Al Lowe is to adventure gaming like Al Gore is to the
Internet, no wait, that's not quite right...
Having worked alongside Sierra's best, Al helped to create
dozens of classic games including King's Quest III, Donald Duck's Playground,
and of course, Leisure Suit Larry!
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How did your friends
and family, most notably your wife, react when you were creating the Larry
series?
Well, she didn't know, really, what I did. She was never
very interested in computers or in games, so she really had no idea what
was going on. I showed her the original design for Leisure Suit Larry,
which was Chuck Benton's game SoftPorn - that was the design. That
was the "document." We didn't have a design document. We kinda
looked at that old game and we said, well, here's a bunch of puzzles, let's
use those puzzles and locations and see if we can make it a better game.
So, when we were working on it, I showed her. I said, "This is so
bad, I have to make fun of it." SoftPorn was a totally serious game
about a guy trying to get laid. There was no central character, there
was no anything. No text. No persona. No graphics, of
course. So my wife added, "Don't embarrass us too much." I
don't think I did. I think the box always promised more excitement
that I actually had nerve enough to put in it. I always felt if I
crossed the line and it becomes pornography then that's not funny anymore…I
was gonna say I've never seen funny pornography, but Bimbo Cheerleaders
in Outer Space was actually pretty damn funny.
You must have a ton of people asking about Leisure Suit Larry 8 and
what the status is on it. What do you want to say on the future of
Larry?
I'd say that the future looks very dim. Let me start
at the beginning. The work that I did for Sierra was work for hire,
which is three funny words that when put together become this legal harassment
that means, essentially, that the company kept all the rights and I kept
none. I got a royalty on sales and I continued to get a royalty on
sales and as long as they continue to put out a new collection out every
few years, I may continue to get a few bucks here and then, but for the
most part my money came from the sales of the product and they retained
the rights. The characters in essence are treated the same was as
Superman or Batman or any of those other kind of characters that have been
created by writers and end up being own by the publisher. That's
the way it is with Sierra. Sierra owns the rights to all the characters
I created. And at this point they seem to have no desire to do anything
with them. Although, I have heard rumors they have started a King's
Quest game and they have started at least talking about a Space Quest.
I don't know how accurate those stories are because I don't have any good
connections there anymore.
If Sierra contacted you and asked you to make another Larry game,
would you be interested?
Well, I would if the conditions were correct - to be correct
would mean that I would have control over the product. At least as
much control as I used to have. And have a budget that was befitting
a class A title. And a reasonable time schedule. And a certain
royalty rate and so forth, so there's a lot of little things. So
if they said, "Do you want to do another game?" My immediate answer
would be hell yes! Let's go for it! Let's start tomorrow.
In fact, I already have a design waiting! So, my response would be
immediately yes and let's talk about the details later. I have no
desire to do a game for little or no money or a game where they screw up
the characters or do stupid things with them. They've already done
a couple of those. The pinball game was kinda lame, but then I screwed
things up myself with the Laffer Utilities package. That was my own
fault. That was about three years too early. If I had brought
that out about the time that After Dark was popular I think it would have
been completely different. So my answer is absolutely maybe.
What advice would you offer to someone who wants to get into game
design as a career?
Don't! Nobody goes into game design as a game designer.
I don't know anyone who said, "I want to be a game designer when I grow
up." Everybody I know who is in the business was a band director
or a housewife or a writer or a programmer or an artist. Nobody that
I know was trained as a game designer. I would say it's a bad field
to break into with no experience in any other aspect of game design.
With that said, if you're a good programmer and have the creativity that
it also takes to be a game designer, get a job as a programmer and work
your way up. I just don't know anybody who actually studied game
design. I know there are schools. I'm not trying to be too
flippant here. There are schools that say they'll teach you to be
a game designer. I'd like to see a list of their graduates who have
gained a job in game design.
Now it seems like the games that were made ten or fifteen years ago
are usually more fun to play than a lot of the games that are coming out
today. What do you think that the games today are doing wrong or
what could game designers be doing differently to make their games better?
Well, that’s a broad question and I can only answer it in broad
strokes, but let me put it in a positive spin: I think one of the reasons
that the games that feature a designer above the title are successful is
because they reflect the peculiarity, the sensibility and the personality
of that person. I think the games that are designed by committees
are almost always disappointing because they don’t have a unified point
of view, they don’t have a consistent approach, they don’t have this and
that and the other thing, but primarily they’ve just been filtered and
filtered and filtered so much that they all end up being a Ford Taurus,
right? That’s the kind of game you get when you design by committee
and I think that the reason that Sid Meier is a famous name and that Lord
British is a famous name and, you know, Roberta Williams is because like
it or not, their personality is in that box. If you like Larry, you’re
gonna like Al Lowe! I’m not saying that I am Larry because God knows
I’m not, at least I hope I’m not, but my personality is in there.
Actually, you know the character that I imitate the most? The
narrator – yeah, you know, I’m the guy who always has the last laugh, I
have some smart-ass response, I am the all-knowing, omnipotent, all-seeing
– yeah, that’s me! But yeah, I think that the games that have a personality
have it because there’s one person in charge, who has the vision for the
project, who has the responsibility and is given the ability and the means
to make the product reflect his personal vision of what the game should
be, and frankly, I didn’t realize until I got a website how many people
were affected by my games. You know, it’s one thing to get a royalty
statement and a spreadsheet that says this game sold this many copies this
month and you look at that and go, “Well, that’s good – 20,000 copies –
that’s good.”
When I got a website, I started getting thousands of letters that said,
“You know, I’ve spent so many hours that I enjoyed, or that I played with
my brother and the two of us, well, we were too young, but we sure liked
getting into the game!” and suddenly it all became so much more human and
I guess I know that the game sold millions of copies and I know that for
every copy we sold, at least another one or two were pirated, so I know
millions of people have played these games, but somehow it was all just
kind of numbers and academic until I actually started hearing from people
and I’ll tell you, I so appreciate it when people stop by my website and
send me e-mail. It’s just been a real pleasure.
Going back to our previous question a little, are there any aspects
of those ‘classic games’ that you would like to see brought back or reintroduced
in today’s market?
Actually, hang on to that question for a second, but let me
go back and finish; I had another thought that I was going to put on, but
I couldn’t fit it in right. On the games with the designer’s name
above the title, I think the analogy there is that the movie where the
director and the screen writer are the main persons who have that vision
of the film - they have one strong vision that carries through it
and I think that’s why you see Woody Allen movies or Steven Spielberg movies
– his films have a certain reminisce or personality to them because of
who he is and I think that’s the key.
Now, what should the games do nowadays?
Yeah, are there any aspects of the classic games that you’d like
to see brought back?
Well, I’ll tell you, I’m amazed that with comedies being so
big on television and in movies, that there is no humor, to speak
of, in computer games. That just amazes me that in the world, there
wasn’t a lot – Scott (Murphy) and I, and Monkey Island, and a few others,
Steve Morenski, but nowadays everything is so dry and so serious…
I tend to agree with you, too! So what are you doing with your
time nowadays, now that you’re not designing computer games anymore?
I play golf, badly! Let’s see, well I spend more time
with my family – with my kids and with my wife. I read a lot, which
I never used to have time for. I watch a lot of films; I’m a big
convert to NetFlix – I don’t know
if you know about NetFlix.com, but
they’re a wonderful source for DVDs and you never have to worry about when
to return them, so I spend a lot of time with that.
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