Darklands
CLUE BOOK


Final Notes


FINAL REMARKS

 

The completion of Darklands was a major effort. In the process, many additional people were involved in testing that didn't recieve credit in the origional manual, which was printed before the software was complete. These include Jennifer MacNeal, James Neal, Jim Gomez, Bill Burten, Brian Hellesen, Andy Mazurek, Roland Rizzo, Greg Dembeck, and many others. We also appreciate all those who took the time to post notices online, either in our mailbox, or on our bulletin-board, about various problems, and who offered many suggestions for improving the game.
     As time and other projects permit, we attempt to include these suggestions in new versions. For example, version 6 included a number of improvements over versions 4 and 5, as well as a wider variety of artwork. Unfortunately, some things are so difficult, they must wait for a sequel.
     Early versions of Darklands aquired a bad reputation in some circles because of bugs and other problems. The truth is that Darklands is a highly original and different sort of role-playing game. The same features that make it enjoyable also make it a nightmare to test completely. Normally MicroProse games require about 1500 hours of testing. Darklands required over 5000 hours. That and many other factors caused it to be five months late. Even with all that work, we still needed upgrade versions. Frankly, nobody expected the game to be so difficult and complex! We apologize that the difficulties took us by surprise. Now that we know about these kinds of games, it won't happen again.
     Judging from the response of customers, Darklands may be one of those "milestones" that changes people's perceptions about a certain kind of game. Darklands' highly original approach to many aspects of role-playing has provoked unprecedented praise and popularity. We appreciate all your compliments, and are delighted that you enjoy the game so much. We hope this book helped you enjoy it even more.

 


 

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