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Introduction
In November of 2005, major independent game developers Pandemic (Destroy All Humans!, Full Spectrum Warrior) and BioWare (Neverwinter Nights, Star Wars: KOTOR)
joined forces thanks to funding from controlling entity Elevation
Partners, a group which claims ex-EA president John Riccitiello among
its members.
Though
the two developers are not merging, they share common revenue, and a
common executive committee. It’s still early on in the process, so not
a whole lot has been officially mentioned in the way of collaboration
or crossover, but their position as a new superdeveloper is vitally
interesting, none the less.
At
last week's GDC Gamasutra had a chance to meet with Pandemic CEO Josh
Resnick, and BioWare joint CEOs Ray Muzyka and Greg Zeschuk (though the
latter two were only present for a short time), about the futures of
the respective companies, and the organization as a whole.
GS: So how’s the joint venture been going so far?
Josh
Resnick: It’s going great! When we first entered this arrangement we
never really baked into the deal that there would be all these
synergies and connections and benefits of working together. Obviously
we both have a robust different set of brands, but we’re finding that
there’s really a lot of good crossover here.
We
were just up at BioWare checking out their new slate of products, and
it’s just incredible, and we were able to check out their games and
give suggestions, and they were able to do the same for us. They also
have a lot of best practices at BioWare that we’re able to bring over
to Pandemic and vice versa. We’re actually having a big creative summit
between both companies tomorrow. So there’s a lot of things that are
coming together pretty nicely. So far so good!
GS: Have you been doing a lot of technology sharing yet?
JR:
We’re starting to, actually. So there are some things BioWare has, like
their character dialogue systems and things like that for their RPGs
which we’re taking a look at, and they’re taking a look at some of our
stuff too. Nothing’s been implemented yet though, because it’s very
early, it’s only a few months after the announcement, but we’re seeing
the potential of what’s going to be coming down the line, and it’s
pretty neat.
GS: Have you considered anything like a dedicated shared tools team or anything?
JR:
We’ve been discussing a lot of things, but that hasn’t been part of it.
Because basically they have a very robust tools group over there, we
have our own as well, and right now just getting eyeballs in each
others technology, and how we do things has been so beneficial that we
haven’t really talked about creating a joint team yet.
GS: Are you thinking that you’re going to both continue down your own respective paths of expertise?
JR:
Like action for Pandemic and RPG for BioWare? The short answer is yes.
BioWare’s going to continue to be known for great character and
story-based games, and Pandemic is going to continue to focus on our
open-world action games. But already, even before we came together,
there was starting to be some bleeding over.
So
we’re looking at bleeding over some more character development and
story elements in our games, and they’ve always been looking at
bringing more action elements into their games, so that kind of
crossover was already started before we got together. But Pandemic, I
can go on record as saying is not looking to move over into RPGs and
BioWare isn’t looking to cross over into action.
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Pandemic's Destroy All Humans!
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GS: So what about being a superdeveloper made sense to you?
JR:
I’m actually hoping that our coming together will at least open the
door, or challenge other developers to start thinking along similar
lines as well. The big thing that we did here is we capitalized the
business. And by capitalizing the business, that has allowed us to have
a much longer time horizon for our products.
We’re
hoping it’s going to give us more creative control over our products,
and less encumbrances for our original IPs we’re developing. And it’s
allowed us to come to the table with our publishing partners truly as
partners with them. And I think we’re going to be able to add a lot of
value to those relationships where we can actually take on some of that
development risk ourselves, it doesn’t all have to be on the publishing
side. We can come to them and say “look, here’s all these different
ways that we can structure a deal with you. Let’s pick a way that’s
best for us and that’s a best fit for the product.”
It
just gives us a lot more flexibility, a lot more stability, and a lot
more freedom to do what’s right by the product. So I hope other
developers take a look at this, and can find ways to start thinking
this way as well.
GS:
Yeah, I was actually going to ask if this would change your
relationship with publishers, and in fact if you’d want to sever your
relationship with publishers entirely.
JR:
Oh god no! Our business model is very much based on having a robust
relationship with our publishers. We want to be a pure-play developer,
we want to focus on making great games – they have their own part to
play in partnering with us. I think it means we can just talk about a
lot more than before, and we have a lot more in our toolbox. Now
instead of just the straight dev/pub relationship, there are a lot of
other things we can talk about there.
