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The story behind the myth of two beloved Sierra classics.

Back in the late '80s - early '90s when adventure games reigned supreme, Sierra On-Line was the ultimate household name. During the steady stream of Quest and Larry games that established their legacy, a couple of less-known but no less-loved titles came along: <span class="bold">Conquests of Camelot</span> and <span class="bold">Conquests of the Longbow</span>. Not unlike the mythical tales that inspired them, they both established themselves as classics that rigorously withstood the test of time, thanks to their meticulous craftsmanship and irresistible charm.
To celebrate their long-awaited arrival on GOG.com we've approached their creator, Christy Marx, for a chat on what made them so special to her and to so many adventure game fans. Our tale begins with the ordinary sound of a ringing telephone...

Tell us a little bit about yourself and how you came to design two adventure games that are still considered to be on par with the classics from this golden era.

Christy Marx: I began my writing career by writing for Marvel Comics (Conan, Red Sonja, my own series The Sisterhood of Steel), and for animation (Spider-Man and His Amazing Friends, G.I. Joe, Jem and the Holograms, and many others).
Late in 1988, a headhunter called our house looking for artists to work at Sierra On-Line. At the time, I was married to Peter Ledger, an Australian illustrator, painter, and comics artist. Somehow they'd gotten Peter's name and number. I think Sierra had a hard time finding artists that wanted to move into the obscure mountain town of Oakhurst where they were located. I've always been quick to jump on new opportunities and a chance to learn a new form of writing. I asked whether Sierra would be interested in a writer/artist team? They were very interested, especially when they learned of my scriptwriting background. Peter and I drove up to Oakhurst, met with Ken and Roberta, and made a deal on the spot to move up there and work for them. That was the nice thing about Sierra at the time -- if Ken and Roberta decided they wanted to make a deal like that, they could make it happen instantly. I knew nothing about making computer games, so the first couple of months mainly consisted of me playing every Sierra game, and talking to the programmers, artists, and other designers about what we could and couldn't do with the existing technology.

A lot of research seems to have been put into your games. What was it about these two legendary tales that motivated you to turn them into adventure games? If you were to make this into a trilogy, where would the story go next?

Christy: During our initial interview with Ken and Roberta, one of the key questions I asked was "If we create an original IP for you, do we have any ownership?" They said, no, they would want full ownership. I wasn't willing to create a new, original IP without some ownership, so they put forward the idea of doing a King Arthur game. I love all forms of mythology and legends, and so did Peter. We agreed that was an excellent solution. I began doing extensive research, buying books, reading up on how the stories of a "King Arthur" began and developed across the centuries. I used real locations and interesting artifacts that I came across, such as the Chalice Well and Glastonbury Tor, which had associations with Arthur. When I decided to expand the game to include Jerusalem, I consulted a friend who grew up there and learned about other cool places I could include, such as the Pool of Siloam.
For the second game, I originally intended to make a game based on Greek mythology, focusing on the goddesses. During that time, about three or four Robin Hood movie projects were announced. Roberta began dropping hints that they'd love to put out a Robin Hood game. I was perfectly happy to go along with that, given my love of archery and Robin Hood. My research process was the same as before: I bought lots of books, studied how Robin Hood had begun as a trickster character in ballads and then acquired additions to the lore over time, such as Maid Marian and King Richard. I contacted the history museum at Nottingham and purchased materials from them. As before, I discovered and incorporated the cool things I came across such as the ancient pub (which is still there) and the sandstone tunnels beneath Nottingham Castle. Had I remained at Sierra, the direction I was thinking about for a third game was Conquests of Charlemagne. He would have fit nicely into the theme of the games.

Did you ever consider Kickstarting the sequel to your Conquests games or were you ever approached to that end? How would you want it to look like?

Christy: I've had many people ask me for that, but I don't think they understand how much work goes into one of these games. It's a massive undertaking. Each of the Sierra games took a year and a half of my life, and that was with Sierra providing everything I needed -- a team of professionals, equipment, game engine, production, technical support, QA, distribution, sales -- there's so much that goes into it. I don't have the time or energy to put all of that together myself.
I would love to make another one, if I could find a similar situation where that support was provided. I'd make it retro as far as the style of gameplay very much along the same lines as Camelot and Longbow, but would update the art and sound.

What were the main reasons why adventure games were so massively successful in the early days of the medium and why have they been relegated to a mostly niche status today?

