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Oh,
right. I heard just a little bit about that.
RH: Yeah. I got involved in a project that
basically was all about designing a custom sports car. I did the design on it,
and ultimately wound up getting involved in actively building it, manufacturing
it, and selling it. That was totally different, and actually a lot of fun. It
was a very exotic car, and it was pretty cool. It had a 550 horsepower engine
and all-carbon construction. It was a very sophisticated sports car. It was
pretty expensive.
Do
you own one?
RH: Oddly enough, I don't! (laughs) I don't
have one. We sold all of the cars. My plan was to get one that would be built
on the assembly line after we built several of them, so that all the bugs would
be worked out, and the factory that I contracted with that was actually
building the cars went belly-up on us by surprise. So we had to cancel a bunch
of production orders. This was just kind of a hobby-type thing, anyway, and it
had gotten so serious that I decided to not try and reinstate the whole thing.
What
was the car called?
RH: The name of the car was Anteros. Yeah,
it got written up in magazines, and it was a pretty cool thing. I do regret
that I didn't get one myself, but maybe I'll buy one from one of the guys we
already sold it to, I guess. We'll see. (laughs)
But it was after that that Namco was
contacted. They were looking for an experienced head of production, and I
wasn't initially too fired-up over the idea of going back into a big corporate
type of thing. I had been a very independent, entrepreneurial sort of business
guy for years. But I went and talked with them, and I liked the people a lot.
To me, that's a very big part of the equation. If the people are really good
people and the projects look really good, all of a sudden, the planets aligned
and I said, "Yeah, I'll do it!" I've been having a very good time at
Namco.
Characters are
really not very well utilized right now in games, one could argue. Namco does
still do some of that, and Sega does some still. There's still isolated
pockets, but it's not as pervasive as it used to be, like when you'd have a
mascot for a platform. Why do you think that is?
RH: I would not completely agree with the
premise. Mario has done extremely well for Nintendo all these years and still
does. And Ratchet & Clank... there
are some examples of existing, character-based games that still hit high sales
and industry recognition.
But there are some trends that swing back
and forth. You get a few seasons based on military games, or first-person
shooters, or whatever particular genre is popular right now. There was a time
when Sega and Nintendo and Sony were all vying for supremacy in their own
mascot game. Sony had Crash Bandicoot,
and one of the things that I felt that Namco has had a great history of having
some very historically strong characters, but I can't honestly say why they
haven't continued on in that kind of development, at least as of right now.
It
seems like a lot of games, since they're first-person, don't have a lot of
iconic stuff. People know what Master Chief looks like, but you play as him.
It's different.
RH: Yeah. If you don't actually see the
character on the screen, it gets to be a little hard to relate to him.
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