Interview
Red Maverick Zero vs. JSH
RMZ: OHR-House 3 has just recently been released, and seems to be a big hit. Was it hard getting back into the scheme of things with the series?
JSH: Yes, definitely. A lot of time passed during the first and second parts of OHR House 2, and my life had changed quite a bit since the first half. It's been difficult coming up with material for the new season (hence the break).
RMZ: What was your motivation with picking the housemates for this season?
JSH: Honestly, the initial decision to make the show was spur of the moment. I started throwing out some ideas for characters with SDHawk, Giz and Hachi-Roku. Within an hour or so, I had an idea for another cast, though not everything was fleshed out. As I developed them more, my motivation became to try and eliminate "gimmicks" as much as possible. Some of that still happened, but I think there's plenty to work with now.
RMZ: Very interesting, just curious, what were the first few that were tossed around then?
JSH: Well, the very first choice was Nathan Karr. We all thought he'd be a great idea for a character. Next was Komera, since every season needs at least one female character, and she's expressed interest in being on the show since House 1.
RMZ: It's still early in the game, but do you already have a favorite character that is the most appealing to write about?
JSH: I was a little surprised as the script developed because some characters have grown on me more than others. I don't want to show and favoritism really because it might affect the viewers' perceptions, but I will say I have a lot of fun working with Battleblaze's character.
RMZ: We're seeing a completely different side of CN this time it seems, do we get any hints about what might happen with this awkward romance of his with White Mage?
JSH: Well, I can't give too much away, but it's pretty clear (at least I hope) that this won't end well. And anyone who has his suspicions about White Mage's purpose in the house is probably onto something. *wink wink* Expect there to be more fun scenes involving them. And for fans of "evil" CN, don't fret--there will be blood.
RMZ: Well, we know you're well known for your work with OHR House and Thanksgiving Quest, but do you have any other games on the horizon?
JSH: I have put a pretty decent amount of work into a game called Rieyath, which I hope to work on more in the future. It's a traditional RPG about a "mage who can't use magic" on a journey of self-discovery. I really like the game, especially the cast, which I think is the best I've ever developed, but there's just no way I can predict if I'll ever finish the game.
RMZ: That's a really cool idea.
JSH: The game's sort of inspired by Harry Potter but takes place in a tropical/paradise setting.
RMZ: Kinda reminds me of that movie Sky High.
JSH: And also tries to capture some of the interpersonal relationships seen in teen movies like The Breakfast Club. Anyway, I hope to finish more of it. But it might never happen. I'm finding less and less time for OHR stuff these days.
RMZ: Of all the games you've made throughout the years, which one really defines you as a game designer?
JSH: That's a good question, and I think it's what SDHawk has been trying to figure out with his little miniseries about me. I have to say that Thanksgiving Quest, as of now, seems to be the obvious culprit. It's really the culmination of a lot of ideas I have about RPG design, but includes elements seen in games like OHR House, the joke games and my experiment games. If Rieyath ever comes out it will be an even better example, I hope. But in any case, TQ is my most stylized RPG. It's quirky, unconventional and uses the conventions that I've stuck with for better or for worse. It also does stuff like removing the importance of big maps, puzzles and random enemies, which are all things I've grown to dislike using in my games. Rieyath will be less extreme, but TQ is probably "theoretical JSH" at its finest.
RMZ: That's great, do you have any closing thoughts or something you'd like to say to the OHR-Community?
JSH: I wish you guys would make some more games. I get sick of hearing people whine about "the state of the community" and how things were better back in the golden age, but to me there is one thing that really set that time apart and made it special: people released demos more often. They weren't always good, but that's OK. The reviews and message boards exist to help people improve their projects. I know a lot of the "OHR elite" have tried to push this idea that you should wait until a game is perfect to unveil it, but hey--most of us aren't painting the Sistine Chapel here. Release some games, get some peer review, and learn a thing or two in the process. This is a great engine for newbies because the community is small and willing to help, so give us something to help with.

I only mention this because there have been a few new posters coming and doing just that lately. I was happy to see it. Even the veteran users could stand to do the same.
RMZ: I completely agree. All right, thanks for staying tuned ladies and germs!