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The tough thing is, how do you get
enough money to keep going for that long? How do you get people to trust
you to do that? Like, publishers and whatever, if you still have to
deal with publishers.
DD: You do. And it's never easy. And
it's kinda, every day that you survive is a day that you've made progress.
So it's always that kind of -- you know, when I look back over the course
of Too Human, and I look back today, we're in the tweaking and
balancing stages, like I said, I'm really happy with the way it is.
You look back over the development, which has been insane -- really,
really crazy... It's, nothing is for sure, ever.
There are some pretty
dark days in the history of Too Human. And, I use Nietzsche a
lot in Too Human, and "That which does not kills us only
makes you stronger," is at the end. We all aspire to that.
You just hope that you can, and you
move forward. And there's a point in time where you have to say, always,
"What's worth more? Am I just gonna ship this?" Like, you'll
never finish anything. Nothing is ever "finished," it's just
"shipped." But there's a point in time that's, "Do I
give in on this major issue that I really feel needs to be done?"
And a lot of groups say they will. And that's how we get B product.
And the groups that don't, they'll keep going. And sometimes it still
doesn't work out; sometimes you can work on something, and you know
what, it should have been killed. But you never know that until you're
done.
And what I think -- it's really interesting,
that I didn't know that, that all the major hits had been significantly
delayed... Hopefully that will bode well for Too Human. In the
end, we could only make the type of games that we're proud of making,
and we just, from Silicon Knights' perspective, we will not give in
to anything else. We just won't let it happen.
I can't, I just can't
say it enough: you cannot give in to that, because as soon as you do,
you're just giving up on the people who you're working for.
What would happen -- I mean I'm
sure you don't want to think about it, but you probably have -- what
would happen if it winds up not being commercially successful.
DD: Bad things. You know, I've got
a sort of samurai mentality on some level. Just sort of the Bushido
code. One of the main tenants is: Prepare yourself for death. And if
you don't fear death, then you don't have to worry about it, you don't
concentrate on it.
So I think with this industry, that's
pretty important. You know, if I worried about dying every day, I'd
be all-consumed. Because there are so many things, and so many problems
that could occur. And I don't want to concentrate on that goal. I don't
want to be distracted by some negative possibility when I can focus
on the positive. So, yeah, it would be really, really bad, and in some
sense... Would it kill us? I don't know. We'd probably recover.
But Silicon Knights, our track record,
if you look at our past products -- we go way back, and a lot of people
don't know some of them, but -- we have no skeletons in our closet.
I wish everyone knew all about the stuff that we've done in the past,
but you look at Legacy of Kain, you look at Eternal Darkness,
you look at Metal Gear.
All different experiences, but those
are all things that we stand behind totally. And Too Human is
going to be another one. We wouldn't let it out until then. It's real
tough, though. It's real tough. It's not an easy process.
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However it seems he and his company is doing pretty well so far. What else can someone want? How you reach it is not so important like that you reach it.
Despite I believe many organizations have some kind of mismanagement.
Anyway, this article was nice to read, but I doubt that complex stories are really necessary or needed for games. I myself play games more for fun and not for epic plots where I have to remember who the bad guy was I why I am actually killing these people now walking through the jungle. Experiencing a storyline which forms your environment and your character is very good but as I said I don't think it should be to complex for a leisure time activity (PC-Game).
We will never reach the sun if we don't first fall screaming in agony with firey wings to the hell's depth below.