GAME JOBS
Contents
Ten Vicious Years: A Retrospective Interview
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Ten Vicious Years: A Retrospective Interview
by Christian Nutt [Business/Marketing, Design, Production, Interview]
2 comments Share on Twitter Share on Facebook RSS
 
 
February 19, 2010 Article Start Previous Page 2 of 5 Next
 

Sounds like it was a very, very different way of working and a very different time in the industry compared to the kind of situation you guys have now.

EP: Yeah, I definitely think it was a little bit more raw, and in many ways that was a better experience than it is even now, because you get into a formula of how you do things; and a lot of times you're not coming at it with necessarily -- that's not to say that you're not coming at it with as much gusto or enthusiasm as you might have had, but, when you first start a company, there's a whole sense of passion that you just can't replicate after you've done it once. That feeling eventually goes away because now you're an existing --



WH: You're rinse, wash, and repeat on multiple titles, but you're not going to beat that first title.

EP: Yeah. It's definitely something that you cherish because it's hard to get a whole group of people to be so excited about something for the first time ever and to actually get it done, and ship it, and get the results that we had. It's hard to make lightning strike multiple times.

WH: Also, both Eric and I were deep in the trenches on that title. Nowadays, we are involved; we keep our hands in the cookie jar, so to speak, but back then we were --

EP: We were really doing the work, too. We were part of the team; not just administrators.

Talking to people who found studios and get to a certain point in their careers, you sometimes hear a little tinge of regret from developers who get into management The success is great, but you guys sound like you guys have sort of a similar perspective: you look back very fondly at the times when you were actually really doing the development work. Is that a fair assessment?

EP: Yeah, I think so. Unfortunately, it makes us sound like dinosaurs, but... Like, "Oh, these guys don't do work anymore," or "They're out of touch," or "They don't have the passion anymore for games" -- which is totally not true! We do -- it's just that we have all these extra responsibilities that unfortunately take up our time and move us a little bit further away from everyday development.

I would love for the opportunity to go back and continue to do that kind of work, and have that kind of input on a day-to-day basis because it's a lot more fun. It's who I am; it's why we got into the industry. It's what made us excited about being gamers and game developers.

When you start doing something that is a little bit more out of your spectrum of comfortability, and you're doing politicking and networking and administrative type stuff -- I'm doing legal work now, and things like that, I honestly never thought I would do.

I was an artist, and Wayne was a programmer; we got our hands dirty, and we were grease monkeys back then when it came to what we did with the game. Now, we just sit there and review it at different stages, and we have our input and say what we think is right or wrong; but we're not jumping in, getting our hands dirty. So that's kind of the big change for us.

WH: Yeah, it's weird. It's kind of like eight hours of work a day seems like a lot longer time than 12 hours of work did back then.

EP: Twelve? I mean, even 16! When we did overnighters and everything for Robotech, we used to sleep on the floor at the office; and honestly none of us really minded because it was so exciting. It was like, "Wow, this is great! We're making a game, and we're doing it on our own. We're out of the big, corporate element, the evil empire," type talk. You're thinking that you've gone rogue, and you're doing all this by yourself -- and you are!

But, again, later in life, where we are today, you're back under the corporate wing, and things are done differently. They can't be that way anymore. You have a different set of expectations and different goals. We're not, obviously, shopping for deals on the open market like we did when we were independent, so now we work on what we get and sign with the D3 Group, which is now owned by Namco as well. It just kind of got bigger and bigger; we went from being a very small independent to a larger independent to being purchased.


Flushed Away

What year did you guys originally get together with D3?

EP: Well, we worked with them, again, as a developer-publisher relationship...

WH: We started in 2006, maybe?

EP: What was the first one we did -- was that Flushed?

WH: Yeah, Flushed Away.

EP: I guess we worked on the Flushed Away DreamWorks game initially. We were working with other publishers like Konami -- and of course we already mentioned Mattel at the time -- and that turned into TDK Mediactive...

WH: ...and Namco.

EP: Namco, yeah; even Take-2, and everybody. We were working on two things, actually: we were working on Dead Head Fred -- we got that placed with D3 in a similar time frame that we were working on Flushed Away, which was a DreamWorks movie-licensed game. We were doing a new IP, and we were doing a kids' title, a family title.

EP: We were acquired in June, 2007; I would say we worked at least two years with D3 before that.

 
Article Start Previous Page 2 of 5 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Matt Matthews
profile image
"Here, we thought that PSP was going to be this kind of an older audience handheld; something that was a little bit more savvy and slick and sexy, definitely geared towards the mature audience, and that's why we made Fred more of a mature game."



This seems like they might not have been paying attention. I'm also willing to say it was partly/mostly Sony's fault for how they have handled the PSP as a platform. Regardless, Sony made it clear to me, at least, that they were targeting a younger audience -- and I'm just an observer.



There was the ill-fated "All I want for Christmas is a PSP" campaign in late 2006. Then they specifically announced they were trying for younger gamers in Spring 2007.



Dead Head Fred came out in August 2007. Granted, they would have begun work on it much, much earlier -- but the writing was on the wall at least 8 months prior to release.



I don't mean to be down on the Vicious guys, really, but the quote I cited above, in particular, seems oblivious to the events of that period.



For information on Sony's younger audience attempts, see here: http://www.wired.com/gamelife/2007/04/for_psp_a_new_f/

Jay Moffitt
profile image
It's really cool that you support a longtime games development project in North Carolina. And great too that the culture stayed the same even after the corporate structure changed.



Continued good luck.

J. Moff

http://www.gamersrightslawyer.com


none
 
Comment:
 




UBM Tech