The Stephen Baker Interview Oct/1989
Found another interview from Games International #9 way back in September 1989 when Hero Quest was first released in the UK:
THE GI INTERVIEW
In this month's interview, we talk to Steven Baker, designer of HeroQuest
The big question: how did HeroQuest evolve?
'I was always interested in the fantasy genre from my days at Games Workshop. When I went to work for MB I discussed this with Roger Ford (head of Project Development at MB) and he game me the go-ahead to develop the project with the proviso that it be kept simple enough to appeal to a large audience.
How did Games Workshop get involved?
'Initially we just wanted them to do the plastic miniatures, but they've had so much experience in the fantasy field we decided to draw on their expertise.'
Were they involved in the actual design of the game?
'No. Their input in the basic version was the artwork and the manufacture of the miniatures, though in the future that will change.'
In what way?
'They will be producing Advanced HeroQuest which adds complexity to the basic concept so will therefore have more appeal to their core market. For our part we will be publishing new scenarios to go with the original HeroQuest.'
Our reviewer mentioned that he found it a tad unbalanced if the players co-operate.
'That's fair comment, in fact I designed it that way. The game is really aimed at 10-12 year olds who play with their mums and dads. My feeling is that they play in a very competitive, rather than co-operative way, so they wouldn't experience the problems your games group did.'
What do you think of the changes we proposed (see page 17)?
'They're excellent. This is what we want to encourage. The game system was kept flexible enough so that it could incorporate all sorts of amendments. We could have added a whole pile of optional rules but we didn't want to confuse people by producing a 32 page rule book. Games Workshop can do that, indeed their fans probably expect nothing less. I grew up playing SPI and Avalon Hill games so beefy rule books don't faze me, however, working for a company like MB means that you have to aim for the mass market. If we sell to the games hobby that's a bonus.'
The fantasy theme, though, isn't that a quantum leap for a company like MB with its family image?
'Undoubtedly, but we felt there was a gap in the market for a simple, well produced, fantasy game. Most games in this field are quite the opposite. Huge rulebooks and poor components. Nobody's fault, small companies simply don't have the resources to produce high quality components.'
On a personal note what games do you play yourself?
'I've always been a big fan of Napoleonics. Avalon Hill's Napoleon is a game I find myself constantly returning to, though right now I've been playing with miniatures quite a lot'.
Back to HeroQuest. Are we likely to see more games of this scale from MB?
'This, of course depends on its success, which I must say, at the moment looks very promising. Right now I'm working on a science-fiction game which will probably be the second game in what we hope will be a continuing series'.
And so do we.
Interview by Brian Walker //////////GI
THE GI INTERVIEW
In this month's interview, we talk to Steven Baker, designer of HeroQuest
The big question: how did HeroQuest evolve?
'I was always interested in the fantasy genre from my days at Games Workshop. When I went to work for MB I discussed this with Roger Ford (head of Project Development at MB) and he game me the go-ahead to develop the project with the proviso that it be kept simple enough to appeal to a large audience.
How did Games Workshop get involved?
'Initially we just wanted them to do the plastic miniatures, but they've had so much experience in the fantasy field we decided to draw on their expertise.'
Were they involved in the actual design of the game?
'No. Their input in the basic version was the artwork and the manufacture of the miniatures, though in the future that will change.'
In what way?
'They will be producing Advanced HeroQuest which adds complexity to the basic concept so will therefore have more appeal to their core market. For our part we will be publishing new scenarios to go with the original HeroQuest.'
Our reviewer mentioned that he found it a tad unbalanced if the players co-operate.
'That's fair comment, in fact I designed it that way. The game is really aimed at 10-12 year olds who play with their mums and dads. My feeling is that they play in a very competitive, rather than co-operative way, so they wouldn't experience the problems your games group did.'
What do you think of the changes we proposed (see page 17)?
'They're excellent. This is what we want to encourage. The game system was kept flexible enough so that it could incorporate all sorts of amendments. We could have added a whole pile of optional rules but we didn't want to confuse people by producing a 32 page rule book. Games Workshop can do that, indeed their fans probably expect nothing less. I grew up playing SPI and Avalon Hill games so beefy rule books don't faze me, however, working for a company like MB means that you have to aim for the mass market. If we sell to the games hobby that's a bonus.'
The fantasy theme, though, isn't that a quantum leap for a company like MB with its family image?
'Undoubtedly, but we felt there was a gap in the market for a simple, well produced, fantasy game. Most games in this field are quite the opposite. Huge rulebooks and poor components. Nobody's fault, small companies simply don't have the resources to produce high quality components.'
On a personal note what games do you play yourself?
'I've always been a big fan of Napoleonics. Avalon Hill's Napoleon is a game I find myself constantly returning to, though right now I've been playing with miniatures quite a lot'.
Back to HeroQuest. Are we likely to see more games of this scale from MB?
'This, of course depends on its success, which I must say, at the moment looks very promising. Right now I'm working on a science-fiction game which will probably be the second game in what we hope will be a continuing series'.
And so do we.
Interview by Brian Walker //////////GI