Last year, Buena Vista Interactive
became Disney Interactive; the name change came along with other big
changes for the company -- with bigger, in-house games and lots of studio
acquisitions, including Warren Spector's Junction Point studio, and Climax UK's racing studio, now renamed Black Rock.
To find out more about the evolution of the major Disney division, which now spans games from High School Musical to Turok, Gamasutra
recently sat down with Disney Interactive's general manager Graham Hopper to discuss this and a host of other issues.
I want to talk about how things
are going with Disney. For a while,
it was Buena Vista Games, and your business was more focused on licensing.
There was publishing, but it was definitely a different model. Now you've
acquired Propaganda and other studios,
and are interested in bulking up. How has that been going? First of
all, what was the motive behind moving
into that space, toward being a more full-featured publisher?
Graham Hopper: As you correctly pointed
out, we've been in the business since 1994, as a PC publisher. We had
never really stepped into console publishing, and licensing was quite
a big part of our business. We went through an evaluation of our business
about four or five years ago when I came on board, to decide what we
wanted to do.
At the top, we had to make a decision to either stay as
a licensor and give our content to other people, or make a decision
to get into this in a more significant way. We made the decision to
get into it in a more significant way, because we think the gaming industry
is moving in a direction that plays to our strengths as a company, in
terms of storytelling, character creation, franchise creation, and ongoing
franchise management.
We also think that our brand has not
been properly developed in the game space, and as the more we got into
it, the more we realized that there is more and more room for us to
reach consumers, particularly male consumers -- boys and men -- that
the Disney brand doesn't otherwise reach, except through video games.
From a company strategic perspective,
it's a sector we still needed to be in. From a business perspective,
it's a growing piece of media and standard business, and it makes sense
for us to be in. And in terms of unexploited opportunity, it's also
a big opportunity for us. In all of those there, it really felt like
it was the right time for us to... you could probably argue that we
could've done it before, but I think studios were jumping to this too
soon, back in the mid-'90s, when they could see the potential, but weren't
ready for it.
This time we've done it. I think we've gone into it at
the right time, and I think we've gone into it in the right way. Most
of the people in our organization are from out of the games industry.
They know how to make games. It's not about just good visuals. It's
also about great gameplay.
Joseph Turok grapples with a ferocious dinosuar
A lot of the companies that jumped
in in the '90s jumped right back out again, and then they got back in
again.
GH: Right. Again, I think our strategy
is the right one, because it's starting with the right people and the
right creative processes. We've been at this for a period of time. It's
only now that some of the features that we've been working on are starting
to come out. Our first efforts have been on handheld platforms, where
up until... I haven't checked the latest numbers... but up until the
end of September, we were the number two DS publisher in North America.
We hope our brand will be number two on handhelds for quite some time.
It's really for us been... it's taking our success we've had on handheld,
where we've been at it the longest, and have the shortest cycles, and
now it's time to translate that to console. That's going to be where
you'll see much more of us in the next few years.
As you rightfully point out,
Turok is certainly different from Disney. Actually, this is coming
out under the Touchstone label, right?
GH: Correct.