An Interview with Mike Pondsmith (In the Future)
Interviewer: So Mister Pondsmith I have one last question before we take a look at the new art that was created for Cyberpunk. What changed during the development of Cyberpunk the most?
Mike: Well that's actually quite simple. I changed things to be far less depressing and cynical than my first drafts. There are far more out-and-out heroes of the world... well if you can call them that. And the simple fact I revamped the Hummanity system to be far more compelling, more stated shaped into the charecters backstory. When you take a look at the bakcstory of a merc from a broken home, trying to become a legend and not caring if they live or die... that dosen't seem like a stable person, where as we have a net runner weaving their way through the net to feed her little sister, and pay for her private schooling. That seem like a more stable person? Both are in a dangerous line of work, but one is going to fight harder to live. And I think thats the biggest thing. Not everything in Cyberpunk is about combat, or missions and jobs and quests. It's also about charecter, how you react to the situation as that charecter. Makeing it a true role play experience. And I always loved the fact that through actions in the campaign and story, that humanity can change for better and worse.
Interviewer: And is this because you have a lot of experinced gamers helping you create it.
Mike: try the best. Say what you want about anyone else, but the game I wanted to play, as always, isn't about saving the world. It's about saving yourself.
Interviewer: I don't follow.
Mike: You haven't played it, so I gurentee that you don't understand. But thats the thing. In a world out of control, with people being incredibly greedy, niahlisitc, and apathetic... What would make you want to live. Adventure? Thats crap and you know it. But creating a charecter with something to lose, something to gain, hell maybe even dreams and asperations, that is what a good game and a good player can do. I want people to have that experience. To take their mind off, and not think of the game as a game. That's only part of it. Its an experience, where its shared with not only yourself, but with others, trying to survive in a world that dosen't care.
Interviewer: Why create a world like that, when the world is just like that out here only with less hope?
Mike: Because sometimes the best way to keep people from going insane is giving them an escape. I heard about a kid, 15, 16... wrote a letter to me once, thanking me about the game, because he used it to spend time away from his parents going through a divorce. Screwed him up badly. But then his friends told him to try. Made his charecter, put in a backstory that was just a cool cucomber... but not much to live for. Then he played, going longer and longer into the game, giving him something to look forward too every week with his friends. And sooner he got more control, with his friends, even as his family fell apart. That one day a week probobly stopped him from going into crime, or drugs or worse. I think that the game, and people around it, are too deamonized by the press and stupid people that think that they know better. They are afraid that it will be seen as wierd or stupid when its not. And I'm happy that I gave them something to help them, even in a small way.
I think that kid turns 18 next month, and graduates. And I'm happy for him.
AN: Had this lying around on the files.