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Video: Bringing hell to life — AI and animation in DOOM

With highly stylized enemy characters in DOOM, the success in “selling” the characters is usually tied directly to the quality of the animations, and the combat AI in DOOM relies heavily on straightforward full body animations.

However, this meant that the AI animation controls needed to be more robust and flexible than simple naive playback. So how did the developers manage? 

In this GDC 2017 talk, id Software’s Jake Campbell explains some of the techniques that were used to make the full-body AI animations of 2016’s DOOM 2016 in a modern game environment.

It wan insightful talk that’s definitely still worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent company Informa

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Diablo Immortal exists because ‘China really wants it’, says Blizzard dev

“The reaction inside the company to Immortal is very different than the reaction outside the company. Part of the thinking on a lot of these is, people want to work on smaller projects. Smaller projects in mobile tend to make sense.”

– An anonymous developer at Blizzard Entertainment discussing Diablo Immortal. 

Kotaku recently published a piece examining the history of Blizzard Entertainment’s Diablo franchise, which recently came under fire after the announcement of Diablo Immortal, a mobile game being developed in tandem with China-based studio NetEase. 

Players were confused as to why the company chose to reveal Diablo Immortal as opposed to Diablo IV during this past BlizzCon. If Diablo IV supposedly exists and is currently under development, why is Blizzard choosing to keep silent about its progress? 

“In terms of unannounced games, so much can change over the course of development based on how we’re feeling about the progress and direction of the project,” Blizzard explained.

“We try not to share details about unannounced projects before we’re ready. Our preference is to have a clear announcement plan with some concrete details and hopefully a playable demo of the game when we announce. That applies to our Diablo projects and our other games as well.”

A current Blizzard employee echoes the statement above, explaining how a majority of the Diablo team is (understandably) a little paranoid about announcing things too soon. “The Diablo team is very paranoid about saying something too soon and then getting stuck in a loop. They don’t want to show the game until they have a trailer, a demo.”

With a lack of Diablo IV news, attention shifted toward its mobile counterpart. The game is partially being developed by NetEase and a small group of Blizzard employees working under the company’s new “incubation” department.

The incubation department was created to help cultivate new creative projects for the company, with many veteran developers moving there to work on smaller games– and in this case, smaller meant mobile.

It made sense for Blizzard to collaborate with NetEase after their partnership to bring Diablo III as a free-to-play game in China, where it was very successful.

“Essentially it exists because we’ve heard that China really wants it,” revealed a current developer. “It is really for China.”

“The quality bar in the Chinese market, especially for framerate, is extremely low,” said another anonymous dev. “You can release something that’d be considered alpha footage here and it’d be a finished game there.” 

In a statement, Blizzard said that Diablo Immortal had been developed for both Western and Eastern markets but was vague on whether the game was originally planned to launch in China first.

“One of our core values is ‘think globally’ and our history has shown that we strive to make our games in as many languages as possible so more players can enjoy them,” a spokesperson said. “With that in mind, we quickly knew that we wanted to bring Diablo Immortal to the global audience.”

Be sure to read the entire piece over at Kotaku, which dives into more detail around how Blizzard’s canceled projects affected current projects. It’s well worth it. 

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TwitchCon is heading to Europe for the first time

TwitchCon, the annual gathering held for Twitch streamers and the community, is heading to Europe for the first time next year as TwitchCon Europe.

As detailed in a press release, the event will be held at at CityCube in Berlin, Germany from April 13-14 for the European Twitch community, containing much of the same elements as its United States counterpart. 

The company selected Berlin as the location for TwitchCon Europe based on its centralized location, and Germany’s reported status as one of the top performing countries in terms of both streamers and viewership.

In addition, Twitch sees the city as ideal based on proximity to attractions and accommodations, and its accessibility to those traveling from out of the country.

Additional TwitchCon Europe details will be shared in the coming months.

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Weekly Jobs Roundup: Weta Workshop, Playful Corp, and more are hiring now!

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.

Location: Wellington, New Zealand

We’re looking for an exceptionally talented Lead Game Animator, to build and lead a team tasked with bringing digital character and worlds to life. You will need the dynamism and adaptability necessary to forge world-class content in a bold, new and rapidly evolving medium. Ideally, you’ll be an experienced games industry animator with a keen eye for detail, a strong understanding of human, animal and mechanical movement and with experience working within a broad range of animation areas including facial, keyframe and motion capture. You’ll also have previous experience working with external service providers, defining and building animation pipelines and an in-depth understanding of industry-standard tools including Maya and MotionBuilder. Previous experience working with game engines such as Unity or Unreal is essential.

Location: Oslo, Norway

Snowcastle is looking for a talented, versatile and passionate Gameplay programmer to join its development team in Oslo, Norway. This is an exciting time to join Snowcastle as we are in the early stages of development of a new project. As well as being the author of several gameplay systems, the successful candidate will have a significant say in the technical direction of the project.

Location: McKinney, Texas

We are currently seeking a UI Designer to join our growing team. As a UI Designer, you will work closely with the Directors to conceptualize, mock-up, and execute the visual interface designs to support our games. You will take the creative vision set by the directors and expand ideas into your own creations; developing UI experiences from concepts to completion of a visually appealing, high-quality user experience. 

Location: Sarasota, Florida

The Game Art and Virtual Reality Development is seeking a game artist with Unreal Engine 4 (UE4) and asset creation experience to join a dedicated faculty teaching Game Art. The primary responsibility of this position will focus on providing quality instruction, teaching students game art and level design techniques to create interactive projects as well as instruction in the fundamentals of 2D design. Included among the duties and responsibilities, this position requires expertise in the game development pipeline, 3D and 2D asset creation, and simple game mechanics. Assignments include teaching introductory through advanced courses in creating interactive game experiences and integration of aesthetic elements into the game engine.

Location: Gilbert, Arizona

We are looking for a seasoned programmer who has experience in leading development and completing projects with the Unreal Engine.  The applicant should know how to architect various elements necessary in making a game with the Unreal engine.  The applicant should also want to be a major part of a small studio and willing to take on the challenges associated with this.

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Rare’s studio dogs don pirate hats and bowties for a very good charity calendar

Sea of Thieves developer Rare is raising money for charity by compiling adorable snapshots of the many wonderful dogs that sometimes roam the game studio’s halls into an absolutely adorable 2019 calendar. 

