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THE IAN BELL INTERVIEW August 1995 by Michael McCarthy

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  1. [http://www.gamesdomain.co.uk/gdreview/opinion/iview003.html
  2. The Games Domain, August 1995]
  3.  
  4. THE IAN BELL INTERVIEW
  5. by Michael McCarthy
  6.  
  7. Ian Bell is co-author of a game that defined its era and layed the
  8. basis for a whole genre of games, the space-sim. Together with David
  9. Braben, he wrote Elite and fitted it in 32k of memory on the BBC
  10. micro. Other games he wrote are Acornsoft's Free Fall and Program
  11. Power's Reversi also for the BBC. Since then we haven't heard much
  12. from him, unlike his former partner, David Braben. That might change,
  13. as you can read in the following interview.
  14.  
  15. 1. How did you become involved in writing games, and what do you
  16. regard as your greatest achievement in the gaming industry?
  17.  
  18. I played around with computers as a kid, and realised there was money
  19. to be made in games for the BBC micro. My greatest, published
  20. achievements technically would have to be fitting BBC Cassette "Elite"
  21. into 32K of RAM including the screen, and later the Nintendo'
  22. Entertainment System conversion of "Elite" that used a character
  23. mapped display and a single NES controller. The NES is my favourite
  24. published conversion and was not thought technically feasible until
  25. we'd done it.
  26.  
  27. 2. When you co-wrote Elite, the gaming industry was still in its
  28. infancy. How does today's industry compare, and how did it develop to
  29. its present state? What do you think the future holds for it?
  30.  
  31. 1don't follow the industry much. I seldom read the magazines or
  32. attend the shows because as a rule I tend to find it all rather
  33. depressing and also somewhat boring. The games industry has been
  34. developing on very predictable commercially orientated lines for years
  35. now. The technology is improving but game designs simply recycle the
  36. same themes, concepts, and methodologies again and again, though
  37. increasingly distastefully in some cases.
  38.  
  39. 3. What do you think of the British gaming industry? Does it have an
  40. independent future?
  41.  
  42. I don't know the answer to that. I like to think that the cyber
  43. underground is strong in this country and that we will see some of the
  44. more alternative stuff coming through from here, as with music.
  45.  
  46. 4. Why haven't we seen a game from you for so long, and will we see
  47. games from you in the future? If so, could you lift a tip of the veil
  48. about them?
  49.  
  50. I worked with David Braben on Elite 2 for the BBC Micro for a while,
  51. but when it became clear that we were just not going to be able to do
  52. what we wanted on the eight bit platforms I decided not to work on it
  53. anymore but to concentrate on other interests. I worked on various
  54. 6502 conversions of "Elite" and got involved with OXFAM designing an
  55. adventure game putting the player in charge of a Central American
  56. country in the Nicaraguan mould. The aim was to educate the player in
  57. the realities of third world issues, especially with regard to the
  58. outrageous behaviour of the USA, which is basically a force for evil
  59. in the developing world and i wanted to get that across. I let the
  60. project collapse when my associate on it was summoned back to
  61. Singapore because it was just too ambitious. The nearest I've seen to
  62. what I was trying to do is "Hidden Agenda", which is excellent.
  63. But throughout this I've also been working on a game that was
  64. originally based on the martial art "Aikido". It's now becoming
  65. increasingly psychedelic since this is the way my own interests are
  66. going.
  67.  
  68. 5. What parts of Elite were you responsible for?
  69.  
  70. David and I wrote and designed the original 6502 versions. My
  71. contributions to the 6502 versions were:
  72. The flight control and combat systems. How your ship behaved,
  73. how enemy ships behaved, including when and how they attacked.
  74. Missiles, docking, scooping and so on. Moving and rotating
  75. things generally.
  76. The graphics for planet, the sun, and the star fields. David
  77. did the ships plotting.
  78. The scanner (though this was David's idea and his ellipse
  79. design)
  80. The secret missions.
  81. Game save.
  82. Various ship designs, the Asp was my favourite of these.
  83.  
  84. 6. What influence did Elite have and in how far does it still
  85. influence games even now?
  86.  
  87. Because "Elite" was first it "claimed" a lot of territory. To me, the
  88. game concept just seemed obvious, especially given the SciFi RPGs that
  89. were coming out around that time, Other games designers have had to
  90. find new slants just to be different to it which must have been .
  91. annoying. If "Elite" did anything, it invented the "open" game but not
  92. many people have taken up this challenge. Games these days are often
  93. "big" but that is not the same as open, In big games you just do the
  94. same thing for longer, five hundred levels or six thousand rooms or
  95. whatever. Open games are ones you exist in and play many roles.
  96.  
  97. 7. What was your involvement in Frontier; Elite 2?
  98.  
  99. What did you think of that game as a whole, and what do you predict
  100. for David Braben's new company. Frontier Developments?
  101.  
  102. I've not actually seen F;E2. I was expecting DB to send me a copy but
  103. he never did and I decided it might be better if I could honestly
  104. claim never to have seen or played the game. I understand he simulated
  105. the entire galaxy using astronomically correct models and that I have
  106. a lot of respect for. It's a very aesthetic thing to have done, though
  107. it doesn't necessarily make for a fun game. However, what I've heard
  108. about the combat and flight system does not sound encouraging. I think
  109. David wants everything to be "realistic" but that's just not the right
  110. way to go IMO. if you are writing a simulator that's one thing, but
  111. games are meant to be played and play is about fun not realism.
  112.  
