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Betrayal at Krondor - Krondor Confidential - #XI

Discussion in 'Game/SP News & Comments' started by RPGWatch, Dec 2, 2016.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Neal Hallford recalls the day that Betrayal at Krondor hit store shelves in the latest part of Krondor Confidential.

    I have to admit that I don't remember the actual day that Betrayal at Krondor hit stores. Today major game releases are accompanied with signing events, and Twitter storms, and all kinds of pomp and circumstance, but we simply didn't do that sort of thing in 1993. A publicity blitz back then meant hustling for magazine covers for months in advance, and making sure you had a big presence at E3. Maybe you could get a TV news program to cover you if you had some kind of exploitable current event connection. For our team though, release day was simply time off after nearly two years of extraordinarily hard work. Though we were pleased with what we'd done, we had no idea how it would be received. We'd broken a lot of the "rules" for making RPGs along the way, and the game was crazily ambitious for the time. The one thing about doing anything creative is that the creator is aware of the gap between what they had in mind at the start and the thing they ultimately produce. All of us had things we would have liked to have done better, or to have expanded further. We could have iterated until Doomsday, but the time came to push it over the wall and call it done and start work on the sequel. All we could do is sit back and wait to see how the world would react.

    From the beginning, we knew our first and most important critic was going to be Raymond E. Feist. His name was, after all, sitting above the title of the game, and he'd forever be tied to the success or failure of it despite having only minimal input on its actual development. It had been important to me in particular to get it right because Dynamix had handed me the keys to his universe without his knowing who I was or what I would do with Midkemia. I owed it to Ray and I owed it to his fans, but more than any of that, I owed it to the company to make sure Ray would be on board with whatever we did. If he loved it, he could make a very big difference in our efforts to promote the game. If he hated it, however, the many risks that we had taken during development could end up being disastrous for everyone.​
     
    Last edited by a moderator: Dec 3, 2016
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