The Russian Interview


~ May 2012 ~
People tend to like me more when they can't understand what I'm saying,
and Russia is one of the many foreign countries where I have a loyal following!
Here, Dmitry Pavlov gets some answers on their behalf:

The first question. Remember when you decide to create their own game? What was it?
Depends how far back you want to go! When I was a young boy, I used to make my own games out of cardboard. Then when I first got a home computer, I was always very creative with any programs I could abuse - such as art packages. When I finally learnt to program at college, I made some simple text games. My whole career is based on making mountains out of molehills! I believe it's important to start being creative as soon as possible with whatever you have.

Are there any specific rules in preparation for the creation of the game? For example, first comes the idea...
Once I've got an idea for a game, I have to give a lot of thought to how it will be executed. It's important to get things right at the earliest possible stage - otherwise you will have to redo a lot of things or lose them altogether. The latest project is a pertinent example because I've had to establish what is or isn't possible in this new format before I dive in and fully implement it. I had to establish what a mobile device can handle and what kind of gaming experience can be delivered within those limitations. As with most things, making games is a balancing act that very few people appreciate. It's not as simple as making a wish list!

Why did you choose to 3DS Max and Blitz 3D?
I originally intended to make 3D games with Dark BASIC, but I soon migrated to Blitz 3D because it was easier to get things done. The product wasn't as "popular" or well marketed as Dark BASIC was, but that worked to its advantage for me because the no-nonsense interface was easier to code in. It was like an ugly car that you could rely on to get you where you wanted to go! 3D Studio MAX, on the other hand, was the leader in its field so it was good to use that for modeling. I didn't want to use some other product and then worry about converting 3DS files. I wanted to create them at source.

In your opinion, what is the game of a series of wrestling games was the most difficult to create? And which game unrelated to wrestling?
The most difficult wrestling project I've ever embarked on is the current one because it's in a completely different language. It's like having to learn Russian and then writing a novel in that language! I've had to cram 6 years of evolution into 6 months of revolution. The other most challenging project was "The You Testament" because it contained a huge narrative spread across hundreds of interactive scenes. Each scene had to be carefully planned out and linked together in a way that made sense to the game. A lot of people accused me of "taking liberties" with the Bible, but a game has to be even more adapted than a movie. It felt like that sometimes. It felt like I was scripting an entire movie!

Question about tourism. You seem to travel a lot? Which countries did you like? Were you in Russia?
Yes, one of the most liberating things about my brand of game development is that it's literally just me and my laptop. I compare it to a musician and his guitar. It really is that casual, which I believe is a good thing. The result is that, despite being British, entire games have been made on the move in other countries. The original Wrestling MPire was made in Chicago, and the most recent Remix was made in China. I could be anywhere at any time, and business carries on as usual. I have yet to go to Russia - although I do like the idea of being holed up in a snow-covered cabin like Sylvester Stallone in Rocky IV! If I was more well known, I would like to make a bigger deal out of my international following and meet groups of fans from each nation. China is my favourite place to visit because the people there are very enthusiastic and positive. I don't like the cynicism that we constantly hear in the west.

Question from one of the users. The old game Wrestlefest uses the same tiles as your 2D games. Were you are involved in the creation of Wrestlefest?
No, it's the other way around - I took inspiration from that game! My brother and I used to play it all the time in the arcades. I liked that visual style and combined it with that of Fire Pro Wrestling to create my own hybrid look. Like many people, I was disappointed with the recent version of Wrestlefest that THQ rushed out so I'm looking forward to giving wrestling fans the mobile game they deserve.

The last question. What are the famous and not-so people inspire you? What would you like to wish your fans in Russia?
As a game developer who divides opinion, I've always identified with people who have stayed true to themselves and succeeded on their own terms - regardless of whether it makes them unpopular in certain circles. Tom Cruise is one of my favourite actors for this reason, and the Ultimate Warrior embodies it in the world of wrestling - along with CM Punk and even John Cena. I like that positive, pro-active approach to life where you know your own value and refuse to let others tell you otherwise. No good ever comes of following the crowd. That's what I most appreciate about my own fans, because you have to be quite perceptive to see the good in my games - and you have to be quite courageous to admit as much. We were "rising above hate" long before John Cena put it on a T-shirt!

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