Christy: Those were the early days of games. Everything was new, experimental, without established categories and the type of specialization we have today. Even being a designer wasn't a role set in stone. There were no rules, no laws, for being a designer. We made the games we liked to play, and most people who used computers at the time happened to like them as much as we did. We were on the creative edge with technology advancing in leaps from game to game. Remember that Camelot was a parser-based game while Robin Hood took the leap to a point & click game because the mouse became a significant part of using computers. Doing art for Camelot drove Peter crazy because he could only use sixteen colors, some of those achieved by being dithered. With Robin Hood, we had a full 256 colors! Woo hoo! Plus they were DOS-based, and DOS kept evolving into Windows and so on. But once games got beyond most of the big platform and technology differences, they began to splinter into different categories. One type of game would become hot and everybody would want to do that, then another type of game would hit big and everybody would jump on that bandwagon. That was one of Sierra's mistakes, in my opinion. They stopped innovating and began following trends. Somewhere along the way, the audience of games shifted and became more male-oriented. I think this had a large negative impact overall, as it pushed games into more rigid paths, until mobile games came along. Now suddenly we see a huge influx in women playing mobile games, even when they don't consider themselves "gamers". Unfortunately, mobile isn't a good platform for adventure-style games. The trick is to make players of all persuasions aware of the variety of great games they can play, including those with adventure-style gameplay.

What gaming projects are you working on at the moment? Should we expect you to write and design another adventure game in the foreseeable future?

Christy: I spent the last six years as a Narrative Designer at Zynga learning about Facebook games, then working on mobile games. I've just left Zynga, so I'm wide open to new possibilities. I would love to do meatier, more challenging Narrative Design and game writing than I was able to do on mobile.
Post edited May 04, 2017 by maladr0Id
Nicely done, thanks. Somebody should share this interview on Reddit and elsewhere.
Post edited May 05, 2017 by tfishell
This is great. I hope Christy can make another adventure. Someone kickstart Conquests of Charlemagne and bring her on as designer. (Easier said than done, I know)
Post edited May 05, 2017 by jrjanowi
This was a no brainer purchase, as soon as I read it, I bought both games here.

NB: Did you know that both games were downloadable for free (with manuals, maps etc) at her homepage until the GOG release?
high rated
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shmerl: Thanks for the interview!

And to Christy Marx specifically - thanks for your amazing games!

About making new games - putting a good game studio team is indeed hard, but you can partner with someone, like for example Infamous Quest studio (developers of Quest for Infamy): http://www.infamous-quests.com/home/
They'll probably enjoy working with you. And they aren't new to crowdfunding either, so together you can make something great.
Making a "Conquests of Charlemagne" game would be amazing.


Bt
Christy is, along with Roberta Williams, one of the few successful female game designers in an industry dominated by men....and you can't help but think how much talent has been wasted because ,let's face it, being a women is an handicap in the gaming industry because it is so male oriented/
BTW there is a photo of her, circa 1990, in medieval garb on the opening page of the Conquest of the Longbow hintbook
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Blackthorne519: Making a "Conquests of Charlemagne" game would be amazing.

Bt
May be try contacting Christy about it (not sure if she is reading the comments here). Since she said:
I've just left Zynga, so I'm wide open to new possibilities. I would love to do meatier, more challenging Narrative Design and game writing than I was able to do on mobile.
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dudalb: Christy is, along with Roberta Williams, one of the few successful female game designers in an industry dominated by men....and you can't help but think how much talent has been wasted because ,let's face it, being a women is an handicap in the gaming industry because it is so male oriented/
BTW there is a photo of her, circa 1990, in medieval garb on the opening page of the Conquest of the Longbow hintbook
Jane Jensen, Lori Cole, Roberta Williams, Christy Marx, Brenda Romero...I'd say game design is one of the occupations in the industry where women have a lot of successful role models to look up to
That last statement is nonsense. Mobile gaming is perfectly fine for adventure gaming. The interviewee isn't entirely up to date with what is popular, I think. Mobile gaming isn't all just candy crush saga and angry birds anymore. There are many popular adventure games which have been ported to the mobile market, which also include tablets, which is a fantastic medium for adventure point & click.

It is not as popular as the PC market, that's fair to say, but that's because the developers aren't taking the platform seriously enough, even though the mobile market is incredibly huge and profitable.
Post edited May 06, 2017 by Jinxtah
Great release, great interview. Also, thanks Christy for being a childhood hero of mine :)
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dudalb: Christy is, along with Roberta Williams, one of the few successful female game designers in an industry dominated by men....and you can't help but think how much talent has been wasted because ,let's face it, being a women is an handicap in the gaming industry because it is so male oriented/
BTW there is a photo of her, circa 1990, in medieval garb on the opening page of the Conquest of the Longbow hintbook
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babark: Jane Jensen, Lori Cole, Roberta Williams, Christy Marx, Brenda Romero...I'd say game design is one of the occupations in the industry where women have a lot of successful role models to look up to
I feel like you've just named most of the few women that dudalb was referring to... 5 people in around 4 decades of game development is still "a few".
Post edited May 06, 2017 by htown1980
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Jinxtah: That last statement is nonsense. Mobile gaming is perfectly fine for adventure gaming. The interviewee isn't entirely up to date with what is popular, I think. Mobile gaming isn't all just candy crush saga and angry birds anymore. There are many popular adventure games which have been ported to the mobile market, which also include tablets, which is a fantastic medium for adventure point & click.
I don't think her point was that it such games don't exist on the mobile, just that the medium isn't well suited to mobile phones, and I totally agree. Mobile is about short play sessions and quick "fixes", which don't translate well to adventure games.
Look at it this way: can you think of a properly great adventure game on the mobile that isn't a port, that isn't available on PC?