Each of the calendar’s 12 pages features a different pup belonging to a game developer at Rare and a brief blurb describing the lives and ambitions of each very good boy or girl, like July’s Bailey, a wanna-be pirate, or March’s Gracie, a four-month-old Perfect Dark Zero enthusiast.

More information on the calendar itself can be found on Rare’s website, while behind-the-scenes doggie photo shoot pics are already cropping up on Twitter.

The Dogs of Rare Charity Calendar is up for preorder now and due to release on December 3. Rare says that all of the profits generated from sales of the calendar will go to the SpecialEffect, a UK-based charity that helps people with physical disabilities play video games by providing them with accessible controller tech and personalized information. More information on SpecialEffect and the charity’s accessibility-focused advice for developers can be found on the organization’s website as well.

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Don’t Miss: Learning from the masterful level design of The Legend of Zelda

When going back to replay classic games I played as a kid to mine them for knowledge, I always fear that any games from the NES era or earlier are too old to learn much from.

I tend to assume that many elements of modern design will be missing: no training, bad difficulty ramping, haphazard level design, and so forth. Before writing this article, I was under the impression that many “good design principles” I’ve come to know and love were invented during the SNES era and iterated on from there.

The NES was the Wild West of game development, I thought, lawless and free.

So when I went back on Link’s 25th anniversary to play the first Zelda game and maybe write an article about it, I was a bit gun-shy.

As it turns out, I was totally wrong! Instead of finding something outdated with a ton of nostalgia value, I found an excellent primer in the fundamentals of non-linear game design.

In an interview, creator Shigeru Miyamoto once said that with The Legend of Zelda, he wanted to evoke the feelings associated with exploration in the player:

“When I was a child,” Miyamoto said, “I went hiking and found a lake. It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this.” – via Wikipedia

To achieve this feeling, Miyamoto and company invented a number of really clever tricks to create non-linear levels that are still useful today.


I can still hear the music in my dreams… MY DREAMS!

While going through The Legend of Zelda, I played each level and then did an in-depth analysis of the level on paper. This kind of analysis is pretty standard fare; I do it all the time on colleagues’ level designs. There are a few things I’m always looking for:

  • Level Flow. How do the spaces in the level fit together? Where is the player supposed to go, and will she know how to get there?
  • Intensity Ramping. Does the intensity of the experience ramp up in a satisfying way? Do monsters get more difficult as the level goes on? Does the player get a chance to learn how the enemies work and then display her mastery later on?
  • Variety. Is there sufficient variety in the gameplay? Do enemy encounters frequently repeat themselves? Are the spaces varied in interesting ways?
  • Training. If the design requires new skills from the player, does it teach and test those skills appropriately?

In this article, I’ll apply the same methodology to the first level from the original Legend of Zelda. Fortunately, this is made easier by the fact that top-down maps of the level designs are easily and readily available. I’m only going to cover the first dungeon in this article, but the principles apply to all of them.

If you’d like to check them out yourself, you can find the maps I used here: Mike’s RPG Center. (By the way, Mike is awesome and gave me permission to use his maps in this article. Thanks, Mike.)

Breakdown

Based on my memories of the game, one of my assumptions going into this experiment was that the rooms in the dungeons were laid out haphazardly. I always remember getting the feeling that I was navigating my way through the rooms almost randomly, spitting in the designers’ faces and getting to the end only because of my mighty gaming talents!

After analyzing the flow of the dungeons, I quickly abandoned this notion. As it turns out, the dungeon layouts are very carefully planned and the flow is very cleverly executed.

First, I analyzed the critical path. The critical path is the shortest path through a level without using secrets, shortcuts, or cheats. Basically, it’s the path the designer intends the player to take through the level unless she gets really clever.

It’s worth noting that the critical path often doesn’t require a player to complete 100 percent of a level; it just requires her to complete the mandatory objectives within the level.

For each of the dungeons, the critical path is almost always linear. There are very few instances where the player is required to re-traverse ground she’s already seen. The only exception to the linearity rule tends to be two or three rooms at the beginning of the dungeons that allow you to choose between a small subset of rooms.


The player begins in Room 1 and can choose to go to Room 2 or Room 3. Rooms off the critical path are faded (click for full size).

Optional rooms (and sometimes entire paths) branch off from the critical path and reward the player with bonuses. The levels are also full of shortcuts that cut across the critical path. If the player has bombs, for example, she can skip from Room 5 to Room 8 in the above diagram.

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NPD: Skipping single player didn’t hurt sales for Call of Duty: Black Ops 4

Call of Duty: Black Ops 4 made the call to offer three different multiplayer modes and leave a traditional single-player campaign in the dust. Now, according to sales estimates and data from the NPD Group, it seems that the game hasn’t suffered as a result of that decision. 

Following the release of the NPD Group’s October report, analyst Mat Piscatella tweeted that “the lack of a [single player] campaign did not hurt Black Ops 4 launch month sales in the slightest,” also noting that Call of Duty’s move to October from its usual November release month helped October set new monthly sales records. 

The firm’s data typically includes physical sales and some digital sales as provided by publishers, though it is worth noting that not all publishers share digital sales numbers for the report. According to October’s data, Call of Duty: Black Ops 4 saw the most in terms of dollar amount sales, ahead of both Red Dead Redemption II and Assassin’s Creed: Odyssey, even though Black Ops 4′s sales numbers do not include digital PC sales. 

Beyond that, VentureBeat’s breakdown of the report says that Black Ops 4 now has the eighth highest launch month dollar sales in the 23 years since the NPD Group first started tracking sales data. By the NPD Group’s numbers, Black Ops 4 is already the best selling game of 2018 and the second best seller in the past 12 months, second only to November 2017’s Call of Duty: WWII.

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2018 Steam Autumn Sale + Steam Awards Nominations

The 2018 Steam Autumn Sale is here, with great deals across the Steam catalog through Black Friday and Cyber Monday*. Check in each day to see the new featured titles, and you can always find great games in your Discovery Queue or our recommendations.

