TBF: Your remake of Avernum is rebuilding a lot of major aspects of the original game, such as the skill/trait advancement system. Why is that?Click over to the link below to read more.
Jeff: I redid everything. Every element of the game, every line of text, everything was redone. I put as much work in Avernum: Escape From the Pit as in a new game. I used everything I learned in the years since I wrote it to make it entirely modern, accessible and fun.
TBF: What makes games like Avernum (which is heavily text-based, played from an isometric view, and requires some serious micromanagement) relevant amongst games like The Elder Scrolls V, Kingdoms of Amalur, and the Mass Effect series? What do you offer that they donít?
Jeff: You seem to assume that there is no longer a demand for an in-depth, tactical role-playing game with a rich world and storyline. Luckily for me, this is not the case. As the big AAA publishers have decided to only make RPGs that are action games with stat-building stuck on, I have continued to cater to the old-school role-playing game fan. Those people totally still exist, even if the big publishers have forgotten about them.
TBF: Have you ever thought about turning to Kickstarter to fund a game? Why or why not?
Jeff: I decided a long time ago that I enjoy being small and low-budget, so I didnít seek outside funding. It makes me happier. Remember, Kickstarter is only one of many sorts of funding available to me (including old standbys like bank loans). Iíve avoided all of them. Itís probably not wise, but itís how I work.