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Features - Alex Garden Q & A



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Alex Garden Q & A

By Big Gaz (3 March 2003)

Alex Garden of Relic Entertainment was down under recently, and we managed to tie him down for a quick Q&A session.


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GP: FIRSTLY ALEX, A little bit about yourself. What's your background in the gaming industry and how long have you been a gamer?

A: I started as a game tester in 1990 and moved up through the industry working primarily as a programmer. I started Relic in 1997 with a core group of amazing developers and the rest is history! I've been gaming since I was about 11.

GP: What's your all time favourite game and why?

A: My favorite all-time game is the original Legend of Zelda gold cart on the 8 bit NES. It was the first game that showed me that games could be much more than run-and-jump experiences….

GP: When did you start up Relic Entertainment?

A: May of 1997

GP: What were the main reasons for you starting up your own development studio?

A: We (myself and the founders of Relic) wanted to build Homeworld. No one would bet on it internally so we started our own company!

GP: Homeworld. An absolute classic game in our books and the game that put Relic Entertainment on the map. Where did the idea come from for the original?

A: The original idea for Homeworld came from a conversation that I had between some friends about other space games and how they didn't really demonstrate the magic of space combat, or the "Star Wars" experience. In my head, Homeworld was going to do that for the first time.

GP: Homeworld: Cataclysm came and went – it was ok, but the fans wanted more. What's the latest on Homeworld 2?

A: Keep your eyes peeled!

GP: Can't wait for that one. Now, we have to ask, how did you guys come up with the idea for your latest game, Impossible Creatures?

A: Impossible creatures was a result of an overheard conversation between two people regarding the weather. One was too hot, one was too cold and I thought if I could combine them, they'd be just the right temperature. The rest is history.

GP: How long was Impossible Creatures in development for, and how big was the team?

A: Impossible creatures was in development for 44 months. The team peaked at about 30 people.

GP: Apart from the obvious mix and matching, what are the other key features that make Impossible Creatures stand out from the overcrowded RTS game market?

A: The key features of IC are little changes that make IC "The RTS for everyone else". For instance, shorter, faster paced games, simplified tech tree and micromanagement, brighter shiner subject matter and limited violence…

GP: How did they deal come about with Microsoft to publish the game?

A: At the time, MS was the right fit for the risky prospect of launching a new IP. We had a good relationship with Ed Fries at MS and we wanted to work with each other so wee did the deal for IC.

GP: Now that the game has been released at retail for a few weeks, what's the general feedback been like from buyers?

A: So far, people seem to love it!

GP: Is there anything you wish you had done different in the game?

A: I would have spent more time on the multi-player interface. That is something that we are going to address.

GP: What is your own personal favourite Impossible Creatures combo?

A: Personally I love the Hippo with the head of a gorilla. It looks hilarious.

GP: Do you have any plans for an expansion pack/sequel as yet?

A: Not that we can comment on.

GP: Alex Garden has been touted as the next Sid Meier. What do you think about that? *grin*

A: No pressure, eh!? I just hope that Relic lives up to other people's expectations.

GP: So apart from Homeworld 2, what's next on the block for Relic Entertainment?

A: Unfortunately nothing that we can comment on right now.

GP: Thank you very much for taking the time to answer our questions Alex. All the best for the future, and we hope Impossible Creatures does very well for you!

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