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In fact, Reiche had been friends for some time already with one of the most prominent designers in the new field: Jon Freeman of Automated Simulations, designer of Temple of Apshai, the most sophisticated of the very early proto-CRPGs. But by now, it was the 1980s, and home computers - and computer games - were making their presence felt among the same sorts of people who tended to play Dungeons & Dragons. So, he wound up back home, attending the University of California, Berkeley, as a geology major. That got him “unemployed pretty dang fast,” he says. The end came when he spoke up in a meeting to question the purchase of a Porsche as an executive’s company car. He contributed to various products there, but soon grew disillusioned by the way that his own miserable pay contrasted with the rampant waste and mismanagement around him, which even a starry-eyed teenage RPG fanatic like him couldn’t fail to notice.
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It did, however, help to secure for Reiche what seemed the ultimate dream job to a young nerd like him: working for TSR itself, the creator of Dungeons & Dragons, in Lake Geneva, Wisconsin. That venture eventually crashed and burned when it ran afoul of that bane of all semi-amateur businesses, the Internal Revenue Service. Their most popular product, typed out by Reiche’s mother on a Selectric typewriter and copied at Kinko’s, was a book of new spells called The Necromican. Reiche and his friends around Berkeley, California, went yet one step further, becoming one of a considerable number of such folks who decided to self-publish their creative efforts. In those days, when the entire published corpus of Dungeons & Dragons consisted of three slim, sketchy booklets, being a player all but demanded that one become a creator - a sort of co-designer, if you will - as well. Am I repulsed or attracted to this? I went with attracted to it.” It was sort of a Napoleon Dynamite moment. “I was in high school,” he remembers, “and went into chemistry class, and there was this dude with glasses who had these strange fantasy illustrations in front of him in these booklets. Like those of many other people, Paul Reiche III’s life was irrevocably altered by his first encounter with Dungeons & Dragons in the 1970s. While Star Control I is remembered today as little more than a footnote to its more illustrious successor, Star Control II remains as passionately loved as any game from its decade, a game which still turns up regularly on lists of the very best games ever made. But just as pronounced is the case of Accolade’s Star Control II, a sequel which came from the same creative team as Star Control I, yet which was so much more involved and ambitious as to relegate most of what its predecessor had to offer to the status of a mere minigame within its larger whole. For example, we’ve recently seen how Virgin Games released a Dune II from Westwood Studios that had absolutely nothing to do with the same year’s Dune I, from Cryo Interactive. Instead of adhering to the traditional guidelines - more of the same, perhaps a little bigger - the sequels of that year had a habit of departing radically from their predecessors in form and spirit. There must have been something in the games industry’s water circa 1992 when it came to the subject of sequels. Ken Ford, who joined shortly after Star Control II was completed, is to the right. In this vaguely disturbing picture of Toys for Bob from 1994, Paul Reiche is at center and Fred Ford to the left.