Fred Ford (programmer)

Summary

Robert Frederick Ford is an American video game programmer. He is the son of mathematician L. R. Ford Jr. A co-founder of the video game studio Toys for Bob, he led the company from its inception until late 2020 with his co-founder Paul Reiche III. Ford is the co-creator, with Reiche III, of the Star Control universe. Ford did the programming, while Reiche was responsible for the game design and fiction.[1] Ford was also the lead programmer on The Horde and Pandemonium.[2]

Career edit

Beginnings and Star Control edit

Ford attended the University of California, Berkeley.[3] In the early 1980s, Ford began his game career while in college, creating games exclusively for the Japanese market.[4] Working for a company called Unison World (later Magicsoft), he worked on his first games for a Japanese monochrome handheld, including a bowling game, a bi-plane flight game, and a tank game.[5] Soon after, he moved onto developing for the NEC PC-6000 series, the MSX, and Fujitsu systems, with titles such as Pillbox, Sea Bomber, and Ground Support.[5]

Ford was working on an unreleased title, when Magicsoft ran out of money.[5] This led Ford to transition to more corporate employment.[6] He worked for graphics companies in Silicon Valley, until he realized he missed working in the game industry.[4] Ford told friends he was seeking a designer-artist to collaborate with, and his friends knew Paul Reiche III was seeking a programmer-engineer.[7] Ford and Reiche had actually attended college together,[3] and their friends arranged to re-introduce them at a game night hosted by game designer Greg Johnson.[8] One of the friends who encouraged the get-together was fantasy artist Erol Otus[9]

Reiche and Ford's first collaboration was Star Control, with Ford focused on programming, and Reiche focused on the game design and fiction.[7] Originally called Starcon, the game began as an evolution of the concepts that Reiche first created in Archon: The Light and the Dark.[6] Archon's strategic elements were adapted for Star Control into a space setting, with one-on-one ship combat inspired by the classic 1962 game Spacewar!.[10] As Ford and Reiche's workflow as a team was developing, the game took on a more limited scope compared to the sequel.[7] Upon its release in 1990, Star Control was voted the "Best Science Fiction Game" by Video Games and Computer Entertainment.[11] Decades later, it is remembered as one of the greatest games of all time. "[A]s a melee or strategic game, it helped define the idea that games can be malleable and dynamic and players can make an experience wholly their own."[12]

The success of their first game led to a more ambitious sequel in Star Control II. Reiche and Ford aimed to go beyond ship combat to develop a "science fiction adventure role-playing game".[6] Their goal of creating a dynamic space adventure was largely inspired by Starflight, created by Greg Johnson.[7] A few years earlier, Reiche had been friends with Johnson. During the game's creation, Reiche was inspired to offer creative input for Johnson's expansive science fiction game.[13] This friendship and mutual admiration led Reiche and Ford to hire Johnson for Star Control II. The duo later credited Johnson as one of the game's most significant contributors.[14] Star Control's story and characters were vastly expanded from the story and characters in the first game.[6] As Reiche and Ford worked on the first version of the game's dialog,[7] they recognized they needed help with the writing and art and were forced to enlist the help of friends and family.[14] In addition to Johnson, they recruited long-time friend Erol Otus, who contributed music, text, art, and illustrations for the game's manual, and (later) voice-acting.[7] Through mutual friends, they acquired the talents of famed fantasy artist George Barr.[15][16] The project eventually ran over schedule, and the budget from publisher Accolade ran out.[7] During the final months of development, Fred Ford supported the team financially.[17]

Star Control II became one of the best games of all time, according to numerous publications in the 1990s,[18] 2000s,[19] and 2010s.[20] It is also ranked among the best games in several specific areas, including: writing,[21] world design,[22] character design,[23] and music.[24] The game also influenced other titles, most notably the open-ended gameplay of Tim Cain's Fallout,[25][26] the world design of Mass Effect,[27] and the story events of Stellaris.[28]

Toys for Bob edit

Ford and Reiche began branding themselves as Toys for Bob, with The Horde as the studio's first official title.[29] By this point, Reiche and Ford were doing contract work for game publisher Crystal Dynamics, with their three-person studio recruiting Fred Ford's brother, Ken.[30] The Horde was a fantasy action-strategy hybrid game comparable to Star Control II, and was notable for including performances from actors Kirk Cameron and Michael Gregory.[31]

