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GS: You've previously mentioned that you've got strong
opinions on developer-publisher relations. What were they? Have
they been
mitigated by working for a company that acts as both?
HS: I think it's only a matter of time before online distribution
is king. I think some publishers are too risk averse. I think "developing
new concepts" is the lifeblood of the industry. Midway is
in the middle of something good. You can feel it, working here.
There've been turbulent times, of course, but the team surrounding
the top execs is really, really interesting. They are on a mission,
driven, and they make more sense to me than any previous group
of execs.
GS: You've also expressed interest in the past in independent
development, which has been heavily in the spotlight lately with
Microsoft's XNA Creator's Club, Manifesto Games, and more accessible
tools in general--
HS: To me, my technical status as an independent or not has never
mattered. It's what I can do that matters. I'm creatively engaged
right now, with some very ambitious goals. I'd rather be doing
that than working at an independent company doing ports (just to
choose an extreme example). For me, it's not about the status of
ownership; it's about creative fulfillment and the people I'm working
around.
GS: Is indie development moving in the direction you'd
like to see? Is this sort of power-to-the-people game creation
what
you were talking about, or was it a more personal message about
leaving Ion Storm and looking for a new career path?
HS: For me, things are generally meant personally. I don't have
strong opinions about the way "the game industry" should
go. There's a Darwinian dynamic that will drive that. I think,
wherever
I'm at, people around me and above me have to understand that the
best games spring from vision. In short, because someone (or more
likely some group) burns to do something for no reason other than
finding that thing interesting. There is no better reason to do
something than that. Passionate vision,
with good execution, will always produce the best games. I think
that "good things happening for the industry" will be
a second order consequence of creative people doing what they love.
GS: Have you received much feedback about your Peacebomb! proposal
from GDC? Have you given it much extra consideration as an actual
commercially viable title?
Peacebomb! Mock-Up
HS: Yeah, a lot of feedback has come my way. I can't talk about
it, but there's been some cool interaction with a non-profit organization
around the subject. After Peacebomb!, I got
written up in the NY Times, the Wall Street Journal, and a short
time later I was on MTV, doing an interview with Will Wright, Cliffy
B., and David Jaffee. I put some pics up and a link to the MTV
segment here.
GS: We've seen gaming edging slowly a bit more toward
collaborative social and communal experiences -- what more can
game designers do to continue to influence this in a positive
direction?
HS: Team play is still one of my favorite things. Speakerphone
co-op Doom is
still one of my favorite experiences. We're including features
in our games now that try to facilitate some of those same feelings
between players. FireTeam was all about that
too. I really think that there's money to be made and good feelings
(among players and developers) to engender by specifically building
games around features that allow players to aid one another, to
build one another up. Beyond giving each other resources or participating
in group raids (which are both great, by the way), there's a lot
that can be done in games where players specifically, asymmetrically
aid one another in having a better play experience, even in action
games.
Also, to get to the implicit politics in your question, I think
we can score (financially and creatively) by trying to model more
diverse subject matter. Okay, we know how to model gun play. Cool.
I love it. Guess what, there's a lot of competition there. Maybe
we should spend more time advancing models related to social structures:
What happens if a handful of players were put in a persistent small
town with persistent, memory-driven AI's and the ability to act
socially or anti-socially? What would happen if we started modeling
more subject matter with universal appeal, requiring less esoteric
subject matter; Romeo and Juliet instead of Tolkien. I wish more
people would model political or social trends. Or at least we could
keep modeling gun play and add some interesting new collaborative
tactics; throwing another player an ammo clip in a team-based shooter
would be a huge win.
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