Interview:

Mark Kibbe

President

Basement Games
Forge out of Chaos RPG

Interviewed by Russ Lockwood

Name: Mark Kibbe
Company: Basement Games Unlimited, LLC
Product: Forge: Out of Chaos ™

Current Job (and Title): What do you do for a living?

Right now I work full time for Basement Games. I handle a variety of jobs including administration, distributor and printing coordination, and game design.

Bio: I have been interested in writing creatively and designing game concepts for many years. Forge is the first product we brought to market. Before entering the Game Design field, I worked as a shipping clerk for many years and attended college part time. I have written the rule book for Forge and four modules to support the role-playing game. I am also working on other support products and additional offerings for Basement Games.

1. Where did you get the inspiration to create Forge: Out of Chaos ™ ?

Growing up my brothers and I played role-playing games of various kinds. I started gaming when I was 10 and was refereeing by the age of 13. My imagination and passion for creative writing drew me into the gaming world and helped spark the creation of Forge.

2. What made it a cutting edge game at the time?

What makes Forge unique is the intricacy of character development and realism that we instilled into the game. We wanted it to be truly heroic fantasy. The players can develop any type of character they desire. Over time characters improve their skills through combat and exploration; and because combat is more strategic, fool-hardy adventurers will be eaten by large, nasty monsters.

3. In creating Forge, how did your design philosophy evolve? Did something trigger the proverbial light bulb to light up over your head during design and testing?

Yes. There were six of us working on the game and each of us had our own views on gaming. That helped create a diversity of characters, spells, and monsters. As we progressed, we all campaigned for different rule changes and additions. Some things came to us like lightning bolts. Take the deities for instance, Grom (god of war) is actually one of my brothers. The whole ideology was perfect.

4. What do you believe to be the greatest success of the design? The most noticeable flaw?

Character development is by far the greatest success. It is in our opinion unparalleled by any other system. The greatest flaw would probably be the lack of world material that we offer in the game rules. Our goal was to place our campaign world on our website (www.basementgames.com) to give gamers free source material. Some people, however, would have preferred it to be in the book itself.

5. What were some other influences as you developed the series?

Television. We have been keeping our eyes on the industry even as we strive to maintain the innocence of old fashioned role-playing. Television is helping us focus our modules more toward an "episode" format with a story-line atmosphere.

6. How long did Forge take from inspiration to final boxed product? Did you get any faster as you continued?

I would say it took roughly 4 years to bring Forge to its final state. The design process and play testing, of course, took the majority of that time. Then the multiple edits, layout design, artwork coordination, etc. came into play. Did we get faster, well no, but I think we are getting smarter as we move forward. We are not repeating the same mistakes.

7. When in design mode, what's your favorite snack food?

Pizza. We must have devoured tons of it. I should have bought stock in my local pizza shop. I could have retired.

8. Do you play computer games?

Yes.

9. What type of system do you have?

IBM PC.

10. What piece of hardware -- real or imaginary -- would you add to it?

From the business viewpoint, I would say a CD burner for practical use. On a personal basis I would say another computer so I could enjoy the challenge of head to head gaming.

11. In general, do you think board games make the leap to computer screens effectively? Why or why not?

It depends on the design. Part of the enjoyment of board games is the interaction with the other players. Sometimes the computer takes that away.

12. How would you like to see Forge presented on a computer screen, if at all?

Forge lends itself very well to the computer screen. I see it as an interactive multi player setting. I would like to see it as a true "adventuring" campaign. We have some ideas already, we just need the programmers and the capital to move it forward.

13. If you were going to be represented on a computer screen by an icon, what would it be?

Hmmm. Interesting question. I guess I would chose either a shield with my family crest or a dragon. The first because it has a specific link to me and the second because I love dragons.

14. Computer games are becoming an extension of Hollywood -- games based on movies or movie characters. Do you believe Hollywoodized games to be better, worse, or about equal to ones created from original matter?

In my opinion, they are worse. That is because the people who watch the movies already have a preconceived view on how the characters should be played, how the setting looks, what happens during the game. I feel that by giving them free reign in a new environment, it sparks their own creative talents. That's what entertainment is all about.

15. What was the last movie (theater) you watched? Last videotape rental?

Last movie in a theatre would have to be Dark City. We are still blaming my sister-in-law for that one. I saw Rumble in the Bronx the other day. I had never seen a Jackie Chan movie before. That man sure can do some powerful scenes. I was told that he does all his own stunts. You got to admire a man like that. Even if his acting skills are a little weak.

16. Is there a movie you'd like to do a game of?

Not really. As I said before, I like to create new environments to introduce to the gaming community.

17. Given unlimited resources but present day technology, what game would you design and why would it be cool?

I would delve into the computer genre and create Forge: Out of Chaos on-line. It would allow people to interact and operate as true adventurers. You know, spending time in taverns listening for rumors. Wandering about an unexplored countryside looking for ruins, towns, castles, lairs, etc. I found that to be the most exciting part of the Ultima series (once you put the map away and started learning your own way around). I think that it would be a unique twist.

18. They say everyone needs a hobby. How do you decompress outside of game designing / playing?

I have two avenues for relaxation. The first is working out at the gym. It's a great stress reliever and also keeps the creative juices flowing. The other is walking. It's nice to get fresh air and see the sunlight once in awhile. Though, I must admit, its hard to escape the basement. They keep my chained to my desk working on Forge for days on end.

19. Where was the last place you visited on vacation? What's your next vacation spot?

I spent a few days out in San Francisco. It was wonderful. The west coast is a lot different from New Jersey. As for future plans, I would like to go up to Vermont or New Hampshire this winter. There is nothing like seeing snow on the mountains and trees in New England.

20. If not bound by time or space, where would you go … and why?

If I could go anywhere I would go to Europe to see the castles. I have always been fascinated by their architecture and complexity. I have never been outside the United States and it has always been a fantasy of mine to visit Germany, France, and England.

21. Excluding your own creations, what three games (of any type) would you take with you to the proverbial desert island?

Well, the first would have to be War Craft I (by far their best game). I would also have to take Doom I (the best head to head action game I have played). For my third choice I would take a deck of cards so I can play solitaire. There is something about actually holding the cards as compared to the computerized version.

22. We see the emergence of on-line gaming as putting the social aspect (and the smarts of real-live opponent) into gaming on a world-wide scale. Good or bad? Why?

I think that is wonderful. First, it brings us all a little closer together since we can interact easily over the computer. Second, computer technology has not developed an actual "intelligent" computer opponent. It's always better to challenge your mind against the thoughts and strategies of another human player. It makes the game for more interesting and enjoyable.

23. Do you have a poster or cartoon hanging by your desk? What is it and what makes it your favorite?

Hanging on the wall to the left of my monitor is a poster of Snoopy at a typewriter. His thought bubble says "It's exciting when you've written something that you know is good!" I cannot agree with that sentiment more.

24. What epitaph would you want encoded on your digital tombstone?

"I have always drawn my inspiration from the world of dreams, now it draws me there."

25. What question did we leave out that you would like to answer?

The only point I would like to touch on is my future plans. It's my desire to keep Basement Games moving in the direction of entertainment. We are eager to continue creating games that will excite the gaming community. To do this, we would love to hear the publics' insights, comments, and suggestions. Anyone who wishes to contact us can do so at mark@basementgames.com.

26. Any last omniscient thoughts for MagWeb members?

I can only say is that there is nothing more exciting than creating your own stories. I think it is a part of the human soul to express one's ideas through writing. Just sit down and give it a try.


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