Inteview with Richard Holmes
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interview with black legend software -------------------------------------- STB: Hello Richard, let's start with the usual stuff: Tell us about yourself, i.e. educational back- ground, Amiga-background etc. BLS: I studied economics at school, and apart from that, business has been a real hobby of mine for a long time. My second hobby was the Amiga computer, where I organized a scene crew (Zeus), composed music and played games. So, I put all these ingredients in a big pot, gave it a good shake and there was Black Legend Software :-) No seriously, I had been thinking a long time about the scene, the software business (where I had quite some contacts) etc., and decided that the dream software firm wasn't around yet. STB: BLS are working together with a lot of people from the Amiga- scene, why is that? BLS: This is the point I was trying to make above, and it is also one of the basic ideas behind Black Legend Software. We only work with freelancers, most of course being hobby users and most of them being from the scene. I think all but one on the Black Legend team is/was in the scene, be that Amiga, Atari (Atari- scene? Yeah, right! -ed) or PC. We have a few basic rules in Black Legend Software and they often coincide with the "old" scene values: Fairness, friend- lyness, fun and no boredom, no stress (no pressure of release dates), trying to make the best of it, being proud of what we produce and that new, wonderful game ideas rule! This is not your average software firm... This is a kind of team spirit. STB: In many people's opinion, the new AGA-Amigas will breathe new life into the Amiga as a games- machine, thus forcing the consoles to a retreat. What is your opinion on this, i.e. what are your expectations concerning the new AGA-Amigas? BLS: I hope the new A1200s and A4000s sell well, as it truly opens new possibilities to entertainment software. We are working on a few AGA games already, and I hope we can have the first one out at the CES show in September. Whether it's going to do anything to the consoles, I don't know. I think the machine that takes over from the consoles has yet to be designed - a SNES and an A1200 that, once you have bought the necessary multisync monitor, costs 7 times the price can't really be compared and certainly don't compete for the same market share. And how should the Amiga, which for instance no one in the US knows about, compete with a SNES that almost everyone has? I can understand people hoping and supporting "their" computer though, but I've not been that way since my C64 years. Anyway, we are trying to get our hands on all markets, and thus are also going for the lucrative console market. STB: How many people are working for you right now, and how many games are they working on? BLS: Well, due to our "easy way" concept it's hard to say. No one has to sign up officially or something, or has to guarantee that he (or she!) has to complete a game. But, at the moment we have 40 game projects that are being made and where BLS is definate as the publisher, has first choice or is definately "in the race". All in all there are about 140 people working on games, but these numbers are growing rapidly - we have had something like one or two new teams a week for the last few months. I take it the word is getting around that we are not here to cheat and milk talented people, but are here to stay and to show the world what our guys are up to! Even if we would only release half of the games we are working on this year, we will probably have more releases than all other software firms. And we arent talking bad quality stuff, we are talking new ideas! Of course not all people working for us are making games. We have a 5 head strong sales and marketing office in the UK, we have offices in Switzerland, Sweden and Norway and are planning to open offices in most important (computer-wise) countries by autumn, and quite a few freelance game designers. STB: When are your first games planned to be released? BLS: First game should be out before the summer hole (in June or July). Then we are going to be releasing our first big games at the CES show in London. And from then on there will be something like 4 a month or maybe more. STB: Are you also producing "serious" Amiga-software, and if yes, what kind? BLS: "Serious" software - well, put it that way. We are of course interested in also releasing this kind of software, and we can and will. It depends on what it is - we are not going to tell anyone what to make, it's their own decision. But with a good game you can just earn a lot more money, especially as it can relatively easily be converted (also to consoles). If the so-called serious software is on PC, then that changes the situation somewhat. Maybe this answer won't please some Amiga idealists out there. I remember I used to be one too, but we have to look at it like this: If someone programmes a "serious" programme for 2 years and it doesn't sell well and he isn't happy with his royalties from us, then we have not only lost a good coder for 2 years work, he won't return after. It just makes so much more sense to release a PC version first and then the Amiga one (if any...). I'm sure there may be a few Amiga fans out there who don't want to understand it that way, but you do have to think somewhat in numbers when you are running a software firm. But, if anyone reading this wants to make serious software then just contact us. It's up to you - we don't tell anyone what to do, we just tell them how to do it better. STB: Do you have some advice for those hundreds of Amiga-freaks out there who are planning to do a game? BLS: Yes of course. My advice is to get in touch with us! No seriously, I suggest everyone at least puts BLS on their list of possible publishers for a game they are making. Because there are loads of companies out there who will cheat you. And our "fair and friendly" atmosphere helps you concentrate on your work and not on having to make sure you aren't being cheated. Look at it this way: If we cheated just one of our programmers, then 2 days would pass and BLS could pack up - the way news go through the scene, there is absolutely no way we would survive cheating someone. What better guarantee can you get? STB: Any last words? BLS: I can't think of anything to say... I'd like to say hello to my mum and dad, my goldfish... Just joking :-) Of course I have something to say... I would like to urge everyone who is interested in working with Black Legend Software in any way to get in touch with us. We can use coders, musicians and graphics artists on all systems. We can also make use of people with god ideas for games or marketing stunts. And anyone interested in administration, possible support box sysops etc. can get in touch with us. And if you have not written some utter rubbish, you are guaranteed an answer... :-) Black Legend Software Attn: Mr. Richard Holmes P.O.Box 2114 8612 Uster Switzerland Telephone: +41-1-941 7895 Telefax: +41-1-942 0277 We will be pleased to send you further infos and the address of a Black Legend office near you. I'm looking forward to hearing from you in the near future and am looking forward to a long-lasting and prosperous business relationship with you. And my very best greetings to everyone reading this interview already working with us. And my best thanks to Christian Estrup for not asking any silly, but some very interesting questions (you're welcome! -ed).