Right.
It does seem different, and I was wondering what you were thinking about really
casual MMOs like Habbo Hotel.
JS: It's interesting. I have some
experience in that stuff. I worked at There.com for a while, and so I've worked
with mainstream audiences and virtual worlds. The word "casual," like
everything, has complicated things, because what does that really mean? Does
casual mean the amount of money I'm willing to spend, the amount of time I'm
willing to invest, or how emotionally connected or committed I am to what I'm
doing? Or how hardcore of a gamer I am, or how much complexity I want in the
game that I'm playing?
People who are playing Habbo Hotel? They're not really casual,
in that they spend lots and lots of time on the Internet doing that. People who
play Second Life or There are anything but casual. One of
the things I learned at there.com is that a 45-year-old mother of four can be
just as maniacally zealous about coming into a virtual world that's mainstream
and likes spending lots and lots of money buying new T-shirts for her avatar
and a new buggy to park in front of her house or whatever. So there's nothing
really casual about it. You don't actually want that.
In a business model like this where we're
asking people to pay money for a premium, we don't want them to be casual.
Someone who watches Lost or Heroes or whatever religiously every week and reads
about it on the Net and can't wait for the next episode to come out -- they're
not a casual consumer of content. They're core, because of how much time
they're willing to commit and how exciting they are about it.
I think what we're really all talking
about is complexity, and how much actual time and money people want to invest.
I think there is an opportunity there for people to invest smaller chunks of
time, and we try to accommodate that in this game as well, because you have
monster play and session play -- ways for you to go in and very quickly play.
If I only had thirty or forty minutes tonight to play, I can go in and play,
get out, and not feel like...
AM: You don't feel like you have to put in
ten or twenty hours a week in order to actually get value out of your
experience. You have a great point about the casual. I think
we're going to have to come up with a new phrase for it. It comes down to the
accessibility of being able to go in and adapt to multiple peoples' lifestyles.
Hardcore gamers who play -- and we've got them -- who play thirty or forty
hours a week, which I can't even comprehend, and I work for a gaming company...
they have a lot more time on their hands. Someone who has a job, family, kids,
or is going to school has less time, but still wants the entertainment
experience.
So does that make them more casual
players? Probably not. But the idea that they can find content that's
successful to them and to their lifestyle... I think the whole definition of
"casual" became the antonym for "hardcore," and leaves out
the idea of finding games that appeal to people and their lifestyles and still
be entertainment. If the entertainment starts to take up 70 or 80 hours a week,
is it entertainment, or is it your life? It's something we should explore more.
It's an interesting topic.
JS: Back to the other question about Habbo Hotel... it's a natural extension
in both directions, where the whole virtual world industry is going, versus
where the whole Web 2.0 and social networking thing's going. The two things are
starting to come together. We talk about it all the time, and people are like,
"Web 2.0! The future's really about people being online, connection, and
socializing with each other and sharing experiences!" And we're like,
"Cool, we've been doing that for ten years! We're already there!" The
only difference is, what are the barriers? Do I have to have a nice computer to
play it? Do I have to play thirty to forty hours a week? Do I have to pay $15 a
month?
There
are a lot of MMOs and a lot of specifically fantasy-oriented MMOs out there.
Are you worried that the market's oversaturated or that you have to compete
with World of Warcraft?
JS: Those are two separate questions! The
first question, there's really a couple parts to it. Are we worried that there's
a lot of competitors out there? I think there's a list of maybe 80 MMOs that
are supposedly coming out over the next several years. Don't worry about that.
First of all, there's no point in it. Our job is to focus on doing what we do
as great as it can possibly be. I can't control what other people are doing,
and if I worry about that all day I'll go crazy. Any creative person -- like
people who make movies or record albums -- will say the same thing.
I will say that what we do is really hard.
It's really hard to the point where many of us wake up in the morning and
question why we have decided to do the hardest possible thing you could do in
the game industry in terms of making product. So it's not something you can
just decide to do. It takes a lot of time, money, technology, experience, and
expertise, and I think a lot of these companies are going to struggle with
bringing these games to the market. In some respects, our job is just to stay
ahead of the pack as much as we possibly can. So don't worry so much about
that. Now as far as saturation of fantasy, you could say that every game we've
ever made is fantasy. You could say it because it's true!
AM: You could also say that every game
ever made is based on our fantasy IP, which is definitely true. When that
question was asked before we came to market, the easy answer was like,
"Dude, it's The Lord of the Rings!"
JS: But that's the ongoing question,
right? Wouldn't science fiction be the way to go? Wouldn't cyberpunk be the way
to go? Or westerns? Sure, and I think everybody's exploring different types of
the genre, because it reaches out to different parts of the audience, but the
fantasy audience, first of all, just in terms of fiction and entertainment, is
gigantic. It always will be. It's really more a matter of... an RPG in general,
any kind of role-playing game, for the most part, in any gaming genre or
platform, tends to be focused around fantasy, because there's something
fundamental about the way fantasy, as it's been defined, really supports that
kind of gameplay. And it's fundamentally tied with everything that started with
D&D and Tolkien and everything else, which is ironic -- the two games that
we're driving right now.
But also it has to do with the look of
those games. Fantasy has a very specific look, and I think that will start to
diversify and look different. Even with Tolkien, we have an opportunity to look
different. It doesn't look like that kind of high-fantasy look. It doesn't look
hyper-real like it looks like if you go out to Golden Gate Park,
but it looks like a place that could be real, and that's important.
The other thing is that fantasy is really
just mythology. That's never going to go away. Fantasy is at the core of
people, and fantasy is always going to be there. Saying, "People are tired
of fantasy," is... I've said the same thing in the past, and have we all
worried about it? Sure, we all have. "My God, there's too much fantasy!
Fantasy's going to get old!" It's like saying the heroic journey is going
to get old. "People are so tired of hearing about heroic journeys!"
But every movie and every book you see, deep inside it somewhere -- even if
it's an action movie or a drama -- is a heroic journey. It's fundamental, and
it's not going to go away. I think fantasy's fundamental, so I don't worry
about it that much. As far as the competition, I always worry about the
competition. Who isn't worried about the competition?
AM: There's nothing you can do about that
though, right? Just make the best game you can, and maybe not necessarily beat
the competition, but push the envelope in terms of what kind of experiences we
can, as an industry, deliver to people.
JS: And I don't think the genre is what
attracts people at the beginning, but at this point, if someone's making a decision
between whether they want to spend their time and money on WoW or whether they want to spend their time and money on Lord of the Rings, or both, it's not
because of what genre it is. It's because they feel like the experience is
sustainable, and there keeps being new, fresh stuff for them to do.