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RPGs, Moving Forward: An Interview With Feargus Urquhart
 
 
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Features
  RPGs, Moving Forward: An Interview With Feargus Urquhart
by Ben Fritz
9 comments
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June 5, 2009 Article Start Previous Page 4 of 6 Next
 

What's your sense of what it's like in the market now, not only for being an independent developer, which I know can be challenging, but also one that's pretty focused on one genre of games?

FU: Well, I think the thing is focusing on a genre is a good thing, because I think it's a problem if you're a generic game developer. Like, you're on no one's list. If you're on someone's list, at least, like, "Hey, we want to make an RPG. Who are we going to call?"

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Yeah, you know you're on that list.

FU: I know I'm on that list. And so, I think that aspect makes it better. I think the other aspect of it, and I think you even wrote some of our troubles... (laughs)

I think the hard thing is that when a company externally gives another company 15 to 20 million dollars to make a game, the risk is so large that I think everyone has a hard time keeping their wits about them.

I am the person who will never blame publishers for everything. I think it's a joint thing. It's so easy to lose a lot of money just by blinking, when you have 60 to 70 people working on a team. I think that aspect of game development, for an independent game developer, when you tie that to the economy and when you tie that to publishers being scared -- and I'm not saying "risk-averse" -- about these investments...

A lot of relationship and communication and a lot of stuff that the industry has never had to deal with have really become big challenges. And I think my reaction to that in a lot of ways is that -- and this going to sound... not bad, but I don't mean it as horrible as it's going to sound -- to look at it as if we're contractors.

It doesn't mean that we're not creative, and it's not that we're not amazing at what we do, it's that at the end of the day, we're a contractor, and so we have to run our businesses that way. And we have to run our businesses in a way that, "Yes, we have a relationship with our publishers. But at the end of the day, we have to protect our business." I want to keep on making games. I don't want to close the doors tomorrow.

You want to make Sega happy, for instance, at the moment, but ultimately, your job is making Obsidian work.

FU: Right. If I make Sega happy, or whatever publisher happy at the expense of my company, well great, they're happy, and then I go out of business. What's that good for anybody? And that's a hypothetical, of course.

But that's a great way to look at it. And I think that before these budgets got to the 10, 15, 20 million dollar range, mistakes could get swallowed up easier. Like, "Ah, throw another million dollars at the game, whatever," You know what I mean? The accountants don't even care.

But throw another six million dollars at the game? Well, how many units do we have to recoup? What do we all feel about this? It was like easy three, five, six years ago when publishers came in and would say, "You know, we don't like that interface. We'd like you to change it." Well, we could almost absorb that within what was going on, and we wouldn't have to do anything.

My mistake, as the guy running a business, has been that the publisher will come in -- the interface is perfectly fine. Yeah, we can talk about little tweaks and all that kind of stuff. And now we get into these kind of complicated, subjective things. "Okay, you want to change it entirely. Well, we've already made one. If you'd like another one, well that's going to be $300,000."

The problem is that the industry hasn't gone through that process before in which, "It's not my job to absorb it. This is a work for hire. I'm the guy putting in your pool." That sounds like I don't care about games -- I love making games.

No, it seems like you care, but you care about your budget; you care about your company.

FU: Right, because I don't want to go out of business. And that's really where independent developers have to go. Independent developers have to go to the point where, either you're making games that have no risk -- there are games out there like that --

Like a movie license, maybe?

FU: A movie license, or a sequel where you're reusing the technology, like KOTOR II for us. Not a lot of risk because we get in and we did well at it.

But when there are these projects that have risk, you have to manage it like a business.

 
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Comments

Mal McAndrews
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This stuff is unreadable.
And it's a huge pile of crap.

raigan burns
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What?! I thought this was a great interview!

Owain abArawn
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Not enough explosions, I guess...

Joseph Young
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Trolls live everywhere I suppose...

Robert Rhine
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Nice interview. Especially the parts regarding indie developers and a sense of how the market feels from an insiders perspective.

Don Langosta
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FU has gotten a lot better over time I think, but to me, he'll always be the guy who took Tim Cain's masterpiece and made a sequel full of poop jokes.

Vincent Morrison
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I still have nothing but respect for Feargus and the crew at Obsidian. I know a fair number of people and companies who were spun out from Interplay and out of all of them, Obsidian has really fought hard to keep itself true to what it believes makes a good game, character driven storylines and meaningful content. They keep alive the dream for all of us Indie game developers that they can make it if they keep pushing hard enough and put in that extra effort. Go! Fight! Win!

John Ingrams
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"There's a range of different RPGs. You go from the Diablos to the Torments, almost. Planescape: Torment is all kinds of talking, and Diablo is just all action. I think that within those bounds, you can create a lot of different things. And I guess there's even another axis now, which is Mass Effect, Alpha Protocol, and Fallout 3, which is more of this first-person, even action-based, skill-based shooting mechanic."

Why is it that the RPG can be raped liked this? What other genre have the media allowed to be 'any damn thing you want it to be'?! How can RPG be a genre when so many other genres can be fit into it and it's still called an RPG?

Let's get things straight: Diablo is a hack'n'slash RPG, Planescape Torment is an RPG, Fallout 3 is an RPG, but Jade Empire, Mass Effect and Alpha Protocol are NOT RPG's - they are 'action-adventures'!!!!

What makes an RPG is character stats. Are you able to choose stats for the character you are going to play,and then have game options that take that character into account? Planescape and Fallout 3 are the only titles that fall into that category.

If having a inventory for weapons and armour and a conversation system means it's an RPG, then Crysis and STALKER and Far Cry 2 are all RPG's! In fact every 'shooter' released in the future will be able to be called an RPG!

It's funny how, when you look at what developers were saying about their RPG's like KOTOR and Baldur's Gate, they were pointing out that same things as I have above, to show their titles were proper RPG's!

Your final paragraph therefore, is a total cop-out, and will, just like Flight Sims and Adventures before will help kill the hardcore RPG market.

Gamers want REAL RPG's. It's why Oblivion and Fallout 3 have sold in the numbers they have, it's why the Fallout compilation of Fallout 1,2 and Tactics re-appeared in the charts last month, it's why The Witcher has sold twice as many copies as Mass Effect on PC!

Alpha Protocol is a game with all genre for all gamers, but it's stats are based around NPC attitudes and weapon and tech stats. There will be little in the way of character stats or gameplay that takes account of that, it will go the way of most 'games written for all genres', in that it will appeal to no gamers and sell very few copies.

There's no dispute that Mass Effect sold well, especially on console. But a conversation engine tied to a third person linear tactical shooter engine does not make an RPG. AN RPG has you able to create a character through stats and then have a gameworld that reacts to those stats. Ie., as a strong fighter you have a front door with guards to go through, as a stealthy type character there is a back door to sneak into. In Mass Effect everything led to that linear third person shooter quest. That is not an RPG, lite or otherwise.

Jhypsy Shah
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