Terry Pratchett was pleased with the 1986
interactive fiction game
The Colour of Magic, but criticised its poor marketing. One such company was
AdventureSoft, and their failure to obtain a
Discworld licence led to the creation of
Simon the Sorcerer, which took inspiration from the
Discworld series of books. When the creative director and designer Gregg Barnett sought out the
Discworld licence, he intended to show Pratchett that he cared about
Discworld instead of getting money. Barnett said in an interview that Pratchett was more invested in how the intellectual property would be treated than money. During negotiations, he offered to design the game before signing a deal; he did so, and Pratchett agreed. Gregg said the design showed respect for
Discworld, and that was what persuaded Pratchett. Perfect 10 Productions created an engine, which was developed in a separate location to "keep the code clean". The dialogue was refined by Pratchett. The character design was based on Barnett giving his interpretation of characters to a designer who had worked for
Disney. He stated that they "went a bit slapstick on it". Pratchett originally wanted the game to be based on
The Colour of Magic and for the team to work in succession through the series. However, Barnett believed that would be detrimental, and thought it was difficult to make a game based on just one book. He also said in an interview that he was more interested in the Discworld itself than any particular book, and this was so the story would not be restricted to a narrative thereof. Pratchett initially objected to this, but later added his input, and the character became a retro-phrenologist. Barnett stated that he wanted to create
Discworld as a flagship game for CD-based systems, and thought the
Discworld licence was "100% suited". It was released in 1995 for the PC, PlayStation, and Macintosh. and in Japan on 13 December 1996. A port was under way for the
Philips CD-i in 1996, and had entered its final stages of development, but was never released. A
3DO Interactive Multiplayer version was announced to be in development and slated to be published by Psygnosis during
E3 1995. However, this port was never released for unknown reasons. In an April 2020 online interview, former Perfect 10 Productions/Teeny Weeny Games member David Swan stated that
Atari Corporation approached the company in regards to a potential conversion of
Discworld for the
Atari Jaguar CD. However, no actual development started on the port beyond discussion phase due to market issues and low install base of the platform. A
Sega CD release was also advertised, but never published for unknown reasons. == Reception ==