Joe Pearce interview

I was ecstatic this summer to receive an e-mail from Joe Pearce, informing me that his company Wyrmkeep Entertainment had re-released the classic adventure game Inherit the Earth. Being one of this game's biggest fans, I had always thought it was sad how it seemed to fly under everyone's radar. Thankfully, it's been given a second chance, and Joe Pearce was kind enough to sit down with me and answer some questions.

What role exactly did you play in the production of the original Inherit the Earth, and when roughly was it released?

I was one of the founders of the game's development company, The Dreamers Guild Inc. Robert McNally (another founder) and I came up with the basic premise of creating an adventure game involving anthropomorphic animals set in a post-human world. I also provided some general design ideas and programming support, but through most of the Inherit the Earth development I was working on a port of The Legend of Kyrandia to the Macintosh. (The Dreamers Guild started out as a porting house.)

Inherit the Earth was released in 1994, first on floppies for DOS, then on CD-ROM for DOS (with voice-overs), and finally on CD-ROM for 68K Macintosh. There was also a German language release for DOS and the Amiga produced independently of The Dreamers Guild, but I don't have much information on those versions.

Was Inherit the Earth the first adventure game you were involved with the development of?

That depends on whether one considers The Faery Tale Adventure to be an adventure game or an RPG. I suggested some of the design changes that were made for the Sega Genesis release of The Faery Tale Adventure. Inherit the Earth would be the first "Sierra-style" adventure game I helped develop.

Was the story for Inherit the Earth inspired by the fiction of Brian Jacques, or any other writers, or was the idea to use animals a completely original thought?

Brian Jacques, no. I don't know if any of the other designers of the game might have read Redwall. From what I have read from interviews of Brian Jacques, I would say that I and the other designers of ITE where inspired by the same literature as him. Books like Wind in the Willows, Chronicles of Narnia, etc

Were there any adventure games you were especially a fan of that you were trying to emulate in Inherit the Earth?

The King's Quest series. One of the ITE designers worked on King's Quest 4.

Describe the commercial viability of an adventure game at the time you began development of Inherit the Earth. Was designing an adventure game an easy decision at that point, or was it against conventional wisdom?

Adventure games were still fairly common when we started development in 1992, so it wasn't a risky decision at that time. And The Dreamers Guild was involved in develop two other adventure games after ITE: I Have No Mouth and I Must Scream and Dinotopia. And although I Have No Mouth and I Must Scream won some awards, it didn't sell really well; and I'm sure the downturn in viability of adventure games contributed to the lack of sales.

Was there difficulty in selling Inherit the Earth to a publisher?

Most of the publishers we talked to liked the idea, but most were concerned that they couldn't market it properly. New World Computing's association with Broderbund made them seem like a good choice as a publisher. Unfortunately, by the time the game shipped, NWC had changed affiliation to Electronic Arts, and EA had been one of those publishers that told us they thought they couldn't market the game!

How commercially successful was Inherit the Earth?

Not very. If NWC had stayed with Broderbund things might have turned out better, but you can never know.

When all was said and done, did you feel like you told the entire story you had wanted to tell in Inherit the Earth?

The primary story got told and all the basic themes are in the game, but the tone may have lost something of its edge as the game became more tailored for a younger audience.

Can you give any examples of how the game was modified from the original design to be tailored towards a younger audience?

It has been so long that I am unable to pinpoint any particular change, and I no longer have the material that was written early in the project to compare against. I just remember some of the original material being a little grittier, and that others that worked on the game have made similar comments.

Had the slightly more edgy tone that you referenced been maintained, would the game really be a completely different game? Or would it just be a series of minor modifications?

It would have been similar enough as many of the themes would have been the same.

Was Inherit the Earth written with the idea for possible sequels in mind?

Yes. There are obviously a lot of unexplained things in the game that would be revealed in sequels: What happened to humanity? Did the villain survive his fate in the ending? Will the Boar-Elk hostility escalate? The one thing I don't personally like is the last scene about the Orb of Storms. I really don't what the sequel to be "Quest for the Orb II" -- been there, done that.

In retrospect, are there any major aspects of Inherit the Earth that you wish you could have changed?

I dislike the fact that the game becomes more linear after the encounter with Prince. I would prefer that there to have been more choices of things to do later in the game.

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Game Info

Inherit the Earth:  Quest for the Orb

Platform:
iPad, iPhone/iPod Touch, Mac, PC, Linux

Genre:
Fantasy, Mystery

Developer:
Dreamer’s Guild


Game Page »

Worldwide July 1 2003 Wyrmkeep Entertainment
United States 1994 New World Computing

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Inherit the Earth:  Quest for the Orb

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About the Author
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Evan Dickens
Staff Writer
Evan Dickens is the former editor-in-chief of Adventure Gamers. Now semi-retired, he meanders about on his front porch firing his slingshot at passing cars and griping about "the old days". Full Bio



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