  113. My coding involvement was mainly supplying algorithms for drawing
  114. planets and suggestions for control systems, I gave permission for
  115. Elite materials to be used in the game in exchange for a royalty, ten
  116. percent, of what David got after "reasonable expenses".
  117.  
  118. His company? Time will tell I guess. I expect they made a lot of money
  119. from "F:FE" despite its quality.
  120.  
  121. 8. Why is there a dispute between you and David Braben over Frontier:
  122. First Encounters?
  123.  
  124. Well there's there are legal and moral issues here. Firstly, he's used
  125. materials which are our joint copyright while claiming them to be
  126. entirely his. I really can't see why he refrained from the simple
  127. courtesy of putting "Elite elements copyright Bell and Braben, used
  128. with permission of the authors" on his Frontier titles. The legal
  129. issue here is that he's made a fraudulent copyright claim. Morally,
  130. he's not giving credit were credit is due, either for the sake of
  131. self-aggrandisement or to somehow try and erode my joint ownership of
  132. the materials.
  133.  
  134. The second issue is less clear cut. I gave him the right to produce
  135. add ons and mission disks to the Elite sequel royalty free because I
  136. expected such to generate sales of the base game and also felt that
  137. such addons would be genuinely new materials for which I was not
  138. morally entitled to a percentage. I also agreed that a further sequel
  139. would be royalty free because at the time his plan was, or so I
  140. thought, to do addons for quite some time and any further sequel to be
  141. a wholly new concept. Shortly after "Frontier:Elite 2" David announced
  142. an extension disk "Frontier - The First Encounter" (CTW t\/lay 2 1994)
  143. but then this suddenly turned into a "sequel" to "F:E2" which to all
  144. intents and purposes replaces it. So suddenly the sequel to Elite on
  145. which I'm getting royalties is going to be replaced by a rewrite on
  146. which he proposes to pay me nothing while still using the Elite
  147. materials.
  148.  
  149. I think the reason he did this was that "F:E2" did not have the
  150. expansion potential for handling mission disks because it was rushed.
  151. I think David realised he had to effectively rewrite the game engine
  152. to give it proper expendability. He realised while doing so that by
  153. making it a sequel he'd get to charge more for it and could also take K 7
  154. advantage of the sequel clause in our agreement to save paying me my J
  155. share. He also stopped paying Chris Sawyer his royalty for writing PC
  156. "F:E2". Chris Sawyer's PC source was, I'm lead to believe, used as the
  157. basis for the conversion that earns him no royalties.
  158.  
  159. I'm still surprised at David's behaviour here. He could so easily have
  160. come to me and said "I'm going to significantly upgrade F:E2. I. think
  161. a lower royalty would be appropriate.". I'd probably have accepted 5%
  162. pre development costs. But he just tried it on from the start.
  163.  
  164. The lesson I've learnt from this is that I'm a poor judge of character.
  165.  
  166. 9. [I'm sorry if you regard this as a private matter...] Did you earn
  167. enough from the success of Elite not to have to write games for a living
  168.  
  169. It's still selling well, but I really ought to get something published
  170. soon if only to keep me in trance CDs
  171.  
  172. 10. Do you think you could have created a better successor to Elite,
  173. and why didn't you?
  174.  
  175. I think I could, but then talk is cheap isn't it? The reasons 1didn't"
  176. stay with Elite were that I really didn't want to keep working with
  177. David; was more interested in trying to create a new concept than
  178. repeating a past success; and was fed up with the 3D space game arena.
  179. Only one of those statements is still true.
  180.  
  181. 11. What is your favourite type of game? What is your favourite game
  182. ever?
  183.  
  184. My favourite type of game is whatever type I'm working on at the time.
  185. I don't play games much at all, I prefer to enjoy myself away from the
  186. keyboard although I've been active on the net a lot lately. I like
  187. games with smooth flowing motion. I played "Swiv" for a while a few
  188. years ago but my favourite game ever is "Chuckie Egg" on the BBC. 1
  189. can't remember who wrote it and technically it was poor but it was
  190. such fun to play once you knew what you were doing.
  191.  
  192. 12. What are your hobbies and interests?
  193.  
  194. I research the Occult and technoshamanism. I enjoy raving and UV body
  195. painting, DJing electronic music, juggling, massage, martial arts. I
  196. love programming as a creative activity but hate having to use crap
  197. tools and software. Take C for example. The entire industry uses a one
  198. pass compiler! Is it any wonder so much software sucks?
  199.  
  200. Note from Ian:
  201. "A letter from David Braben's solicitors has brought to my attention
  202. the possibility that one sentence in my reply to Q8 above could, when
  203. read out of context, be misinterpreted to mean that David. Braben has
  204. stopped all royalty payments due to Chris Sawyer for writing the
  205. Frontier; Elite 2 program. My meaning in this sentence is that in
  206. changing First Encounters from an extension disc requiring purchase of
  207. the Frontier: Elite 2 program written by Chris Sawyer and on which
  208. royalties were paid to Chris Sawyer, to a "sequel" on which, despite
  209. it containing a conversion of Chris Sawyer's program, royalties were
  210. not paid to Chris Sawyer, David Braben stopped those payments of
  211. royalties to Chris Sawyer that Chris Sawyer would otherwise have
  212. received as a result, whether direct or indirect, of sales of First
  213. Encounters. The meaning of the statement is not that David Braben has
  214. stopped payment of royalties from sales of the program under its
  215. original title 'Frontier: Elite 2"'.
  216.  
  217. Copyright &copy: Michael McCarthy for the Games Domain, 1995
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