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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
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June 5, 2009 Article Start Previous Page 5 of 6 Next
 

When you talk about the challenges of a bigger budget, which are inevitable, does that make it more and more difficult to be independent? Does that make the logic of being owned by the publisher or the publisher wanting to work with somebody internal so much more compelling each year? Does it point to a world where there's like Valve, and id, and everybody else has to be owned by a publisher?

FU: You're going to see this. There'll be days where there's a lot of independent developers and days when there's not a lot. And of course, our goal is to still be who we are.

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I'll be honest. I could probably call up a publisher tomorrow and say, "I'm sick of this damn payroll crap." Like, "I don't want anything from my company, just take it over. I just want to sign an employment agreement." Believe me, weight off my shoulders. What I am doing later today is doing budgets and all that kind of stuff to figure stuff out.

But I think in some ways, I get to sign this five-year... Let's just pretend, you know, I can sign this thing. And there are ways that publishers can get out of that. But for me, they probably wouldn't get out of it, or there would be things about it. Other than security for me, security for my people... I mean, look at all the studios that publishers have shut down, EA laying off a thousand people.

And it's like EA has problems that have nothing to do with this studio.

FU: Right, but they're gone.

And then that studio has to bear the punishment, right?

FU: Yes, right. Exactly. So, I don't want to say we control our destiny, but we do a little bit more, because if we are executing and we're making our milestones, and we're getting the game done... I mean, there are other things that can cause problems. (laughs) I don't know the ratio.

Do we have a better chance of finishing that project versus an in-house studio? See, an in-house studio has all this overhead and all this kind of stuff. The accountants kind of look at it, "Well, this is a carrying cost for the next... forever. If we get rid of this, that's a great story." Independent developer, "Well, we're just paying them for another nine months."

Right, if you cancel, you're just saving however many million dollars...

FU: In the nine months. You're not saving forever, it's not something you can shut down, it's not all these liabilities and all this other kind of stuff.

There's no severance.

FU: There's no severance, right. I think that it's hard to say what's more secure. I've talked to a lot of people about it. Some people are much more secure as part of a publisher. I think that, of course, there are bad times with running a developer. And some people do say that they think running an independent developer is a business that can never make money, but I think it's how you manage that business.

Right. Well, I guess one thing people say is that it seems like it would be a really crazy time to start a AAA developer.

FU: Oh, yes.

Like if you're starting a developer, you'd be like, "I'll do iPhones and I'll do downloadable." You wouldn't start a AAA developer at this time probably.

FU: No, there would be a reason why you would do it in that if you had right now, and a publisher needs something, maybe it's something for Christmas next year, and it was a product that made sense, and you had technology and all that kind of stuff; I think it would be a good time to start a developer if you had an opportunity like that.

There's not been a lot games actually in production over the last 18 months. Not a lot of deals have been signed. There's been slow closures of studios, then lots of closures of studios.

I think there's going to be a fair amount of games for this Christmas, but then looking at Christmas of 2010, if no deals are being signed for 18 months, all these studios are being closed, what are we looking at for the stuff coming for Christmas 2010?

And so, it could be right now, that it might not be very bad, in that specific [circumstance]. And maybe that's the way to always look at any industry or the game industry. There are these spots where you could be successful even in this crisis.

People always say that in a recession, the bottom point is the best point to start a company, right?

FU: If you're successful. (laughs)

 
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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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