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- [http://www.gamesdomain.co.uk/gdreview/opinion/iview003.html
- The Games Domain, August 1995]
- THE IAN BELL INTERVIEW
- by Michael McCarthy
- Ian Bell is co-author of a game that defined its era and layed the
- basis for a whole genre of games, the space-sim. Together with David
- Braben, he wrote Elite and fitted it in 32k of memory on the BBC
- micro. Other games he wrote are Acornsoft's Free Fall and Program
- Power's Reversi also for the BBC. Since then we haven't heard much
- from him, unlike his former partner, David Braben. That might change,
- as you can read in the following interview.
- 1. How did you become involved in writing games, and what do you
- regard as your greatest achievement in the gaming industry?
- I played around with computers as a kid, and realised there was money
- to be made in games for the BBC micro. My greatest, published
- achievements technically would have to be fitting BBC Cassette "Elite"
- into 32K of RAM including the screen, and later the Nintendo'
- Entertainment System conversion of "Elite" that used a character
- mapped display and a single NES controller. The NES is my favourite
- published conversion and was not thought technically feasible until
- we'd done it.
- 2. When you co-wrote Elite, the gaming industry was still in its
- infancy. How does today's industry compare, and how did it develop to
- its present state? What do you think the future holds for it?
- 1don't follow the industry much. I seldom read the magazines or
- attend the shows because as a rule I tend to find it all rather
- depressing and also somewhat boring. The games industry has been
- developing on very predictable commercially orientated lines for years
- now. The technology is improving but game designs simply recycle the
- same themes, concepts, and methodologies again and again, though
- increasingly distastefully in some cases.
- 3. What do you think of the British gaming industry? Does it have an
- independent future?
- I don't know the answer to that. I like to think that the cyber
- underground is strong in this country and that we will see some of the
- more alternative stuff coming through from here, as with music.
- 4. Why haven't we seen a game from you for so long, and will we see
- games from you in the future? If so, could you lift a tip of the veil
- about them?
- I worked with David Braben on Elite 2 for the BBC Micro for a while,
- but when it became clear that we were just not going to be able to do
- what we wanted on the eight bit platforms I decided not to work on it
- anymore but to concentrate on other interests. I worked on various
- 6502 conversions of "Elite" and got involved with OXFAM designing an
- adventure game putting the player in charge of a Central American
- country in the Nicaraguan mould. The aim was to educate the player in
- the realities of third world issues, especially with regard to the
- outrageous behaviour of the USA, which is basically a force for evil
- in the developing world and i wanted to get that across. I let the
- project collapse when my associate on it was summoned back to
- Singapore because it was just too ambitious. The nearest I've seen to
- what I was trying to do is "Hidden Agenda", which is excellent.
- But throughout this I've also been working on a game that was
- originally based on the martial art "Aikido". It's now becoming
- increasingly psychedelic since this is the way my own interests are
- going.
- 5. What parts of Elite were you responsible for?
- David and I wrote and designed the original 6502 versions. My
- contributions to the 6502 versions were:
- The flight control and combat systems. How your ship behaved,
- how enemy ships behaved, including when and how they attacked.
- Missiles, docking, scooping and so on. Moving and rotating
- things generally.
- The graphics for planet, the sun, and the star fields. David
- did the ships plotting.
- The scanner (though this was David's idea and his ellipse
- design)
- The secret missions.
- Game save.
- Various ship designs, the Asp was my favourite of these.
- 6. What influence did Elite have and in how far does it still
- influence games even now?
- Because "Elite" was first it "claimed" a lot of territory. To me, the
- game concept just seemed obvious, especially given the SciFi RPGs that
- were coming out around that time, Other games designers have had to
- find new slants just to be different to it which must have been .
- annoying. If "Elite" did anything, it invented the "open" game but not
- many people have taken up this challenge. Games these days are often
- "big" but that is not the same as open, In big games you just do the
- same thing for longer, five hundred levels or six thousand rooms or
- whatever. Open games are ones you exist in and play many roles.
- 7. What was your involvement in Frontier; Elite 2?
- What did you think of that game as a whole, and what do you predict
- for David Braben's new company. Frontier Developments?
- I've not actually seen F;E2. I was expecting DB to send me a copy but
- he never did and I decided it might be better if I could honestly
- claim never to have seen or played the game. I understand he simulated
- the entire galaxy using astronomically correct models and that I have
- a lot of respect for. It's a very aesthetic thing to have done, though
- it doesn't necessarily make for a fun game. However, what I've heard
- about the combat and flight system does not sound encouraging. I think
- David wants everything to be "realistic" but that's just not the right
- way to go IMO. if you are writing a simulator that's one thing, but
- games are meant to be played and play is about fun not realism.
