Hero's Quest

 

Corey and I met over a D&D game at a Science Fiction Convention, and games have always been a critical part of our lives. We really wanted to create computer games. Our chance came when a friend, Carolly Hauksdottir, who worked as an artist for Sierra On-line, told us that Sierra was looking for game designers. Corey happily applied, but Ken Williams was not interested in hiring him until Corey showed his expertise in programming the Atari ST. So Corey was originally hired by Sierra as a programmer, not as a designer.

The Proposal Character SheetI proposed "Hero's Quest" to Sierra when Michael was two and old enough to be able to stay in day care for a few hours while I worked in house at Sierra. It was designed to take advantage of the in-house tools that Sierra had. Unfortunately, I didn't really know the limitations of the system when I started out. The original game design was different from the game you know and love.

 

Choose Your Character

The Centaur was Instead of Character Classes, I had the concept that you could choose the character you wanted to play -- Elf, Gnome, Centaur, or human. The Gnome had sneaky sort of skills, the Elf knew magic, the Centaur was an archer, and the human could have a variety of skills. The Centaur was the first to be cut from the game. Sierra's system wasn't designed to handle movement from four-legged beasties. Then there was the little problem that art resources were a limiting factor. We needed to keep the animation size down. So rather than have several characters with very little motion available, I opted for a single character design and a variety of movements.

 

I originally conceived of Quest for Glory as a fairly serious Role-playing Game with Adventure Game aspects. While the Gnome character would be more humorous, the other characters would have been played straight. However, the character designs I got from the artists were not very serious in style. (My own original character designs were on the cartoony side, too.) Rather than have the serious nature of the game fight with the art style, I adapted the game play to mesh with the art. Besides, we had two very wonderful, very funny people on the team, Jerry Moore and Bob Fischbach.

 

Team Work

Bob was a programmer who understood the importance of animation. He would take time to get the animations to look just right because he really cared about what he doing. He was the one to start adding the amusing comments when you typed in things that weren't originally handled by my design. That humor added a lot to the game, and so it was used throughout the series.

Jerry Moore cared a great deal about the game and the characters. He designed the wacky Yorick's room at the endgame. His guards at the endgame were made to look like the three stooges, and so that became part of their character shtick. Many of the odds and ends in Erasmus's house were from Jerry's imagination.

Kenn Nishiuye was the one who suggested we change the subtitle from "How to Be a Hero" to "So You Want to Be a Hero." He thought the brash style fit the game better. Kenn's fine art talents brought beauty to the limited palette of sixteen colors.

Everyone who worked on the Hero Quest game influenced the final outcome. It really was a team project, and the synergy of the team made the game great.

Larry Scott Jerry Shaw Jerry Moore Kenn Nishiuye Cindy Walker Bob Fischbach Jeff Crowe Corey and Lori Guruka Singh Khalsa