Jason D. Anderson Interview
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By joining up with inXile, you're in a way returning to working with Brian Fargo, who founded Interplay. Did you actually work with him much during the Fallout days?
JA: He was actually more a step away from me. When the Fallout team had interactions with Brian, it was usually through Tim [Cain]. I never really had personal interaction with him.
Presumably you are working more directly with him now, given the setup.
JA: Definitely. When I came on, I spoke with Brian a number of times. It was a very hard decision to leave Project V13. I loved the project, and we spent so much time on it, and it was not an easy decision to make. But in talking with Brian, it made it a lot easier. We really clicked, and saw eye to eye on what we wanted to see happen to RPGs.
In what sense do you see eye to eye?
JA: Well, RPGs have been kind of in a lull as of late. But there have been a handful of good ones out there -- especially with Bethesda successfully rebooting the Fallout franchise, and generally showing that RPGs are viable forms of entertainment.
I want to get back to RPGs that are very story-driven and character-driven. Personally, I've never gotten out of [single-player] RPGs. There was the short stint working on the MMO for the past year, but that was pretty much it. I've always been about RPGs and RPG design. Even before Interplay I was a big RPG player.
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Did you leave that project because of internal factors, or simply because inXile seemed better for you?
JA: The future of the -- well, I don't know if I want to go there. [inXile] was a more stable opportunity. I wasn't even in the process of looking when this opportunity arose. It was a perfect fit.