![]() Fans of the retro RPG clamored for more, and a completely unfounded rumor began that Julian was making a spiritual successor to Daggerfall behind the scenes. ![]() Julian did a follow-up AMA (Ask Me Anything) a month or so later on the ") background-size: 1px 1px background-position: 0px calc(1em + 1px) ">Daggerfall subreddit, and though he took a couple days to answer, people loved hearing from him, as he has maintained a low profile since leaving Bethesda in the 90’s. Interview with Julian LeFay, aka Julian Jensen, the project lead/programmer for The Elder Scrolls: Arena, Daggerfall and Battlespire (2017) In the 2nd half of 2017, while working on a video game retrospective, I was curious to find out what happened to the project lead of The Elder Scrolls: Arena, Daggerfall and Battlespire - a man who went by ‘ ") background-size: 1px 1px background-position: 0px calc(1em + 1px) ">Julian LeFay’. ![]() It’s been a trying and time-consuming venture, but in the countless hours of recording, writing, voicing, editing and promoting my work, I’ve amassed over 128,000 subscribers and over 11 million views across two channels. I’ve run a ") background-size: 1px 1px background-position: 0px calc(1em + 1px) ">YouTube channel since early 2016, primarily covering video games, both new and old. Legendary among classic role-playing game enthusiasts, Daggerfall let you explore a massive world, that held the official ") background-size: 1px 1px background-position: 0px calc(1em + 1px) ">Guinness World Record for largest land-based game world for many years, and its ambitious gameplay remains unmatched, nearly 25 years on. It may not look like much, but Daggerfall had dozens of regions, with hundreds of cities, towns and dungeons, with hundreds of thousands of inhabitants. Perhaps my story can help others avoid these traps, and don’t make the same mistakes I did, at the cost of my own time, money and sanity. I don’t want this game to fail, but I also want to highlight the many, many pitfalls we fell into while trying to spark a new game out of the love, nostalgia and niche fanbase of a classic - with $0 to our name, no studio, and no structure. The project is still alive, and I hold no grudges against the people working on it. But I can’t stop thinking of the sad, cynical adage…Īfter over a hundred online meetings, a weekend flight to plan things in person, many hundreds of hours of work, and thousands of dollars of out-of-pocket expenses, I called it quits. Meeting your teenage idols, then working on a sequel to your favorite game from your teenage years was an experience I never imagined I’d have in my lifetime. Do you not see how deliberate that was inbetween your daily prayers at the shine of Julianos? Do you honestly think that won't influence Zaric's opinion the same way a sponsorship deal from a Triple A company would? Do you not see the conflict of interest there? A major You Tuber who's opinion is relied on in the Elder Scrolls community is suddenly in an official position of trust and authority for a game. But it's interesting that you pointed him out. It's cute that you think Zaric will remain the only member of the council. If they truly wanted everyone's opinion the council of wisdom would not exist and everyone's opinion would be equally valid. Whilst really they will only listen to the people who they have designated as having opinions they want to hear. All so they can appear to be taking feedback. Get their opinions exposed to the cultists like you and their opinions get burried. ![]() The Council of Wisdom's existence itself is proof of what I was talking about. You also miss the main point of my argument, that you have to go through a bureaucratic process just to criticise a pre production product on a Discord. You made an account just to respond to me. ![]()
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