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You
guys are doing some casual/hardcore hybrid stuff. How much more are you going
to go in that arena? It seems like a pretty interesting one, to me.
JV: I think in the case of Peggle Extreme, where we paired up with
Valve and created a mash-up of Peggle
and Half-Life and Team Fortress 2, it definitely was
really highly successful, so it's something we're probably going to be thinking
about in the future and how we're going to leverage that and help Peggle succeed and cross over into the
hardcore games space, unlike any other product we've ever done.
Zuma
and Bejeweled had big game
followings, but Peggle has overtaken
the gaming community in a way that none of our games have ever really done
that. It was dramatically sped up by Peggle
Extreme, and we're trying to think of other things as well with Peggle and seeing if that works with
other things. Some games... you couldn't do a mash-up of Bejeweled and Half-Life.
That would only suck.
But I think it's something we're looking
at, and as we do things, we're always very much a game company first, even
though we make casual games. So when we look and see things like Puzzle Quest, which is very much a
hybrid hardcore/casual game, we definitely look at it and say, "Okay,
maybe we'll do something like that in the future."
Right.
Because everyone's looking for the next Puzzle
Quest.
DR: Well, in a way, Bookworm Adventures was a little bit of that, right? It's
interesting to note that our last two major releases both touch on that in
different ways. Peggle Extreme was a
totally different...
JV: Yeah, like Bookworm Adventures was Boggle and Final Fantasy. We're constantly trying to experiment. We don't
believe that a genre -- except for maybe first-person shooters -- is what makes
it hardcore. It is the implementation that will make the game hardcore.

PopCap's Bookworm Adventures
DR: And if you think about it, and one of
the things that most are scared about in the casual space is that there's this
trend of "panderware," as I've been calling it, that everyone says is
either "games for girls" or trying to appeal to the 40-year-old soccer mom. We've never done that
and we never will. We don't build games for focus groups. We build games that
are fun for people.
JV: So we're building games that are fun
for us first. That's the first test. After that, we try to make them more
accessible to everyone else.
DR: So really, I think some of the success
of Peggle as a crossover hit for us
is indicative of the fact that we're getting better at building deeper games
that have a great, deep game experience, and also I think there's some credit
in people saying, "Wait a minute. This isn't just a flash-in-the-pan
thing. There's some really fun game stuff here."
Our success on Xbox Live helped that a lot,
because people said, "Wow, this Zuma
thing..." It suddenly got people who wouldn't have looked at Zuma because it was sold on MSN Games
that they suddenly take a different look at it. That's helped a lot, but
really, at the end of the day, it's about fun games, and not "fun games
for this kind of a person."
Yeah,
with the casual/hardcore thing -- you've got Pipe Dream in BioShock,
and that's kind of interesting... I don't know if that's the absolute best
implementation, but by that logic, you could have Bejeweled in Half-Life 2,
because you could have some sort of minigame. But I get the impression that you
wouldn't want to relegate your stuff to minigame status.
JV: It depends. It's less about relegation
than it is... it can be a really great game experience within that game, and it
doesn't make sense for our game and that other game. I mean, I'd love to see Bejeweled in World of Warcraft, so people who want to kill time while they're
waiting can just sit around and play Bejeweled
while they're looking for help, right? Ideally, there would be something for
that, whether it be experience or gold, but wouldn't that be funny? I'd love
something like that. It would be great. I just don't see how it could happen.
You
can make a pretty good casual game in item management.
JV: Oh, if only someone could make that
fun. (laughter)
Someone
could. I know they could. Resident Evil 4
isn't the best example, but it winds up becoming like a Tetris game, because you can rotate the items -- they fill up
different numbers of boxes.
GC: Oh, it's a spatial relations-type
thing.
JV: But they don't have the auto-sort, like
Half-Life?
No.
It's like, "Oh, there's one square. I can get one more thing in
there." Or two squares across the screen, and you can be like, "Oh,
these two squares have to be right next to each other."
GC: Hey, just that should earn you some
experience points.
JV: But the question is, is that fun? Or is
it just frustrating?
Well,
I enjoyed it. But maybe some of those games inspire OCD in the right person.
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