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Interview With Anacreon Creator George Moromisato

I have extracted the parts of the magazine relevant to Anacreon here. To see the whole issue, go to http://www.geocities.com/TimesSquare/Arcade/9111/aud12.txt

Audyssey;
Computer Games Accessible to the Blind
Edited by Michael Feir
Issue 12: May/June, 1998

From Chris Demwell:
I actually tracked down the author, and yes it is on the web now. Here is the message I got from him.
Thanks for your help.

Chris

From: "George Moramisato"
Actually, I have bad news and good news. Although you can no longer register the program, the full version is available on the web. Look at:

www.neurohack.com/anacreon

to download version 1.30 and the manual.
Good luck.

-- George

+ Yes, folks! Thanks to the detective work of Chris, we now have access to Anacreon Reconstruction. This is one of the few highly detailed strategy games accessible to the blind. While it is far from perfect in terms of accessibility, I have no doubt that you'll find the game to be absolutely captivating.

Questions and Answers with Anacreon's Creator
by Michael Feir

Several issues back, I reviewed anacreon Reconstruction. This game is one of the most complex strategy games accessible to the blind. At the time, I was somewhat annoyed that the author of this game left it to fade away into obscurity, leaving only the crippled shareware version to be enjoyed. I was also uncertain as to whether he was still among the land of the living. At long last, this mysterious man has emerged once more. This emergence is due to Chris Demwell's efforts at tracking him down. His initiative has made it possible for everyone with web access to retrieve the full version of this game, along with artwork and manual. I should caution here that the manual is in MS-Word 4.0 format. This is accessible to Windows users. for the rest of us, you'll need to find a program like X-ray which will strip out everything but the text characters. If anyone finds other solutions to the manual problem, please send them my way so I can inform everyone else. The manual is extremely well-written, and well worth the effort required to access it. Mr. Moramisato has graciously answered the questions I've put to him on behalf of myself and all of you, and has agreed to answer any further questions the rest of you have. Simply send them to me, and I'll forward them to him. At the present time, he doesn't want his e-mail address to be generally known. Most of the text below is taken directly from his reply to my message.

Michael,

Thanks for writing; I'm flattered by the attention and I'm very happy that you and your readers have enjoyed playing Anacreon. I do wish that I had been able to support the game a bit better, but lacking a large-enough user base, I could not support myself on the sales of Anacreon alone. Nevertheless, I am proud of the game and I would be glad to answer your questions and to field some questions from your readers.

Here are the answers to your questions about the game:

1. Can you give us an account of the history of the game in terms of its popularity. How many registrations did you ultimately receive?

I received about 200 or so registrations over a period of three years. In my opinion, this low response was due to a couple of mistakes that I made: First of all, I think that I charged too much for the registered version; had I originally set the price at $20 or $25, I'm sure that I would have gotten more than double the number of registrations. Second of all, I did not spend enough money advertising and otherwise marketing the game; while I relied on word-of-mouth and the BBS network that existed at the time, I should have also tried to advertise in some mainstream gaming magazines.

2. The version released on the Internet was made several years ago. Are there later versions?

Unfortunately, there are no later versions. The version at my site (www.neurohack.com/anacreon) is the latest version.

3. Why did you ultimately stop taking registrations for your game?

By that time, registrations had dwindled to a few a year and I simply could not invest the emotional energy in supporting the game. By then I had already moved on and started a career in more mainstream software development.

4. Did you anticipate that your game would be playable by the blind, or was this a completely accidental occurrence? In either case, what are your thoughts on this?

I never did anticipate that Anacreon would be playable by the blind, but having found out, I am obviously very happy about it. I have always enjoyed games that are challenging to the mind, and not just to the senses and reflexes. Certainly, when it comes to games of pure strategy, blind people are as capable as anyone else. I'm glad that Anacreon can demonstrate that.

5. Assuming you're still developing software, what products have you come up with other than Anacreon? Are there any which are not graphically dependant which you think readers of Audyssey might be particularly interested in?

Unfortunately, no. Other products that I have created have relied on graphical user interfaces. There is hope for the future, however. Microsoft has included special subroutines in the Windows development tools that can be used to read-out the text of a graphical user interface. In the future I plan on making sure that my programs are compatible with that system.

6. Do you have any advice to give people thinking of developing strategy games?

I think that the most important thing is to ask yourself the question "what's the fun part?". Every successful game has a core payoff that makes it fun to play. In Anacreon, for example, I think that the fun part is successfully executing a complex plan that eventually causes your opponent to suffer. Thus, in Anacreon, there is a lot of room for creating devious plans that hopefully your opponent will not discover. Too often, I think that game designers make the mistake of concentrating on peripheral issues, such as how pretty the game looks or how complex the simulation is. No amount of 3D graphics will help if the game is not fun.

And there you have it. The mystery behind the game's disappearance is at last solved, and the game is now available to all. Quite a happy ending indeed. Or, is it merely the beginning of a new chapter in game complexity? I hope that the excellent advice of this thoughtful man will spark new interest in strategy games, and guide their wood-be authors to excellence. Wherever Mr. Moramisato's future leads him, I wish him the very best of luck on his odyssey. In closing, I thank him once more for contributing so much to our own.

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