In addition to discounts on thousands of great games, join the nomination process for the Steam Awards. Nominate games and developers across a variety of categories, and earn profile XP and badges for participating! Your nominations will help determine the finalists for each category. In December, you can vote on the winners for each category during the Steam Winter Sale. Learn more about the Steam Awards here.

*Offers end Tuesday November 27th at 10am Pacific.

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Review: Football Manager 2019 Touch

Living in the south of England, just outside London, I’m naturally a Manchester United fan. Supporting this Red Devils in the post-Fergie era is not easy. The current manager is world-class, they’ve got plenty of high-calibre international players at the club and at times they still play some excellent football, but at the same time their style of play can be very frustrating to watch, their form is inconsistent and they keep failing to seriously challenge for the major honours again. It hasn’t yet started getting any better from one season to the next.

Football Manager Touch has followed a similar pattern in the few years that it’s been around. Like with watching Man United these days, Sports Interactive’s sports simulation for tablets has a lot of quality running through it and is truly great at times but it leaves you feeling slightly underwhelmed and wanting more. This year’s edition, FM19 Touch, leaves the same impression.

I’ll return to this later for my conclusion – but for now, let’s go over some basics and some positives.

fm19touch 6

Football Manager Touch is the more advanced, and expensive at £20, of the two handheld versions of the premier football management sim. It’s somewhere in-between the streamlined Mobile game and the full-blooded PC game. This is the fifth tablet instalment of FM Touch, which started in 2015 as FM Classic in reference to how it offered a retro-inspired, stripped-back and speedier experience compared to the desktop game while still offering a good amount of the depth and complexity.

I’m not going to go all the way back to the beginning and explain what type of game Football Manager is because I’m going to assume you know already. If you are here reading this and don’t know what it’s all about then that’s weirder than Paul Pogba’s penalty run-ups. Suffice to say, in the main career mode you take charge of a real-world football club and then manage them through seasons as you pick the team, sign new players, choose tactics for matches and hopefully lead them to glory rather than get the sack from your virtual employer.

fm19touch 7

FM Touch is designed to give wannabe bosses who are ‘bursting with ambition but short on time’ an on-the-go management experience that dispenses of distractions like the ‘media circus’ and offers instant results on match days to help blast through fixtures. It’s a streamlined format with less micro-managing compared to the bigger, bulkier main title but it still provides a weighty, immersive and addictive game.
Sports Interactive has settled into a routine of annual releases of its three Football Manager, including Touch. Like with other franchises, players are expected to pay out again for the ‘new’ game which is basically the same as the previous year save for updated rules and rosters along with a few tweaks and added features.

One change for this year is the presentation has been given a bit of a revamp, with a fresher and brighter new look. Like when your team unveils a new kit, this doesn’t make much difference to how the game plays but it looks nice. The user interface and screen layout are much the same as before, being intuitive and easy to use for the most part. It can occasionally be slightly fiddly to tap on the correct part of the screen and there’s a minor new annoyance this time in how information in certain text boxes is cut short.

fm19 Tactics

A more significant addition for FM19 is tactical styles which put another layer on top of the already immense range of option for setting up your team. You can now choose from a selection of pre-set systems such as high-intensity gegenpress, the Spanish-flavoured tiki-taka or the more rudimentary route one, which serve as the overall philosophy for how your team plays. There is a vast amount of customisations for each of these structures as you put plans in place across the three phases of possession, transition and not-in-possession. Then on top of this you can choose from numerous formations, or create your own, while also assigning roles and detailed instructions to individual players. 

The tactical possibilities are insane and overwhelming, but they are also a big part of the game’s appeal. One small gripe is there is sometimes a lack of information easily available in the game to explain what all the options mean. The new inductions (tutorials on certain parts of the job) are useful, but having a more easily accessible glossary at your fingertip on particular screens would be handy.

fm19touch 5

As well as enhancements to the tactical side of the game, training has also been given something of a revamp. You now get a rating of 1 to 10 for each player showing well are they performing in training, and you can also set several aspects of each player’s training routine. You can dictate which position, role and duty each player trains on, which areas they will have additional focus on, such as strength or speed, and what intensity they will train at. Beyond this, you can encourage certain traits in players across various categories including movement, passing and technique.

I suspect most people will still leave the training to their in-game assistant manager because it does remain one of drier more number-driven parts of the game, but it does provide plenty of scope to get hands-on with the development of your squad should you want to. The rest of the game remains much the same as last year, and the year before. Further changes are either unnoticeable or insignificant.

fm19touch 1

I called the 2018 version of FM Touch a “magnificent game in many ways” and the 2019 edition is every bit as worthy of this description. There is still so much to like about it and it continues to be a huge, absorbing and generally enjoyable game, with the new features I’ve described only adding to its authenticity and complexity. But … there has to be a but as I swing back around to my opening when I compared FM Touch to Man United and said it can leave you feeling slightly underwhelmed and wanting more.

Another thing I said in my review of last year’s game was that it needed to deliver more next time to stop the series going stale. Sadly, it hasn’t really delivered more, and the series is starting to go stale. The game hasn’t evolved very far from when it first arrived in 2015. There have been improvements around the edges, including this year’s tactics and training alterations, but none of these have been very big steps forward.

Whether through picking a new coach and plotting a different direction or signing players who bring extra quality, football teams are constantly looking to better themselves – at least those teams that want to get to the top or stay there. This is what Sports Interactive should be doing with FM Touch; always looking to make each new game distinct and distinctly superior to the previous one. But they don’t seem to do that – each new game is at best an incremental improvement on the previous year.

fm19touch 10

Whether it’s a lack of ambition (perhaps evidenced by the addition of the German league being one of the main new features this year – big whoop), a lack of resource or just not prioritising this version, it feels like the effort is rather half-hearted. The two big things I’ve been calling for are media work such as press conferences and staff interactions such as being able to talk to your players. Both of these features are again absent in FM19 Touch, and that’s to the game’s detriment. It means there is no opportunity to show any personality or stamp your identity on anything.

Sports Interactive continues to boast that its games “skips the pre-match proceedings and media circus to focus your attention on the best bits – squad building and match day”. I respectfully disagree with them about these being the best bits and about leaving out the other bits. I don’t want the Touch game to become as bloated and time-consuming as the PC version, but there needs to be something better than a few adjustments to justify charging people £20 (a massive amount in mobile game terms) for essentially the same game again next year.

