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===<span id="8">Shroud in the News: Spanish AIAS Honorary Award, Gamereactor, The DeanBeat</span>=== It continues to be quite an exciting time for us and the press. The combination of our SeedInvest campaign, the launch of Release 43, our Q3 Schedule, Richard at Gamelab, and RTX has all generated quite a lot of attention. Here are a few of the best highlights: [[Image:Richards-gamelab-honor-medal.jpg|150px|right]] '''Spanish AIAS Honorary Award:''' While Richard was at the [http://www.gamelab.es/en/ Gamelab] show in Barcelona the Spanish Academy of Interactive Arts and Sciences bestowed upon him their Honorary Award for a lifetime of innovation in gaming. Richard also did a Q&A session as well as a Master Class in IP development during Gamelab (who posted pictures of the various events to [https://www.flickr.com/photos/gamelabentiemporeal/sets/72157682548199702 Flickr]). :''Ivan Fernandez-Lobo, founder and chairman of Gamelab Barcelona and former president of the Spanish Academy of Interactive Arts and Sciences, said in a statement, “The British-American designer and entrepreneur is truly a game-changer for the medium and a source of inspiration for anyone with a creative soul, even beyond the Industry limits.”<br><br>[[Image:35613502955_f758c9dae4_k.jpg|800px]] [[Image:gamereactor-eu-magazine.jpg|150px|right|link=https://www.gamereactor.eu/]] '''Gamereactor:''' Bengt Lemne interviewed Richard Garriott during the Gamelab show in Barcelona for [https://www.gamereactor.eu/ Gamereactor] for an article titled: [https://www.gamereactor.eu/news/559023/Lord+British+Shroud+of+the+Avatar+is+all+about+virtue+test/ Lord British: Shroud of the Avatar is “all about virtue test”]: :''We sat down with Honor Award recipient Richard “Lord British” Garriott at Gamelab to talk about his long career, his new game Shroud of the Avatar, space adventures, and more. Garriott was invited to speak about “creating and owning IPs” at the event, and had this to say about the importance of IP to game developers.“To me, if you think about what makes games sell. And we’re all here to make games and we sell them or we don’t live to make the next game. That usually takes a combination of great mechanics, which I think all games need, compelling audio and visual, which is why somebody looks at the game in the first place, but in my mind the third pillar is intellectual property. And of those three it’s the only one that can be protected. It’s the only one that lasts.”''<br><br>[[Image:lordbritish_2135553_650x.jpg|800px]] The DeanBeat: During Gamelab Dean Takahashi over at the DeanBeat interviewed several game leaders, including our very own Richard Garriott, on the topic of [https://venturebeat.com/2017/06/30/the-deanbeat-why-making-great-games-take-time/ “Why making great games takes time”]. [[Image:venturebeat-logo.png|225px|right]] :''Richard Garriott, whose career of making games has spanned almost 40 years, also said in an onstage interview with me at Gamelab that making a great game takes time.The only game that he delivered on time in his career was Ultima 5, when he was working at Origin (later sold to Electronic Arts) with his brother Robert. They delivered that game on time because they were under the most pressure. Garriott had made a big bet on Apple’s hardware just when the IBM PC and its clones started to win market share. The team had to reset its focus on the PC, and the Garriotts had to take out big personal loans just to stretch their money out to finish the game. They had to finish it on time, or they were going to go out of business. And they made their deadlines.'' <hr style="margin: 2em 0 2em 0;">
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