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Interview with E.J. Gold
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by Neville Throckmorton & Claude Needham
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Q. You obviously occupy a unique position in the field of
spiritual gaming. By this, I'm referring to your extensive history in the
three ordinarily separate and distinct fields of science fiction,
shamanism and gaming. Can you tell me more about this?
A. Yes; first of all, my father was Horace L. Gold, editor of
Galaxy Science Fiction Magazine, one of the three leading sf
periodicals of the 1950's. I helped with the "slush pile" of unsolicited
manuscripts, meaning those that arrived from authors who had not
been specifically asked to write for Galaxy. My father made the final
choices, but he trained me to read for the market.
Later, I became a pro writer myself, and was invited to join SFWA,
the Science Fiction Writers Association, in which I have participated
for almost half a century as a Pro Author. I have had over 1 million
words in print in science fiction and fantasy and have been a guest
speaker and panel member at sf cons (science fiction conventions),
on panels with Isaac Asimov, Theodore Sturgeon, Harlan Ellison,
Robert Sheckley, Marion Zimmer Bradley, Jack Williamson, Alfred
Bester and many more. In addition, I have appeared on L5 space
colony panels to discuss the issues of the settlement of outer space
and the colonization of Mars.
I later edited Galaxy Magazine and am presently editor of
Galaxyezine and Galaxy SF Novels, and am the senior editor of
Sirius SF Books. Two new novels, one SF and the other a wild
fantasy are being published this Fall by Sirius SF.
In the field of Shamanism, I am perhaps best known for my best-
seller, The American Book of the Dead which has had several
publishers, including And/Or Press and Harper & Row. Other
publishers include Longmeadow Press, Omni Magazine, and Simon
& Schuster. My longtime collaborations and co-lectures in
Transformational Psychology have been with John Lilly -- "Day of the
Dolphin" and "Altered States" were sensationalized movies about his
life -- and other well-known shamanic figures, such as Lee Lozowick,
Robert Anton Wilson, Robert deRopp, Heather Valencia, Zalman
Schachter, Dr. Claudio Naranjo, Reshad Feild, Mark Olsen, John
Cage, Dr. Claude Needham and Margaret Randall.
I have given literally thousands of workshops and lectures on the
subject of Shamanism, with over 100,000 participants, over the past
half-century or more.
In the field of gaming, well...
Q. Yes?
A. Well, it goes back a long way. I played chess from the age of
eight and was a regular at the New York Chess Club. From there it
went to game theory and set theory. Then in 1964 I used a rather
crude computer to construct what may very well have been one of
the first computer games. It was written in text. Of course I played
"Hitchhiker's Guide" when it appeared as a text computer game.
Then it was Zelda I ... the best videogame ever developed. There
has not been anything better since. Technology has "improved" but
for sheer fun of gaming, Zelda still has them beat and its following
proves it, almost 30 years later. I used to spend 10-16 hours playing
that thing, flinging the controller across the room, claiming it was
"broken"!
After that, I decided to find some game in which I could write -- use
an "editor", to put my sf and fantasy ideas combined with shamanic
principles, down in some gaming format. Good gaming was primary,
with the "message" as a secondary concept.
I played Wolfenstein, but it was too crude for my purposes. I did do
about 150 games with the ROTT engine, but again, too crude and
limited in its scope.
When Quake I came out, I quickly learned to use the editor, and
wrote over 300 levels, including CTF and Team Fortress. Several of
my levels became popular with online gamers, and I eventually
ended up collaborating with American McGee on sounds and music
for Quake II -- he visited during the development phase and we
worked in my studio. We also played Quake together and he tore me
up every time -- of course, he had written the damn levels and when
you do that, you have to test them thousands of times, so you know
exactly what each thing is going to do. Nobody can beat someone at
their own game! He was great! Again, no one has done better with
weapons and levels since; although some great levels and weapons
have appeared and wonderful strides have been made technically,
for playing enjoyment and "feel", his work was incredible.
Then at last I got my own engine, developed for me my Richard Hart;
it's a combination of rendering methods, controls, lighting and fog
effects and internet speed and reliability for which I asked and got it.
