Retro Gamer

THE MAKING OF HERO QUEST

“I BEGAN TO TALK ABOUT THE OPPORTUNITY OF MAKING A SIMPLE FANTASY BOARD GAME FOR THE MASS MARKET”
STEPHEN BAKEN

Against a torchlit dungeon backdrop, a barbarian swings his sword wildly while a wizard, a dwarf and an elf battle orcs and other creatures of darkness. The iconic box art may already be firmly embedded in your memory and need no introduction. This is HeroQuest, the 1989 role-playing board game that swiftly became a colossal hit, thanks in large part to just how fun and accessible it was.

Older children and adults alike could enjoy its simpler take on Dungeons & Dragons style high fantasy adventuring. And yet for all that learning the rules was straightforward, HeroQuest also offered a satisfyingly deep and varied fantasy experience. For some players it proved to be a gateway game that would lead them towards more complex tabletop experiences.

Two years after the board game had hit the shelves, home-computer owners would get the chance to experience a critically applauded videogame adaption of HeroQuest released across multiple systems, including the ZX Spectrum, Amiga and PC. But before jumping ahead and telling you too much about that digital descendent, we should look back at the story of the classic tabletop adventure, the rules and aesthetics of which ultimately underpin the gameplay of the videogame.

Board-game designer “I was a keen gamer and played a lot of tabletop gaming,” Stephen tells us. “I’ve always had a passion for military history and toy soldiers. I also enjoyed role-playing games. I ran a regular group as the dungeon master for a role-playing game that was a blend of and Rolemaster. Having joined Milton Bradley in 1986, I began to talk about the opportunity of making a simple fantasy board game for the mass market. At the time Games Workshop were growing and ‘choose your own adventure’ books like Fighting Fantasy were hugely popular.” It’s not surprising that Stephen would later become excited by the videogame adaption of his game. Part of his initial vision was to create an experience that was highly visual and interactive. “When I think about why I enjoy wargaming, it’s because of the spectacle; the grandeur of a modelled battlefield covered with woods, buildings and miniatures,” Stephen explains. “Right from the beginning I wanted the game to have the look and feel of a role-playing game with miniatures and terrain. I wanted a 3D experience that would help bring the narrative to life.” This was partly achieved by Milton Bradley and Stephen’s previous employer Games Workshop working together, with the latter creating the game’s artwork and miniatures in the mould of its Warhammer universe.

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