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It's been a while, but we've finally found the time to post the full interview with Tony Zurovec, the master mind behind the [url=http://www.gog.com/en/gamecard/crusader_no_remorse/]Crusader games. There were some very good questions from the community, and we've added a couple from our team, but the answers from Tony are just outstanding! We really encourage you to check the full Q&A session, even if you didn't like Crusader games (why wouldn't you?), as it gives a great insight at how the games industry looked like in the 90's and how games were made back in the days when Origin made some of the best titles ever.

Once again we'd like to thank Tony for his time and answering all those questions, and Vagabond for making this Q&A possible. Enjoy your read!
Finally found the time to read through the whole Q&A. Interesting stuff. I'm still not sure however what to think of the fact that Tony decided to leave Origin because of not getting the royalties. I mean, he would've certainly gotten a chance to create another Crusader. I think today developers are gratious if they just have a job. Although I can also understand the frustration and the urge to show that stupid publisher who the man is, but still - sound's like completely different times.
Post edited September 22, 2011 by F4LL0UT
Very interesting read. Good to hear the views of people working in the games industry looking back at their own games.
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F4LL0UT: Finally found the time to read through the whole Q&A. Interesting stuff. I'm still not sure however what to think of the fact that Tony decided to leave Origin because of not getting the royalties. I mean, he would've certainly gotten a chance to create another Crusader. I think today developers are gratious if they just have a job. Although I can also understand the frustration and the urge to show that stupid publisher who the man is, but still - sound's like completely different times.
It's a matter of principle. You head a project while at the same time filling so many roles in that project and it becomes successful despite initial expectations. I think that in itself deserves some compensation.
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Vagabond: Surprised no one has yet commented on the fact most of the screenshots in the article come from No Regret.
I hope they will release it as well...never played any back then but love Crusader no remorse.
Post edited September 22, 2011 by Anguille
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JudasIscariot: It's a matter of principle. You head a project while at the same time filling so many roles in that project and it becomes successful despite initial expectations. I think that in itself deserves some compensation.
At the very least he deserves whatever compensation he was promised in the beginning.

This was a very interesting interview. Thank you, Tony, for your time and candour.
Thanks, GOG and Tony, I love articles like these. Crusader: No Remorse was easily my all-time favourite game of the 1990s, and it was so cool reading about some of the behind-the-scenes things that took place over its development.

Tony, please come back to games - your ideas are sorely missed.
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F4LL0UT: Finally found the time to read through the whole Q&A. Interesting stuff. I'm still not sure however what to think of the fact that Tony decided to leave Origin because of not getting the royalties. I mean, he would've certainly gotten a chance to create another Crusader. I think today developers are gratious if they just have a job. Although I can also understand the frustration and the urge to show that stupid publisher who the man is, but still - sound's like completely different times.
Royalties for leads were a BIG deal at Origin before EA cracked down on them around this time. Being promised tens of thousands of dollars (at least) and then being told tough luck after your game was a massive success should be enough to make anyone change jobs. It's part of WHY you would kill yourself with 18 hour days for months... because you expected to make a big chunk of money that you could put away.

The interview doesn't cover what happened next, of course, but it's not like he left the industry--he helped found Digital Anvil and was working on a project there (that never made it out--the car game.)
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F4LL0UT: Finally found the time to read through the whole Q&A. Interesting stuff. I'm still not sure however what to think of the fact that Tony decided to leave Origin because of not getting the royalties. I mean, he would've certainly gotten a chance to create another Crusader. I think today developers are gratious if they just have a job. Although I can also understand the frustration and the urge to show that stupid publisher who the man is, but still - sound's like completely different times.
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JudasIscariot: It's a matter of principle. You head a project while at the same time filling so many roles in that project and it becomes successful despite initial expectations. I think that in itself deserves some compensation.
I have to agree. I quit a previous job because I wasn't being paid the promised wages. Ultimately, it doesn't matter if you love what you're doing or not, it still sucks to be exploited.
Wow a fantastic, honest and very refreshing interview. I wish Tony could get the license away from EA and make new followup, dammit!

And I love Doom too, but people like Stormwalker make me almost wish I didn't. Ugh, such an annoying asshole.
Post edited September 22, 2011 by Paul_cz
I find it depressing how most older developers think that industry sucks nowadays...

..Though hes right about it being harder to find good games these days because everyone tries to do a nice looking rip off of whatever is currently the most popular game.
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MaskedCreep: I find it depressing how most older developers think that industry sucks nowadays...

..Though hes right about it being harder to find good games these days because everyone tries to do a nice looking rip off of whatever is currently the most popular game.
Well he said his feelings about the industry aren't exactly new. Unfortunately, when you leave the starving artists arena, it is very difficult and rare for big money to coincide with good art. You find this in most artistic industries. The bigger a ship is the harder it is to turn, and the bigger a target it is for icebergs. Also, I heard from a GDC talk someone say that creative people are motivated by their own internal desires, and demotivated by external rewards. Knowing that something is going to be successful, because market research says so, is basically death for any kind of artistic vision.

Interesting interview. I feel bad for the guy at not getting what he was promised. That stings in any field.
It was an interesting interview with one of the greats of the industry who created a truly unique vision thats perfectly playable all these years later. thats a rare achievement these days.

its sad though when he is able to point out stupid beginner mistakes in huge games released now that have such simple beginner mistakes in them. The game industry has gone from a collection of people trying to share their vision to a business now where only the bottom line matters. hopefully we can see the change to less mainstream games showing the big boys how to do things properly.

i would suggest everyone looking into how to make games, its an eye opening experience to realise what goes into making games full stop and you start to develop an appreciation even for game that you thought were crap.. unless of course its ET the game thats a whole different league of crap
Tony, Please give us Crusadr: No Mercy.

I'd play the hell out of it. :)
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SoanoS: Tony, Please give us Crusadr: No Mercy.

I'd play the hell out of it. :)
Stop bumping up old topics. This topic is around 2 years old, I don't think Tony Zurovec is reading thread anymore