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~ September 2006 ~
While I try to bring credibility to the
independent scene with my games,
Game Tunnel
are doing the same on the journalistic front. They're dedicated to the finest
independent
projects and the developers that make them, so here's what they made of my
work...
Okay,
before getting started with Grass Roots, I have to ask...
what made you want to do a wrestling simulator,
and show wrestling fans that AKI has been going
about the backstage story segments all wrong?
Exactly that! My whole career is based on the philosophy that if you
want something done right, you have to do it yourself. Ever since I was a
child, I've been fiercely dissatisfied with what the "professionals" were
doing - and always felt I had something to contribute. That started out
with
changing the rules of board games (and even outdoor sports), and later
evolved into a curious penchant for "lying". I would excitedly tell my
brother about the latest wrestling game that was coming out, and
embellish it with all kinds of features that it simply
didn't have - such as "a really
realistic career mode where you have to negotiate your own contracts!" and
"a whole schedule of matches to play where anything can happen!". Looking
back, you don't need a psychiatrist to tell you that I was venting my
overactive imagination. Now I find myself making games for a living, and
I've finally got a real outlet for that creativity. Every game I make and
every word I write is me being a hero to my younger self, and fortunately
that appeals to thousands of other kids too...
I actually thought Adam
Ryland did a fantastic job with the EWR series.
I always imagined that your Wrestling Encore was like a visual
experience to the text-style of Ryland's in-depth look at the world of
backstage wrestling and booking. What sort of research did you do to
capture the sort of backstage storytelling that was done in Wrestling
Encore?
A lot of people draw comparisons to those text-based games, but I must
say that they've never appealed to me personally - and I certainly didn't
take any inspiration from them. My sole interest has always been in
creating a graphical experience, and I can't imagine
why anybody would want anything less - especially when
it comes to something as visual as wrestling. As for
recreating those cerebral elements in my own games, it has never really
required much "research" because it's something that I know inside out!
Digging through the archives to recall some classic matches was about as
organized as it got. Some "shoot interviews" came in handy too, for
seeing firsthand all the things that wrestlers can
grow resentful about. Other than that, I just ploughed
through hundreds of incidents that I would expect to
come across in a wrestling career...
Has anyone ever
told you that your games seem like an independent
version of what Rockstar is doing on the consoles? In terms of being
risky, and showing gamers a different aspect of interactive gaming?
They haven't used that exact example, but yes I have made my name with
that raucous kind of gameplay - especially in the early days. However, I
sometimes resent the comparison because some of those games represent the
worst facets of our industry - such as controversy for controversy's
sake. This may sound hypocritical or somewhat deluded,
but I like to make the violence in my games mean
something. In the wrestling games, for instance, the
death or injury of a wrestler is a regrettable experience that means
you'll never use that character again - and the sentiment is even drilled
home with a "memorial show". When you play World War Alpha, you'll
see that I've even managed to turn a war game into a
message of peace! A lot of people think I'm glorifying
war with that game and others like it, but it's
actually a damning indictment of modern-day warmongering and makes the
futility of war painfully clear. As we speak, I'm making my most
controversial game yet - about life in prison - and people will once
again be surprised at how I turn it on its head. This
moralistic approach annoys as many people as it
inspires, but I feel these things elevate my work above
certain others. If there's no method to your madness and you can't defend
what you're doing, you cease to be an artist and become little more than
a mischievous child...
It's interesting that you
mention that "injury" and "death" are subjects that
aren't glorified in your games, but used as sentimental
experiences. I notice a lot of indie games try to avoid injury and
death altogether. Yet it was something that inevitably prolonged the
overall gameplay experience of your titles. Do you
think these subjects are something many developers
feel would just turnoff many younger gamers?
There's an awful lot of snobbery in the independent scene. It's
populated by the insecure and the out-of-touch - neither of which are
particularly comfortable with violence. The minute anybody makes anything
remotely controversial, message boards are filled with accusations of
"cheap thrills" and "bad taste" - the implication being that they're far
too talented to stoop to such levels! A good example
is a thread I was following recently about the pros
and cons of a prison game, which I was about to embark
on myself. The discussion was castrated by platitudes such as,
"prison is a harsh reality for many people and shouldn't be trivialized
in a game". By that logic, you shouldn't have
obstacles in a platform game because "overcoming obstacles" is a harsh reality
for people in the outside world! I honestly believe
it's as simple as that. Pious onlookers trying to
raise their self-esteem by scoring points off easy targets...
When
did you decide to start working on Grass Roots,
and how long has it been in development?
I started working on Grass Roots at the end of April, and it was
finished exactly 3 months later at the end of June - ready to be released
2 weeks later in the aftermath of the World Cup. It
was 4 months between me deciding to make the game and
holding the published product in my hands, but only 3
months of that was solid work. The latest game, World War Alpha, is
actually the most prolific project yet - because the whole thing was
wrapped up within 2 months! My work rate just gets
crazier and crazier, and has now reached the point
where I can expect to make anything in just 3 months -
allowing me to release 4 games per year, complete with an annual
compilation. The latest, called "The Squared Circle", will be out by the
end of 2006...
