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I think the Junction Point acquisition
was a surprise, and from Warren's comments when that happened, he was
like, "Everyone's like, 'why Disney?'" I think there's probably
skepticism that remains, but at the same time, I think everyone's excited
to see what will happen.
GH: Don't forget, Warren has been privy
to what it was what we're doing on the inside, so he knows. He's seen
more than perhaps what most people on the outside have seen, so the
question that people might have asked about why he would make this step
is crystal-clear to him.
From our perspective, to have greater talents
like Warren on board and part of our creative system is absolutely essential.
It's not that different, if you think about it, to what happened at
Pixar over the years. Pixar has grown on finding great and talented
directors to work with John Lasseter.
Like Brad Bird.
GH: Exactly. Brad's a great example
of that. For us, having great creatives actually feed each other, we
get better work, better results, and better creativity. And that's really
what we're trying to do. So we are, first and foremost... this is a
product-led renaissance, and that product is credited to great people
and great contents that gamers love so.
It sounds pretty simple when you
put it that way. I think part of the problem...
well, not the problem, but the perception is that it's
sort of like a syllogism. Like, "Kids' games are crappy, and Disney
makes kids' games, thus Disney will be crappy as a publisher."
You know what I mean. It isn't necessarily true, but that's probably
the conclusion that people are reaching, to an extent. And also Disney
doesn't fit the Deus Ex, hardboiled, incredibly complex, mature
image... stuff like that is probably what people were thinking.
GH: You know, Christian, you look at
the broad spectrum, yet a lot of people are trying to produce games
that appeal to, say, the 18 to 34 or 18 to 40 age group, if you like
-- of hardcore titles. That's one segment. But there's a whole other
part of this business that we appeal to, too.
I talked to a lot of people,
particularly people that have kids, about what they're looking for,
and why aren't these people looking for games that they can play with
their kids. And they were gamers. I don't know how many gamers you've
talked to that have stopped gaming because they got married and had
kids, and it just didn't fit into their lives anymore the way it used
to.
I think for us, to create great content
that appeals to a broad audience, it's not just about selling to kids.
We want something that grown-ups will want to play with their kids,
and that gamers will play. I think Kingdom Hearts is a great
example of what they can do. There are plenty of single guys in their
20s who love Kingdom Hearts. There are plenty of families that
have played it, and kids that have played it, and that's the kind of
model we're looking for.
Not everything we do is going to be designed
to appeal to everyone, so when we create a game like... we just had
a [Disney] Princess Wii title. When we create something like that, we're
bringing young girls into the world of the Wii, and into gaming for
the first time ever. When we saw what we could do with the controller,
think of it as a magic wand moving through a world. It creates magic
and excitement and joy for kids. Would a core gamer want to play it?
No. But if it was designed for a core gamer, no kid would be able to
access it.
We try to focus our product to specific
segments, and make sure that we are appealing to them. People will see
some games and say, "These are not right for me." They shouldn't
assume they are of bad quality. In fact, I think they are high quality
to the audience they are intended. They are designed with accessibility
and ease-of-use to a specific audience. When you play Turok,
that's done as a brand new game for us, but that is a hardcore-type
game. We know that we're designing for the right audience.
Oh yeah, definitely. But I mean,
at the same time, a lot of kids' games --
and this is something that's been a big topic with the resurgence of
Nintendo with the Wii and the DS, is how do you compete with Nintendo?
That's been a big topic of discussion. It comes up all the time. Ubisoft
has come out and said, "We'll compete with Nintendo by making our
games as good as Nintendo's." And everyone's like, "That's
a bold statement!" A lot of publishers brought half-baked games
on the Wii and thought they would sell, just because the Wii's popular,
and then some people end up retreating from that.
My point is that not all kids' games are created equally.
GH: They're not. One of the things
we have a strong, vested interest in is the whole notion of licensed
games based on movies or Disney properties or so on. The games are not
generally as good as they could be, so everybody gets lumped in the
same box. But because we own so much of our own content, we have a strong,
vested interest in changing that, and we are trying to change it.
I
think sometimes it's regrettable that there are some segments of the
gaming press that don't recognize when a game is trying to be different.
It's easy to say, "This is for kids. It's not fun," or whatever.
But I'm hoping that there is going to be recognition that games are
designed for different audiences, and should be viewed and rated and
judged appropriately.
The other thing to this is that some
people who sometimes people feel that games that aren't suited for core
gamers are somehow diminishing the industry. I don't think that's the
case. And I think the gaming industry has a long way to go in terms
of growth and appealing to more people. I don't see a situation where
core gamers are being left in the dust, with no games being made for
them, because kids or families are being addressed.
That's become a bit of a debate
with the success of the Wii, because you look
at the new audience, who bought it expecting
Wii Sports, and then core gamers respond, "Well, is Nintendo
going to abandon us, the fans it's had for years?" Obviously that's
not the case, and I feel that Super Mario Galaxy is an obvious
example of how Nintendo's not abandoning its audience. But it is definitely
a debate.
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