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- The World of Clive Wilson
-
- If you started playing adventures on one of the 8-bit machines,
- you must have come across the name of Clive Wilson. He has written
- almost 20 adventures of various types over the years, starting on
- the Spectrum, C64 and Amstrad in the mid-80s.
-
- Some of his games, such as Kobyashi Naru, Venom and Zzzzz, were
- published by Mastertronic; others, such as Nightwing and Demigod,
- he published himself under his Softel label and then through
- Zenobi. Several of these games were text only but others were
- icon-driven and some were collaborations with Les Hogarth.
-
- With the advent of the 16-bit home computers, Clive discovered the
- ST and he and Les wrote Whiplash and Wagonwheel, a 2-disk horror
- adventure. Recently he has moved over to the PC and has converted
- three of his text adventures, The Darkest Road, The Unborn One and
- 'Twas a Time of Dread, using AGT. The games are sold as shareware,
- registrations being accepted by The Adventure Workshop.
-
- I'm always interested to know what makes an adventure author
- 'tick'. As Clive has written so many games, I wondered what it was
- about adventure writing that had kept his interest over almost a
- decade, so I was glad when he agreed to be interviewed.
-
- * * * * *
-
- @~SM: First of all, what started your interest in adventures? I
- @~presume playing them came first and you then went on to writing
- @~them.
-
- CW: Back in the dawn of time, I must have been one of the first
- purchasers of a ZX80. Les and I both bought Spectrums around the
- same time and we began playing The Hobbit and other adventures. I
- suppose The Hobbit was the game that hooked me (and is one of the
- few games I have solved.)
-
- We decided to try to write a game ourselves and discovered that we
- enjoyed writing games even more than playing them.
-
- @~SM: What made you decide to write your first game and how easy
- @~did you find it to do?
-
- CW: I suppose we thought that we could write a 'significant' game
- and we began work on Solaris which was written in Basic. The game
- itself took about six months to write. As it was our first game we
- had a lot to learn.
-
- Les wrote the plot and designed the graphics while I concentrated
- on the logic and text. I wouldn't call it easy to write but it was
- a labour of love. However, I must admit that I cringe whenever I
- look at it now. It was so s..l..o..w..
-
- @~SM: Several of your early games were icon-driven. Do you find
- @~pure text games more flexible for the player and maybe for you,
- @~as the programmer, too?
-
- CW: I think we were driven to icons (pardon the pun) by the fact
- that Mastertronic wanted something a little different. Personally
- I thought our icon system was really quite advanced. I am still
- very proud of it (although reviewers tended to be critical.) The
- games did sell in vast quantities, however.
-
- I think pure text adventures are more accessible for players but
- as a programmer, I must admit I enjoyed the challenge of
- icon-driven code - I could do whatever I wanted with it.
-
- @~SM: The storylines of your games have been very varied. Where do
- @~you get your ideas from?
-
- CW: To begin with, Les used to do all the plotting and it was from
- Majik onwards that I wrote the plots.
-
- Virtually all I seem to read these days is fantasy literature -
- novels such as Lord of the Rings, the Covenant stories, the
- Shannara series etc. and I probably draw a lot of my ideas from
- there. I tend to create a fantasy scenario on paper and then allow
- the game to emerge from there.
-
-
- @~SM: You've tried several utilities over the years. How do you
- @~like AGT? Does it compare well with others you tried? And do you
- @~have any plans to try a different utility?
-
- CW: We mainly wrote our games in assembly in the Mastertronic era.
- To get a game published it really had to be in code and each game
- used to take about six months to write. When I started writing
- again on my own, I felt it would be unfair to use the system that
- Les and I had developed - it was, after all, a Softel thing. I
- looked at PAW and found I could write a game in just a few weeks
- so I stuck to that for the Spectrum games.
-
- When I decided to convert 'The Darkest Road' onto the ST and PC I
- discovered that AGT was very similar to PAW. I found it very easy
- to work with AGT - it is a very simple utility to use. However, I
- must say that although assembly is the most user-unfriendly way of
- writing a game, it does offer the programmer the greatest scope.
-
- You can do anything you like with assembly and then have the
- dubious pleasure of debugging something that causes a system crash
- every time you get a calculation just a little bit wrong. But that
- is half the fun!
-
- @~SM: How different are you finding the 16-bit market compared to
- @~the 8-bit market?
-
- CW: It is a bit too early to say at the moment. I know that my ST
- games, Whiplash and Wagonwheel and The Darkest Road, have not sold
- very well (via Zenobi) but then the adventure market in general
- seems to be in a decline. I'm afraid I don't see any future for it
- either. It looks to me as if it has had its day and we are all
- going to have to move on to other things.
-
- @~SM: The Darkest Road, The Unborn One and 'Twas a Time of Dread
- @~are being sold as shareware. How well has the shareware system
- @~worked for you? Does it rely too much on people's consciences to
- @~be practical?
-
- CW: Again it is much too early to say but I don't think I will
- make very much out of it. Actually, I didn't really expect to make
- much from it. I really converted the games simply for the
- challenge of doing so. May I ask a searching question of the
- readers? How many shareware registrations have you sent off? I
- would hazard a guess that the answer to that question is - not
- many! I think the answer to the second part of your question is a
- definite YES!
-
- @~SM: Are there more PC conversions - or new games - in the
- @~pipe-line?
-
- CW: The answer is, quite simply, no and no. I'm afraid that with
- the end of the trilogy comes the end of my adventure writing
- career.
-
- I've had great fun over the years but I feel that after some 18 or
- so games I am beginning to run out of ideas. This, coupled with
- the fact that the adventure market is now far too small to warrant
- the amount of time spent on a game, has prompted me to hang up my
- keyboards for the last time.
-
- @~SM: Do you have any regrets about your adventure writing career?
-
- CW: Do you mean apart from the fact that we didn't make enough
- money to retire on? (Joke, joke.) Seriously, the one regret I do
- have is that more people didn't like our type of games. We always
- tried to be innovative and fresh but we were continually slagged
- by the critics. I've played many games that I thought were
- atrociously programmed and yet seen those same games get excellent
- reviews. So yes, that is a real regret. The only other regret I
- have is that the adventure scene is dead. I've seen sales of my
- games go from the heady days of 65,000+ (for the likes of Se-Kaa
- and Kobyashi Naru) to sales of less than 50 for the recent titles.
- But then, nothing lasts forever! Perhaps now I'll have some time
- to put up my feet and ......... (but that would be telling.....)
-
- @~SM. Thanks very much for taking the time to do this interview.
-
- Registration for all three adventures - The Darkest Road, The
- Unborn One and 'Twas a Time of Dread - is £5.00 per game through
- The Adventure Workshop, 36 Grasmere Road, Royton, Oldham, Lancs,
- OL2 6SR. You will be provided with a snazzy folder containing the
- registered, individually numbered version and a booklet containing
- the storyline, useful commands and general info, and will be
- entitled to help by post or phone.
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