This interview is with Moogle1. Shaede was also supposed to be interviews, but didn't have time to... rather than delay this any more than it was already delayed, I just kept to Moogle1. Moogle1 is, in my opinion, the best plotscripter using the ohrrpgce. Just look at Scary Game, Minesweepa, and Way of the Wizards.
 
 
r/r/r/r:  How long ago did you find the ohrrpgce, and how did you find it?
M1: Found it in December 1999 (Editor's note: I think that might have been 1998, because I had the Ohrrpgce since May 1999 and I remember him having Moogle Quest and Mystic Sky released even then) on a QBasic RPGs page. I stopped programming in QBasic shortly thereafter, because A) I started learning C++, and B) the OHRRPGCE can do much more than I could do in QBasic, even given the limitations.
r/r/r/r:  What games have you worked on for the ohrrpgce that are either 1) released already 2) will be released eventually?
M1: My first game was Mystic Sky, which featured (surprise!) me and my friends. It was actually pretty good for a newbie game. Then was Moogle Quest, which was an ok game, but never went anywhere. I then started on Never Forget, which is still a current project. While I was working on it, plotscripting came out, so I added some scripting to the game (though it still has substantial fake PS) and created Moogle1's Plotscripting Examples, based on PSTUTOR. Along with Scary Game, Minesweepa, and perhaps something I've forgotten, it is one of my limited-work games, meaning that it took less than a week to make. I'm also working on Way of the Wizard, due for release sometime this quarter. Can't wait.
r/r/r/r: Do you feel that ohrrpgce games can have a wide audience outside of the community (those who actually make ohrrpgce games) among people who play rpgs? By word of mouth, do you think it would be possible for an ohrrpgce game to have really big (50,000+) audience of players?
M1: Possible, certainly. I don't think it's realistic, though. EotE2, the widest-release OHR game I am aware of, has 32,000 downloads on download.com. Granted, that's a lot -- but how many of those 32k gave up the game when they saw the resolution? I think the OHRRPGCE is more about the thrill of game-making than the fun of game-playing.
r/r/r/r: Besides yourself, who do you consider to be the greatest game designers in the ohrrpgce community?
M1: HoFonix and FyreWulff are both mad scripters. Don't be too surprised if you see something awesome coming from them in the next few months. Charbile and Royal are awesome artists, and I'm always impressed by what they do. Valkayree has an amazing ability to finish his games, and Shaede does some of the best solo work around. There's a lot of other talent floating out there, but I'm not going to go deep into detail. Don't feel insulted if I didn't mention you!
r/r/r/r: What do you feel is/are the essential element(s) of a good game?
M1: Despite what people like to say, graphics are quite essential. People play games because they see screenshots in the OHRRPGCE community. If you have a plotscripting "gimmick," that makes a big difference too. The SoJ2 demo had a pretty wide release even though it wasn't even a game per se, and I think Way of the Wizard will fare at least that well for the same reason. In terms of traditional RPG fare, the most important aspect is fun. Hands down. I won't keep playing a boring game.
r/r/r/r: Why do you think most ohrrpgce games are never finished? 
M1: People come up with better options after a while. Mystic Sky stopped production because I thought Moogle Quest would make a better game, then MQ stopped for NF... NF hasn't stopped because it's a different genre than WotW, and because I have a team working on WotW. (Kudos to Ralfo for actually contributing, heh.)
r/r/r/r: What do you think the future of the ohrrpgce will hold? Will better games keep being made, or have the best games already been seen? 
M1: I'm excited about a lot of the games that are coming out in the next few months. Some of the OHRRPGCE's great "veterans" have left us, but the talent pool is greater now than ever before, in my opinion. We'll be seeing the OHR's finest works this year.
r/r/r/r: When do you think game design will be recognized as the art form that it is?
M1: Frankly, it doesn't matter to me. My reward for making the game is having it played; seeing people say, "This game is good." If they say it's one of their favorites, all the more so. It's incredible to me that someday I can get paid for doing this.
r/r/r/r: Do you feel that a person may start out as believing that game design is just a hobby or something to do for profit or for his/her ego but eventually come to understand it as something more?
M1: The quality of the game will reflect the quality of the author.
r/r/r/r: How do you come up with characters?
M1: I basically take aspects from my personal experience that could make a good story, add some fiction, add some outside story, add a little distinction, and voila! A character. In keeping with high literary standard, my characters lately have often had symbolic names.
 
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