Acquisition by Activision and Skylanders breakthrough edit

Toys for Bob secured Activision as their new publisher, thanks to an introduction from former Toys for Bob staff who had founded Shaba Games and been acquired by Activision.[32] The publisher offered Toys for Bob the Disney license for Disney's Extreme Skate Adventure, which led to a 2003 game release.[3] This successful relationship led to Toys for Bob being acquired by Activision in May 2005. The company became a wholly owned subsidiary, and the management team and employees signed long-term contracts under the new corporate structure.[33][34] Working with Activision, Toys for Bob continued to focus on licensed video games, such as Madagascar.[3] However, the market for these types of games began to dry up,[35] in part due to the negative reputation created by other licensed games.[36]

The company searched for new opportunities.[3] One such idea came from Toys for Bob character designer I-Wei Huang, who had been creating toys and robots in his spare time.[37] The company saw the potential to adopt these toys and character designs into a game, with technical engineer Robert Leyland applying his hobby in building electronics.[3][38] Coincidentally, Activision merged with Vivendi Games in 2008, and asked Toys for Bob to create a new game around Vivendi's Spyro franchise.[39] The team saw the potential for toy-game interaction and suggested to Activision that it would be ideal for Spyro's rich universe of characters.[39] Activision CEO Bobby Kotick responded well to the idea, and gave the team an additional year of development to better refine the technology, the manufacturing process, and the gameplay.[3] Ford credits Activision for funding the expensive and risky development, "we could have thought of this idea as independents and never got it made."[39] This culminated in the 2011 release of Skylanders: Spyro's Adventure, which became a breakthrough success for the developer, their most notable game since Star Control.[40][41]

In October 2017 Fred Ford and Paul Reiche III announced they would be working on a direct sequel to Star Control II called Ghosts of the Precursors.[42]

Star Control intellectual property split edit

In 2018, Stardock sued Paul Reiche III along with Fred Ford in Stardock Systems, Inc. v. Reiche, for trademark infringement of the "Star Control" trademark.[43] During the course of the lawsuit, Stardock trademarked numerous alien names from Star Control 1 and 2. Reiche and Ford asserted that Atari only owned the game name, marketing content and the new aliens in Star Control 3,[44] and that the in-game alien names to the first two games were never Atari's to sell.[44] Litigation ended at June 2019 when both sides reached a settlement that involved the parties exchanging honey for mead and the parties agreeing that Stardock has exclusive rights of the Star Control name with a list of alien names from the first two games being for the exclusive use for Reiche and Ford.[45]

