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Publishers And Developers, Living Together - NetDevil's Scott Brown On The New Paradigm
When the president of MMO developer
NetDevil, Scott Brown spoke at the Online Game Development Conference
in May, his spirited postmortem on Auto Assault touched on
the relationship between developers and publishers. “It isn’t
that NCsoft was bad – they were great. It was the contract,” he
told the audience.
Brown firmly believes that the
stereotypical adversarial relationship that developers have with
their publishers need not be so.
The future of those publishers is on
the line constantly, notes NetDevil’s management. Publishers don’t
go into deals wanting to crush development studios. They want to
make a great game. Both parties want the same thing, it’s just hard to
get there.
Gamasutra sat down with Brown to
discuss a number of issues: development in tandem, the upcoming
physics-based shooter, Warmonger (you play the role of a
mercenary in an urban war zone), the LEGO MMO, and even the company’s
moving offices (“we’re all excited…hopefully it’s a much more
creative space.”).
But in the end, the new
developer-publisher paradigm is something that Brown is concerned
with, and still on his mind. “I think it’s milestone-based
schedules that create all of the problems,” he told Gamasutra. It
all comes back to the basics of software development, and perhaps
NetDevil has found the answer…
Delivering the post-mortem: Brown,
and producer Hermann Peterscheck talk Auto Assault. “We hope you
can avoid some of the mistakes we made,” they told the room full of
developers.
You’ve got four projects. Is that
too many to work on?
Scott Brown: No, it’s not,
because they’re not the same scale. If they were four, sixty-man
teams, yeah. That would be way too much. But what we’re trying to
do is balance a little bit between one massive team with everyone
only focusing on one thing, and having a few smaller projects that
are cool, creative outlets for people.
And we can take a little bigger risk on
the smaller projects, too. It just costs so much money to make these
games now, so you’ve got to take out as much risk as you can. It
means games like Warmonger could never get made.
So what we’re doing is taking small
teams and saying, ‘well, let’s try this idea.’ Let’s
try something crazy like ‘what if everything in the world was
destructible. What would that be like? How would that play?’
But of course it would require a super high-end computer to even be
able to do the stuff we’re trying to do with it.
It’s okay to do that, if you don’t
spend $15 million, or $50 million making it.
We’re working on Jumpgate now
with a whole team revisiting that. And we’ll have a big
announcement on what that actually is…soon. Jumpgate is
another one of those games where people say, ‘well, space, it’s
not one of the popular IPs, fantasy is what sells – are you sure
this a good thing?’ It is for us. These are things we can be
super-passionate about and really work on, without having to ramp up
to hundreds of employees.
So you’ve got the LEGO MMO, you’ve
got Jumpgate, you’ve got Warmonger. What’s the
fourth one?
SB: Auto Assault.
What’s the status of Warmonger?
SB: Right now we’re sort of evaluating
what’s the right sort of deployment for the game. One of the
things that Ageia just did that’s pretty attractive is, with
CellFactor, they added a few levels that didn’t require
PhysX. And some that did. That way people can try the game and see
the difference. Warmonger – up to now – is all PhysX.
We’re evaluating if it makes more
sense to make some of the game not require the accelerator so you can
see the difference. And also, maybe get a little more exposure for
the title.
This, of course, is step one. We’ve
got a big huge design of where we’d like this to go. Maybe it
could go on to become an MMO-shooter, you know, kinda like Huxley
style. Or maybe it goes on to become more like Battlefield
style, where we release expansion packs, and fund it that way.
That’s what we’re trying to figure out. Now that we’ve got
this fun toy that we built, where do we go from here?
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