For now, FM19 Touch is easily top of the league because there are no other similar games that even come close to it – but, like my Old Trafford outfit, you feel it could and possibly should be doing better.

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Q& A: Chatting roguelikes with the creator of ADOM

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Although marketing and endless cloning have devalued the meaning of the term “roguelike” in recent years (most of which should be called “roguelites,” if even that), there are six games, I say, that should be considered the Major Roguelikes, the canonical ones, those that combine fidelity to the concept with popularity and size of player base: Rogue itself of course, NetHack, Angband, Dungeon Crawl Stone Soup, Brogue, and ADOM, a.k.a. “Ancient Domains of Mystery.”

Of all of these, only the last two could rightly be considered the work of a single person. And of them all, only ADOM’s source code is not available to a curious player. (Rogue was never released as open-source, but the common variant Rogue Clone IV was.) Thanks to the 7DRL competition (“7-Day Roguelike”), thousands of people have made toy roguelikes of their own, but to create one on the scale of ADOM, a game arguably as complex as even mighty NetHack itself, is a terrific feat.

Fortunately, ADOM creator Dr. Thomas Biskup is both friendly and willing to talk about the game he has spent so much time and energy on, and recently spoke with us about both ADOM and its in-development sequel, Ultimate ADOM.

The first part of this interview was done about a year and a half ago. The second half was done recently, and is generally up-to-date.

This interview was first published in the fanzine Extended Play, available for free from its homepage and the Internet Archive. It’s also available from the @Play blog.

John Harris: So, first question: How did ADOM get started?

Dr. Thomas Biskup: ADOM got started when I, during my days as a student of computer science, decided to learn a new programming language (C specifically). I learn best when I have some kind of project in front of me and at that time I had played games like DND, Rogue, Hack and NetHack (and seen Omega) and loved the genre. I was fascinated by the random generation parts as well as the single player exploration style of these games and felt I needed to understand how they work. So trying to use my growing C skills to that effect seemed natural. But when I started diving into the NetHack sources (which seemed to be the most detailed and thus most interesting candidate) I quickly learned how advanced and complicated those sources were. Which lead me to believe that it might be much simpler to write a game of my own. And it definitely seemed to be a lot more fun to figure things out for myself instead of spending many hours understanding the genius of others. So I started writing my own roguelike game, first trying to create a map, then figuring out how to dig tunnels, place the ‘@’ on the screen and get it to move. All in all, things were a lot more complicated than I had expected, and so it about two years passed until, in summer of 1994, I finally has something in my hands that seemed like it could be the base for a working game. And that’s the true (source code) roots of ADOM. Things started to progress a lot more quickly once I had figured out the real structure of what I wanted to build and so ADOM began to take form over the next two years that lead to initial releases and finally to the well-known and quite widespread game that ADOM is today.

Harris: Ah!  I’ve had a look at the NetHack sources myself and can vouch for the complexity, a lot of which comes from its having a lot of people work on it for such a long time, bolting on features here and there.  It’s surprising that it holds together so well given its developement history!  I remember reading that NH 3.0 was the occasion of a big code cleanup, and the (then) recently released NH 3.6 was another such cleanup.

That has to be one advantage of working on a project largely by yourself, you don’t have to worry so much about breaking something someone else has written, either technically or in design. Actually, that’s an assumption on my part.  Do you have any help on developing ADOM now, or is it still largely yourself?

Biskup: Having a project of your own IMHO has several big advantages:

1. Your learning rate is exponentially higher compared to extending stuff other people have created. Because you need to figure out everything on your own.

2. You can more easily (or better: at all) realize your vision of how a game should be and feel. If you build on someone elses work lots of assumptions already will have been built into the game and if you don’t like that stuff it’s a hell lot of work (if at all possible) to get this stuff removed. Especially if you are getting into that project as a newcomer.

3. Forking an existing project probably will make you unhappy as you will have a hard time keeping up with ongoing work in the parallel project, both due to technical reasons (integrating parallel code changes can be impossible) and for design reasons (e.g. figuring out what all the minute changes all over the code mean and how they affect the vision behind your fork). And you’ll always be compared to the original, which can be good and bad, but IMHO in the end distracts from your own design.

Team ADOM nowadays includes myself, as the maintainer and programmer for the core game and content; Jochen Terstiege, as the only other person worldwide with access to the ADOM sources, he’s managing the build infrastructure, the Steam deployments, fixing programming bugs and working on the integration of sounds and NotEye and is a column of stability and quality for ADOM; Zeno, who’s the genius behind NotEye and thus the reason for ADOM having graphics nowadays; Lucas Dieguez, who’s our master composer and responsible for the incredible soundtrack that ADOM has nowadays; and Krzysztof Dycha, who’s our head artist and Michelangelo, having single-handedly created each and every image in the graphical version of ADOM, literally the work of years.

So on one hand I’m still working alone on ADOM (e.g. the core game), on the other hand I’m part of the best team ever, as those guys are so immensely creative and resourceful that we keep pushing each other. I love working with each and everyone and believe that we have a lot of awesome stuff in store for the future.

Finally, there’s our incredibly loyal, and once again growing, community. There are so many people out there that spark new ideas by using our bug/rfe database at http://www.adom.de/bugs and thus also help in evolving ADOM. The game wouldn’t be what it is today without all these awesome people!

Harris: When I first played ADOM, I came to it from NetHack, which contains many references to classic Dungeons & Dragons, in its monsters and its story, as well as many literary and pop culture references. When I came to ADOM from there, I was taken aback a bit by how the game struck out on its own, largely with its own self-contained mythology and setting. Now, I think that setting is one of ADOM’s strongest aspects. It seems to me now that part of the game is discovering the unusual, sometimes terrifically unusual, properties of items like the si, or all the herbs, or the many artifacts. Were these created specifically for the game, or do they draw from some other source, either outside or self-created?

