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Chris Crawford on Game Design by Chris Crawford

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Publisher Woes

I had no publisher when I began work on Balance of Power. 1984 saw the collapse of the videogames business, and publishers were dropping like space invaders. They were too terrified to take a game like Balance of Power. Months dragged by and my agent couldn't find any takers. Our savings were running low and I was beginning to worry about making ends meet. Fortunately, in early January of 1985, Random House agreed to take the game. I met with the publisher and we saw eye to eye. We signed a contract, I got an advance, and my financial troubles were over.

But then the publisher handed the project off to an editor and things started to go downhill fast. That editor and I had been preordained in some distant past to do battle. He ...

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