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I
know you said previously that you don't want to be making an exclusive type of
game for one platform. Yet you do really have to tailor these things. Is there
any direction that you might be willing to go, in terms of theming games to
their audience?
DR: My first reaction is, we'll do... it's
not so much theming as it is... the Peggle
mash-up that Valve was. So we don't mind doing that where it makes sense.
GC: But isn't that more of an aesthetic
level? Whereas something like Peggle
XBLA is saying, "Hey, this is an audience that wants to play against each
other. You've got to have..."
DR: What we don't want to do is carve out exclusivity
for a platform that's..."Make a game that we ONLY do for the Wii."
Does that mean that what we do with Bejeweled
on the Wii is going to be a port? No, it will never be just a port.
It's going
to really have to take advantage of the really innovative stuff from a control
perspective that the Wii has to offer. We have to do that. We won't do a game
that's just a mouse port to the Wii platform. We think that's a mistake. We
will do an adaptation of it.
JV: It will be fun.
DR: Yeah, it would be fun. So we would take
advantage of it, but is it going to be the only place that you'll see the IP?
No.
GC: But we will call it Wiijeweled. (laughter)
I
hope so.
DR: It's kind of a squirrely answer, I
suppose, but we will adapt a lot of our properties and spend a lot of energy
will make them perfect and as good as we can for those platforms. But we don't
want to limit ourselves to saying, "We'll never take a great success and
apply it to other places," because again, our customers are in other places.
We want to make sure we're where they are.
JV: We did try to use our IP in other
platforms. Not just doing a brand-new game on the Wii, but re-envisioning Zuma or Bejeweled. But if we had an idea for an awesome Wii game that's
fabulous, we'd do it, eventually.
Do
you see yourselves ever making a game that's completely outside the casual
space?
JV: Nope. We'll never do that. I am a
hardcore gamer and we're actually a company of hardcore gamers, though lately
I've been a wuss and haven't played as many games. I just got kind of
depressed.
The closest thing we'll come to that is
that we'll do a slightly more actioney game. Like, you'll just want to play it
like a Heavy Weapon. But yeah, it
will always be a casual experience that you'll approach and sit down and have
fun with.
We always maintain a level of nonviolence,
because for us, that's what's gratifying to make. As much as I like to play Grand Theft Auto, I don't really want to
make it. I don't want to work on a game that's going to take 50 people and four
years. That doesn't sound like fun.
It
seems like your games may have a potentially higher profit margin. They sell
well because you've been doing them for a while, and they must cost far less to
develop.
JV: They do. They're a lot more expensive
than people think. I mean, there's this perception that it's going to cost you
300 grand to do a casual game. We've spent lots and lots of money on casual
games, and we've canceled games that we've worked on for three years.
They do add up, but what makes the profit
margin so much better and the type of games so much better as a business is
less about the cost of development and more about the longevity. Tetris is still selling. Bejeweled is still selling at Wal-Mart
three years after it was released, and Bejeweled
2, and it's really, really sad... ah, I didn't mean to say that. (laughter)
But it's been the number one and number two
family entertainment product for two years, every month. For us, you can't
really do that with a hardcore game. That's really the goal with casual. You
get a hit, and if you can take the time to nurture it and have the business
behind it to do it, you can have a game that's an evergreen title.
Also,
the hardcore games get kicked off the shelves really fast.
JV: Totally. And it makes it harder,
because they are graphic-dependent. When you look at Bejeweled 2, you don't say, "Oh man, those graphics are kind
of ass!" Whereas if you look at Half-Life
1 and you compare it to other games now, you're going to be like, "Oh
man, that's... yeah. That's old." Casual games don't have that same
feeling. If you do compare...
DR: Bejeweled
1 looks old.
JV: Bejeweled
1 to Bejeweled 2, but that's
because we refreshed it. But in itself, it doesn't look that bad.
So
you aim to create timeless...?
JV: "Timeless classics."
DR: We like to say "evergreen,"
but...
JV: If every game was a Casablanca,
we'd be happy.
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