References edit

  1. ^ Star Control 2 Manual
  2. ^ Fred Ford's profile at MobyGames
  3. ^ a b c d e f g Campbell, Colin (April 16, 2014). "Toys for Bob and the story behind Skylanders". Polygon. Retrieved March 7, 2016.
  4. ^ a b Sean Dacanay, Marcus Niehaus (July 7, 2020). "Star Control Creators Paul Reiche & Fred Ford: Extended Interview". YouTube (Transcript). Ars Technica. Retrieved October 21, 2020. Alt URL
  5. ^ a b c Szczepaniak, John (September 2009). "Finaru Furantier". Retro Gamer 067. Retrieved October 21, 2020.
  6. ^ a b c d Matt Barton (April 19, 2016). Honoring the Code: Conversations with Great Game Designers. CRC Press. pp. 203–. ISBN 978-1-4665-6754-2.
  7. ^ a b c d e f g Fred Ford & Paul Reiche III (June 30, 2015). "Classic Game Postmortem: Star Control". Game Developers Conference. Retrieved August 6, 2020.
  8. ^ Sean Dacanay, Marcus Niehaus (July 7, 2020). "Star Control Creators Paul Reiche & Fred Ford: Extended Interview" (Transcript). Ars Technica. Retrieved August 6, 2020. Ford: I went to the Silicon Valley and I worked for some graphics companies. I did that for a few years, I was in the wilderness and eventually I said, why am I not doing something I like versus something I think I should be doing? And so the company I worked that, there was a couple of mutual friends, two people who grew up with Paul, they knew I wanted to leave and they knew Paul needed a partner and so they introduced us to each other.
    Reiche: Yeah, we were going to a game night, board game night at Greg Johnson's house, and Greg's one of the designers of "Starflight" and "ToeJam & Earl" and "Orly Draw-Me-A-Story" and a ton of great games. Anyway, he had a regular game night at his house and so we sort of had a blind date there and decided, yeah, let's start working on this game.
    Alt URL
  9. ^ Lee Hutchinson (October 26, 2018). "Video: The people who helped make Star Control 2 did a ton of other stuff". Ars Technica. Retrieved August 6, 2020.
  10. ^ Kurt Kalata (September 11, 2018). "Star Control". Hardcore Gaming 101. Retrieved August 6, 2020.
  11. ^ "VG&CE's Best Games of 1990". VideoGames & Computer Entertainment, Issue 25. February 1991.
  12. ^ Polygon Staff (November 29, 2017). "500 Best Games of All Time". Polygon. Retrieved August 6, 2020.
  13. ^ Hoffman, Erin (January 19, 2010). "When the Stars Align". The Escapist. Retrieved August 6, 2020.
  14. ^ a b Kasavin, Greg (June 27, 2003). "Greatest Games of All Time - Star Control II (Interview Feature)". GameSpot. Archived from the original on March 5, 2005. Retrieved August 6, 2020.
  15. ^ Lee Hutchinson (October 26, 2018). "Video: The people who helped make Star Control 2 did a ton of other stuff". Ars Technica. Retrieved August 6, 2020.
  16. ^ GameSpy Staff (February 3, 2001). "Interview with George Barr". GameSpy. Archived from the original on March 13, 2006. Retrieved August 6, 2020.
  17. ^ Pelit (March 21, 2006). "Star Control - Kontrollin aikakirjat". Pelit. Retrieved August 6, 2020.
  18. ^
    • Staff (August 1994). "PC Gamer Top 40: The Best Games of All Time". PC Gamer US, Issue 3. pp. 32–42.
    • Staff (April 1994). "The PC Gamer Top 50 PC Games of All Time". PC Gamer, Issue 5. pp. 43–56.
    • Staff (November 1996). "150 Best Games of All Time". Computer Gaming World. pp. 64–80. Retrieved March 25, 2016.
    • Staff (February 1999). "The Fifty Best Games of All Time". Next Generation, Issue 50.
  19. ^
    • Chris "shaithis" Buecheler (September 2000). "The Gamespy Hall of Fame - Star Control 2". GameSpy. Archived from the original on April 30, 2001. Retrieved August 6, 2020.
    • Greg Kasavin (June 27, 2003). "The Greatest Games of All Time - Star Control 2". Gamespot. Archived from the original on August 14, 2005. Retrieved August 6, 2020.
    • Staff (November 23, 2005). "IGN's Top 100 Games of All Time (2003)". IGN. Archived from the original on November 23, 2005. Retrieved August 6, 2020.
    • Staff (August 2, 2005). "IGN's Top 100 Games (2005)". IGN. Archived from the original on August 2, 2005. Retrieved August 6, 2020.
  20. ^
    • Staff (February 19, 2011). "The 100 best PC games of all time". PC Gamer. Archived from the original on February 19, 2011. Retrieved August 6, 2020.
    • Staff (December 5, 2015). "HG101 Presents: The 200 Best Video Games of All Time". Hardcore Gaming 101. Archived from the original on October 29, 2017. Retrieved August 6, 2020.
    • Hamilton, Kirk (September 19, 2013). "The Game That "Won" Our Classic PC Games List (If It Had A Winner)". Kotaku. Retrieved August 6, 2020.
