|
Once a pillar of Nintendo's empire,
Rare changed hands in 2002, joining Microsoft Game Studios' stable of
developers. Its ethos has not changed, however. Perfect Dark Zero,
Kameo: Elements of Power and Viva Piñata -- all originally
under development for Nintendo -- have continued in the footsteps of
the company's previous works, and found success on Microsoft's console.
Earlier this year, Gamasutra got an opportunity to speak to software engineer
James Thomas and designer Justin Cook, both key figures in the Viva Piñata
franchise, about being overshadowed by Gears of War, and the company's
history and future. Having extracted parts of the interview for separate news stories, we now present the entire interview with Thomas and Cook, originally conducted at this year's Comic-Con in San Diego.
How long have both of you been with
the company?
Justin Cook: I think this is my eighth
year. I started off in test, and I've been designing for about half
that time, about four years.
James Thomas: I've been there five
years, pretty much [as of] this month. Started on Grabbed by the
Ghoulies and then got moved to Viva
Piñata.
How are things
now that Rare's founders, the Stamper Brothers, have left?
JT: Good. I don't think from our level
too much has changed, because our team has finished Piñata,
and I think we went through the usual "What should we do next?"
right afterwards, and I think the decision was taken above us, almost.
I can't say we've noticed a difference too much.
JC: I think there's actually a nice,
fresh -- because obviously [studio director] Mark [Betteridge]'s a little
bit younger than the Stampers and his ideas are a bit better, and I
think he wants to move us along and make us competitive in our field,
so I actually think it's quite bright. Not that it was bad before --
it's just that it's different. It's like a new groove. So yeah, it's
good.
Do you know what they're up to?
JC: No. We talk about it quite often,
because Tim [Stamper]'s wife still works for Rare, so she comes to the
place regularly, and they've still got premises in Twycross itself,
and we sometimes see them going in and out. We were whispering amongst
ourselves about what they might be doing... but nobody knows!
So
Viva Piñata itself didn't, sales-wise, take the world
by storm as much as everyone had hoped. Why do you think that was? How
do you feel about that?
JC: I suppose we knew from the start
that we were going out to the limit there, because we were going to
do something different to the usual game for the 360, obviously. I don't
know if it worked out badly for us -- we've got close to half a million
sales now, so that isn't a terrible debut for a game.
Is that worldwide?
JC: Yeah, that's worldwide. I think
it's about that number. And we seem to keep creeping along -- it doesn't
just stop. We keep selling a few copies, a few copies... it might work
out okay.
JT: I think from our point of view,
it was interesting to see how the marketing budget was split last Christmas,
because obviously everyone knew that Microsoft were publishing Gears
of War and Viva Piñata. Yet, so much of the money
went towards Gears of War, which is going to sell millions anyway.
It was a bit of like, "What about the other franchise?" I
think we got left in the wake somewhat. Hopefully with the PC version
this Christmas, it might get something of a second wind.
Rare's extremely vibrant Viva Piñata
It
struck me as a bit of putting the cart before the horse, because there
wasn't quite the casual market there yet.
JT: I think it was always stated that
we were going to be the trailblazers. A lot of the preproduction on
Viva Piñata was basically going, "We are going to take this
round to third party publishers and show that Microsoft and Rare are
committed to trying to expand the market themselves. Come join the party."
Obviously, that flood of titles hasn't hit just yet. I suppose someone's
going to go first, and we were them.
JC: We always knew it was going to
be tough, but you have to start somewhere, and we always thought that
we had got a kick-ass way to start that off. We thought we could set
a standard. We weren't just a tie-in game, or one of those usual kids'
games that nobody really likes but it sells really well because it's
got the license. We thought we'd do a really good quality game and hopefully
spin it out from there. So start on a good foot and expand from there.
It was also kind of
a multimedia launch, right? The show was coming on at the same time.
JC: Yeah, that was brand new to Microsoft
and Rare, but obviously not for 4Kids. It was new to us on our side.
That's a whole kind of learning process in the making.
Why have there been so many odd
games from Rare recently, like Grabbed by the Ghoulies
and Mr. Pants?
JT: I think we were discussing this
earlier, weren't we? It was always a case of, we could do by-the-numbers
games if we wanted to, but I think the design elements within Rare are
such that the designers aren't put together to make them. They want
to try something different. They want to try and stretch the boundaries
a little -- to try and go off on a tangent. I think anyone can do a
generic FPS if they wanted to, but I think a lot of the games we produce
have some sort of hook into them that sets them aside from the rest
of the market.
JC: And, y'know, one of those might
be the big thing! You've got to keep trying those different things,
and then you might catch something that's really great.
JT: I think there's a great big scandal
in Formula 1 this week, the managing director of one of the teams basically
said, "If you're going to steal ideas, you're never going to come
first. You always have to try and lead, not constantly play catch-up."
Hopefully we're leading rather than catching up.
Yeah. It's very, very wacky.
JT: That's a kind way of putting it!
I was wondering how you managed
to get -- it's called It's Mr. Pants, right?
JC: Yeah. That was the game I first
did design work on. I was still in testing, but I did about two-thirds
of the courses for that game.
How did you manage to put that on
a Nintendo console?
JC: Well... (laughs) It started off
as Coconut Crackers. Tim Stamper and Gregg Mayles came up with
the idea originally.
JT: Based around Donkey Kong.
JC: Yeah, Donkey Kong's Coconut
Crackers. In fact, it had several titles until it eventually became
Mr. Pants. I think it was actually Tim Stamper's idea to call it
It's Mr. Pants, and just rebrand the whole thing.
I think we went to THQ in the end to
get it published, and there were some slight changes that had to be
made. There was this hole that fills up with a snake, and we wanted
to call it a "trouser snake," and I think they asked us to
call it something else! Apart from that, yeah, it was just a solid puzzle
game, and we knew that it wasn't a big "wow" game, but the
playability was there, so it went through production and it didn't really
hurt slappin' a crazy title on it! It was a plus for a lot of people,
rather than a minus.
|