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Mark Kern is the CEO of Red 5, a relatively new company formed by ex-Blizzard and World of Warcraft alums, with aims to create a new type of original MMO. The company was founded in 2005 by former WoW team leader Mark Kern and former art director William Petras, and signed a deal
with Korean-headquartered publisher Webzen for the exclusive worldwide
rights to publish and distribute the company's as yet unnamed MMO.
Shortly after the announcement of an $18.5 million investment
from Benchmark Capital and Sierra Ventures, Gamasutra interviewed Kern
about MMO success factors, deal specifics, the Project Offset engine,
and what it would take to beat World of Warcraft.
Gamasutra: How is the partnership with Webzen working?
Mark
Kern: It's working really well. I think Webzen shares a lot of the same
focus that we have in terms of the quality of the experience, and
pushing MMOs and different genres. We've been really happy with Webzen.
Gamasutra: And they’re partially financing the game? I guess that’s in addition to venture capital?
MK:
They're not doing any equity based financing. So basically they're
publishing the first game and they're funding development of the first
game.
Gamasutra: Ah, okay.
MK:
Benchmark and Sierra are basically allowing us to build our
infrastructure, and I mean that in two ways: One is from a technology
perspective, where we're building a reasonable client server platform,
and then the other is in terms of creatively, where we're building,
hopefully, one of the top studios with the best talent in the industry
to build on-line entertainment.
Gamasutra: So are a lot of your people going to be in Korea, or...?
MK: No, we're based out of Aliso Viejo here, though Webzen is in Korea.
Gamasutra:
Yeah, and I noticed that one of the people mentioned as forming this
was from Blizzard Korea, so that's another reason I asked.
MK: Yeah, Taewon Yun was director of operations for WoW
in Asia. He co-founded that office in Korea. He came and really had a
lot of influence and input on our business model for Asia and how to
adapt World of Warcraft to be compatible with an Asian
audience. So we're really grateful that he's on board with us. I think
it makes us one of the few companies outside of Blizzard that knows how
to do an MMO and make it appeal globally.
Blizzard's World of Warcraft
Gamasutra: So you're also using the Project Offset engine, right?
MK: That's right.
Gamasutra: Are you the first?
MK:
I believe so. We are the first to license the Offset technology and
we're actually using it as a jumping point to create a highly
customized version of the Offset engine that is able to work well with
MMOs because, as you know, MMOs have pretty unique requirements on the
graphics side of things.
Gamasutra: Right. Is your game going to be coming out before the one that they're making?
MK: I don't know. Have they announced a release date yet?
Gamasutra: No.
MK: And neither have we, so I have no idea.
Gamasutra: It's a mystery.
MK: Given that they're not doing a MMO, then I assume that they would be out before us.
Gamasutra: The stuff they're doing with it looks really nice. I haven't seen it in motion though.
MK:
Oh, the motion blur is incredible. So, we're using that in a couple of
places in our game and it really helps sell certain effects.
Gamasutra: What made you choose that engine as opposed to any other?
MK:
Well, primarily they were local to us, so that made cooperating from a
technological standpoint very easy to do, and also, I think that the
offset engine, unlike the Unreal type engine, is a little earlier in
development and we're kind of early adopters. But what that allowed us
to do was to really sort of take it in a direction that works with an
MMO for our needs versus having to dismantle something that is big and
monolithic and already complete.
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