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GS:
One thing that seems difficult about the online space is that a lot of
it is venture capital funded. Were you worried when you were thinking
about getting venture capital that they’d want to dictate what you were
going to do?
MJ:
It was a bitch. Of course they were! That’s why we kept saying no.
Depending on the VCs, you have smart VCs and you have dumb VCs.
Sometimes they’ll want to have control, but sometimes smarter VCs say,
“We’re going to invest this money in you, take your time and get it
right.” Smart VCs give a company time to get its product right. We
turned down lots of offers, just for that reason.
GS: But you finally wound up getting some, right?
MJ:
Yes and no, it depends on what you’re talking about. What wound up
happening was from a financial standpoint we did a deal with Abandon,
we did a deal with TA, then we did a deal with EA. With Abandon, we
originally sold 33% of Mythic in order to do Camelot. That
deal was – here’s the money, do Camelot. With TA, who were real VCs,
they came in and said we believe in you guys, you guys rock, here’s
some money. What we want in exchange was some stock. A lot of stock.
And so that’s what we did. They said there you go, make your game, make
us all very happy.
GS: Would you say they were happy with the eventual results?
MJ:
Happy isn’t the word I would use, I would say they were thrilled. I
think we’ll be getting Christmas cards from them. Everyone who’s
invested in Mythic, from TA to the shareholders, is ecstatic. No
dissent at all.
GS: Are you nervous at all about company culture as you transition over to EA?
MJ:
Am I nervous? No. Was I nervous? Yes. That was one of the things we had
to be convinced about by EA. I mean I’ve been in this industry a long
time. I know the good and the bad, I’ve heard horror stories, I’ve
heard good stories. EA is a big company with a long history. So I had
to be convinced that this EA, the EA that’s being run by the people in
charge today, was an EA that we would be happy as a partner with going
forward. So I can say now without any doubt that I’m very happy with
it, and I’ll tell you something else, I’m more happy today than the day
I did the deal. I’ve spent more time with these guys, and I’m not just
saying that, I’m kind of straightforward. I’ve gotten a change to spend
a lot more time with these guys, and I really like what I hear. And I
really like what I see. I sat in, because my official title will be
studio GM and a VP at EA, so I sat in on franchise reviews and things
like that, and the questions I hear from the execs are the questions
I’d hoped to hear. Which is – why is this game going to be great? What
do we need to make it great? Not “how many units can we get in a box
tomorrow?” I didn’t hear that question once.
GS: What do you think about the free to pay, pay for items model?
MJ:
One of my favorite questions. My feelings about companies that
goldfarm, item sale and things like that is well known. I hate them
with a passion. I think that if a game is designed properly, and can be
funded by item transactions in such a way that it does not hurt
gameplay, and it doesn’t turn the player into just a credit card, then
I’m okay with it. What I’m not okay with are games that are designed to
be nothing but quarter suckers in the online space. I think what we’re
going to see is some games that are designed well, where item sales can
complement the game.
One
of the things I’ve talked about is let’s say you’re buying some fluff
in the game. You want your suit of armor to look a little different
from everyone else’s, or you want your guild to have its own banner or
tabard, or little things that don’t affect balance – great, fantastic,
why should I have a problem with that? But what I have a problem with
is like if you know that you spend five dollars more than somebody
else, you can kick their ass, that’s not good. That’s bad. That’s a
message to the player that it’s not skill anymore, it’s not a
willingness to play the game, it’s just a willingness to spend more
money. And then they’ll know they’ll never have a chance because you
will always be able to spend more money. So for that I’m dead set
against it. One of the nice things I’ve heard from my meetings with EA
is that they’re against it too.
GS: What do you think of non-character based MMOs?
MJ:
I think that non-character MMOs have failed, and will continue to fail
at a higher rate than character MMOs. At least pay-for-play character
MMOs. Free MMOs that use vehicles, well that’s a model I haven’t seen.
I’m not sure it’d do any better. But when you’re looking at a
subscription based MMO, the reason that most players want to play the
game has to do with their character. I know for example with women,
there’s an even lower attraction rate to the game if all they get to
play is just a car.
