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Ecco la prima intervista!

 

 


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Alcuni prototipi di Hero Quest tratti dal video!

 

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Posted
17 ore fa, legolas777 ha scritto:

Alcuni prototipi di Hero Quest tratti dal video!

Fantastici....che emozione😢, ecco come era stato abbozzato durante gli anni 80 prima che uscisse👍

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Sto ascoltando l'intervista che riprende molto quella che Steve Baker fece per la rivista Kaos nel 1998, ma questa è molto più dettagliata (fa infatti vedere per esempio il tabellone originale piegato in tre parti). Interessante la parte in cui dice, parlando di come è diventato game designer:

"You can't always know where it is you are going because you don't necessarily know what the destinations are available but do you want to just kind of like follow your heart and follow your passions and do what you enjoy because I think if you do that you put yourself in a situation where opportunity can happen and you can then take advantage of that or not, but just remaining where you are and doing something"


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Interessante la parte in cui Steve Baker dice che in origine aveva pensato di lasciare le carte di Hero Quest senza disegni, i consumatori avrebbero dovuto comprare le figurine Panini di Hero Quest da apporre sulle carte, che così acquistavano diverse funzioni a seconda di quale figurina Panini attaccavi.

Si era pensato alle figurine Panini perché alla fine degli '80 queste erano molto diffuse in Inghilterra. Ricordiamo che Hero Quest nasce e si sviluppa in Inghilterra.

 

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Posted

https://www.patreon.com/posts/133194794?collection=1588989

Qui c'è un'ulteriore intervista esclusiva a Steve Baker su Hero Quest, vengono rivelati i segreti della produzione di Hero Quest ma è necessario acquistarla, costa 13,50 euro. 

Se volete possiamo metterci 1 euro ciascuno e acquistarla per il forum (io non posso permettermi di spendere 14 euro per un'intervista).

Fatemi sapere chi vuole partecipare.

 

 

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Posted

Nell'intervista Steve Baker ripete continuamente "you know", forse un 1000 volte.

Avrà un tic 🤣🤣🤣

Altro dato che emerge dall'intervista gratuita su youtube è che la versione americana di Hero Quest nel 1990 fu curata da Mike Gray (game designer americano), che era in continuo contatto con Steve Baker e cambiò il nome di Morcar in Zargon: i soliti americani megalomani, vogliono sempre cambiare il mondo a modo loro 😂

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Questa intervista esclusiva di Steve Baker sui segreti di Hero Quest costa la bellezza di 16,50 euro, inclusa iva....se siete interessati fatemi sapere.

 

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Posted

Interessante la nuova intervista, soprattutto dal minuto 47 al minuto 56 che riguarda Hero Quest:

47:58
so I have a I have um I definitely have a few favorites um it is sort of almost
48:06
surreal uh in in some ways to sort of see HeroQuest you know back out there in
48:12
the marketplace um I was you know thrilled and and you know honored to be
48:19
asked by Hasbro to kind of participate a little bit in the relaunch i got to uh
48:24
to write some additional adventures and and again that was you know uh they they
48:29
they had no obligation obviously to involve me but they they did and I'm super thankful for that um but it's also
48:37
been just a great opportunity to kind of reconnect with uh fans of the game so I
48:45
get emails almost on a weekly basis from people who uh you know find my contact
48:51
details you know whether it's through LinkedIn or whatever it may be um and take the time to send me an email and
48:58
say "Hey you know I just want you to know I played this game as a kid it was awesome this is what got me into hobby
49:03
gaming or this is what got me into writing or whatever else it may be." Um
49:09
and and to be honest it's humbling uh you know to to realize that a game that
49:15
I designed all those years ago um you know at a minimum is something that is
49:22
remembered fondly um and often times people say hey this was the thing that
49:29
you know led to something else um uh particularly you know people who found
49:35
their way into game design um you know whether it's digital or analog um or
49:41
were inspired into a lifetime of hobby gaming because they you know they they played a game that I designed but when I
49:49
look back I you know um Hero Quest you know definitely has a sort of like a
49:56
a sort of like a fond spot in my heart it's again I can look back 35 you know
50:04
almost 40 years later um and sure if I was designing Hero Quest to today I
50:10
would design it differently but you have to look at the game in the context of
50:16
its time um and you have to understand what Hero Quest was intended to be and
50:23
it was always intended to be a great way to enter into the hobby it was intended
50:30
to be something that just about anyone could play um and so yes um is it simple
50:40
is it straightforward does it have some limitations sure but what it has that
50:47
most games don't have is the flexibility and the ease of use that anyone who
50:54
likes playing it can actually make it their own they can add more rules they can design their own adventures they can
51:03
they can make Hero Quest whatever they want it to be um and that's not so true
51:10
with more complex games that you know require would would require a lot more work and a lot more effort to create
51:18
your own adventure um and um you know it
51:23
was always my intent with HeroQuest the the fact that the middle pages of the quest book are blank because I wanted
51:30
people to design their own games uh that was always always uh you know my desire
51:37
that this would not be the end it would be a beginning and
51:42
something that people could uh you know could embark on uh themselves sure yeah
51:48
i imagine it's tough to because Hero Quest is such an an outsized legacy and
51:54
it is so it's literally a phenomena right it's it's a cultural phenomena I think it's fair to say so probably it's
52:02
difficult to to have a favorite that isn't gonna be that's going to escape from that shadow right well and also you
52:10
know back in those days um again it was um it was it was a
52:16
different time in terms of how games were designed and developed and what the
52:23
the role of a of a game's designer was um you know I I briefed out the box art
52:29
i had Les Edwards come to the office and I sat down and I talked through you know
52:34
what I wanted and he put his ideas into you know what he thought would be cool
52:40
um I briefed out the graphic design agency that did all of the you know the
52:45
the graphic design for the box um I briefed uh John Good who was the the
52:51
gentleman who airbrushed the logo uh and again the original logo was a
52:58
traditional piece of airbrush art right there was nothing digital about it um
53:04
back in those days um you know there just wasn't the the
53:09
digital uh sort of graphics and illustration software that is so common and prevalent today um all of that was
53:17
done by hand and um and John Good basically did a lot of airbrushing for
53:24
the uh for the car industry so again back in those days all of those beautiful photographs of cars that was
53:32
all airbrushed and you know and that's and when anyone who uses Photoshop now
53:37
and talks about masking and dubbing and all of these things these were all things that you used to have to do for
53:42
real um as an illustrator and um uh and and John Good was was was amazing and
53:49
and again I think you know even when I look at the logo that logo is just um
53:55
you know uh sort of unforgettable it's it's rich uh and again it's not
54:02
it's not crunchy and sort of hardcore and again no disrespect to to any of
54:09
those but you know modern fantasy gaming at least in part is a little bit
54:15
crunchier a little bit sort of darker a little bit more sort of austere little
54:20
bit more gritty um Hero Quest is kind of high fantasy right
54:28
it's it's it's going right back to the world of you know Conan and and sort of
54:33
like m a much more You know when I say simplistic I sort of
54:39
you know what I mean is a sort of a more traditional sort of fantasy even even
54:46
uh you know when Hero Quest was launched it wasn't attempting to be Lord of the Rings it was attempting to be kind of
54:52
like Warhammer Fantasy Battle in a way that everyone understands at the time
54:58
and at the time the Conan movies were you know in everyone's mind um in the
55:05
same way that when we did Space Crusade it was at a time when Aliens and Roocop
55:13
were in everyone's mind um those were the cultural you know sort of points of
55:20
context that that people had for both high fantasy and science fiction yeah
55:26
and yeah I I think you know whether it's the logo or the box or the the or everything really it is truly timeless
55:33
yeah i think it you know it's a uh an incredible piece of work but I I think we could wax lyrical about a Hero Quest
55:41
all day and I could keep you talking but I I will I will let you go Stephen but
55:46
thank you again so much for joining me to chat about your amazing career and some of the awesome work that you've
55:51
done it's been fantastic thank you Jordan it was a pleasure massive thanks to Steven Baker for
55:58
joining me once again to chat about his amazing career it was absolutely fascinating and I had a tremendous time
56:06
there is an entire second interview with Steven where we talk more specifically about Hero Quest and Space Crusade that
56:13
is available right now on the Jordan Sorcery Pods channel and there are also a few stories from Steven that we
56:18
couldn't fit into any of these interviews so that is exclusively available to my patrons via Patreon you
56:24
can check it out using the link in the description there is lots of other early and exclusive content including book
 


 

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Posted

Fatemi sapere chi vuole acquistare l'intervista con materiale esclusivo di Steve Baker e prototipi esclusivi di HeroQuest, mai pubblicati.

Non posso pagare tutto io....grazie.

https://www.patreon.com/posts/heroquest-living-136682804

 

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