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How did the idea come about, to do a
first-person shooter, when previously, you’ve done MMOs?
SB: Really, it’s an extension of physics.
With Auto Assault, we’d done all that destruction. We
said, ‘wow, this was cool and we really pushed things really
far.’ But we were like, man, we want to push this a lot
farther. If you want to go for the top end, that’s shooters.
Your market of the highest-end games,
that’s the shooter market. That’s not really the MMOs. The MMOs
that sell aren’t the ones that require über machines, the MMOs
that sell are the ones that run on everyone’s computer.
It’s first-person-shooters that
always push the edge. So we started talking to Ageia about working
together to make something that could, for them, show off their
hardware, and for us, give a cool, super-difficult task to see how
much farther we could push it.
So you’d worked with them
previously on Auto Assault?
SB: Yeah. We worked with them then, and
said ‘let us help you.’ I’ve always been a big believer
in just physics in games. So we just said, ‘what can we do?
How do we help?’
They’re fighting the chicken and the
egg problem. Developers don’t want to support the card, because
there aren’t a lot of cards out there. People don’t want to buy
the card, because there aren’t a lot of games to support the card.
We were like, how can we work together
and come up with something pretty cool? So that’s really where
that came from.
Job well done: Scott (right) and
Hermann (left), relax in the lobby of Seattle’s Fairmont Olympic
during the 2007 Online Game Development Conference.
How does the publishing work? Do
you have a publisher for it, or are you…
SB: No, we’re just going to distribute it
for free.
So it will be free?
SB: Yep.
Free?
SB: And that’s what we were saying – do
we do expansions that maybe we charge for? Do we do a weapon pack or
a map pack? That’s what we’re still trying to figure out: how
we’ll grow it from there.
So that’s how you keep the IP?
You develop the game, then give it away for free?
SB: [Laughs] Yeah, I guess so. I don’t
know where it’s going to go yet. We’re talking to a number of
publishers about it, maybe they’ll pick it up, maybe we’ll do a
brand new IP, but use all the tech we’ve developed. We’re not
sure exactly where it’s going yet. But our focus is really online,
so this is an online shooter.
How did the LEGO deal come about?
SB: They came to us. They were doing an
evaluation of all these developers across the world. And they came
out and did an interview process, met with us, and studied our
development processes. It was crazy, the questionnaire was amazing.
‘how does your backup work, how often…’ It was this big
old form.
And I think we really hit it off well
with those guys. I think they appreciated our willingness to make
different MMOs instead of having everything have to follow the same
mould every time.
We have a lot of experience with
physics, obviously this will be a very physical world. [chuckles]
In the end, they told us it was just our desire that made them really
interested. They were like, ‘you guys are excited. You want to
do this with us.’
I couldn’t say enough about how good
they are. They’re so different than a game company. They just
have a different approach. They’ve been in business longer,
frankly, and they’re just a cool company.
For instance, they focus test
everything. They’ve been doing that for years, on all their toys.
And they know how to focus test, how to read the results of a focus
test. That’s something they seem much better at than most game
companies I’ve worked with before.
And so we focus test everything.
‘Here’s an idea, so let’s bring in some moms and some kids,
run it past them, let’s show ‘em the visuals and tell them your
idea.’ And then we just go from there. Everything we do is
always focus tested, and has really great feedback. It’s a
different process than we were used to. And it’s a good process.
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