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Foreword to The Game Maker's
Apprentice
by
Phil Wilson, Producer at Real Time Worlds
Way
back when Mario was still a mere twinkling in Miyamoto's eye, I was the
proud owner of a state-of-the-art Commodore 64 microcomputer. It came
with a game development system called "The Quill", which
allowed anyone to create their own text-based adventure games. It may
have been incredibly crude, but it suddenly put at my fingertips the
thrill of entertaining my nearest and dearest by devising
"interactive challenges" of my own. Unfortunately, I knew
little about game design, and rather than easing my players into a new
and alien world, I treated them as opponents that had to be defeated
before they could reach the end. Their spirit crushed, they left, never
to return…
It
took me years of playing a variety of good (and bad) games to eventually
learn how to treat the player to the game-playing experience that their
investment of time and money deserved. It took just hours of reading
this book to wish I'd had its invaluable guidelines and the accompanying
Game Maker tool to help me take my own first steps into game development
all those years ago.
| Two decades later, I now work
for Real Time Worlds as the producer of Crackdown, an imminent
Xbox 360 title developed exclusively for Microsoft. Crackdown is
the result of over three years of development from a team that's
now nearly 70 strong in Dundee (Scotland), with many more
contributors across North America and Eastern Europe. This game
has cost millions of pounds to create, and already consists of
over two and half million lines of programming code! |

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