![]() : Some companies might have viewed Melvor Idle in more of a competitive light to RuneScape, but Jagex seemed to just see its potential and the passion of its solo developer. ![]() What Brendan has done as a solo developer with Melvor was very similar to Jagex’s vision of community-driven games, and he has done an excellent job of fostering a healthy and active community around Melvor Idle. Games that have the potential to run for a decade, or even two decades like the RuneScape franchise. That means games with evergreen design, a strong community focus, and a long-term commercial opportunity. Deep, community-driven experiences that deliver a multi-faceted player experience beyond what you would expect from “live-service”. : You’ve mentioned before, “Every once in a while, we come across a game and a developer that is so well aligned with our core values that it seems a natural fit for Jagex Partners”, what are some of these core values that you saw echoed in Melvor Idle?ĬP: The values we refer to here are the values that make up what we refer to as “living games”. Brendan was open about Melvor Idle being inspired by RuneScape and we thought that the best way to show our support for what he was trying to create was to embrace that fact. Given the similarities with RuneScape, we reached out to Brendan through Reddit and Discord to see if there was a way we could potentially work together. : Can you tell me a little about who reached out to who and how this partnership came to pass?ĬP: Sure. Furthermore, the idea of giving someone from our community this opportunity has really excited everyone in the business. The vision of what Brendan wanted to achieve with Melvor was in sync with our core values of what makes a living game - this was therefore a natural fit for us. We looked at the game, thought it was really interesting and recognized how much had been achieved and how much of it aligned with RuneScape. How did you stumble across Melvor Idle? Was it like a deep dive on indie reddit, or a screenshot on LinkedIn? What and who started this whole conversation?ĬP: We first became aware of the game when a member of our staff flagged it to us internally. : Congratulations on your partnership with Brendan Malcolm! There’s a lot of questions surrounding this one. As I was standing there, a kid walked up, picked up a copy of GNUCG, and then purchased it. ![]() It was magical – the box even contained a real golf ball. The first day the game was in Electronics Boutique, I went to see the box on the store shelf. Then in 1995, I started my professional career as a programmer at Friendly Software on Greg Norman Ultimate Challenge Golf. In college, a small team of us created a multiplayer card room simulation game called Virtual Cards. While growing up, I made small games and toyed around with BASIC and assembly language. : How long have you been in the gaming industry and what was your first “gaming job”?ĬP: I’ve been making games for 39 years, since I was 10 years old with a Commodore 64. As I was an early advocate for (addicted to) Melvor Idle, I have been acting as Brendan’s primary point of contact with Jagex. As the Director of Product Management, I lead our team of product managers and have been helping here and there around the studio. I joined the publishing team to help find new games and to ensure we do everything in our power to make them successful. Could you tell me a little about what you do for Jagex, how long you’ve been with the company? I saw recently in another article that you’re now the new Director of Product Management!Ĭhris Pfeiffer, Director of Product Management for Jagex: I’ve been with Jagex for a bit over a year. : We’ve heard a great deal about Jagex’s up-and-coming game Melvor Idle, but I’d really love to start out learning about you first.
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