The Making of Football Manager Edge Magazine
In the July 2009 issue of Edge magazine is a retrospective interview with me about the making of Football Manager with focus on the original Spectrum version. It focuses on the history of making it, but also a good deal on my design thinking of how I put it together.
Quoting the article:
“The term ’squeaky bum time’ may have been coined by Alex Ferguson during the 2003 Premiership title run-in, but it couldn’t be a more appropriate one for a game made some two decades before. Addictive Games Football Manager wasn’t just the template from which all future stat-crunching management titles would draw their inspiration, it also had a special ingredient that others failed to capture: the capacity to make you squirm in your seat as shots rained in.”
Here’s a snapshot of one of the pages from the article:-
Another Language
I’ve been reflecting, mainly because I am learning to use yet another programming language, I’ve been reflecting how many languages I have learnt and used in my software career. Here’s my list:
PL/1, RPG, COBOL, FORTRAN, DBASE II, Basic in various flavours, Z80 Assembler, 6502 Assembler, 68000 Assembler, 80×86 Assembler. Forth, C, C++, Visual Basic, Visual C++, Java, Ruby, and now Objective C. There are others that I can’t remember the name of.
That’s about 18 or more. It’s the way things go, the profession has fast moving technology. Things continually change. I could add in the dozens of architectures and hardware specifics I have worked with too.
The consequence is that you are continually learning, you never get mastery of everything you need, as in other professions. Even medicine has changing technology, but I think, software development is maybe a leader on requiring constant retraining and education for its professionals on such a scale.
From Bedroom to Boardroom
I gave a presentation to the Auckland Game Developer Meetup. It was describing what it was like to start a company (in the bedroom of my 1 bedroomed flat!) because I had written a good game, and some of the experiences, good, bad, and strange, that came with doing this at the birth of a new industry. It was a challenge but good to do. And, as usual, reminded me of more anecdotal things I had forgotten. It’s best given in person but the slides give you the idea!
It’s here
Retro Gamer interview – finally read it!
It took ages for the Retro Gamer interview to reach me here in New Zealand, and I only read it now because a friend sent me a pdf of it. It was well written and entertaining. What it also reminded me of, was not only some of the events and history of what I did, and the industry I was involved with; but that I was there at the very beginning, at the beginning of an industry that is now bigger than the Hollywood movie industry, and possibly more influential.
I had written a game, a game that I thought was good. But, there was nowhere to sell it! No shops selling games, no computer fairs, nothing. Some people I dealt with at the time thought that computer games would be a passing fad! Laughable now, but it was seriously put to me at the time to be prepared for when the computer game craze passed.
The only way I could reach my customers was by black and white ads in hobbyist games magazines. And the only way I could get the games to them was by post.
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