GB: What was it like to be a part of the development team for each of these projects? Any fond memories you can share with us?
Josh: Icewind Dale was fantastic for me because I had somehow stumbled into my dream job. I didnít know anything about CRPG development, but I knew more about AD&D and the Forgotten Realms than anyone outside of TSR/WotC should. We didnít have any leads on the original title, so we sort of just… did things… with Chris Parker telling us when we were being dumb.
Scott Warner (the designer of Upper Dornís Deep) and I will always remember Greedy Ghost, which is referenced to this day. Someone (who shall remain nameless) asked why the dwarf priest ghost in Upper Dornís didnít charge the party for healing services. Scott and I explained that it was a ghost and ghosts donít have any need for money. That Someone then replied, ďMaybe heís a greedy ghost.Ē
After Icewind Dale shipped, Feargus forwarded us an e-mail from Brian Fargo in which he said that he really enjoyed Icewind Dale and it was the first game in years that he had finished. I knew Icewind Dale was a flawed game, but I grew up on Bardís Tale, so that meant a lot to me.
I was also pretty happy when we finally got most of the major 3E stuff into Icewind Dale 2. Danien Chee, Bernie Weir, Rich ďMalavonĒ Finegan, and Darren Monahan really gutted a lot of the Infinity Engineís game logic to make 3E work in it, and I think our implementation of the rule set was fantastic.