


Plus, we’re tenacious – that was always our motto, even when working on remakes – ‘JUST FINISH IT.’ It didn’t matter how long, the goal was always to finish.”

“We’d work with the rest of the team and often get ideas and such, but in the end, the buck stopped with us. “Shawn and I were the executive producers, directors and writers on the project,” Alexander added. With Steve and myself, we talked about and wrote the game pretty much in its entirety before we approached the rest of the team.” “I say this not to denigrate any of those teams, but when you’ve got a group of a dozen or more talented and creative people all trying to write a game, it’s going to have conflict that results in stagnation. “A lot of those projects failed because they were too ‘team’ driven and didn’t have a single person – or in our case, two people – pushing the vision,” Mills said. (The other two are AGD Interactive’s remake of Quest for Glory II and Crystal Shard’s Heroine’s Quest: The Herald of Ragnarok.) After a successful Kickstarter in 2012 and two years of production, Quest for Infamy was finally released in July 2014, making it one of a select few Quest for Glory-inspired fan projects born in the 2000s that successfully made it from the conceptualization and development phases to finished product. Alexander and Mills designed the majority of the project before recruiting a small crew of artists, animators and musicians, some of whom had worked on Tierra’s games. Once Roehm was established, the Quest for Infamy team still had a game to make. So the first real move we made story-wise was to make Roehm a rogue who’s out for himself, rather than someone who was completely evil.”Īlexander echoed this, stressing that Roehm evolved from full-on villain to an anti-hero in the same vein as Han Solo: “ Someone who is not a goody two shoes hero type, someone who is often on the wrong side of the law…but at heart is not a person of evil intent. If we just allowed the player character to walk into a village and kill all the people, well…you can’t tell much of a story from that point. “One of the first things we realized is that evil and being a ‘bad guy’ are different things,” Mills said in an interview. Mills and Alexander banded together with like-minded souls to remake Space Quest II and King’s Quest III, but bubbling in the back of their minds was the idea to design a game similar to Quest for Glory from the unique perspective of a “bad guy.” Tierra, which had produced high quality remakes of King’s Quest I and II, attracted fans who believed they could take it upon themselves to design adventures in the same spirit as Sierra’s oldies.

Produced by the indie dev group Infamous Quests, Quest for Infamy was spearheaded by Steven Alexander and Shawn Mills, who were regulars in the mid-2000s on the forums of Tierra, a fan game group now known as AGD Interactive. Starring a rascal named Roehm who finds himself stranded in the valley of Krasna after a romantic dalliance goes horribly wrong, Quest for Infamy’s story is a quest involving cultists, a cursed artifact known as the Eye of Jaagar, a corrupt town sheriff and plenty of opportunities for Roehm to save the day while making dirty jokes along the way. Quest for Infamy began life as a Quest for Glory-inspired fan game, and booting it up feels like a trip back to the ‘90s – aside from the fact that this time around, you’re playing as a magnificent bastard rather than a righteous do-gooder trying to be a hero.
