He didn't expect to earn a penny, but Fawkner got 32 checks - earning $160.Įncouraged by this unexpected success, he developed more games, building up a mailing list of people who liked his work.
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He gave them away to attendees, free of charge, with a message at the start and end of the game requesting players send $5 to fund the next one. "So what I would do is go to a gaming convention and take some copies of Quest for the Holy Grail in a snap-lock bag, with some instructions just printed out."
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"I didn't know about publishing or about how to get a game to the store," he says.
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That guy still owes me $20."įawkner released his first full game, Quest for the Holy Grail, for the Sinclair Spectrum in 1983. "I'd never programmed before, so I just learned the ZX81 assembly language and kind of threw together something that vaguely approximated Dungeons and Dragons combat rules. "My friend bet me that I couldn't write the Dungeons and Dragons combat system with 1K of memory," he says. It wasn't long before Fawkner took to making his own games. "When you didn't have a friend over or it was the evening and there were no friends around and your family was busy, you could break out the Space Invaders machine. He liked it, particularly because - unlike most board games - you could play by yourself. I think at that stage my brain kind of realized that computer gaming was different to board gaming." The store soon got a Space Invaders machine, he says, "and came out and I got Space Invaders that I could play in my bedroom. But he didn't see it as any different to the board games he'd already embraced. " I played a lot of chess." He was four or five years old when he discovered Pong at a local pizza store. "I was a crazy board game player," he recalls. Steve Fawkner spent much of his childhood obsessed with games, but not just video games. And now he's independent again, hoping to strike it big a third time in as many decades. Nearly two decades apart, the two titles have had a similar path to release - Fawkner iterated on a novel genre-melding concept until he had something great, then one publisher after another turned it down because they didn't know whether it would sell.įawkner has gone from sole game creator to worldwide success to studio head working closely with big publishers - twice. It wasn't all easy sailing, either, and his two best-known games - Warlords and Puzzle Quest - both languished for months before they could find a publisher. Yet he has continuously found himself in the wrong place at the wrong time, not quite achieving the notoriety of a Wright or Meier. His games have topped sales charts, been held up as critical darlings and inspired rabid fans who continue to play their favorite Fawkner titles years after release. Fawkner's been making games for 30 years, watching American contemporaries like Will Wright and Sid Meier go on to incredible heights while himself being considered a game development pioneer in his hometown of Melbourne.