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INTERVIEW·WHITE DWARF 304

The Lord of the Rings: Writing for an Unseen Film

April 2005·p. 18

THE SHORT VERSION

Rick Priestley recalls developing a game before seeing a definitive film or script, when the available licence tied usable material to uncertain screen appearances. He credits those constraints with improving the result while describing the less glamorous effects of repeated international travel, placing the finished boxed games within an unusually demanding development process.

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Find this article in White Dwarf 304, p. 18.

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