  21. ^
    • Staff (March 2, 2000). "GameSpot's Best 10 Endings". GameSpot. Archived from the original on February 19, 2005. Retrieved August 6, 2020.
    • Staff (March 1, 2000). "GameSpot's Ten Best Endings: RC". GameSpot. Archived from the original on March 1, 2000. Retrieved August 6, 2020.
  22. ^
    • Patrick Lindsey (January 7, 2015). "8 Games That Capture the Infinite Potential of Space". Paste magazine.
    • Staff (October 18, 2000). "GameSpot's Top 10 Gameworlds". GameSpot. Archived from the original on February 28, 2005. Retrieved August 6, 2020.
    • Jeff Drake (November 10, 2019). "The 10 Biggest Open World Games". Game Rant. Retrieved August 6, 2020.
  23. ^
    • GameSpot Staff (October 13, 1999). "The Ten Best Computer Game Villains - The Ur Quan". GameSpot. Archived from the original on August 23, 2002. Retrieved August 6, 2020.
    • GameSpot Staff (October 12, 1999). "Reader's Choice: Best Villains - Villains 5-1". GameSpot. Archived from the original on October 12, 1999. Retrieved August 6, 2020.
  24. ^
    • Brad Stabler; John Twells; Miles Bowe; Scott Wilson; Tom Lea (April 18, 2015). "The 100 best video game soundtracks of all time". FACT. Retrieved August 6, 2020.
    • GameSpot Staff (October 13, 1999). "The Ten Best Game Soundtracks". GameSpot. Archived from the original on April 6, 2003. Retrieved August 6, 2020.
    • GameSpot Staff (September 1, 1999). "The Ten Best Game Soundtracks: RC". GameSpot. Archived from the original on October 12, 1999. Retrieved August 6, 2020.
  25. ^ Cain, Tim (September 2019). Pepe, Felipe (ed.). The CRPG Book: A Guide to Computer Role-Playing Games. Bitmap Books. ISBN 978-1-9993533-0-8. Since its release in 1992, Star Control 2 has been considered one of the best computer game ever developed, and for me, it remains my favorite CRPG of all time. You can see its influence in the open-endedness of Fallout and Arcanum, and I will always remember this game fondly. Alt URL
  26. ^ Cain, Tim (January 19, 2015). "1992 – Star Control 2". The CRPG Book Project. Retrieved August 6, 2020.
  27. ^ John Gaudiosi (November 20, 2007). "Critically Acclaimed Mass Effect Powered by Unreal Engine 3". Unrealengine.com. Retrieved August 6, 2020.
  28. ^ Alex Hamilton (June 11, 2016). "Stellaris Interview". GameGrin. Retrieved August 6, 2020.
  29. ^ Meston, Zach (November 1995). Reboot - Mail Order Monsters. Computer Player Vol 2 Issue 6. p. 98.
  30. ^ Maher, Kathleen (November 1994). Toys for Bob - A Virtual Studio. InterActivity 01. pp. 59–61.
  31. ^ Lombardi, Chris (May 1994). Bob's Your Bovine Uncle. Computer Gaming World Issue 118. pp. 108–110.
  32. ^ Sean Dacanay, Marcus Niehaus (July 7, 2020). "Star Control Creators Paul Reiche & Fred Ford: Extended Interview" (Transcript). Ars Technica. Retrieved August 6, 2020. Alt URL
  33. ^ Chris Pirillo (April 3, 2005). "Activision purchases Toys for Bob". Locker Gnome. Retrieved August 6, 2020.
  34. ^ David Jenkins (May 3, 2005). "Activision Acquires Toys For Bob". Gamasutra. Retrieved August 6, 2020.
  35. ^ Hamza Aziz (October 21, 2012). "Merging toys and videogames with Skylanders". Destructoid. Retrieved May 22, 2020.
  36. ^ Hansen, Dustin (November 22, 2016). Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More. Feiwel & Friends. ISBN 978-1-250-08096-7.
  37. ^ Robertson, Andy (May 23, 2012). "FGTV Interviews I-Wei Huang, Hears How Skylanders Got Boys Playing With Girl Characters". Wired. ISSN 1059-1028. Retrieved May 22, 2020.
  38. ^ Robertson, Andy (May 24, 2012). "FGTV Interviews Robert Leyland, Creator of the Skylanders Portal of Power". Wired. ISSN 1059-1028. Retrieved May 22, 2020.
  39. ^ a b c Evangelista, Benny (May 31, 2014). "Toys for Bob, 'Skylanders' game creator, celebrates 25 years". SFGate. Retrieved May 6, 2020.
  40. ^ Mike Fahey (October 21, 2012). "Skylanders Giants: The Kotaku Review". Kotaku. Retrieved August 6, 2020.
  41. ^ Anton Olsen (October 5, 2012). "Toys for Bob: From Star Control to Skylanders Giants". Wired. Retrieved August 6, 2020.
  42. ^ dogarandkazon.squarespace.com Ghosts of the Precursors announcement
  43. ^ Courtlistener (August 12, 2017). "Court Listener: Filing" (PDF).
  44. ^ a b Hutchinson, Lee (July 7, 2020). "An extended interview with Star Control creators Fred Ford & Paul Reiche III". Ars Technica. Retrieved February 28, 2021.
  45. ^ "Stardock and Star Control creators settle lawsuits—with mead and honey [Updated]". June 12, 2019.

External links edit

  • Star Control development history