- My coding involvement was mainly supplying algorithms for drawing
- planets and suggestions for control systems, I gave permission for
- Elite materials to be used in the game in exchange for a royalty, ten
- percent, of what David got after "reasonable expenses".
- His company? Time will tell I guess. I expect they made a lot of money
- from "F:FE" despite its quality.
- 8. Why is there a dispute between you and David Braben over Frontier:
- First Encounters?
- Well there's there are legal and moral issues here. Firstly, he's used
- materials which are our joint copyright while claiming them to be
- entirely his. I really can't see why he refrained from the simple
- courtesy of putting "Elite elements copyright Bell and Braben, used
- with permission of the authors" on his Frontier titles. The legal
- issue here is that he's made a fraudulent copyright claim. Morally,
- he's not giving credit were credit is due, either for the sake of
- self-aggrandisement or to somehow try and erode my joint ownership of
- the materials.
- The second issue is less clear cut. I gave him the right to produce
- add ons and mission disks to the Elite sequel royalty free because I
- expected such to generate sales of the base game and also felt that
- such addons would be genuinely new materials for which I was not
- morally entitled to a percentage. I also agreed that a further sequel
- would be royalty free because at the time his plan was, or so I
- thought, to do addons for quite some time and any further sequel to be
- a wholly new concept. Shortly after "Frontier:Elite 2" David announced
- an extension disk "Frontier - The First Encounter" (CTW t\/lay 2 1994)
- but then this suddenly turned into a "sequel" to "F:E2" which to all
- intents and purposes replaces it. So suddenly the sequel to Elite on
- which I'm getting royalties is going to be replaced by a rewrite on
- which he proposes to pay me nothing while still using the Elite
- materials.
- I think the reason he did this was that "F:E2" did not have the
- expansion potential for handling mission disks because it was rushed.
- I think David realised he had to effectively rewrite the game engine
- to give it proper expendability. He realised while doing so that by
- making it a sequel he'd get to charge more for it and could also take K 7
- advantage of the sequel clause in our agreement to save paying me my J
- share. He also stopped paying Chris Sawyer his royalty for writing PC
- "F:E2". Chris Sawyer's PC source was, I'm lead to believe, used as the
- basis for the conversion that earns him no royalties.
- I'm still surprised at David's behaviour here. He could so easily have
- come to me and said "I'm going to significantly upgrade F:E2. I. think
- a lower royalty would be appropriate.". I'd probably have accepted 5%
- pre development costs. But he just tried it on from the start.
- The lesson I've learnt from this is that I'm a poor judge of character.
- 9. [I'm sorry if you regard this as a private matter...] Did you earn
- enough from the success of Elite not to have to write games for a living
- It's still selling well, but I really ought to get something published
- soon if only to keep me in trance CDs
- 10. Do you think you could have created a better successor to Elite,
- and why didn't you?
- I think I could, but then talk is cheap isn't it? The reasons 1didn't"
- stay with Elite were that I really didn't want to keep working with
- David; was more interested in trying to create a new concept than
- repeating a past success; and was fed up with the 3D space game arena.
- Only one of those statements is still true.
- 11. What is your favourite type of game? What is your favourite game
- ever?
- My favourite type of game is whatever type I'm working on at the time.
- I don't play games much at all, I prefer to enjoy myself away from the
- keyboard although I've been active on the net a lot lately. I like
- games with smooth flowing motion. I played "Swiv" for a while a few
- years ago but my favourite game ever is "Chuckie Egg" on the BBC. 1
- can't remember who wrote it and technically it was poor but it was
- such fun to play once you knew what you were doing.
- 12. What are your hobbies and interests?
- I research the Occult and technoshamanism. I enjoy raving and UV body
- painting, DJing electronic music, juggling, massage, martial arts. I
- love programming as a creative activity but hate having to use crap
- tools and software. Take C for example. The entire industry uses a one
- pass compiler! Is it any wonder so much software sucks?
- Note from Ian:
- "A letter from David Braben's solicitors has brought to my attention
- the possibility that one sentence in my reply to Q8 above could, when
- read out of context, be misinterpreted to mean that David. Braben has
- stopped all royalty payments due to Chris Sawyer for writing the
- Frontier; Elite 2 program. My meaning in this sentence is that in
- changing First Encounters from an extension disc requiring purchase of
- the Frontier: Elite 2 program written by Chris Sawyer and on which
- royalties were paid to Chris Sawyer, to a "sequel" on which, despite
- it containing a conversion of Chris Sawyer's program, royalties were
- not paid to Chris Sawyer, David Braben stopped those payments of
- royalties to Chris Sawyer that Chris Sawyer would otherwise have
- received as a result, whether direct or indirect, of sales of First
- Encounters. The meaning of the statement is not that David Braben has
- stopped payment of royalties from sales of the program under its
- original title 'Frontier: Elite 2"'.
- Copyright ©: Michael McCarthy for the Games Domain, 1995
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