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CR:
This parallels a lot with the article you wrote in Game Developer about 2D
versus 3D. It's a similar kind of thing, and a similar problem. One of them is
less glamorous than the other, but sometimes...
SJ: Well, turn-based games are all about
clarity. It's like, you have these three choices, and go ahead with it. In 2D
games, the clarity is much higher than a 3D game. You're able to pick up the
metaphors a lot quicker and get what the situation is.
The thing about turn-based games is - and I
think this is also true for flight simulators - is that it's kind of a matter
of your expectations. Stardock, for example, has made a lot of money with Gal Civ... Just knowing, "Okay,
we're not going to sell a million units, but we're going to sell 250 or 300,000
copies of it."
It's not hard to make money. You can make a
lot of money doing that if you set your budgets. If you set a realistic
expectation for your project, you can definitely make money. You just need to
set your budget correctly. But those kinds of returns just don't interest a lot
of major publishers.
CR:
I think there's also, on the flipside, an expectation problem on the part of
gamers, a different kind of expectation. I think for whatever reason, we've
been trained to expect a different thing from a triple-A title than we do
from... like, if you go to Live Arcade, you can find a lot of 2D games. You can find Carcassonne or whatever.
For
some reason, even though you might have the exact same amount of fun with that
as you do with a game that you bought from GameStop that's a much glitzier
game... I've played more Live Arcade games than I have retail games, and I know other people who
have too. For some reason, there is still an unwillingness on the part of some
people... it's a mental block of, "Oh well, that was super-fun, but it's
still..."
SJ: Well, the whole human psychology of the
expectation of what something should cost is a really funny category. Everything's
very comparative. I think people have a sense that 2D games shouldn't be more
than 10 or 20 bucks. That's just how it goes. I was listening to the Alien Hominid people talk about trying
to get their game out there. So many publishers were not willing to give them
the time of the day.
This was like three or four years ago. I
think it has changed somewhat thanks to Live Arcade and stuff like that, but
one publisher said that their art style was "irresponsible", making a
2D game like that. I thought that was a very interesting way to phrase it. 3D
is definitely not helping them.
BS:
Yeah, 3D does not help you enjoy a game. Cameras are horrifying.
CR:
Yeah, I've been using cameras for years and years. Think about how many reviews
you read from hardcore gamers who still say, "The camera isn't very good.
You have to fight the camera a lot."
SJ: Nobody complains about a 2D game's
camera.
CR:
To take this in a circular direction, I almost hope that a similar thing
happens across the industry, in terms of not just 2D or 3D, but in gameplay in
general, almost in what you described in Spore,
in terms of being able to, "Now at this part, it plays like this
game!"
Being
able to, rather than segment everything like, "This is a 3D, third-person
shooter game with a story," being able to say, "Well, this is what we
wanted to express at this particular time. This is the gameplay and the
interface we'll draw from to do that. Let's just make this part make as much
sense to what's going on as we can," rather than relying on the much more
bullet-driven thing entirely. The thing that's baffling is, like you say,
casual gamers don't have a problem with this.
SJ: They don't have these expectations,
yeah. There's this strange thing that goes on at a lot of publishers, I think,
that you have a lot of people making decisions who are not hardcore gamers, but
they've been in the business long enough that they feel like they need to
please hardcore gamers. It's kind of this weird mismatch.
BS:
I think it's because it takes them so long to learn what it's supposed to be
like that it's hard to unlearn it, or rather change with the tastes of people.
SJ: Ironically, they may be better off if
they just trusted their own instincts, which is weird. You wouldn't normally
say that about quote-unquote suits, or whatever, but it may be true.
CR:
Do you think that creates a reciprocal expectation on the part of the gamers,
but then gamers aren't expecting that too? Because that's what I think.
BS:
The press is definitely cycling into that.
SJ: The press is a big part of that, yeah. I
would not want to be in one of the classic triple-A franchise battles right
now. I think that's just a very bad place to be, whether that's fighting games,
RTSes, FPSes. Those categories are very overcrowded, the press knows exactly
what they want and what they expect, and that's just a very difficult area.
BS:
To get back to Spore, one thing I was
hoping was that since it is kind of tackling... it's not so much genres,
specifically, but since it's tackling styles, I was hoping that it move from
the casual to the hardcore, which it sort of does, and teach new people how to
actually get into this different space.
SJ: I'd hoped we would do it, too. Civ will
definitely be a lot of peoples' first RTS. They may not be aware that concept
exists outside of Spore. I don't know
if they'll suddenly go from Civ to StarCraft
II, but...
BS:
But they may recognize the teachings, because once you learn to read The Cat in
the Hat or something like that, then you've got this lexicon of language that
you can apply to other books. If you see another book, it's like, "Oh hey,
I know how to read that."
SJ: It's probably better for the strategy
genre than a lot of other triple-A RTSes. I mean yeah, like we've been talking
about, how do we get more people into strategy games? That's the big challenge.
We're going deeper and deeper on these smaller and smaller design areas, and
the big problem needs to be solved.
CR:
Spore is your Trojan Horse for getting strategy games there.
SJ: We'll see.
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(http://en.wikipedia.org/wiki/German-style_board_game)
As far as Spore, I'm excited that its going to be a game that spans so many styles. It sounds the ultimate in complexity - if it walks the player through all the styles it will do very well and will be just massive.
As for CIV Rev I've played the demo and my thoughts from a person that is familiar with the civ games on PC, but that never was a hardcore player of them was that I felt Civ Rev was too simplistic, so simplistic that it led to boredom.