While researching this
interview, I ran across the run-of-the-mill stories about Jonathan
Wright, the Ion days. . . etc. I also learned what a great young
programmer he is and that he had a huge promising career in the gaming
industry ahead of him.
I learned that Jonathan is
somewhat of a "Jack-of-all-Trades" in the respect that he is an
artist as well as a programmer. In my research ( I research all my
subjects. . . even though I always ask the same questions. . sheesh !) I
ran across a page belonging to Bill
Garrett

Now, remember. . . these are
like 4 years old. So what I did was show these to Jonathan, and he agreed
to let me post em' if he could give me a recent drawing that has NEVER
been seen before. . . (black-mail always works) This picture is also
unfinished, but it's a better representation of his artwork nowadays. .

So, moving along further. .
. I run across another article this one written by Jonathan Wright M.D. (
he's a Dr.??) entitled "Life
without VIAGRA" . Wow. . . I could have nearly CRAPPED
until I check it out and notice it's a TOTALLY different Jonathan Wright.
**Whew** talk about close. . . . .
Before
and After
1.)
How'd you get started in the Game Making Game and/or who was your
inspiration.
There
were two factors that helped me get into the gaming industry: hard work
and being in the right place at the right time.
In February of 1997 I sent emails to several publishers and game
companies trying to interest them in marketing my Zeus bot as a Quake
add-on. I really didn’t
think anyone would bite, and I was right.
At the time, no one seemed to think a deathmatch bot would make a
viable add-on. Of course,
with Quake 3 Arena and Unreal Tournament, deathmatch bots are the major
gameplay element, but 3 years ago the marketing types didn’t have an
interest in them. One of the companies I sent an email to was Ion Storm.
I assumed they wouldn’t have any interest in marketing a Quake
add-on, but I figured since John Romero came from id, I’d send it
anyway. Ion Storm was just a
last-minute addition to my list of companies.
The very next day, I had emails from both Mike Wilson and Mark Rein
waiting for me. Neither was interested in marketing the Zeus bot. Mark Rein wanted to talk with me about working on an add-on
for Unreal, but it was Mike Wilson’s email that stunned me.
Mike simply asked me if I’d consider working for Ion Storm.
I said, “I’d cut off my leg to work for you!”.
So, that’s how I started at Ion as the Aritficial Intelligence
programmer. I wouldn’t have
ever had the chance if I hadn’t worked so hard at programming since I
was a kid, and I wouldn’t be here today if I hadn’t just decided to go
for it and send out those emails.
More
than any one person, I look to specific games for my inspiration:
Starflight, Wasteland, Ultima 6, Ultima 7, Ultima Underworlds and Doom are
easily at the top of my list.
2.)
What's the most outrageous thing you ever did ON the job.
I
used to have a job on a 1500-acre property that was fenced in and only had
a single entrance. That
entrance had a gate and a guy to watch the gate.
I was late for work one morning and the gatehouse guy was being a
jerk and wasn’t going to let me in until I agreed to park in a
particular place about 2 miles from where I needed to go, so I just drove
my truck through the gate. It
was wooden and it broke into pieces.
I almost lost my job that day, but it still felt good.
3.)
People you admire in the industry. ( please limit your answer to 2 people
and
EXCLUDE me, thats a given. . )
I’ve
always looked up to Richard Garriot because I enjoyed the Ultima series so
much. However, now that
I’ve had a chance to see this industry from the inside, I’ve come to
realize that there’s seldom a solitary person that deserves the credit
for creating a game. A great
game is always the product of a huge amount of sustained effort put forth
by a lot of people.
4.)
What's the most annoying thing to deal with as a Game Making Guru.
It
has to be the fact that I can’t spend as much time with my wife as I
would like to. Not only am I
always working 12+ hour days (often 16+), I’ve usually got to work on
the weekends to try and keep on schedule.
If you look at the credits for most games today that have a decent
amount of content, you’ll see they have five or more programmers.
A recent first person game I was looking at had something like 17
people listed with programming credit.
We’ve got three, so we’re required to bust our butts to get
what we want in the game.
5.)
Does your WIFE/GIRLFRIEND still nag you to "Get off that damn
computer before I break it" now that your a famous GameDood.
No,
actually. My wife is very,
very understanding and I try to work at home whenever possible.
As the game gets closer to completion, I have to spend more time at
the office, but she understands that it’s going to be finished one day
and we’ll be able to take it easy for a while (a few hours, at least!).
6.)
Tips you can give Game Making-Jedi in training
You
only get in what you put out. You
can be the most brilliant guy/gal in the world, but if you’re not
putting in enough effort, you’re not going to go very far, and if you
do, you won’t stay there long. If
you’re not the most brilliant guy/gal in the world, you can make up for
that with hard work and dedication. If
somebody tells you you’ll never make it, ignore them (don’t hurt them
because then the cops might come and you won’t ever make it) and keep
trying. Don’t be afraid to
fail a few times, just get back up and try again.
And last of all: making
games isn’t all fun and games, so don’t expect it to be or you’ll
just end up getting disappointed and burnt out.
7.)
Drink of Choice
Splash,
tropical flavor. I love that
stuff. I can usually put down
close to a half-gallon of it a day when I’m at home.
8.)
Tunes of Choice
Hmmm…
I don’t listen to much music these days.
When I do, it’s usually something like the Babylon 5 soundtrack,
or some MP3’s of the music that Will Loconto did for our current game.
9.)
Babe of Choice
Definitely
my wife.
10.)
The real answer to no. #9 for the married guys who had to say their wives.
Still
my wife. She puts the
smackdub down on other chicks. She
cracks their skulls. She
breaks them in two. “Half
the man!”, she calls them. Why,
once I saw her beat the silicon breasts right off of some chick.
11.)
Your currently working on a small project, HOW MUCH ASS IS IT GOING TO
KICK!?!?!?!
I
often wonder about such things. It’s
easy to fall into the trap of thinking that the game you’re making is
going to be the greatest game ever just because you’ve spent so much
time on it. So, I try not to
think that way. What I do
know is that when I actually play through Psycho Circus, whether I’m
testing things or just checking things out, I often have to stop and say
to myself, “Man! That was
cool!”. There’s a LOT of
content in our game and I try not to look at all of it so that I’ll be
able to enjoy playing it when we’re finished.
Right now we’ve got 42 maps (each about the size of a Quake 1
map, some larger) and 23 (very unique) monsters and 12 weapons, which is a
whole lot of stuff for 14 months of work.
I think we’re going to surprise a lot of people with the quality
of this game. Now, if we can
just get people to actually look at a KISS game seriously…
(**interviewers
note. . I happen to have an exclusive screenshot never before seen
anywhere, till now. . . . Jonathan describes it as "a
headless getting raped by the Magma Cannon while gasbag floats overhead."
)
and
the bonus question
Since
we have been friends for years, please tell our readers something about
yourself that not many people know.
I
don’t know you and I’d appreciate it if you’d stop stalking me.
The coming by my house late at night and throwing eggs could end,
too, if it’s not too much trouble.
Thanks.
Wow,
tossed aside like yesterdays dirty laundry **sniff. . sniff** ;^)
I'll
tell you what, I appreciate the time and effort Mr. Wright ( heh, not my
Mr. Wright. . . but you get the picture ) put into getting me this
interview and the exclusive screenshot. . . You guys know as well as I do
how much ass this game is gonna kick, and I'll be right there in it.... I
can't wait till this baby hit's the shelf.
Head
on over to one of these great sites to learn a little more about Kiss :
Psycho Circus the NightMare Child