Biskup: I would say that most of the content is “self-created” or “other-created” but inspired by a variety of existing sources. E.g. the general idea for corruption came from the Warhammer Fantasy Role-Playing Game with its notion of Chaos encroaching upon civilization. Andor Drakon as the god of Chaos goes back to an AD&D character of mine (1st/2nd edition), who started as an evil cleric worshiping a minor demon and at some point killed his god and managed to ascend to immortality. Imagine the original Andor Drakon in his immortal form a bit like Sardo Numspa from The Golden Child. The “si” also comes from a very long-running 1st AD&D campaign where a friend of mine and I played two dwarves, Gorko Galgenstrick and Groron Garman. One day my friend suddenly discovered a “si” in his hand-written equipment list and we had no idea how it got there. We made fun of it and months later we suddenly discovered a second “si” on this equipment list. From there the inside joke about a reproducing artifact started which in the end made its way into ADOM.

Many other details, like Aylas scarf, Brannalbins cloak and Rolf, come from characters I or friends played during D&D and AD&D campaigns.

Another huge part of influence have been the comments from the ADOM community over so many years. There are tons of awesome details that have been suggested directly or indirectly by fans of the game. I try to select those things that IMHO match the tune of the game best.

Finally, some parts have been created only for ADOM, especially the whole elemental mythology thing that is still evolving. The outlaw village, Terinyo, the black druid and such elements have been specifically created for ADOM.

So, all in all, its a big hodge podge of influences. The main criteria for inclusion being that I either am somehow emotionally attached to the various parts or that I just loved the suggestions or ideas of others so much that they needed to become a part of the game.

Harris: I like that, it gets in some of the community aspects of open source game creation, while allowing the source to remain closed and thus preserve some mystery for the players.

ADOM developed had to pause for a while.  Could you tell us why it ceased, when it picked back up, and give us a current status report?  It’s on Steam now, how is that treating you?

Biskup: ADOM basically paused from 2001 to 2012. The reason behind it was real life. In 1998 I started working full time as my life as a student came to an end, which already ate up lots of free time, and by 2001 we founded a company, QuinScape. I’m still working their today with my two founding colleagues. We have more than 100 employees these days and are a healthy and experienced IT integrator. Founding a company takes so much energy, more than many people think, that my time with ADOM really deteriorated. Then in 2003/2004 I, for some reason, decided that my ego needed to see if I could do a PhD as a hobby project while building the company. So I started doing that during the early morning and late night hours. Then my then girlfriend and I decided to get married, which happened in 2009. Luckily she blackmailed me to finish my PhD by then.

But I was quite busy, to put it carefully. And I had started programming ADOM II (JADE) in Java as a kind of sequel. So I really just did neither have the time nor the inclination to work on ADOM and the longer you pause the harder it gets to come back. Luckily my very good friend Jochen Terstiege, who’s now part of Team ADOM, kept pestering me about doing more with it. And at some point in 2010 he showed me an iPad prototype he had started. (He had access to the sources because he had been doing lots of ports starting with the Amiga port from as early as 1996 or 1997).

That got me back up somewhat, and I restarted work on JADE after a kind of meditation about my hobbies during a vacation in Thailand in 2010. At that point I had been running four or five blogs, been writing various pen & paper RPGs. (I even got published in Germany with the only true world-wide pulp RPG magazine. I don’t mean the RPG genre but the RPG format. Search for “Maddrax” and “Thomas Biskup” and you should be able to find some traces.) But I kept wondering: what am I looking for and in the end I noticed that I was looking for something that I already had found with ADOM: A great community to exchange ideas with and then put them into some kind of game.

So I said, “OK, let’s scratch all that stuff and resume work on ADOM.” Which let to the release of JADE 0.0.1 on the 2nd of July, 2011, which led to more polite pushing from Jochen. which led to us devising the ADOM crowdfunding campaign which started on the 2nd of July, 2012, and was quite successful giving us about $90,000 to work with. The money led to the formation of Team ADOM and the actual resurrection of ADOM development.

While we still have a couple of rewards to finish from the campaign (it’s been a very long run), we are immensely proud on how ADOM has turned out in the past four years, with scores of soundtracks, amazing graphics, a modernized UI (although we can do so much more in that area) and so much new content.

The most recent high point has been the release on Steam in November 2015. This has opened up a new source of revenue, which is important. I yet have to earn a single dollar with ADOM. So far all the money is going into paying the Team members while I continue to work for free.

While initial sales have decreased overall sales still are on a good level that should allow us to continue for years to come we now are working in the next level. Which means: Finally getting done with the remaining crowdfunding promises and then moving into a bright future for ADOM. We have collected tons of awesome ideas but so far lacked the time to work on them since we mostly are focused on the crowdfunding stuff. It will be a kind of relief to have that done and be able to do create stuff more freely.

Just pick it up on Steam [http://www.adom.de/steam]. It’s an awesome, yet difficult, game.

Harris: Wait, so you got your PhD?  I should be calling you Dr. Biskup then! And it’s so great to hear ADOM’s back up and running!

If you don’t mind, I’d like to move more into game design issues. One of ADOM’s most distinctive elements is the corruption clock, which replaces Rogue’s food clock as the primary force pushing the player forward. While there are ways to counter it, I think it does a good job of forcing the player onward, especially since a few of the corruptions, such as Mana Battery and Poison Hands, have the potential to make the game much more challenging to play.  What inspired the idea?

Biskup: Yeah, I got a PhD. But only people that annoy me need to call me “Dr. Biskup,” so you are safe.

Regarding corruption: I always loved Warhammer Fantasy Role-play, and how the chaos creatures sported various kinds of corruptions. I also loved how the Broo in Runequest were kind of randomly corrupted. And I always loved mutations in Gamma World. I’m a huge Gamma World fan and in ancient times I even ran the official Gamma World mailing list, when mailing lists still were the greatest thing on earth.

All this came together when thinking about corruptions. I always liked the phrase “power corrupts, and absolute power corrupts absolutely.” So I thought that it might be kind of cool to have something in the game that can make you more powerful but at the same time can cause all kind of trouble for you. (Don’t ask me about my idea for chaos wizards and chaos necromancers as PC classes….)

As I also liked the idea of having an ongoing story in ADOM, I felt that the battle against Chaos might be more tangible due to a kind of lingering corruption effect that gets stronger over time. In the beginning it was not imagined to be a replacement/substitute/rival to the hunger system, but rather as something that connected you more closely to the overarching story.

