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As
a studio, is your strategy going to be working on established series, or do you
want to strike out with original IP when you get a chance?
LM: We're interested in doing original IP.
We have a lot of very veteran and talented people; most of the people we
started our studio with have had, easily, ten or twelve years of experience in
the industry.
So Ratchet provided a
really great base for us to start, and grow, and hire the right people. And now
that we're there, we're really excited about doing our own thing, and putting
out something really cool.
That's
actually funny, because that is almost exactly what David Jaffe said to me
about Eat Sleep Play, and Twisted Metal:
Head On. They kind of used it as a bootstrap to get the studio up and
running, in a sense. Very quickly, they had a project that they were personally
invested in, but at the same time it gave them the opportunity to get
everything up to speed before they launched into their more ambitious projects.
LM: Yeah. I mean, it makes a lot of sense
from a studio model, because when you're starting a new studio there are so
many things to work out -- your technology, your production process, all of
that -- and if you don't add an additional factor in there by trying to come up
with an entirely new game, if you instead are working on an established license
where you know what the characters are, you know what the expected gameplay is,
then it helps a little bit.
It's one less thing that you're really worried
about; you can instead just focus on making the game fun and interesting, and
not on proving new mechanics.
Was
High Impact founded entirely by ex-Insomniac people, or is it just part of the
mix?
LM: No, that was just part of the mix.
Actually the original person who founded High Impact was Roberto Rodriguez,
who's the president of it. He was the director of gameplay at Insomniac, and I
did work there as well, but there were a number of people in the founding team.
One of the partners is Atsuko Kubota, who had previously worked at Spark on the Call of Duty series -- and then a
number of other people who came from places as diverse as Luxoflux and Heavy
Iron, and so forth. They came from a lot of different backgrounds.
So
just sort of the primordial soup of the Los Angeles studio scene, basically.
LM: There are a lot of developers in Los
Angeles, yeah.
There
really are, and it's interesting because if you talk to people who aren't as
familiar with development, they ask, "What's the biggest region for
development in the country?" And California, obviously, really dominates.
Do
you think there's like a regional difference somehow between the different
areas? Austin, you think of PC games, MMOs; Washington's Microsoft and NST,
among others. But is there like a SoCal/NorCal difference in your eyes?
LM: I think -- I don't really see so much
of a SoCal/NorCal difference -- I worked and lived in NorCal for a while. I can
understand why you think of that, with Austin
and so forth, but that just has to do more with what was the original studios
that got big there, and what did they do.
Because, you know, the Austin scene started
off with like Origin, and stuff -- really talented PC guys -- so it was natural
that when they grew up, that those people would go and start PC houses, and PC
gaming would prosper. I think LA and San
Francisco are a bit more mixed,
especially since it's so easy to migrate back and forth between the two.
Do
you find that people do that a lot? Migrate back and forth between the two?
LM: Yeah, I've found that a lot of people
move down from the Bay Area, or move back up from Los
Angeles.
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Personally I think the question of using internal tech vs licensing depends completely on your team size, time line, and experience levels of the individual members. It's not just a simple "yes" or "no". Toss a bunch of juniors in a room and the only engine you'll get is whatever they could piece together from some tutorial website. So put a lot of thought into making your own tech before committing. However, a senior team with a solid plan might be able to wow you. I doubt that Shadow of the Colossus or Okami could have been achieved easily with some pre-packaged engine. Not impossible, just not as easily.
I mean is it just a coincidence that Renderware has gone and the PS3 software catalogue is floundering with a large number of big budget average titles?
Apart from that I bet for those developers who claim they have built their engine and tools from the ground up actually started their engine many, many years ago when it was commercially viable and evolved it over many, many projects, refactoring at every step - DICE I bet sits firmly in this camp.
If there exists a reasonable solution to a problem already then it’s an engineer’s prerogative to at least use it as a starting point: why reinvent the wheel? An engineer should be aiming at all times to engineer themselves out of a job i.e. to solve the problem at hand. Granted we won't be able to do that for many years (if ever) because of the constantly shifting foundations and goals but we should certainly be moving in the direction of older industries for example structural engineers in the building industry where they’ve got to the point that the engineers are contracted in to solve a few specific problems with a project.
Today if you're starting a game and haven't got a low level game engine (graphics system, physics system, sound system etc) / high level game engine (game framework, A.I. system, scripting system etc) and/or tools pipeline (conversion tools, build system, game editor etc) in place - THEN BUY AT LEAST SOME OF IT IN!