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How many
studios do you have now?
GH: Well we've
got Black Rock in the UK; we've got Junction Point down in Texas; Avalanche in
Salt Lake City; Propaganda in Vancouver; Gamestar in Shanghai and Wuhan in
China; and we also have two mobile studios, one in Beijing and another one in
Prague. Pretty much all over the place. Wherever the talent is, is where we
are.
Do you
fly to all those places on a regular basis?
GH: I try to get
to most of them. You know, I have to admit, I have not gotten to Wuhan yet. But
yeah, I do try to get to most of them. I like to meet with the teams and give
them an opportunity to show us what they're working on. And get a sense of the
pulse there, because successful teams, you can feel it when you walk in, and it
shows up onscreen.
What
about Propaganda? I don't know the exact sales of Turok, but I get the
impression it didn't go quite as well as was hoped. Would that be a fair
assessment?
GH: I wouldn't
say that. It sold very well... in its niche. But, obviously, it was not Halo or Call of Duty. I think we
were pleased with where it was, but it wasn't a blockbuster. But it sold well.
How do
you feel about Propaganda right now, and what they're working on, and how things
are going for them? Because I know there was a certain point where they did
have some layoffs.
GH: Yeah. That
team is, you know, we have Dan Tudge now in as general manager of the studio,
who just joined us from BioWare. And the focus of that studio now is going to
be far more around developing an expertise in action role playing games. So
that was part of the hiring of Dan, and we've been bringing key talent in over
the last few years, who have that RPG experience. And we're not trying to build
the hardest core of RPGs; we want accessible, open, RPG-type games coming out
of that studio. The studio loves that vision.
You should
really take a look at [Pirates of the Caribbean: Dark Armada]. You'll see
that we've done something really cool. It's not tied to a movie, so the project's
got the time that it needs to gestate and be really effective. We've built a
lot of technology that we need to build a really good role playing game. So,
Dan's come in, thrilled with what he's seeing there. We have high expectations
for that game.
Coming
up, Microsoft has Natal and Sony has its wand and camera system. What do you think about
those expansions? Do you think they can expand the audiences for thosec on soles?
Do you think that those products are something that could catch on? Though they're
gestating right now -- those products aren't really products yet.
GH: Again, like
everything else: all technology needs software to bring it to life, and to make
it real. But again, to my point about trend lines? The trend is very clear as
to what people are looking for, so I was really excited to see both of those.
I think there
were a number of announcements that struck me as being potentially seismic
changes in the future of our industry. Seeing Facebook be embraced by
manufacturers, and recognizing that social networks have broadened beyond the
game consoles themselves – and are connected to a much broader sense of social
community. That, I think, is a big move.
The progression
of the human-machine interface: making technology accessible and open to
people, I think, is huge. It's going to impact, I think, every other industry,
of a kind that's involved in technology.
Most technology
companies make boxes, and don't spend too much time making it easy for
consumers to work with. In our industry, that's what we think about first and
foremost: how do we make it easier and comfortable for the person to interact
with an experience that's powered by technology? So I think these new
interfaces we saw from Sony and from Microsoft are really showing the way of
the future of technology in general, not just in gaming.
From our
perspective, we look at the world and say, "Okay, we have a lot more women
playing games right now. We have a lot more people of different age groups
playing games. But it's still like78% male, 22% female." We still have
lots of people who start playing a bit of games, but start getting intimidated
by buttons on the controllers, and they put it down, and they don't want to
play.
I think the
future evolution of the industry isn't going to be about abandoning core gamers
and the games that they like to play at all. That core is going to grow -- but it will grow from bringing more
people in to the industry who get to see what the industry is all about, and
the stuff that we make. Some may choose only to stay on the more casual end,
but other ones will migrate to become core gamers. And, frankly, the more core
gamers there are, the more we can make great games that they want. I think it's
in everybody's interest to expand the industry overall.
And I hear some
of the anecdotes about somebody's grandparents buying a Wii for the
grandchildren, and the next thing they know, the grandparents are playing it
more than the kids are, and so on.And that's just phenomenal.
We're starting
to live up to the promise. We've always spoken about how we're "bigger
than the box office", and" bigger than movies", and we're this,
that, and the other, but a lot of that was sort-of hype before the reality. But
I think we're now on our way to becoming a true mass market medium. Not there
yet, but we're on our way.
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