GS: Are you going to do anything weird like have a wacky new name?
JR:
Nothing like that. So far we’ve used the temporary name
Pandemic/BioWare studios just because we needed to call it something
while we think of what the name’s going to be. The Pandemic brand will
still be Pandemic, same thing for BioWare. We are going to have a
parent company umbrella name, but that’s not what we’re going to be
putting in front of gamers. It’s all about Pandemic, it’s all about
BioWare.
GS: So the people in that upper infrastructure will be kind of like a board of directors?
JR:
Well actually we take the founders from both studios and we’ve layered
in some senior executive support, for example John Riccitiello, John
Richardson, and a few other key execs at our parent company level, and
we have an executive committee. And it does what you’d imagine it would
do. It talks about the slate for both companies, what investments to
make, and things like that, and then we have a board of directors that
many of these people are on also.
But
our intent is not to layer on this whole new parent company thing, and
change our culture. The reason why Elevation did this is to strengthen
us. I mean first off, they bought into two very strong independent
developers, and their goal is just to further strengthen us and further
accelerate our growth and our plans for the future, but not to layer in
bureaucracy, or anything else. And so far it’s been great.
GS: Have you noticed any of the staff being concerned about that happening?
JR:
I anticipated them being more fearful of it than they actually were. So
I was very afraid of that. We have a great thing going at Pandemic and
at BioWare, and when you start thinking about bringing two companies
together, even though we have very similar cultures and similar values,
you worry about what it means. Andrew Goldman and I came from
Activision, from a publisher environment, which is different from a
developer environment, so it was definitely a worry of ours.
But
John Riccitiello was very up front about saying “I want to build upon
the great cultures you’ve created, I don’t want to take it apart, I
don’t want to change it, I don’t want to turn you guys into something
that you’re not.” And he’s certainly been true to his word, and we have
to our employees as well, and that’s very important to us, because at
the end of the day, our talent is where we get all these great ideas,
and how we make great games.
GS: Is either company making a Revolution game right now?
JR:
We’re enthralled with the platform just as much as we are with the 360
and PS3. Each of them have very different strengths that our games are
going to play to. But we haven’t announced any commitments yet.
GS: Do you perceive difficulties with the Revolution, as far as making games multi-platform?
JR:
Well the Revolution is a very different platform, and we’ve actually
just seen some things behind closed doors that are just mind-blowing.
Very very exciting. They’re doing something that’s very different and
unique. I agree that it’s going to challenge the notion of just doing a
port.
I
don’t think it’s going to be as easy to take a product from one console
to the Revolution, and so I think we are going to be looking to see how
we can tailor our products to that platform. But we do that also with
other platforms as well, it’s just that the Revolution may challenge us
even more.
(BioWare CEOS walk in)
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BioWare's Star Wars: KOTOR
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GS: What are your plans for the new MMO studio, BioWare Austin?
Ray
Muzyka: Well we haven’t announced any details for what IP is yet, but
on the high level, what we’ve got is some massively multiplayer online
veterans, Rick Vogel and Gordon Walton who have 15-20 years experience
each in the massively multiplayer space, and we have James Ohlen, who’s
the creative director for the studio in Edmonton, who’s gone down to be
lead designer at BioWare Austin.
So
what we’re trying to don on a high level is build a really polished,
high quality massively multiplayer experience by fusing together the
knowledge of these guys who have lots of experience in the massively
multiplayer space, and some guys who have some RPG experience from
BioWare Edmonton.
GS: Do you feel there’s room for much more in the MMO space? It keeps seeming like the market will get saturated in the future.
Greg
Zeschuk: Well, an interesting point to make is that there are over
2,000 games released in a year. So there’s already thousands of games
in the offline space that are competing successfully against each
other. So in the massively multiplayer online space, yes they take a
lot of time and they take a lot of attention, but depending on the type
of player and the type of product you create, if you make something
that people just have to see, they’ll take a look at it, and if they
look at the game, they’re going to play it.
And
also the space is growing, it’s probably the fastest-growing part of
the business, so it’s broadening, there are more and more people that
are into it, and we think we’re pretty well set up to compete there
with our 3 million member community, and all the stuff that we do in
the RPG space.
RM:
We actually have about a 70% interest from people who play MMOs in our
forums from surveys we’ve done, so we know there’s a lot of
receptiveness in our communities.
