|
Let
me put it this way... I had the same idea. I loved Samba de Amigo on the Dreamcast.
RP: Who doesn't have that idea? If you
loved the Dreamcast...
It's
just obvious.
RP: Everybody! It's so obvious.
And
I'm like, "Gearbox? Really?" With Blue
Shift, a Halo port, Brothers in Arms... there's a certain
trajectory, and then whoosh, you're going to veer off.
RP: Here's the thing, though, man. I play
games. If you were to look at my Gamertag on Xbox Live, you'd see that I have
like 58,000 Gamerpoints. And that's not from playing shooters. That's from
playing everything. That's just the Xbox. I have all the platforms.
We're gamers. The industry will want to put
us in a box, but we play a lot of games, and we love a lot of games, and
there's a lot of dreams we have as game makers, too. It's a cool opportunity to
make a sequel to Samba on the Wii.
And the guys working on it, they're awesome. They're really good. I wish I
could be down there and actually doing some of the work, because that's a really
fun little project.
Sega/Gearbox Software's Samba de Amigo
Do
you feel as a business that it's useful to have that core competency with
shooters? Does that help you sign deals? Does that help you as a development
studio?
RP: I don't know. I think if you're a
publisher and you're examining Gearbox, you might think, "Wow, they have a
wide range." We're not like Bette Midler, we're like Pavarotti. We've got
a wide range of what we can sing with. That's pretty neat. As long as we're
capable of doing well with where we apply our range, then we're okay.
I think you look at Gearbox and you can see
a couple of threads. On one hand, there's a lot of cool things out in the world
that other people have made, and we like to get ourselves involved in those
cool things. That's why we did the Half-Life
thing, and that's why we got involved with Halo
and why we're even doing Samba and
other things that are peoples' properties. It's why we're doing Aliens now.
The other thread is building original
things, and we're doing that too. That's Brothers
in Arms and Borderlands, which is
coming soon. I think that, from a business point of view, the sum of all that actually
helps, because it shows that there's a range there, and there's an
understanding of game making beyond just this one genre.
It's
interesting. I was talking to someone with High Impact. They've done both the Ratchet & Clank games for PSP, and
some of them are ex-Insomniac. What we were talking about was, to an extent -- there's
a regionalization, or you think of regional competencies. I mean, in Texas, the two things I think of are
shooters and MMOs.
RP: That's true. I'm in Texas
because I once worked for Scott and George from 3D Realms on the Duke Nukem franchise. The last-gen one.
Well, not last-gen, five gens ago. (laughs) The Duke Nukem 3D era. There's a lot of folks like me that are in Texas
because of id, because of 3D Realms, and because of the shooter companies.
And
the people who were at id, and some were at Ion Storm. Then the other thing
down there was Origin.
RP: Yeah, in Austin,
you have all these MMO companies. You've got NCsoft, and all the things that
have come in the wake of Origin.
|