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Interview with Josh Mandel
Josh Mandel: Well, after leaving Sierra On-Line, I went to Legend Entertainment. There, I did a little work on Shannara (which was designed by Corey and Lori Ann Cole of Quest for Glory fame) and designed Callahan's Crosstime Saloon. After Callahan's Crosstime Saloon, I worked with Broderbund on the Carmen Sandiego series, Sir-Tech on Jagged Alliance 2, and Microsoft, among others. Spent a year as Director of Game Design at Sega, for the launch of the Dreamcast (where I worked with Kurt Busch, editor of Sierra's InterAction Magazine), then came back east to New York to work with Vicarious Visions on a number of Gameboy and Playstation products. Now I'm freelancing, and still designing games.

The life and work of Josh Mandel has been marked by two important companies, both big talent pools in their time: Legend Entertainment and Sierra On-Line.
JM: For the last year and a half, I've been working on various projects for Health Media Lab, Inc., a company funded by the National Institute of Health. My main project for them is called The Adventures of D. M. Dinwiddie, P. I. T., an adventure game for schools that teaches health and first aid to 8-to-12-year-olds… a little like a Police Quest-style real-life simulation. The art is being done by Rich Powell and the animation by Karin Nestor, both artists from Sierra. I'm also working on a "fangame" of Space Quest. And I do speak with many of the old Sierra folks from time to time… Bill Shockley, Andy Hoyos, Bruce and Leslie Balfour, Al Lowe, Scott Murphy, Mark Crowe, Gano Haine, the Coles, Tammy Dargan, and others.
I think that the name "adventure game" carries an implication that the game is going to be slow and unappealing to young players.
JM: Absolutely! I'd jump at a chance to work with the Sierra people again. In fact, some of us have had email conversations from time to time in which we discussed possible future projects. To me, these people are not only great designers, but they were groundbreakers as well. The computer game field was still very young in those days, and much of what's done today owes a debt of gratitude to these pioneers. I was proud to work with them.
JM: I think that the name "adventure game" carries an implication that the game is going to be slow and unappealing to young players. Many companies believe that young players form the backbone of the entire computer game audience, so they shy away from producing these games. But there are still adventure games being produced; it's just that the developers have to avoid using the NAME "adventure game" to avoid prejudicing people. Instead, they use words like "action adventure" even though most adventure games have had some kind of action element (look at the Leisure Suit Larry, Police Quest, and Space Quest games!).

Together with Bruce Balfour and Lorelei Shannon, Josh started writing games in The Dagger of Amon Ra, the sequel to Roberta Williams' classic Colonel's Bequest.
JM: Once companies started producing 3-D games, it's become very difficult to go back to 2-D games, so I think 2-D games will reach the same state that text adventures are in now – produced mostly by fans on an amateur basis. 3-D games will rule for many years, and the changes we'll see are, like the changes we've seen for the past few years, very slow, small improvements. So the 3-D games will become more realistic, with better lighting, shadow, and detail, but our way of interacting with the game will not change much for a long time. This may be a good thing since developers will have to create newer and more interesting plots and structures, and be less reliant on new technology to impress players.
JM: The importance of the amateur game-makers will be to put pressure on professional productions, as they are doing now with games like Tierra's remakes and Vonster the Monster's Space Quest: The Lost Chapter. I don't think they will rival the professional productions in terms of mass popularity, because amateur productions can't afford the immense costs of development to produce the kinds of graphics and features that the mass market has come to expect. If amateur developers get someone to pay those costs, then they're not amateurs anymore!
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