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htown1980: /
I feel like you've just named most of the few women that dudalb was referring to... 5 people in around 4 decades of game development is still "a few".
My point was more that the industry has regressed rather than progressed. All the names I mentioned were from back then, and back then, they made a bigger part of the industry as a whole. I mean, if I ask my sister who played adventure games with me as a kid to name a game designer, she'd say "Roberta Williams".
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Blackthorne519: Making a "Conquests of Charlemagne" game would be amazing.

Bt
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shmerl: May be try contacting Christy about it (not sure if she is reading the comments here). Since she said:

I've just left Zynga, so I'm wide open to new possibilities. I would love to do meatier, more challenging Narrative Design and game writing than I was able to do on mobile.
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shmerl:
Heh, it would be fun, but daydreaming about making a game and actually making one are very different! In a perfect world, with the right budget and time, we could do it. It's harder to make adventure games than one might think, even retro styled ones.


Bt
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Blackthorne519: Heh, it would be fun, but daydreaming about making a game and actually making one are very different! In a perfect world, with the right budget and time, we could do it. It's harder to make adventure games than one might think, even retro styled ones.

Bt
Yeah, that's true. I understood also that's why you crowdfunded smaller scope projects lately (Order of the Thorne series), rather than big scope one like Quest for Infamy. Making big scope project all at once is pretty hard, especially for already niche genre.
Post edited May 07, 2017 by shmerl
You could always try to make a kickstarter together with her with a bigger budget than you had with the ones you did.

I'd definitely pledge since I know you can deliver and I know that she's a great writer.
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babark: I don't think her point was that it such games don't exist on the mobile, just that the medium isn't well suited to mobile phones, and I totally agree. Mobile is about short play sessions and quick "fixes", which don't translate well to adventure games.
Look at it this way: can you think of a properly great adventure game on the mobile that isn't a port, that isn't available on PC?
The mobile platform, like I wrote, also includes tablets, and they're completely amazing at point and click games. And as mobile phones get larger and larger screens, and the market is shifting towards bigger games, it's not a stretch to say it's well suited to the mobile market.

You need to get off the mind set that mobile phones is all short burst gaming. That's nonsense. There are a lot of such games, but there are also longer and more complex games, such as the Final Fantasy games (well the first 9 anyway), Rome Total War, Baldur's Gate, Planescape Torment, Kotor, Titan Quest, Bully, Many of the Grand Theft Auto games (except for the latest two), and so on, and so forth.

There are also a ton of adventure games on there.

I can't think of an elusive adventure game, but that proves absolutely nothing. The platform is still "young", so to speak. Developers are slower to take chances due to the pricing structure being different, though it has been proven that with either a different pricing structure or a lower price point, the market is HUGE. It was reported that the mobile market for 2016 earned just shy of 37 billion dollars out of a total of just shy of 100 billion dollars total for all platforms (pc market was ~27 billion and console market was ~29 billion).

However it'll take some more time before the bigger and more quality developers from the other markets start waking up, though thankfully many of them have with making ports of their games in hopes of cashing in. And honestly, I can think of many games from the PC I'd much rather play on my tablet. I don't use it for shorter burst gaming at all actually. I even have a bluetooth controller for it, and it's fantastic for the games that support it.

Of course the hardware isn't there to just straight up follow console/pc graphics. At least not yet. But with the iPad Pro it took a big leap in the right direction. I'm excited to see what the future holds for the market, but it has huge potential.
Post edited May 08, 2017 by Jinxtah
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Jinxtah: That last statement is nonsense. Mobile gaming is perfectly fine for adventure gaming. The interviewee isn't entirely up to date with what is popular, I think. Mobile gaming isn't all just candy crush saga and angry birds anymore. There are many popular adventure games which have been ported to the mobile market, which also include tablets, which is a fantastic medium for adventure point & click.

It is not as popular as the PC market, that's fair to say, but that's because the developers aren't taking the platform seriously enough, even though the mobile market is incredibly huge and profitable.
I fully agree. If any genre works well on a tablet (and there are millions if not billions of tablets out there) then adventures. It's just so much more convenient sitting on your couch and solving the puzzles with your fingers. I recently used ScummVM to play some old adventures on the tablet and while the controls could be better, I still liked it a lot.

I wish there would be more adventures with mobile versions for tablets.
Post edited May 08, 2017 by Trilarion