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Paul Reiche III, Toys for Bob Q&AConducted by Omni
As always, the introductions: who you are, how you got into the gaming industry, your education, and your role on Disney’s Extreme Skate Adventure (DESA). My
name is Paul Reiche III and I am the CEO and creative director of Toys
for Bob, a small game studio in Novato, California.
Fred Ford, Terry Falls and I founded the corporation 2 years ago,
growing out of a 15-year game development partnership between Fred and
myself. Between the 3 of
us, we have over 50 years in the video game industry and have worked on
almost every platform from the Apple II up through the Xbox.
Our other employees all have impressive talent and experience in
the industry, with most of our artists, designers and programmers having
been leads on their own projects in the past.
The games we’ve made as Toys for Bob include:
102 Dalmatians
The Unholy War
Little Witching Mischiefs
(Japan only)
Pandemonium (PSX)
The Horde
Star Control I & II In
the ancient past, I designed some of Electronic Arts earliest games such
as Mail Order Monsters, World Tour Golf and (with Free Fall
Productions), Archon I & II and Murder on the Zinderneuf. How
did your past development experiences help with DESA’s development? We
inherited the Tony Hawk 4 gameplay engine technology, which was quite a
large, complex mass of code and script.
The programmers’ main job was to establish what we could (or
should) change and what we could leave intact.
Fortunately, our programmers had worked on so many different
kinds of games and systems that they were able to sort this out quite
quickly. Our designers had
never made a skating game before, but we had made plenty of level-based
platform games, so each of them understood the tools (such as 3DSMax)
and limitations imposed by the 3 different console platforms.
Many of the artists had worked with Disney before on 102
Dalmatians, so they had a pretty good idea about where we could take
creative latitude and where we should stick to the movies’ looks.
The animators had the fewest limitations imposed by the system,
so they were able to spend all their time making their animations look
better and better -- that’s why they look so good! Considering the source material for DESA, why weren’t the soundtracks utilized instead of the pop/rap/hip-hop music? Since
DESA grew out of the Tony Hawk games, sometimes we would ‘do what Tony
did’ and other times we would step outside that framework to be more
true to the Disney/Pixar films. With
music, Activision decided to stick to the Tony Hawk formula of playing a
soundtrack of popular music. Given
perfect hindsight, I think it would have been cool if we could have
offered the music from the films as an alternative to the pop tracks. Who
had final say over what was included in the game? The
answer is complex, but fundamentally it was handled very well.
Since Activision paid Toys for Bob to create DESA, realistically
Activision had final say over everything in the project.
That said, I can’t think of any instance where they exercised
that control to ‘overrule’ Toys for Bob -- the relationship was just
about perfect in that way. Disney
and Pixar were also involved at every step, approving every single thing
in game. There were a few
instances where Disney required us to yank out an animation because
‘the character doesn’t do that’, and even though we really liked
some of those animations, we understood that they were just protecting
their most valuable assets. Why and how did you decide on the included characters? Why not have some penguins from Mary Poppins? Or Grumpy from Snow White? Activision
chose the 3 most successful Disney animated movies.
Simple as that. …
but penguins are cool! What
was the average age of the testers for DESA? I
think we had 3 focus group testing sessions, each with about 10 kids in
the 6-10 range and 10 more in the 8-14 range.
We expected the younger kids to love the game (and they did), but
we were happily surprised that once the oldest kids got their hands on
the game and saw how the characters skated, they got over thinking
‘Disney ain’t cool’ and had a blast. The Tony Hawk’s Pro Skater 4 engine was used for DESA, but the controls are simplified. Obviously, the target markets are different – how difficult was it to get the controls right for a younger audience? I
think that was the most difficult aspect of the designing the game.
Anyone who plays Tony Hawk (and who hasn’t) has that game’s
controls permanently etched into their brains and hands, so making
significant changes was almost sacrilegious.
Our driving concept was that a kid should be able to have fun
pressing just one button, and the ‘learning curve’ for more advanced
moves would be much smoother than a full-on TH game. Were there any challenges or consideration while making DESA for multiple platforms? What hardware was used in developing DESA? All of our designers and artists use PS2s (hooked-up to Windows PCs) to create their work, because the PS2s are the most limited in performance and, most importantly, they are far and away the dominant console in the market. This means that we had to fight to keep the game rocking along at 60 fps in our more complex levels. We did some enhancements for the Xbox version, and given how great Microsoft has been promoting DESA, I wish we had done lots more!
What
video games get played around the office? We
play 4-player SNES Super-Bomberman every single day.
We challenge ANYONE to compete against us.
We will crush them! (Oh
yeah -- sometimes we play that new game.. uh, ‘Quake’, I think
it’s called). Half-Life 2 has had some of its source code stolen. What do you think of the theory that it was new-age industrial espionage? Or was it just some hacker looking to make a name for himself? What does it mean to have source code stolen? I would bet that in cases like this, it’s just somebody looking to ‘be cool’ by stealing something that everyone is excited about -- kind of like the folks who steal Star Wars scripts.
With duplication piracy so common and widespread, I think actual money-making criminals could care less about the source -- they just want the CD images.
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Is
innovation in the gaming industry a necessity for its growth? ‘Growth’ (meaning increased sales) seems to be driven today by sequels and licensed products. In addition, budgets on domestic games have grown so huge, that publishers are much more cautious than they were a decade ago. As a consequence, I would expect to see the lion’s share of innovative products coming from overseas and the independent developer community. |
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Everyone knows about independent films and indie music, but is there room for indie games? (And is it viable?) Creatively
, YES! Economically, I’m
not so sure. I encourage
the creation of a game developer community, which publishes cool new
titles without the promise of earning a gazillion dollars.
Online distribution seems the way to go, but how do we reward
people? Let’s say you have power over space and time, what would you change about the gaming industry? I
would prevent any large chains from selling games.
If only small, dedicated stores sold games, the variety and
creativity of products would be much broader.
There would be a huge drop in the income from (and therefore
expense to create) games, which I think would have a largely positive
affect. What
is Toys for Bob’s next project? Unfortunately,
I can’t give you many details, but I can say that we are creating a
license-based product for Activision to be released in early 2005.
I expect we will be able to say more sometime in the next 6
months, and when I get the okay from Activision, I’ll certainly let
you know! (October 11, 2003)
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