fill and I was still young and crazy enough to feel free to do things that were genuinely dumb, this game has a lot of weird, silly stuff in it. I've written it three times now, and each time I have despaired that I would ever finish it. This resulted in Exile 3 being the biggest game we've ever written, by far. The logo is 2 chubby guys with bad posture sensually hugging a floppy disk.įrom the Elder Scrolls games, I was inspired to write a huge game with tons and tons of towns. It's knowing which tools to not steal, which ones to steal, and how to assemble them together to makes a real craftsman.Ĭomputer Gaming World called Exile 3 the best shareware game of the year. Here's the thing about stealing ideas: Everyone does it. I played every game that was popular at the time, stole the very best idea from each, and synthesized them all into one coherent title. So I did what I usually do when I want to design something good. I decided that I was really going to stretch my wings. (You didn't have to be an Amazon employee with a mega-salary to live in Seattle then.)Īt that point, I'd been writing shareware for two years, was starting to feel a tiny bit confident and comfortable. It was a modest living, but entirely adequate for a 26 year old in Seattle. When I started Exile 3, I'd already put out Exile and Exile 2, and they'd sold well enough for me to go full-time. This is a brief story of writing a game that did really well and figuring out how to deal with it.Įxile 3: Ruined World. If my email is to be believed, a lot of people want it. Then, this week, twenty years after its first release, we shipped Avernum 3: Ruined World, the second remaster of this title. In 2002, I remastered the game into Avernum 3. It didn't make enough to buy a mega-mansion. It made enough to buy a modest 1997-priced house. It and its remasters are the most popular games I've ever written.īear in mind this game was a hit by 1997 shareware standards, not 2018 indie standards.
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