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Gamasutra
March 24 2008

Y Control: Joe Ybarra On Cheyenne Mountain's Massive Plans

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Y Control: Joe Ybarra On Cheyenne Mountain's Massive Plans

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With years of industry experience stretching back to the earliest days of Electronic Arts, and other pioneering studios - he's produced games including The Bard’s Tale, M.U.L.E., Starflight and Wasteland, Joe Ybarra has seen a lot of trends come and go.

Ybarra also has produced MMOs including Shadowbane and The Matrix Online, and has been working with Arizona-headquartered developer Cheyenne Mountain Entertainment as its SVP of strategic operations. There, he's tackling turning the Stargate license into a successful MMO as Stargate Worlds, as well as working with multiple other divisions of the developer, including Handcranked Games and Superstition Studios.

In this in-depth Gamasutra interview, Ybarra, talks the challenges that this presents, and the state of the MMO business, including details on the company's second, as yet unannounced title.

I'm slightly unclear on how the company got started. Were the internal studios all hired completely from scratch, or did you annex existing teams?

Joe Ybarra: Well, yeah, the short version is: Yes, we built everything from scratch. And I'm trying to think now if there's an exception to that statement. I guess not, because we did pursue the possibility of an acquisition at one point, but for whatever reason, that didn't come through. So, we pretty much built the studio from scratch.

We started the company in July of 2005, and the company was basically started by a group of people that had a relationship with MGM, three years prior to 2005, for the rights to get the online versions of Stargate. And it took them about three years to find Gary Whiting, who is the chairman of our company, and our primary fund raiser. And so he thought, "Well, gee, this sounds like a really interesting idea, trying to do an MMO based on the science fiction TV show."

So I was recruited and brought on as employee number one, the start of the start of the whole studio process. And over the course of the next year, year and a half, we built up the first studio, which is Stargate Worlds Studio, and then -- as I mentioned -- about a year and a half later, we started up studio number two, which was at the time headed -- and still is, actually -- by Rod Nakamoto, who's our VP of product development. So, now we're a year and a half in the process, so over the next year, we proceeded to build two more studios. So we have four now, one of which is located in Boston.

It's kind of... I don't know if "insane" is the right word, but uh, to start a whole bunch of studios before having released anything. Maybe ambitious is the word.

JY: Yeah, there are several different adjectives that you could use to describe that. Yeah. (laughter)

I mean there's so much, and so many people riding on the idea that this license will work, right?

JY: Yes and no. I guess, yeah, the fundamental answer is: of course. We have a lot of investors, because our company has all been privately funded with a range of investors, and of course our job is to make sure that they make a lot of money out of this process.

So, Stargate is actually, of course, our first product, and it's the one that's the most visible product, but if you look at what it takes to be a real player in our industry, part of what's made the better companies successful is the fact that they have scale.

Quite a bit of that is, if you have a project like Stargate, and you have probably a large team working on it, and the project ships, what do you do with all these people, regardless of whether it's successful or not? So, typically speaking, if you have a one-product company, that means that a lot of people are either laid off, or they have nothing to do until you've completed a pre-production.

When you have multiple studios, it gives us the ability to shift people and resources around, to get better leverage over what we have. So, to that extent, it's a good idea. As far as the quantity is concerned, a lot of that goes back to the investment strategy of the company, for the investors to get the return on the investment that they'd like.

You know, we really have to have more than one product, and given that these products take a very long time to build, you're looking at five year plan for us to deliver enough product and enough content to the audiences. We really do have to have several projects going on, and that's kind of what fuels the expansion of our organization.


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Comments


Anonymous 24 Mar 2008 at 8:51 am PST
This product is most likely going to suffer the same fate as Tabula Rasa and Hellgate London. Stargate is a tired license with little global value beyond 40 year old American males. Ybarra's vision is flawed and behind the times to say the least.

