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You
don't have an exit strategy, then?
RP: No. An exit strategy only exists if the
thing you're doing is not an end, but a means to an end. For me, making games is the end. That is the point. Gearbox
exists as a vehicle for myself and for the others at our studio to be creative
and to enjoy it, be happy, and then to be successful and make money.
If we're
going to do something that people like and does well, I think that should go to
the creators.
It's
interesting. I talked to David Jaffe, and he did start Eat Sleep Play with an
exit strategy.
RP: Yeah. I haven't talked to him about
that, but then, you're not creating something that's an end. You're creating
something that's a means to an end and you're actually wanting something else.
This
is totally me, probably, but I have a feeling it's a reaction to having worked
for Sony and generating amazing amounts of money for Sony and maybe not getting
the rewards that he felt were due.
RP: It's tricky. He's done some great
things for Sony, but some of his projects were not cheap. God of War was a high-risk bet. When it comes to risk, Jaffe's risk
was opportunity cost, and certainly some his talent and the talent of that team
created the result.
But from Sony's point of view, they risked
a lot of money, and they also risked opportunity, because they can only manage
so many things. So they're entitled to some of that return.
I know I've heard Jaffe talk about how he
wants to make more money than he is, and I think it's not surprising that
there's many folks in the world that have a little greed as part of them.
But when I got in this business, there was no money in it, and I was racing at
it, because it was fun, man. And before I was in the business, I was doing it
for free, as an amateur. Just tinkering around with my computer and learning
how to program and making text adventures and stuff.
If I could've known that I'd have enough to
eat and have a place to live, and I could do that and have fun creating and
playing in these virtual worlds, I could imagine doing that forever. So I tried
to create conditions so that was true.
The
EA Question
When
you were speaking about partnership advantages, that's BioWare. I mean, you weren't
necessarily intentionally talking
about BioWare...
RP: BioWare's interesting, and they're
another case altogether. They're created some brands, and they've worked with
some brands out there, and they have a lot of things lined up. I think there's
probably a few things going on there. None of us can know without...
Well,
I'm just saying based on what they said. I'm not just wildly theorizing. I
think it's also more for Pandemic's part, because they had already entered into
a relationship with EA on Saboteur.
RP: Yeah, but they're also doing things
with LucasArts.
I
believe that Josh at Pandemic, said essentially a lot of what you just said. It
was, "Why do we want to have to chase after the deal every time, and focus
on these things that are not actually related to what we are doing?"
RP: Yeah, sometimes people make decisions
along those lines. For us, I worry that that might be correct at that moment at
that time, but it will become a risk if EA's goals do not align with your
studio's creative goals, if you're owned by EA, for example. Or if you're owned
by anybody, if their goals are no longer aligned with your goals, you have no
flexibility.
Well,
that's been the classic EA scenario, I think, over the years. For some studios.
RP: I'm always excited to beat up the evil
empire or whatever, but on the other hand I have to give EA some respect. I
love [the EA-distributed] Rock Band, and I thought Skate was really cool. I think they're
starting to get some credibility back.
I thought with [Medal Of Honor] Airborne, they were kind of missing the point there, but I think
especially some of the things that came out of the EAP group at the end of the
year is some good stuff, man. I was totally addicted to Burnout Paradise. I'm loving that too, you know?
Were
you at DICE?
RP: Yeah, I went to DICE.
Did
you watch John Riccitiello's...
RP: I didn't, but a lot of people told me
about it later.
It
was a very interesting speech, I think. Talking to some developers, I did
encounter some cynicism about it.
RP: What was the takeaway of this?
For
me, or from people in general?
RP: Both.
I
think that the concept of the city-state, which is that their successes, both
creatively and, actually, commercially, and with keeping their studios
functional, has been to allow them to operate on their own culture and their
own wavelength and produce the titles that they want to produce, and that if
anything, the culture has to seep into EA corporate and not out of EA corporate
and the studios.
RP: I think if that was a statement from
John, then that shows some learning that they've done. There's some examples
where they've done the opposite and that hasn't worked out so well, like with
Westwood and Origin and whatnot.
It's interesting, too. Maxis is an interesting
thing. They've pretty much absorbed Maxis, so who's affected who there? That's really
interesting. It's kind of a symbiosis.
Those
are the same examples he used for both scenarios. I talked to some guys from EA
DICE. They had an event with EA to show off the two Battlefield games and to show off Mirror's Edge. DICE is very happy with where they are right now.
RP: They're able to do some cool stuff. I'm
sure that makes sense for them, and that's why they did that.
I like our independence, but I can always
imagine scenarios that would make sense. I think that if the right people came
to Gearbox with the right proposition... the thing is, I'm not chasing that.
We're able to chase our own goals, and we're doing it quite well.
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