|
Texas-based developer Gearbox Software was founded in 1999, and started out working on titles such as Half-Life: Opposing Force and Half-Life: Blue Shift, while also developing the PC version of Bungie's Halo.
In recent years, the company has, relatively quietly, become a
major development studio, employing 175 people and simultaneously creating several
high profile games for major publishers.
Much of this expansion was initially due to the success of the company's Brothers In Arms World War II combat franchise, but the firm now has a raft of different games in development, including a Wii version of Samba De Amigo for Sega, next-gen sci-fi franchise Borderlines, a FPS based on the Aliens movie franchise, and the soon-to-debut Brothers In Arms: Hell's Highway.
Recently,
Gamasutra got a chance to sit down with Randy Pitchford, the company's
outspoken president, and discuss wide-ranging topics -- including what it means
to own your IP - which the company does with Brothers In Arms - the strategy of staying independent, and who really won the
last console generation.
The
Old Days
I
actually came down to Gearbox after QuakeCon '03 and saw Halo [for PC].
RP: Oh yeah, I thought you looked familiar!
With
no air conditioning.
RP: Yeah, that was weird. What the hell?
Yeah, we're in the building now. We have the top four floors and we knocked all
the walls down and built them much more comfortably.
The
same building?
RP: Yeah. We were on the 10th floor when
you came. Now we have the top four floors.
Wow.
RP: And we just knocked down all the walls
and made a really comfortable environment for us.
It
sounds like you've grown a lot since '03.
RP: We're about 175 people now.
One
thing I thought was interesting about your studio was that when Brothers in Arms came out, there was
this feeling that there was nothing left to do with World War II. Granted,
people are still doing stuff with World War II even now, but it kind of went
off in a little bit of a left turn for people and it worked out.
RP: We took a risk there, for sure. A lot
of the stuff before then, and I've had fun with it... in fact, it was because
of Medal of Honor: Allied Assault
that I felt that we could finally take the risk and do what we wanted to do in
that space and know that there was an audience there. But it was a bit of a
risk.
We didn't do the typical "make a Quake-style
shooter and just dress it with World War II textures." We said, "Okay,
what is that fantasy really about for us?" and did something a little bit
different there.
Not
just that. Maybe Ubisoft was a little bit of a different company when that
happened, but I would think someone in that league would say... I can't impugn Call of Duty, because it is what it is,
but I think part of the reason it came about was Activision looked at Medal of Honor and quite literally said,
"We want that." You know what I mean? Granted, it's surpassed Medal of Honor now.
RP: Medal
of Honor has been... between us and Call
of Duty, they're having a hard time.
My
point is that I'm happy but a little bit surprised that Ubisoft didn't also
say, "We want that."
RP: We brought them the game, and Ubisoft
has been a great partner. They've been happy to work with us, and we've been
happy to work with them.
When we brought the game to them, we were playing it,
and it was a smaller... it was not a complete version, but it was basically what
we finished. They were able to see what we wanted to do and understood it.
The other thing is that they're a great
company. They're not afraid to try things. They've got the Clancy brand, and
they have a few different angles on that.
Some angles are more action-oriented,
they've got the stealth thing going, and they've also got a more tactical angle
with the Clancy brand. They understand that there are different flavors with
these experiences.
And they're a big, publicly traded company,
you know? But it's funny, I sit down with [CEO] Yves [Guillemot], and he plays games. He runs the
show, and he's the top dog of the whole thing. I think that's neat. We've got
that thing in common. He's able to respect things that are good for the sake of
it.
|