Specifically, why the
football/soccer sport? Why not basketball, golf, or
hockey?
Primarily because, living in England, I'm not exposed to the diversity
of American sport! Here, soccer reigns supreme over every other pursuit
and you'd have to go out of your way to educate
yourself in any other sport. I do have a passing
interest in plenty of other sports - including those you
mention - but you need to know something inside out in order to make a
game about it, and you can't force these things. For
instance, I want to make a game about politics - but I
simply don't yet appreciate every tiny nuance that
makes it work in real life, and so it goes on the backburner until I've
watched another boxset of The West Wing! Whereas soccer has always
been up
there with wrestling as a genre that I'm comfortable with - certainly in
terms of gaming. I've played and mastered them all, so it was only a
matter of time before I made my own...
Before
designing these various kinds of games do you play a lot of
their alternative counterparts, on consoles or PC, to see what you'd like
to do differently or how you'd like to improve on the general concept of
the design?
I usually do that wherever I can. However, it's not always possible
because I specialize in doing things that have never been done before! I
don't even have a frame of reference for my unusual career - let alone
each individual game. The wrestling and soccer
projects were definite exceptions though, because they
have plenty of peers. For the wrestling games, I
studied THQ's N64 projects because they were as good as it got for me as
a player and I wanted to inherit their basic
qualities. When it came to soccer, it was
International Superstar Soccer on the N64 for similar
reasons. I studied how the players respond to movement commands, and more
precisely how the ball is affected by those movements. Sometimes it can
be something as simple as inspecting how they
approached the 3D modeling and animation. There's
nothing wrong with examining the past and then building
upon it in your own way. It's the backbone of a learning process that
never ends...
Did you already have an idea in place as to how you
were going to design the gameplay in Grass Roots,
or was it something that you worked on as you started
development?
My fans would be horrified if they knew how little planning goes into my
games! It's as close to "freestyling" as game development gets. I just
dive in, safe in the knowledge that I've got the
skills to do what needs to be done. Of course, there
is still plenty of planning - just not as much as a
professional company would have to go through. Traditionally, design is
about explaining your idea to a dozen other people - and that's the one
thing I don't have to worry about! For me, a lot of the "design" is
nothing more than thinking about the game very
intensely. I pace up and down
throughout the weeks leading up to a project, and simply visualize how the
finished game should look and feel. The human brain then does everything
it can to manifest that vision, and the rest is
history. The Buddha wasn't exaggerating when he said
that a man is the product of his thoughts! Nothing
exists until a thought has been expressed and acted upon. Too much planning
can sometimes interfere with that natural process. A lot of filmmakers
like Steven Spielberg and Quentin Tarantino have said
that some of their best shots were conceived by
"accident" - and I find that to be true of games too.
You need to approach a project with a basic shell, and then leave a
little space to roll with the punches and surprise even yourself...
I
guess that's what separates your games from other titles. I can
honestly say that your games feel relaxed in the gaming style. This also
seems to reflect a natural freedom of gameplay for players. Do you think
your design approach would work in the close-knit environment of
mainstream gaming?
I'm glad you feel that way, because that's what I've always wanted to
bring to the table. I can't stand games that runs on rails. Ever since
the Playstation hit the scene 10 years ago,
many companies have fancied themselves as "movie
studios" rather than game developers - and have
proceeded to beat us over the head with plots so set in stone that they can
actually be spoken! For me, the whole point of games is that you get to
write your own story. The movie industry already exists, and that's where
we go for a coherent predetermined narrative. Games
are an entirely different medium, and its potential
won't be fulfilled until the mainstream loses its
inferiority complex and tries to surpass movies
instead of imitating them. So no, I don't think my
brand of game design has any place in the mainstream.
I'm the Robin Hood of game development - I give power to the
public instead of taking it away from them! The powers that be would
prefer that no such character exists...
You really have a
cutting-edge take on story telling "behind the
scenes". Will your upcoming war simulator have the same kind of
behind-the-scenes take on the storyline and action?
I must admit, I'm not sure why people think that side of my work is so
special. A couple of months ago, a website was celebrating my work as a
pioneering example of "machinema" - and I didn't even know what that
was?! I just make characters speak via a few
subtitles, and give you a couple of
options at the end of it. Whatever you want to call that, yes it does
feature in World War Alpha - and more prominently than ever
before. The usual in-game banter is now accompanied by
a separate episodic storyline that occasionally
follows each battle. I obviously needed to explain the
time-travelling concept, but a movie sequence was way out of my league. In
the end, I had to compromise by making it an inbuilt thing - which
actually helps to make the information a little more
welcome. Another fine example of making it up as you
go along!
This
engine you're using... it seems to be versatile enough
as a design tool for just about any kind of game. How
do you manage to pump out a wrestling title, a
soccer/football game, and a war simulation all out of
this one engine?