GS: And then at the same time in Korea the biggest game is a kart racer, so I guess it depends on the market.
MJ:
Right, and I’ll readily admit that I’m not an expert in Asian games. I
know something about Asian games, I’ve done some research, but I’m
nowhere near an expert yet. So most of what I’m saying applies to North
America and Europe. Maybe Asia as well, but I can’t say that without a
degree of uncertainty.
GS: How would you go about tackling Asia then?
MJ:
I’d spend a lot of time doing research, I’d spend a lot of time on the
ground, talking to people who’ve lived there, guys who’ve seen the
community, and seen the games. Have you ever been to the Austin Game
Conference? A couple of years ago I delivered a keynote, and it was
considered a bit of a downer. It was very straightforward, and one of
the things I said was that I think most of the Asian MMOs coming into
the U.S. are going to fail in this generation, just as I think most
American games going to Asia are colossal failures. And the reason is
not because we’re smarter than them or they’re smarter than us, but
that it’s tough enough to figure out what will work in your own
country. How much harder then to figure out what will work in a country
where you’ve never lived, where you have none of the same cultural
experiences that they do. So in order to figure out what will work in
Asia, you need people who will understand the market, you need to do
research, you need to look at it, and even then you’re only increasing
your chances a little bit. But that’s absolutely something I’m going to
be looking into over the next few years.
GS: Why did Imperator get put on hold?
MJ:
The reason was very simple. It tested well when we had journalists come
by pre-E3, and we did well at E3. Everything that we read was good,
some good, some great, nothing amazing, but nothing like “Oh my god,
this game is trash.” But what I didn’t see afterwards were two things
that were very important to me. I had to see the team take what we had
done up to E3, and then after E3 really take the next step. I didn’t
see that. What I also didn’t see was the excitement that I was hoping
for from the E3 show. It got good reviews, but I didn’t get the really
hot vibe that I wanted to get. So I looked at the reviews, and I looked
at the decisions we had made and that I had made, and I said, you know
what? This is not going to be, I don’t think, a big hit. It’ll be a
good game, but not a great game. And as a company, I can’t afford for
us to spend a lot of money doing just an okay game. And at the time,
Mythic was independent. And so if we failed with Imperator, there wouldn’t be anyone to bail us out. So I looked and said let’s postpone it, let’s focus on Warhammer,
then when the time is right, let’s go back to the IP, see what we were
doing right and see how we could make it better. I loved the concept, I
think it could be a great game and a great IP, but it isn’t today.
GS: Do you find it harder to judge quality or how players will react in an online space?
MJ:
Oh no, I think it’s easier, especially with our kind of games, because
you interact with other players. So I can throw twenty people into an
area and say here’s a stick, go beat the snot out of each other. Then
when they’re done, they can tell me what they thought. And they can
tell me on so many different levels that you can’t do in a standalone
game, so I think that in many ways it’s easier. Now designing the game,
and getting it right, that’s a lot harder. But getting feedback is a
lot easier.
GS: Do you think the online market can support as many genres as can be supported on console?
MJ:
No, I honestly don’t. I think there’s a little bit more limited market
for the genres, but a less limited market for subscribers. It’s a
little dichotomy, right? Certain genres work better on the console as
stand alone or small multiplayer games, vesus massively multiplayer
ones. So I think that genre-wise I think we’re a little more limited in
the pay-for-play MMO space.
The
last thing you want to do is try to shoehorn a genre into a space. I
mean if it works on consoles, then we’re going to really make it work
in the online space, right? You hammer and hammer, and what do you have
in the end? A beat up game. A beat up design that you’re trying to
force into a space that it may not fit. PC games are different from
console games, and if you try to shoehorn something, like games that
were designed for the PC to the console, sometimes bad things. So I
think the MMO space is the same way. One thing that makes it different
though is the subscription model. If you’re asking someone to pay X
dollars for a box, then X plus additional dollars over the course of
the year, they’ve got to like it a wee bit more than a plain old stand
alone or console game.
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