The specific corruptions evolved from a mix of my ideas and things that were brought up by ADOM fans during those early golden days. Mana battery, if I remember correctly, is something that was brought up by one of the community people and I loved it so much that it had to be integrated.

Nowadays I love corruption as a rather unique mechanism to intertwine game design issues (the time clock you mention) and story issues (the world becoming a darker place). For ADOM II and ADOM III, if I ever were to do the latter, corruption would be a lot more prevalent in the overall world. Other beings and monsters also would slowly corrupt and degenerate, the weather would be more noticeably affected (it is affected by corruption in ADOM but probably nobody’s noticed), plants should mutate, and I have this vision of the world slowly turning into this purple corruption haze. Tentacles everywhere.

And I would love to add more means where you consciously have to trade power for corruption, such as a means for players to strengthen their spells by absorbing corruption. I love tempting people I guess.

[The following is the more recent portion of the interview.]

Harris: Have you tried D&D 5th edition yet?

Biskup: I actually own most of the books but haven’t done much with it to be honest. I like what I see but I am a firm believer in simple skill systems and I am kind of angry about them for not even considering to do a simple standard skill system. And I was a little scared away because I thought that the very flat power curve doesn’t nicely mirror the hero’s journey I personally expect from D&D. There is just too little difference for me in the skill abilities of a 1st level fighter compared to a 20th level fighter.

But I really like how they otherwise smoothed the system. I hate 4th edition with a passion and 3rd just was too complex for my tastes.

Harris: Yeah, I hate lots of things about 4th edition. Two members of our group played a great deal of 3rd edition and are, by all accounts, experts at it. That made it very imposing to run. They know all the exploits, and so it was almost impossible for me to challenge them! In 3rd edition, it felt like I was either handing them a few XP, or handing them a ton of XP.

Biskup: I’m a 1st/2nd edition traditionalist, and actually there is yet another RPG I’m writing on the sidelines that collects all my house rules for my personal “perfect edition of (A)D&D.” But who isn’t these days?

The exploitation topic also is one of the things I disliked about 3rd edition. it just seemed to allow for far too much min-maxing for my tastes, and tended to lead people to search for optimal builds and stuff. I don’t like that. I’m more into storytelling.

I like kind of crunchy systems nonetheless but I’m more into winging stuff when I am the GM. I need a kind of loose system of mid complexity. And complexity-wise, 2nd edition was perfect for me. We heavily used the skill system and were kind of loose with races and classes and that came pretty close to our favored style. Because we had enough crunch for the gaming side but mostly focused on the stories.

Harris: Yeah. I think there’s less min-maxing in 5E, but it’s still there. I’ve been working on a megadungeon to lead them through, it’s been lots of fun for everyone.

Biskup: Mega-dungeons are an awesome topic. I really would love to do one of my own these days but sadly, with our recently born daughter, my already pressed schedule now is even worse.

It’s an awesome idea, Castle Greyhawk kind of stuff. Like in the golden days of RPGs. I love that! I was so eager about the first part(s) published by Troll Lord Games, but sadly the trolls were to slow. And Gail Gygax somehow doesn’t seem likely to do anything with the inheritance. A true shame.

I was at last years GEN CON, with all the special sessions on its 50 years. It was a mind-blowing experience meeting all the old legends and hearing them talk about the early days. Amazing days. I loved every minute, and got many nice pictures with them I’m such a fanboy. We actually plan to have some of them writing stories for Ultimate ADOM. I’m kind of excited about that and hope it all works out like we plan.

Harris: That must have been awesome. I never get to go to conventions, except for Dragon*Con, which happens to be relatively close to me.

Biskup: I have been to two GEN CONs but that’s about all I do. We have the Spiel game fair over here in Essen. It’s the largest gaming convention in the world for traditional board games. Sadly, RPGs these days are a minor topic there. But I have been to each and every Spiel since 1988. A great tradition I hope to keep up for many years. It’s brilliant. And luckily just a 30 minute drive (roughly) from me.

Harris: I still can’t help but think of ADOM as a new kid on the block, even after all this time, even though Dungeon Crawl Stone Soup and Brogue both came out after it and have been around for years. What do you think about those cocky upstart games? And how about the phenomenon of “rogue-lites,” randomly-generated action games inspired by roguelikes?

Biskup: I personally think the problem with ADOM is that it had this long pause in the middle. That’s IMHO why it sometimes feels young and ancient at the same time.

Harris: Considering how long NetHack’s pauses are, I think you have no need to feel insecure there.

Biskup: I still remember when Dungeon Crawl took it’s first steps and Linley started showing the source code. It was a brilliant mess. I was kind of wowed by all the things he did but kind of scared by the way how he coded it. I am highly impressed by what these games achieved and how many innovations they introduced.

Games like Brogue and DCSS are really inspiring to me. They urge me to hopefully push the boundaries even further with Ultimate ADOM. It’s great to see such games because IMHO they are very important in keeping the roguelike flame alive. And I love how alive the scene feels. So many people working on innovative games. It’s just great how procedural generation, permadeath, randomized game settings and stuff are more and more becoming mainstream.

I also kind of like rogue-lites, although they aren’t my personal favorite. But it’s interesting to see roguelike principles being applied to other gaming genres. What I hate is the kind of confusion that seems to get created in the wake. Many studios seem to enjoy trying to derive marketing benefits by calling their games roguelike, although they really aren’t. That’s kind of annoying. But it’s a personal pet peeve and probably doesn’t matter to the world.

So overall, I’m happy to see so many roguish activities and feel both inspired and challenged by them.

Harris: Yeah, it seems like half the games on Steam these days claim to be roguelike.

Biskup: It’s really bad, especially on Steam. But Steam generally is a rotten swamp in many ways, although I’m grateful for the benefits it offers to ADOM! 😉 I’m annoyed about them killing Greenlight, although it was not really brilliant. But it was better than the “give us $100 and publish a game” approach. I wish they’d ask for like “give us $5000 and publish a game”. or at least $2000. Something that stops the crap from appearing.

Harris: Last year I had a short gig for MobyGames, helping to fill out their database. It involved going through a list of new games on Steam and filling out their information. Some of them were hilariously bad. One was basically a love letter to Donald Trump. A first person shooter where the player was “American President, John Trump,” and went and shot up mafia guys. [The game is “The Last Hope: Trump Vs. Mafia.”]