Yeah, I do seem to have stumbled across a series of re-usable game
components. I guess my games have more in common than it would first
appear. They're all about humans in a recognizable
world, taking to the battlefield after making a
life-altering decision behind the scenes. Those basic
principles can be applied to anything, which perhaps explains my impressive
work rate. I can recycle characters, scenery, control methods, and that
overall system of action interspersed by cut-scenes. I'm doing it right
now with my prison game. That same network of
conversations will be rolled out on an even bigger
scale, weaving a rich tapestry amongst hundreds of
interactive characters - all topped off by the testosterone-fuelled mayhem
that has been perfected in previous games! That's why I called my first
compilation "Evolution Of The MPire" - every game takes something from
its predecessors and moves it forward. One more pixel
in an image that is constantly being painted. If you
look hard enough, you'll see the bigger picture...
For those of us out there
who can't see that well (namely myself), could you
explain what the bigger picture is and how this ties into your
game designs?
I was alluding to the fact that no one game makes or breaks my empire -
each one is a brick within it. For instance, a lot of fans are quick to
criticize my more experimental games - and yet Wrestling Encore
wouldn't exist if it wasn't for those! It literally
wouldn't be the game that it is now without the
programming improvements of Wrecked or the visual
improvements of Popcorn. And the same will be true of life after
Wrestling Encore. The games of the future won't
be what they are without the lessons learned from both
Grass Roots and World War Alpha. Sometimes I tackle
particular concepts for the express purpose of evolution. I knew World
War Alpha, for instance, would demand that I get
to grips with dozens of characters onscreen as
standard - and now that's in the bank, I can proceed
to make a prison game that's just as big! Likewise, I'll be making a
dedicated boxing game next year for the express purpose of pushing
forward my fighting gameplay should another wrestling
game enter the pipeline. It's easy to sit back and
criticize my games one by one, but you have to ask
yourself whether you're happy with MDickie.com as a force of nature? If
so, you have to take the rough with the smooth - safe
in the knowledge that the whole is greater than the
sums of its parts...
Have
any publishers ever contacted you about bringing any of your
titles to the mainstream arena? Seriously, THQ could take a few
tips from your wrestling games.
Smalltime publishing offers are always on the table no questions asked,
but their "mainstream" equivalents would be quite a leap for all
concerned. Even the most enamored publisher
would have to think twice about sitting Wrestling
Encore on a shelf next to the latest WWE outing! I'm not sure I'd
appreciate that pressure myself. Part of me enjoys not having to be
popular or successful, and I certainly enjoy the
creative freedom of being my own boss. It would take
an astronomical offer to make me give up those things. A
lot of people look down on me like a wannabe, but the truth is that I
probably earn more per sale than any other game developer on the planet!
I'm actually in a very powerful position, because I
don't need anybody for anything - and that's hard for
companies to negotiate around. Although I may never be
for sale as a game developer, I suppose I could have a future as a
"think tank" - bringing my ideas to an existing work force. I have a lot
of closet supporters in the upper echelons of
corporations as big as Electronic Arts, so news
of my work reaches farther than it would first appear. It just
remains to be seen what will come of that unspoken notoriety...
Any final comments for fans
and game designers alike?
A lot of people - including game developers themselves - see the independent
scene as a "stepping stone" to greater things. An inferior last resort with
which to while away the years until the mainstream beckons. It's my belief that
independent game development might just be that "greater
thing". When I first started making games, I was warned that life in the
industry was "crap". That you spent 18 hours a day being a cog in a machine on a
game you didn't even want to make, only to receive an insignificant percentage
of the profits at the end of it. Evidently, I'm in the wrong
industry because I haven't experienced any of those things! I work as much or as
little as I want on a concept I passionately want to make, changing roles from
one hour to the next on the road to earning 100% of the profits. From this
position of pure freedom and creativity, I'm supposed to envy and idolize those
that enjoy neither? No sale. The mainstream might have the marketing and the
spectacle - and that's something for us to aim for too - but in the meantime,
there's a lot of faith to be taken from the creative benefits that are exclusive
to this style. The exact same creativity that
took Hip Hop music from the underground to the forefront of popular culture.
Something may be rough around the edges, but if it's real and passionate it will
eventually find an audience. And this audience is also key to the future.
Thousands of kids have been told that they're not "qualified" to
participate in this profession. Let your independent achievements shine light on
this fallacy, and let the new mantra be that imagination is more important than
knowledge. The guy that invented the piano isn't the only one that can make
music. The guy that invented the camera isn't the only one
that can make movies. And now, the guys that invented computers shouldn't be the
only ones that can make games for them! It's time for a new art form to be
handed over to the public, and may all creative individuals hold their arms
outstretched. This is what is meant by "inspiration for the interactive
generation", and MDickie.com will uphold it for as long as it can...
Copyright © MDickie 2000 - 2006
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