GS: I looked at one of your surveys today, and it asked about people’s favorite drinks, and included orc blood.
RM:
Well those are just for fun on the front of the webpage, we actually do
more formal ones that we run, with 5,000 people at a time randomly
picked from the forums. But I think the biggest thing we’re trying to
do is just create a really high quality culture and experience, and I
think that’s the key differentiator. We’re trying to make sure we take
the time and have a long-term view.
There’s
only been one MMO that had a MetaCritic rating of over 90, and it’s the
most successful one as well [in the U.S.], so we’re trying to learn
from all the great things the good MMOs have done, and innovate in the
space at the same time, and do some really new, neat things.
GS: How did that [official Neverwinter Nights] writing contest go?
RM: Good! We got a lot of applicants, so it’s been going really really well.
GZ:
The challenge has actually been judging it, because there are so many
applicants, and they’ve really exceeded our expectations by a lot. It
turned out really, really well, and it got a lot of attention.
GS: What do you plan to do with the winners and the runner-ups?
RM: Well we’re actively hiring so that’s the first thing! So the runners-up, if they’re good, we’re willing to hire them too!
GZ:
Some people just want to do it themselves, and so we’ll have that
option as well. We’ve sold modules to independent developers in the
past, and it’d be great to get a second module at BioWare with the
independent guys. So we could work with them externally too, but if
they want to check out getting into the real game development world,
they can do that too.
(BioWare guys exit.)
GS: Are you interested in handhelds at all?
JR: Absolutely, I mean Pandemic put out Star Wars Battlefront 2
on the PSP and we’ve done enormously well on that platform, we love the
PSP. And we’ve very interested in developing for the DS as well, so
we’re looking at all that for our slate. Where it makes sense, we’re
going to be on handheld.
GS: I’m curious to know how you’re going to address having so many more people to worry about now, as a superdeveloper.
JR:
Well it’s always a challenge, but we’ve always focused very heavily on
our transitions between teams, because we’ve never had a layoff, and we
don’t plan on having layoffs. We’ve very careful and selective when
hiring people, same with BioWare.
GS: How are you feeling about next-gen and increasing team sizes?
JR:
Pandemic has always been, fortunately for us – even on the PS2 where
you see team sizes well over a hundred, at Pandemic – and I can only
comment on Pandemic here unfortunately – we’ve never [had trouble with
quality of life]. We’ve always been highly efficient. When everyone
else had 200 person teams, we had 40 person teams. Even now, when
everyone’s going into the hundreds for next-gen, we’re maybe 70, around
there.
So
we’ve always made sure that we’re very careful about who we bring
onboard, we’re very clear what their responsibilities are, they have a
strong stake and ownership of the product, the roles are clearly
defined, we have all the support in place for them, they’re always in
touch with their leads, we’ve spent a lot of money and time investing
in our tool chain too. So everything that they use in putting the game
together is very efficient and easy to use, and it’s also portable so
that other teams can pick them up.
GS: Companies like Epic have said tools are a way to mitigate some of the risk for next-gen.
JR:
Absolutely. We’ve invested very heavily in Pandemic’s proprietary
tools, and so has BioWare. I know we both do use some third party
tools, but the grand majority is in-house, and that’s made a big
difference for us.
GS: If this superdeveloper thing doesn’t work out, do you have a contingency plan?
JR:
I have to phrase this carefully, but there isn’t something to not work
out. Pandemic is still Pandemic, and BioWare is still BioWare. We
aren’t building any dependencies on each other right now. Pandemic was
successful before, and we’re continuing on that path. So all we’ve done
now is added in additional smart people to the room. We’ve added in
capital, so we can do better products, and a great partner in BioWare.
So no, we haven’t planned on failure, because I don’t think we’re
taking the kinds of risks that would easily lead to failure. We’re
building off of strengths and growing on our respective paths, as
opposed to going out on a ledge somewhere.
So
we’re certainly trying new things, as a result of the combination of
the two studios, but I don’t think we’re hanging it all out there and
betting the farm. This isn’t hubris, but it’s hard to see obvious ways
that we would fail. I’ll tell you something we have to be careful of
though, and that’s to not get arrogant, to be humble, to stay hungry,
stay focused. Those are our risks, but those were our risks even before
we came together with BioWare, and that’s something we take very
seriously.
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