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Does the fact that everyone
came on board for original IP create dissent in the ranks when you have
to move over to a license?
CU: No, it's not like that
at all. The original plan even with Sammy was to move up to doing multiple
projects with multiple teams. The idea was to have a healthy mix of
original IP and IP that other people created that we reinterpret. Everyone
here is a fan of certain things, and we all have [licenses] that we
love.
PO: Yeah. There are original
visions and there are licensed visions, but the execution is down to
the artistry of the creators. Years ago, studios took a big risk on
David Lynch with Dune, and he failed spectacularly with a movie
that has brilliance in places, but was a colossal failure.
Then you
go to another guy who has just as bizarre a background and give him
an even more popular property, and it's the most successful film franchise
of the last 20 years. That's Spider-Man. Sam Raimi was able to
contain it and express it in a way that the audience was willing to
accept, instead of taking something that was brilliant and making it
crazier and more absurd. As a studio, we're built for doing original
properties. We don't have the brilliance of David Lynch or Sam Raimi,
but it's the same challenge for us to be handed a licensed property
and say, "Now make it great."
Do you see [energy and passion]
in licensed games yourselves? I can definitely see the attempt, but
I haven't seen a whole lot of that.
PO: The thing you have to understand
about licensed games is that for the most part, they're done under the
gun with a shifting set of targets and an immovable ship date. I think
the Harry Potter games and some of the Lord of the Rings
games were strong, and I can pick a couple of Bond games that
were OK. But let's not kid ourselves; licensed properties are notorious
for having poor quality.
What tools do you guys use
here in the design department?
CU: The usual round of tools
the designers use are Maya, Studio Max, the Unreal 3 toolset with physics,
and custom tools that are part of Unreal. We have the designers broken
into two categories: technical designers and game designers.
Are you more about iteration
than preproduction?
CU: I hate to categorize a
method. I think that there are times in every project's development
when you're doing a lot of iteration, and times that you aren't. Every
developer probably goes through the same thing -- there's times when
they're iterating like crazy, and times where they're locking it down
in production.
Iteration is great for testing
out ideas, but it's also very time consuming. But maybe you have more
money now that you're under Vivendi!
CU: You do it when it's appropriate
and in the best interests of the project.
PO: We have more money, but
we're no more eager to waste it. Iteration without a goal in mind is
running water into the tub with the drain open.
What do you consider recent
successes in terms of advancing the medium?
CU: Guitar Hero opened
[the rhythm genre] up to a wider audience, and it really captured an
experience with the controller, game balance, and the sound. My hat's
off to those guys, because they did what I would love to see in some
modern game experiences: it's a great five-minute experience that can
be repeated over and over again, but you don't have to spend four hours
trying to get acclimated to the game. You can come back to it anytime
and have an equally strong experience. I'm looking forward to that experience
being taken online.
PO: Guitar Hero along
with select titles on the Wii and DS have been the first games in a
long time that really were encouraging and grew our market. I'd say
Nintendogs really advanced the state of the art, and like Guitar
Hero, it's a title that drew upon existing titles in the marketplace.
It's nothing new, but the pieces came together in a charming package
that was put in the market with confidence that the audience would find
it.
CU: One of the most significant
games has to be Brain Age. Even Guitar Hero and Nintendogs
went to the same core audience, whereas Brain Age appealed to
different [ages and demographics] that otherwise wouldn't play games.
That kind of creativity and accessibility are really the most significant
things that I've seen happening.
High Moon's Chris Ulm recognizes the significance of Brain Age
So you're very interested
in the mass media aspect?
PO: Not for its own sake. I'm
not interested in broader markets as much as I'm interested in different
markets, because there are so many game companies competing for that
same 14-24-year-old guy that it's just a madhouse. You spend so much
money and time on a game that has six weeks to make it or break it on
the shelves, and I'd like to be able to speak to a different audience
that is going to be receptive to a product that allows me to grow as
a creator and also be receptive to a product that is going to make my
publisher interested because there is money to be made there.
If we
can get out to a broader market, it's going to be wonderful for everybody.
We can sell more games and drop unit cost, and then games become more
socially acceptable and they move more firmly into the fabric of our
society, and then maybe we will get those next-gen experiences.
CU: It's necessary, because
if we don't nurture the business and allow it to have a larger audience,
then we'll spend more and more money applying to the same, diminishing
group, and eventually, we will bore them. Imagine if all movies were
action movies or comedies. People keep going to movies for variety,
and we don't have near as much variety in the games industry.
PO: We've seen things fail.
Chris and I were in comic books before video games, and comic books
did exactly what video games are in danger of doing, which was overspecializing
and overdependence upon a single diminishing and increasingly jaded
and disinterested consumer base.
CU: Pretty soon, the stores
go away, there's not as many outlets for it, and you don't have nearly
the vibrancy and variety of projects that are out there.
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