Anonymous 24 Mar 2008 at 7:11 pm PST
I disagreed. Tabula Rasa and Hellgate London are products without an existing fan base to draw from. Stargate, as a franchise, is widely successful. The TV show, Stargate: SG1, was the longest running sci-fi series in US history (10 years). It has a global fan base, not just "40 year old American males." IF SGW fails, it will fail because the game is poorly done. With the caliber of people on that team I highly doubt that will be its fate.

Anonymous 25 Mar 2008 at 1:33 am PST
Oh cool, a Cheyanne Mountain employee! Good luck guys. You are going to need it.

Anonymous 25 Mar 2008 at 7:25 am PST
LMAO. Hardly an employee. But certainly not a closed-minded, failed wannabe game god like yourself. I always love when some bitter "40 year old American male" on Gama begins the comments with his insightful view (all negative) of the project discussed in a story. That same burned out, broken dreamed crybaby always foresees nothing but bad for the studio, its employees, and the game's community. Oh, and then that envious toad responds to any positive posts as "it's an employee." No, Sherlock. There are actual gamers/game devs who read this site and don't spew BS hate on every other game studio under an ANON tag.

Anonymous 25 Mar 2008 at 9:15 am PST
I don't believe that this license is going to do much, if anything at all. It is tired and played out. Just like Star Trek, but worse.

It is extremely rare for a new studio to have it's first game be great (especially great enough to take on WOW or EVE or...). The odds are low on this one.





Anonymous 25 Mar 2008 at 9:17 am PST
Yeah, at least Star Trek is getting a makeover before it's mmo will make it to market. Not even MacGuyver will save this one.

Anonymous 26 Mar 2008 at 5:23 am PST
We shouldn't overrate licenses.

Star Wars Galaxies anyone?

Anonymous 26 Mar 2008 at 1:55 pm PST
This is a good license to build a great MMO with. But a good license does not a good MMO make. If the game is good, using this license will definitely help give it a jump-start.

Anonymous 27 Mar 2008 at 10:44 am PST
The investors are going to lose their millions on this one.

Anonymous 28 Mar 2008 at 11:28 am PST
wow. vitriol and more vitriol. it's like a lotta people never really mature into adults. just stuck emotionally as adolescents. at least wait and see what happens before piling on. easy to throw barbs and heap derision while hiding like a bunch of lil b'tchs. I'm building a new game and I hope everyone succeeds in theirs and all of the investors win. it will bring only more $$ to grease all of our wheels.

Anonymous 7 Apr 2008 at 10:44 am PST
I had to post anonymously on this one, but time and time again, I've posted where ever I could that using Unreal as the basis for an MMO is reciepe for unseen problems and possibly disaster....

You see in order to get the Unreal "look" you have to maintain small "hallway" looking levels OR downgrade your graphical look OR go completly stylistic. At that point you really don't need to be using Unreal.

Unreal's material editor, it's material instructions and its "look" are tied together. You would need a high level filter to give the world a completly different feel and rewrite graphical instructions to get a new look aswell.

From my experience, level design wise, using the terrain editor it optimally maxes out at around 300m x 300m before you have to get streaming involved. Streaming and AI are whole other issue on the console I can only imagine what its going to be like online.

Another prime example and major hurdle these are going to be faced with is the issue of Itemization. Unreal uses "packages" and "archetypes" to manage its assets, however it does not support massive amounts of Items in any manageable method. Therefore the team is going to have to built a database that can manage, change, update and interface with Unreal's package system. The system will have to work backwards as well, updatea a package it updates the database.

Last but not least, making any object in Unreal and putting through their pipeline takes a long time...I don't see how they're going to build "Worlds" when just to get 8 hours of Console FPS gameplay can take 2 years. I can only imagine how long its going to take to make mmo "Worlds."

I for one, getting a stomache turning sensation everytime I hear that a new company is creating an MMO that is going to kill WOW, they really have to be kidding themselves. Blizzard is probably going to come out with StarCraft and its all over again.

Investors save your money and produce smaller scale games.
That's my 2 cents







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