

Watching the trailer above, you may notice the very Patrick Stewart-sounding voice over. “Your character might be a maxed-out beast in end-game armor, but if you try to rely on brute force or just blindly follow quest prompts, very bad things are going to happen.” Pearce is hesitant to expand as he doesn’t want to give away any spoilers, but he stresses that players will have the best experience with his expansion if they take their time and use their brains. He’s designed “The Forgotten City” to be a different experience and one which requires players to think about what they’re doing. The majority of quest lines in Skyrim are variations on fetch-quests which Pearce feels are a bit mindless. I’ve spent over 1700 hours on this project, so if 283 people play it for 6 hours each, then that’s a work to entertainment ratio of 1:1 – and I’d call that a win.” His attitude is surprising and refreshing, something that translates into the expansion. “One of the advantages of modding for free is not having to worry about how many people play it. “It’s an enormous intellectual challenge to acquire all skills you need to make a game.”ĭespite the length of time Pearce has spent creating his expansion, he’s not charging for “The Forgotten City”, a fact he says is freeing. “It’s been thoroughly enjoyable, mostly because it activates parts of my brain I don’t get to use day-to-day,” he said. Pearce admits that despite his earlier dabbling with QBasic, “The Forgotten City” is his first real foray into games development. The game-making tools that are available today have come a long way! So, I thought about what kind of game I wanted someone to make, and instead of waiting, I just made it.” I forgot about making games for a while, and played them instead. Terrible, terrible games that nobody should or could ever play, which I wrote in QBasic. “I’ve been making games since I was a kid. If I had to do it all again, it would take me half that, maybe less,” he explained. “It’s taken me over 1,700 hours, but a lot of that was a learning experience. Working away for over three years, he says that a lot of his time was spent learning, but that his history developing games in QBasic when he was a kid helped somewhat.


Speaking with Pearce, it’s clear to see the passion he has for his pet project.