Biskup:  Aargh. That sounds truly bad.

Harris: Perhaps predictably, it was put out by a Russian publisher.

Biskup: LOL If it were a Hollywood story everyone would be saying “Nah, unbelievable crap.”

Harris: Here’s another question. One of the things about ADOM is how it takes ideas from NetHack and Angband and extends them. Like NetHack’s shops, item systems, complex monsters and clever item uses, and Angband’s monster memory and (in the Infinite Dungeon) regenerating levels. I really like that aspect of it, how it’s willing to take those ideas and present its own take on them. I guess it’s less of a question and more of a statement, heh. There’s more there I’m sure that I’ve missed.

Biskup: “Imitation is the sincerest form of flattery.” That’s a true observation. I basically took the features from other games I loved and kind of tried to impress my own tastes. And in many cases the community also provided awesome variations on ideas that I loved.

Design for me has a lot to do with trying to improve on things that work well. So you’ll find a lot of that in ADOM.

Harris: Yet there’s so many new things. Especially the quest structure. I don’t think there’s really any other game that uses quests like ADOM does. I think they’re so effective. They’re what really give the game its form.

Biskup: The quests again come from my preference for storytelling. I know that many players consider roguelike games more like a tactical challenge or puzzle to solve. For me it always has been about trying to tell an interesting story and enrich it with all the random things to make it endlessly replayable.

Harris: Yet it’s a form of storytelling that structures the game. In a lot of games, storytelling kind of comes at the expense of gameplay. ADOM is a huge counterexample to that, that you can have pre-defined quests that are enhanced by randomness.

Biskup: That’s also something we hopefully will hugely improve on in Ultimate ADOM. We have plans for very extensive story lines that overlap and touch each other… but in different random ways in each game. Including factions with their own goals that will drive the world forward and leave it to the player to decide, when he/she wants to interact with what parts of a huge flowing and ever-changing story line.

Harris: My favorite example is trying to save Yriggs.

Biskup: Why do you like that example so much?

Harris: I remember first finding out about it, discovering it in the game myself. I remember trying to get Yrrigs up to the healer, just on a whim, and being surprised that it worked.

What I like about it especially is that its nature is heavily dependent on the randomness of the dungeon. It’s a very interesting tactical challenge, it could be very easy or hard depending on how the levels lay out and what monsters get in the way.

Biskup: I personally feel these days that tiny constant blimps of static storyline in a hugely random world leave for the best emergent experiences. Such experiences get people to talk about their emotions when they played their particular variant of e.g. the Yrrigs quest, and that’s just wonderful.

Did you already manage to do the new ice queen quest and solve her secret mystery. You’ll love that. It’s a kind of mega-Yrrigs story.

Harris: I’ve not gotten to the Ice Queen, I haven’t had much chance to dive into post-revival ADOM unfortunately.

Biskup: Ah, you’d love it. But it’s very very high level. And the ramifications of that secret quest actually carry over to Ultimate ADOM.

Harris: My guilty secret is, for how much I write about games, I don’t get to play them a lot these days.

Biskup: LOL, it’s the same with me and programming games. No time to play them. That’s why I am so bad at ADOM.

Harris: What other kinds of games have you played, or consider inspiring? CRPGs, like say the D&D Gold Box games? Any Legend of Zelda?

Biskup: Ah, I’m a fan of some ancient games. Regarding ADOM, the two most influential games probably have been the original Wasteland, for it’s incredible amount of secret side quests and mysteries, and Bard’s Tale III, just for the complexity of the dungeon story. I also love Realms of Impossibility, on the Commodore 64, for the sense of wonder it instilled into me as a child. I loved the very first “Fate” game for the “every action has a consequence” tag line, and that’s again something I’m trying to stress to death for Ultimate ADOM.

Harris: Aaah Bard’s Tale. I played almost to the end of BT2, only to get caught up in that annoying last puzzle snare.

Biskup: I liked Phantasie III on the Amiga for it’s brutal combat, weird races and again the sense of wonder it instilled in me. I solved all of the first three Bard’s tales spending endless hours on them. BT III was simply brilliant.

Harris: I never got the chance to play 3, but I still have my BT2 maps somewhere. I hope they do a good job with the new BT game. By all accounts people like Wasteland 2, so hopes are running high. 

Biskup: Naturally I played some of the Gold Box games. Pool of Radiance was brilliant. And that strange special extra end fight with the Beholder corps finally inspired a super difficult new end quest in recent ADOM releases, that you only can play after actually winning ADOM.

Harris: Interesting! Which means I’ll probably never see it.

Biskup: That new end quest probably will be seen by 0.0001% of all players.

Harris: Which means 100 people will probably blog about it Tuesday, and they’ll speedrun it at next year’s SGDQ.

Biskup: LOL, yeah. I backed the new BT and am kind of curious if they will manage to be successful. I also backed Wasteland 2 and have the limited edition box standing here on my shelf… and sadly so far had no time to even try it.

Harris: I wonder what the dungeons will look like. Will it still have Wizardry-style mazes?

Biskup: I hope they go that way. But I only have seen a few combat scenes. Again, no time to follow on the details.

Harris: Let’s talk about ADOM’s skill system a bit.

Biskup: Interesting topic, as it will be completely different in Ultimate ADOM. I’m thinking a lot about it these days as soon we are going to add the new skill system to UA.

Harris: It’s probably my favorite thing about the game, because of its similarity to classic Runequest/Call of Cthulhu percentile skills.

Biskup: Interesting. I dislike it with a passion these days, although I loved it when I initially implemented it.

Harris: That is interesting! How are you dissatisfied with it?

Biskup: On several levels:

1. I find it too granular these days. It’s kind of fiddly and more recent players seem to wonder about all the numbers. As small steps in the skill have barely any noticeable effect it IMHO wastes mind space by appearing more crunchy than it needs to be.

2. These days I dislike that some skills work automatically and others need to be activated manually. It’s kind of complex to understand for players.

3. They do not feel very balanced as far as usefulness goes. You have stuff like Bridge Building beside stuff like Alertness or Concentration. It’s not necessarily a bad thing but it feels kind of ugly.