My biggest complaint about contemporary e-games is that the
developers don't play them on the machines that ordinary people
use, on the kinds of connections that ordinary people have. We used
to play Quake I on 28k and you had to anticipate where the guy you
were shooting would be by the time your weapon struck. Skewing in
that way, allowing for packet loss and swapfile confusions, is one of
the most important issues for me, along with easy gamefinding and
reliable internet usage. Of course, the game must also work solo,
because most folks are solo users, not internet gamers, and nobody
but a few diehards like myself play continually 10 hours a day online,
which I've done for the past 25 years.
In the area of Quake, I ran 3 servers known as Gorebag's
Slayground, which were among the most popular at the time. I
founded Clan LoL (Legion of the Lost, although we're also known as
Little old Ladies) which was one of the largest clans of the period.
We still operate the clan server at fairgame.org and now are
engaged in running mods for nwn and Godd Game levels -- my
Godd Games are still in beta, but are due for release in 2005.
Today I play Diablo II and Neverwinter Nights. I've written a few
popular nwn mods, including Dragon 3d, Shakespeare, Ring 3d, Evil
3d and Diabolical 3d, all of which have their own websites and are on
the nwn site. You can see some of my browser games on
gamexx.com and several have been released on cdrom.
I read game developer's magazine for the latest gaming issues and
concepts and try to keep up with the new technology, but again, the
real issue for me is just plain good gaming, combined with a serious
level of fun-frustration and whenever possible, a spiritual "message"
which doesn't intrude on the gamer's fun.
As far as I know, no one else in the field has that peculiar
combination of skills in all three fields.
Q. Thank you. With your background at Galaxy SF Magazine
and in the sf conventions, would it be fair to say that your intimate
relationship with other SFWA writers gives you unique access to
other writers' story properties?
A. Well, not unique. Anyone with enough money can buy any
story, but...it's a question of which story you buy, who wrote it and
how the story will actually translate into a linear game. Most good
games are linear at least in theory, although some allow a little slack
for side-explorations. The storyline of a game is much more
important than most game developers believe.
So, yes, I suppose my position is somewhat unique, in that I can ask
a writer for a story, and in my capacity as editor indicate re-writes for
the market. A good professional writer writes for the market, not for
self-expression, although that certainly is part of writing. I have in my
head at least a hundred really incredible sf, fantasy and horror titles
that would make good games, and at least two dozen of them have
shamanic or spiritual themes that would be acceptable to just about
any gamer, meaning that they don't preach, they teach. Most of
those stories would translate well into movies and I always consider
the aftermarketing, such as action figures, comics, t-shirts, mugs and
tabletop game variants.
Q. Thank you for that answer. I'm sure there's more there, but
you mentioned films. I'd like to ask you about your work in the movie
and television industry. Is it true that you still work as a "film
doctor", meaning that you fix or improve scripts?
A. Yes, I'm working on one now, and have worked on several
movie scripts in the recent past, none of which I am at liberty to
discuss. I can't disclose the titles or the content of any of them, of
course, without specific permission. Several are due for release, and
hopefully one of my favorites will soon be distributed in Europe, a
German-made sf film that should be spectacular in the same genre
as "Men in Black", although we started writing it before MIB came
out. A number of years ago I worked with Catherine Oxenberg on an
sf film which I hope she will eventually star in and release. The script
is very solid.
Q. Have you worked as a consultant on any games?
A. Yes, I have. I have the unique situation of not only being a
gamer and having written literally thousands of levels in dozens of
different engine-editors such as Rott, Worldcraft, nwn, Quake and
Godd, and being a script-writer and story editor, but having a
background in teaching Zen, Shamanism and Spiritual
Transformation makes it easy to convey ideas and come up with a
melding of good gaming and "message" that many developers
appreciate. I know the limitations of not only the major engines but
also the public, and can work with the tolerance levels of both, plus
the inevitable politics and give-and-take that all development teams
must endure. My background as a professional artist since 1959
gives me the ability to work with political situations; many of my
industrial art projects involve dealing with boards of directors and city
councils, and in the film and television industry, the ability to get
along with others is a given.
A. Lastly, if you don't mind my asking, is your multi-talent a
product of coincidence, self-directed fortune, or just plain fate?
Q. Yes.
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