Does a man like Warren Spector need an introduction? This visionary designer has experience to tell you. Because younger players may never have played any of its games, we’ll list everything for you.

However, Spector started his career in the gaming industry not as a designer, but as a journalist. In 1983, he joined the late Space Gamer magazine. The magazine was devoted to science fiction, fantasy board games and role-playing games. He will grow within the company and work for parent company Steve Jackson Games.

In 1984, he would make an RPG for the first time, but in the traditional sense. In Spectacle you play as cartoon characters. Needless to say, you only play the game for fun. When your life counter hits zero, all you need to do is step down and get up for the next scene. It’s also an RPG where the rules don’t always matter. When everyone agrees that your actions are fun and enjoyable, you are allowed to break the rules.

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Spector took the first steps in video game design at Origin Systems (OSI). Here is the first project to work on the legendary Wing Commanderfranchise on PC. The battle between humanity and the Kilrathi (not really original in the 90s) is still etched in many memories. The game included a manual in the form of a magazine called Claw Marks. As Major Warren Spector, he contributed to this unique collector’s item.

While at OSI he would always remain involved in the franchise and cooperate with it Wing Commander: The Secret Missions (1990), Wing Commander II: The Vengeance of the Kilrathi (1991), Wing Commander: The Secret Missions II – Crusade et Wing Commander: Privateer – Righteous Fire (1993).

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Along with his work on Wing Commander, another series of games proved to be much more important to his development. He was involved with the equally brilliant Richard “Lord British” Garriott the Ultima series. The collaboration with the first part of the franchise with the PC as the main platform: Ultima VI: The False Prophet (1990). The game was built in such a way that it tried to get the most out of your PC at that time. The use of subfolders for buildings was also thrown overboard to show everything in a transparent folder.

Spector’s influence is clearly reflected in Ultima: Worlds of Adventure 2: Martian Dreams (1991), Ultima Underworld II: Labyrinth of the Worlds and the two parts of Last 7 (1992 and 1993). However, his masterpiece in the series is Ultima Underworld: The Stygian Abyss. The revolutionary 3D graphics (at the time) were full of technological innovations. Who would have thought that people would be lyrical to look up and down?

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In 1990 you still had darkness Bad blood, which can best be described as a cross between Zelda and Fallout. In a post-nuclear world where you, as one of the three chosen fighters, must ensure world peace. As you only get some sort of GPS late in the game, navigation takes a long time in the initial phase. A few minor mistakes also make the game difficult to finish.

The first true mix of first-person shooter and RPG that Spector contributed to Shadowcaster. Ironically, it is not part of the credits in this game. The game is pretty standard except that you can change shape. This idea of ​​shapeshifting was hardly ever expressed later in the gaming industry.

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In 1994, OIS entered the market with Wings of glory (PC). This flight simulator belongs to the small group where the fighting takes place during the First World War. Designed to be truthful, you don’t have strong weapons, heavy bombs, or even a simple radar. From your first person perspective, you must have destroyed everything yourself. The level editor was a very nice addition for the fans.

As a producer of System shock Spector was once again a (modest) success, but this mix of first-person shooter and action-adventure never became the real blockbuster. The story revolved around cyberpunk and hacking that would bring the game to cult status. For nothing, System Shock and System Shock 2 are the spiritual predecessors of Bioshock.

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In 1995, he was the producer of two games set in a similar universe. Both CyberMage: the awakening of black light and Crusader: no remorse did not leave a memorable impression, however. So it’s not his best job.

However, Spector would return to stealth gameplay in the highly recommended Thief: The Dark Project (1998, PC) and Thief: Deadly Shadows (2004, PC). In what’s a mix of the late Middle Ages and the Victorian period, you sneak through the night like a thief. Your weaponry is particularly suited to eliminate the adversary as discreetly as possible. Dark backstory, solid gameplay, and original concept ensured that both titles were very well received.

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In 2000 he started as a designer and entered the magisterium Deus Ex (PC) at the market. The mix of action, RPG and sandbox elements. Here too the cyberpunk tour continues, in which the mixing of humans and robots becomes possible. Freedom of choice was central, so you had multiple ways to end the game. Unfortunately it was possible Deus Ex: Invisible War (PC, Xbox) no longer convinces in 2003.

And then, Spector disappeared in the industry for a while. To find news a few years later Epic Mickey. Due to his collaboration with Walt Disney Animation Studios and Pixar on other projects, he quickly got involved.

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However, where it was originally intended to make Mickey darker, the game has seen quite an evolution. Originally intended for PC, Xbox 360 and PlayStation 3, the game now ends with a Wii game. It’s no longer about the black Mickey, but a slightly tougher Mickey who must save a forgotten world from an evil monster made of thinner and paint.

Source : IGN