Spector began banning his teams from using the word ‘puzzle', which implied a single solution, and encouraged them to think up ‘problems' instead. "Ideally, the game should never figuratively say, ‘I don't know anything about that.' Something logical should happen no matter what players do." "The idea is to allow players to do anything they want and not disappoint them," Spector says. Though these games looked more like first-person shooters than any tabletop adventure, they did exactly as a DM would-present the player with an obstacle, then try to accommodate their most imaginative solutions. It was all pretty primitive back then, but it was heading in the right direction."Īs a producer on the early games of Looking Glass, the developer behind System Shock and Thief, Spector had a hand in defining the immersive sim genre. You weren't trying to guess what your character would do or what the designer wanted you to do. They were about embodying an avatar that was, basically, you, the player, deciding how to interact with the world based on your own desires and ideas as a person in the real world. "The Ultima games were about more than killing monsters and grabbing treasure. "I think D&D influenced everyone in the computer game business back in the '80s and '90s and that was certainly true at Origin," he says. (Image credit: Origin Systems) Origin storyĪfter a brief spell at D&D's publisher in the '80s, Spector set about applying his love of shared authorship to PC games, working under Richard Garriott at Origin Systems.
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