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GS: How did Dave Perry's departure affect the company?
MP:
Obviously we still got sold, so it worked ok. I was hired by David, I
really like him, and I'm still on great terms with him. He talked to me
after the purchase and congratulated me, and was happy that it was in
the people's hands that are here. He knows everyone here and there are
no ill feelings.
On the other hand, he'd been
here a long time, and if you look at what he's doing now, it's not like
he's out of ideas. So maybe it was a good time to try something new,
and I was more than happy to take over for him. But I don't think it
affected us negatively in that sense, we were well set up to run the
studio.
GS: It seems more and more these days there's a focus
on names of people - Dave Perry's name was known, do you have
any desire to foster that sort of thing again? Are you concerned
about a current lack of name recognition?
MP:
I think it can work both ways, can't it? American McGee's new title
that came out, now it's working directly against him that his name is
on there. So I don't know if it helps. I don't know, it's really tough
to say. I think David did really well in promoting us for sure, but
there's something to be said about letting the games speak for
themselves.
We're looking forward to focusing on
the internal, and the production values, and less glitter, more
production, if you know what I mean. We'd much prefer to make them
speak for themselves, I'm not going to be the one flying all over the
place. I used to speak at GDC about technology, because that's what
interested me, and I needed to get a visa! But since then I think we're
much more focused on improving our practices internally and trying to
make better games. That's the prime motivation for everybody staying
put, just being given the change by Foundation 9 to be well
capitalized, and make what we want to make, and a really interesting
license game up, in our opinion. So that's what we're focused on right
now. I don't think there's a need to pitch my name right now, that
could perfectly well be handled by somebody else.
GS: You said it's a license, do you think there's original IP in the future again for Shiny?
MP: For sure, yeah. There's no doubt. This was a really good
fit for us as a launchpad to get back to a high profile title.
After we finished The Matrix, we kind of burned out on
The Matrix in general, so we started on some smaller titles, and
obviously
we didn't complete them. So doing something like this that everybody
can gather around and focus on at once is good for the studio,
but in the long run we have plenty of ideas and plenty of support
from Foundation 9 to start working on prototypes for our own IPs,
so that's why I expect that it's going to be 50/50 between licenses
and our own IP.
GS:
If you can answer this, how are you feeling about the next-gen
platforms in terms of ease of use, and who's giving you the most
support?
MP: We don't have any issues with
any of the two platforms. Obviously 360 has been out for a year now,
and PS3 is just coming out, so in that sense Microsoft's support is
more mature than Sony's is, but it's a moving platform. That said,
we're running on both, and while we're seeing in terms of performance
that in some areas one is faster than the other, nothing is really
materializing as being hugely different. The PS3 is certainly a beast,
but the 360 is good. It's very good. I wouldn't take a particular
stance right now. I think the first wave of titles are not going to
exploit much of either machine's capabilities, but over time you might
see some variation, it's just tough to predict right now.
In
terms of what's easier to program for, if you're a PC guy, the 360,
obviously. But the PS3, if you use the included software, it's equally
easy, really. It's just a matter of how much more power you expect from
the machine. That's tough to say right now.
GS:
What's the stopping block for the true next gen from a graphics and
physics perspective at least? Right now it seems like the surface is
being brushed, but there may be more to it.
MP: I think the first wave of titles will be strictly focused
on graphics. Strictly a graphical update. I think non-photorealistic
rendering is probably the best way to hammer it home, like if you
look at Viva
Piñata from Rare, it's a really good
showcase for what you can do on modern graphics hardware. It's
so different, so colorful, and it's so
obvious that it's something you couldn't have done in the last
generation of platforms that effectively. I think in the future,
obviously multithreading is a huge issue for all of us. You're
operating with effectively six cores on the 360, and seven SPEs
on the PS3, and you've got to use them for something! At some point
it would be nice to use them for something!
And right now it's relatively crude, I mean you're separating
portions of the engine and throwing them at the different processors,
so you're getting some utilization, but they're by no means 100%
utilized. But with that parallel processing comes other things.
One thing we're really excited about is animation processing, better
skinning, cloth simulation, context detection on complex surfaces...stuff
that's character-related, that's always been our focus. Everything's
just getting updated right now to be more realistic.
GS: How do you feel about the Wii's not graphical but control step forward. Do you feel like that will be limiting?
MP: I think it forces you to rethink how you used to do a multi-SKU
project. It certainly forces you to realize you can't get away
with just a straight port. And you have to think about it...you
can't just count on everyone having the classic controller and
just doing
a straight on port. That's not really what the Wii's all about.
I guess what's so exciting and what's resonated so well with the
gaming press and the whole development community, including us
is that it's just a really nice rethink. When we played it at E3,
playing Mario was as natural as anything.
We would love to do specialized titles for the Wii in the future,
if it takes off. It'd be a really fun platform if it does...it's
worth it. It's got a really good price point, and if the public
reacts as favorably as the development community, it's going to
be a huge hit.
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