4. These days I also feel that games become more interesting if the choices you have to make are kind of painful. In ADOM it’s more like “pump points into the skills until they are at 100 but the road to that score doesn’t matter too much.”

Harris: I can’t disagree with any of those things. I think Point 4 is particularly insightful. Games are basically about the choices the player makes, and if the choice is painful it means it’s important, and thus of particular interest. It is good design in general to eliminate no-brainer choices.

Biskup: So for UA I have different plans which currently run along the following lines: Skills probably will have but five or six levels (apprentice, journeyman, expert, master, grand master, legend – something like that). Each and every level will add something very meaningful. E.g. “Observation” at level 1 might yield basic data about monsters and items, at level 2 you might learn about PV/DV/hitpoints, at level 3 about power points and spells, etc. It’s kind of gamey but has actual meaning. And if every skill is as useful at every level every choice will be painful. To increase the pain you probably will get but 1 or 2 skills per level to increase by one single level. And suddenly you get something that allows for vastly different play and character experiences.

I’m still working on the design details (and the skill list and levels in particular) but the basic design will be the one just described.

Harris: I agree about the need to accommodate different play and experiences. Expanding the possibility space of gameplay.

Biskup: I actually also will be doing some brutal things like removing the need for identifying items. It might be an option for some kind of hardcore mode, though.

Harris: That is interesting. It might be a good decision, depending on the rest of the design.

Biskup: I feel that it doesn’t add much to the game for most players these days. It’s very hard to identify items, and the presence of cursed items (in their current state) makes it even more dangerous and often ruins fun. So instead of something exciting (myriads of wonderfully alien items), we have a kind of dreary task ahead (what do I do with all that stuff I don’t understand). Which is the reason why cursed items in UA also will be very different.

Curses will be much rarer and they will vary. Things like, “can’t be unequipped for the next 100 turns,” “will cause 4d8 damage if you unequip it,” “will confuse you for 2d10 turns when you unequip it,” and similar stuff. So, curses that add interesting choices.

Harris: Item identification is a weird thing, it can be done well, but the game that did the best, arguably, is still the original Rogue. Because means of identification were fairly rare in Rogue, and so often you had to use unidentified items, and take on the risks of using a bad one. Because you also relied heavily on your items in Rogue. It was that combination, you had to use items, but often didn’t know what they were, that gave weight to that game’s bad items and identification.

Biskup: Considering the tons of items in ADOM, I feel that having constant risks while using them bar a large fun part of the game from you. I’d rather add a lot more interesting uses and combinations to the game regarding what you can do with items.

Harris: I’m sure you’ll find the best solution. You made ADOM, I feel like we can trust you on that.

Biskup: LOL, thanks. No pressure here.

Harris: I had something in my notes about “item power” vs “level power.” Like, I see Nethack as a game mostly about item power. If you have the right stuff you can go pretty far, even at experience level 1. And that game doesn’t generally weight item generation by dungeon level, so you can potentially find good stuff (rarely) on level 1.

Whereas I see Angband as being a game about level power, about what your character’s experience level is. And ADOM I see as being a synthesis of the approaches.

Biskup: I see. Personally I believe in striking a better balance. Levels and their effects IMHO should be interesting, otherwise you kind of could get rid of levels and classes and that stuff. But interesting items should be able to change the mixture. Because items are somewhat random and randomness adds to emergent storylines. (“Man, I found that nasty eternium long spear of devastation at level 3 and it allowed me to….”) So I am a believer in the middle ground here.

Harris: It is a good approach, and I like that idea of emergent storylines. The story of your character. The events and adventures that make him memorable, defined by his situations.

Biskup: It would be nice if you can get far simply based on skill and your level/class combination, but item powers should be able to steer you on new paths and approaches. And sometimes it’s just nice to require certain items for certain quests or monsters. And I love how people find new approaches to defeating monsters by using items in interesting ways, such as all that stuff with wands of door creation and limiting movement of certain monsters. I never thought about that when I designed the wand.

Harris: What I see as positive about that approach is, most commercial gamedevs would see something they didn’t intend as an exploit that has to be stamped out. A lot of Big Designers come to see player ingenuity as something to be fought.

Biskup: I really take the opposite position, unless something totally unbalances the very basic experience. But it’s great to have these incredible innovative solutions to complex problems, and I intend to offer a lot more of that in UA because you will have pretty new innovative new ways of combining things.

Harris: I was reading the ADOM Wiki a bit to prepare for this, there’s some weird stuff there.

Biskup: So you probably know more about ADOM than me. (Starts digging up the source code….)

Harris: The wiki mentions code diving to get information, which is cheating. But it also mentions a player called Anilatix who cast the Create Item spell over 150K times. And made a webpage with the results in spreadsheet form! I have the link here. [https://sites.google.com/site/adomitems/] All to try to figure out the item generation algorithm. I’m amused, amazed and kind of frightened of that level of player obsession.

Biskup: Wow. I didn’t know that. LOL, ah, I see. I am humbled by these incredibly persistent people. Reading the binary code probably would have been less painful.

Harris: I remember the early days of the Ultimate Ending, when no one knew what it was.

Biskup: Glory days.

Harris: I kind of wonder if a secret like that would be found faster now.

Biskup: That’s why there is the scroll of omnipotence in the game now… and nobody so far has managed to read it…

Harris: I’ve been watching SGDQ, the speedrun marathon, and some of the things people have discovered in these games kind of make me despair that people will ever be able to hide game secrets in code ever again. Well, the scroll of omnipotence kind of proves it’s possible then!

Biskup: I’m not sure. In the days of yore there were amazing players from Russia that disassembled the binary and were able to point out bugs to me in a precision that I found unbelievable, for someone not having the actual source code. Such skills more and more seem to get lost these days. It’s extremely hard I guess. And usually can only succeed if people do not have the right combination of skills. Grond e.g. is an extremely skilled player and he is so fast in figuring out things (and reporting bugs) it’s amazing.

Harris: That was nice of them. I shudder to think of what their skills would be used for now.

: LOL, yeah.

Thanks to Dr. Biskup for spending time to talk with me, and for being patient between the two interview sections. ADOM is available on Steam for $14.99, older versions are available from the game’s home page, at https://www.adom.de/.