Let's start with the expected question: Why did you leave Firaxis? Some say that you got tired of doing "Sid Meier" games :)
It was time to move on. I left Firaxis in December 1999, over a year
ago, so rather than focus on why I left that company I think it's much more
interesting to focus on why I'm so excited about Big Huge Games.
Making computer games has always been an entertainment industry--hits
and flops, 10% of the products make 90% of the money, and so forth. The
trick to making a living at it has been to figure out how to make games good
enough to be in that top 10%. What has changed over the years is that it
the bar has been driven higher and higher--the market has grown more
competitive with key players like Blizzard, Ensemble, Westwood, and so
forth making massive investments in development: in talent, in
resources, and especially in polishing the quality of the experience delivered. One
can no longer expect to have great success just because a game has the
best graphics (but not gameplay), best marketing (but not technology),
or best game design (but graphics).
If this sounds more like a "business" answer than a "gamers" answer,
it's because I've interpreted your question in terms of general interest
about why I've pointed my career in a particular direction. I'm also
personally really excited about our game (REALLY looking forward to the
multiplayer code going in soon), and I'm still continually amazed by
how much fun it is to go to work at Big Huge each day and interact with
our (very highly motivated!) team. About a week ago we flew the whole
team out to Redmond, Washington (home of Microsoft) to get the teams at
both ends together for our official "project kickoff meeting". It was a
real hoot (like when they fed me barbeque spicy enough to fry my innards
out) and a great "team building" experience, and also got everyone's
creative juices flowing on both sides of the team. I should also mention
that Microsoft and its game team have been absolutely superb at every
step of the way.
What we've done at Big Huge is put together not only a product idea
but a business model that will allow us to compete at the top of the market.
We're well along in building a team which can deliver first rate
production values as well as the first rate gameplay you've come to
expect from us, and we've built a relationship with Microsoft which will give
us access to their massive publishing, testing, marketing, and distribution
resources. It's the right game idea, the right team, the right business
model, and the right publisher, which is why we're so excited.
Last March, when we interviewed Tim Train, he had spoken about you having 5-6 possible ideas. If we have gotten it right then you have now shortened the list to just one. How did you end up choosing this project?
Yes, we arrived at our plan through a long process of brainstorming
among the team and talking with Microsoft. Picking topics is one of those
careful balancing acts-- on the one hand you want a topic that excites and
motivates the team, and on the other hand you also want a topic that you can
market to a broad audience. It is possible to go too far in either direction at
the expense of the other, usually with disastrous results. If the team is
really excited about a topic but that topic only appeals to a niche audience,
the game won't be successful. Similarly if the topic would appeal to a broad
audience, but the team isn't very excited about doing that kind of game,
you likewise have a problem. So the trick is to find a topic that satisfies
both criteria, and I think we've done that.
How can you incorporate the thinking, the evaluation, the strategic planning that a player does in a TBS game into RTS?
This is also pretty near to being a content question, but speaking
purely in the abstract I think there are some clear directions for doing this.
More than that would probably be "talking about content".
Do you think that some of the ideas of The (Civ3) List can fit into an RTS game?
I don't really want to comment on Civ3 stuff.
Speaking of lists, need one? A list for RTS by TBS gamers! :)
Sure, why not! If some of your fans are interested, we'd love to hear from them.
Especially since your publisher is Microsoft, will be you doing games for both the PC and consoles (more specifically, X-Box)?
Actually we're a purely PC house right now. Console platforms in general
still aren't very suitable for strategy games--consoles and strategy games don't play
to each others strengths very well. In a strategy game you need to be able to visually
distinguish between a lot of different things at once (which console display
resolution and graininess can work against) and you need to be able to point at and select them
(which console controllers definitely work against). We certainly leave open the
possibility of future XBox stuff, but our focus right now is PC.
Where does one draw the line between delaying the release or sending the game to the market as it is? What is unchangeable: the features you set out to have in the game or the deadline you set to do it?
If you delay a product in order to make it great, you're simply delaying
your success. But if you ship a product before it is ready the results
can be disastrous. A great game shipped late will still be great whereas
a mediocre game shipped on time will probably fail. There are eventually
some practical limits as to how long you can work on a game before
technology leaves it behind or before your company is bankrupt, but
within any reasonable timeframe the emphasis should clearly be on making
the game great.
Is the ease that the Internet provides for distribution of patches eventually good or bad for the industry (known problems are some time left to be fixed in patches)?
In a way this question speaks to some of the same quality control issues
as the previous one. Clearly the emphasis should be on shipping the product
in the first place with the problems fixed, and holding products until they
are ready--shipping a buggy product will just hurt the success of what
might otherwise be a great game. Remember also that quality control and
quality assurance are aspects of game development which are in significant part
owned by the publishers--and I'm happy to report that Microsoft's broad
experience of the software industry has helped it hone a process whereby
patches are really the tool of last resort. In my own experience even a
very thorough testing process will occasionally miss significant issues, and
there is a certain amount of prescience necessary in making product
shipping decisions--because practically speaking, "the bullet leaves the gun"
about 3-4 months before you see the product on the shelves. So when a
significant problem is discovered after shipping a game, a patch becomes necessary.
But definitely our emphasis is on getting it right the first time.
BHG now has 10 people, are you going to be growing more? We believe you mention on the BHG site a plan to have up to 30 people on staff. With a scheduled release in about 18-20 months (correct?) Isn't this a bit of an organized chaos? :)
Actually I think we're at around 14 full time right now, depending on
what day of the week you get this ;-). Our plan is to grow at a rate of approximately 1
full time person a month until we reach our full team size (at the end of our first
project) of around 25. Some months we grow more quickly or more slowly, but the statistical
1-a-month average is what in our experience (and the experience of other successful game
companies) has been a reasonable rate of growth. Our official release schedule is currently "2002".
Are we going to be seeing you at E3 this spring?
We won't be showing the game at this year's E3. Our debut is planned for
later on, and we don't really think it makes sense to show a 2002 product in early 2001.
Bonus question: what's your stance in the recent "unique civs" discussion? SMAC had them and it seems that Civ3 will have them too. Lots of lots of people though want the option to play with generic civs like Civ1/2. Your opinion? :)
Again I really can't second guess what others are doing with their
future games. Speaking in a general sense, unique races/civs has been the trend of strategy
games in general over recent years, particularly since the success of Starcraft. These days
the debate in the industry seems to be more about -how- unique races should be (compare Starcraft's
very unique races to Age of Kings' moderately unique races) than about -whether- they should
be unique, the typical tradeoff being between "more races" and "unique-er races" It's also
worth noting that Age 2 has a game option to eliminate the uniqueness of the races; Starcraft of
course does not, the uniqueness being integral to the whole design. Looking back on my past games,
Alpha Centauri's moderately unique factions seemed appropriate for the subject matter--it helped
draw clearer distinctions between the political viewpoints being emphasized. At the time of Civ2,
unique races "hadn't been invented yet". So you can always boot up good ole Civ2 -- you'll get no
complaints from me about that!
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