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Yes, I know what you’re thinking, ‘Another game centered interview?’. Well, can I help it if the US Justice Department and President Obama don’t want to be interviewed by me? (I know, this shocks me too.) However, I don’t think you’ll mind too much. Longbow Games is an indie developer that just released Hegemony: Philip of Macedon which is being compared to Total War, R.U.S.E. and Age of Empires by many on the net.
Longbow Games is no stranger to success, having won awards for Best Game, Best Design, and Best Programming at the Independent Games Festival for the game Tread Marks in 2000. Sadly, on the heels of this early success, the founder Seumas McNally passed away very shortly afterwards. However, his family has continued on in his absence. They’ve grown the company and spent the last 6 years creating their latest game. With such a small team, what they have been able to achieve is pretty damned impressive.
This interview, which was jointly answered by Jim McNally, President and Game Designer and also Rick Yorgason, Programmer and Webmaster gives you a bit of an inside look at Longbow Games.
How did Longbow Games come about? It seems quite the family affair, is that how it originally started?
Jim: Longbow Games was founded by the late Seumas McNally. Seumas recruited his younger brother Philippe and his parents, Jim and Wendy, to help with game development. Seumas died of cancer in March 2000, shortly after his game “Tread Marks” had won the IGF Grand Prize, which was renamed in his honour. As a consequence, we moved the family/company from rural Northern Ontario into downtown Toronto.
What aspect of getting Longbow Games together did you find the most frustrating and what part did you find the most satisfying?
Jim: Apart from the ultimate frustration of losing Seumas, the most frustrating part of rebuilding Longbow after Seumas was finding the right team members to add to the family core. The most satisfying part of rebuilding Longbow has been having the pleasure of working with Rob, Rick and most recently Clarissa.
You are quite vocal on your website about your feelings about DRM. Has that always been your opinion of DRM, or was there an incident that perhaps led to that?
Rick: That was mostly my doing; the rest of the guys seem to agree with me, but I’m the loud-mouth around the office when it comes to these things.
For a long time, games have been using the “CD in the drive” trick, and I always found it annoying. There was a sort of ritual to buying a game: as soon as I got it home, I had to visit some illicit website to download a “NOCD” crack. The really frustrating part was that, listed right next to the crack I was looking for, I could find a ZIP file with the full game, and the crack pre-applied. I got better service if I didn’t pay for the game.
It was when developers started imposing installation limits that I got really fed up with the whole thing. I think the game that pushed me over the edge was Dreamfall. I bought it straight from FunCom, and I felt pretty betrayed when I bought that and later realized that I was only allowed to install the game on one machine at a time, and I was only allowed to transfer my license once.
Imagine if DVDs were like that! People would raise hell! I wrote a pretty angry email to FunCom after that.

May 18th, 2010
Brad McGraw
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