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The Genesis Story
Randy
Master Storyteller
How about a list of the original developers for newbies and a brief blurb somewhere (in the FAQ?) about the genesis of the B5 project?
Marc and Dan and Randy and Christy Marx are the designers of the game. Jeff is a programmer. John is a programmer. Stuart is an artist.
Marc and I were working a space combat simulator game way back before it became a B5 game. Our marching orders were to get Sierra into the space/combat arena. At that time Sierra didn't have anything. We were calling it "Star Siege". (Later that title was taken back by Dynamix and used for their space game).
Then the manager of the Oakhurst studio, Craig Alexander (now head of the same studio with many of the same people under Codemasters), saw that the B5 interactive license was available and thought that we'd have a better chance in the marketplace if we could attach a known license to it.
So Marc(also lead art) and I (also writer/dramatist) and Dan Foy (also lead programmer) starting spending many hours talking about the B5 space combat simulator that we were going to create. About six months after that Christy Marx was brought on because she had developed games for Sierra before and also was a personal friend of JMS and had written an episode of B5.
The four of us designed the game. Marc and Dan continued work on the features and rules with some input from me. Christy and I began work on how to involve narrative elements in a non-linear, non-branching way.
And the rest is history.
Marc and Dan and Randy and Christy Marx are the designers of the game. Jeff is a programmer. John is a programmer. Stuart is an artist.
Marc and I were working a space combat simulator game way back before it became a B5 game. Our marching orders were to get Sierra into the space/combat arena. At that time Sierra didn't have anything. We were calling it "Star Siege". (Later that title was taken back by Dynamix and used for their space game).
Then the manager of the Oakhurst studio, Craig Alexander (now head of the same studio with many of the same people under Codemasters), saw that the B5 interactive license was available and thought that we'd have a better chance in the marketplace if we could attach a known license to it.
So Marc(also lead art) and I (also writer/dramatist) and Dan Foy (also lead programmer) starting spending many hours talking about the B5 space combat simulator that we were going to create. About six months after that Christy Marx was brought on because she had developed games for Sierra before and also was a personal friend of JMS and had written an episode of B5.
The four of us designed the game. Marc and Dan continued work on the features and rules with some input from me. Christy and I began work on how to involve narrative elements in a non-linear, non-branching way.
And the rest is history.