| |
|
|
||||
![]() |
||||||
| |
|
|||||
|
Interview with Black Isle Studios' Feargus Urquhart What's
the key to Black Isle's success?
Plus, we look at what we do as a business. Unfortunately there is no paycheck fairy that puts stacks of hundred dollar bills under everyone's pillows every two weeks. The reality is that everything costs money, and we need to be conscious of what we are spending our money (resources) doing. If too many people work on a project then we've spent too much money and then Interplay won't profit from the project. If Interplay doesn't profit then they will probably constrain the next project, which could make it harder for us to do our best. How
do you create an atmosphere that's conducive to game development?
As for making sure it is worth doing. I guess we try to make sure that the "high concept" for the game is something that we want to make and will sell. We then develop that idea into a game design. What are your criteria for trying to determine in the idea stage whether or not a concept will sell well? Who contributes to that assessment? We often look at the idea and see if it is something that we can sell to both our fans and to the press. If we can think of things that will get either group interested in the first thirty seconds of us talking about it then it's probably an idea that we should explore further. Secondarily we look at whether this is something that could possibly catch on with a wider market than just the core fans of Black Isle. With either angle, we try to think very realistically about the product and how many units it is going to sell. This determination comes from what our past products have sold and what features the new product has that could expand or contract that amount. We also take into account that if we just make the same game that we made before, we are probably looking at 25 to 35 percent less sales for the new product. Once the
producers in the division and I are comfortable with what product we want
to make, I then talk it over with the rest of the company and see if it
something that they are willing to get behind, or if they will need to
be cajoled into backing. Depending on how that all goes, we then either
go back to the drawing board, move forward, or see if we can modify the
general concept of the game to make it more palatable for the other departments.
If they are looking for major modifications, I often think that it is
a better plan for us to come up with a completely new idea that is interesting
to both development and the rest of the company. How can you prevent not going "too far out on a limb" or games that have a "good chance of being successful" from being perceived as by players as more-of-the-same? How do you balance your creative drive with convincing higher-ups that a given idea will sell well? In a lot of ways those are both the same question. In order for us not go too far out on a limb we have to retain brands and technology that allow us to make new games that have some connection to what people already know and are familiar with. I guess the trick is that we try to take things that people already like and add a different kind of story or a different kind of play style to keep them interested. A good example here would be the differences between the Baldur's Gate series, Icewind Dale, and Planescape: Torment. All of the products use the same engine (the Bioware Infinity Engine), but all of them are seen as very distinctly different products. The way we think about them is along a line from adventure to hack-and-slash. Torment is almost an adventure game, Icewind Dale is almost a true hack-and-slash like Diablo, and Baldur's Gate is somewhere right in the middle.
As for the executives, if we do what I said above then this is usually what they want to hear and are often very quick to approve the new products that we suggest. And I actually don't look at market considerations as cramping our creative freedom or style. What people buy is what they will buy. We can sometimes change that with the birth of a new genre, but in general we want people to buy our games and they are only going to buy them if they can wrap their brain around what it is they are buying. Or, in the case of a new genre, they've been told how completely wonderful it is by friends, family and the press. If we understand those things and take them into account when creating our ideas, then getting ideas approved by the higher-ups becomes much easier. Many
people in the industry see Interplay as a "training ground"
or an good place to start (not finish). Do you feel this is true? Do you
think the accolades and Black Isle's track record is enough to make good
people want to stay. How do you think developers who are completely independent from their publishers allocate their financial resources differently from publishers' in-house studios? It really depends on the financial stability and experience of the developer. If a developer has the money to fund all of their products, and they are hitting all of their milestones (really hitting them, not through smoke and mirrors) then it is probably very similar to a development group that is owned or operates under a publisher. If they don't, then they are probably focusing much more on what will get them their next check, rather than what is best for the product. Outside developers also have more of an incentive to have people working on their next game idea before their current game has finished. This is because they often need the revenue from the next product to keep the money flowing after the last milestone on their current product has been paid. For better or worse, the paychecks of in house game developers keep coming after they've finished their current game. Another difference is that as outside game developers get larger they have to start hiring more administrative staff than an in-house development group. For Black Isle, we can rely on the legal, HR, creative service, operations, audio, QA, and IS departments to take care of a lot of things that an out of house developer would have to hire staff for. When you get down to the development teams, I think the only difference that I have really seen is the use of producers. In-house game developers generally always have a producer in charge of the product, while out of house game developers generally don't. Neither of those are absolutes because I know of in-house developers that don't use producers, and external developers that do. But it is a general trend that I have seen. The last
difference that I often see in some external developers is that they are
often forced, particularly on their first few products, to deal with obsolete
equipment and software for longer periods of time. Since publishers, usually,
have a steadier source of income then they are able to have a steadier
flow of equipment and software. Many
game companies are starting to narrow their focus to concentrate on a
particular "brand", what is your opinion on this? Will Black
Isle continue to create original content or will it narrow its focus to
sequels to games like Fallout and Baldur's Gate?
________________________________________________________ |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|