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June 2003
A
CHAT WITH JEFF ANDERSON
GIGnews recruited Melanie Cambron,
known by most in the industry as The Game Recruiting
Goddess, to use her skills for the good of gamekind and
recruit some of the big names in the industry to give us
all valuable insight into what they do and how they do
it.In
this interview, Melanie chats up Jeff Anderson,
President and CEO of Turbine Entertainment, developers
of the Asheron’s Call online games, as well as
the upcoming Middle Earth Online, based on J.R.R.
Tolkien's novel The Lord of the Rings, and the
very recently announced Dungeons & Dragons Online.
Prior to joining Turbine in March 2001, Jeff was the
Executive in Charge of Production for Origin Systems
Inc. (a subsidiary of Electronic Arts). At Origin, he
managed the Ultima Online franchise where he was
directly responsible for expanding their online gaming
business. In particular, he produced EA's first-ever MMP
expansion pack and focused on building the next
generation of 3-D online worlds. Prior to that, Jeff was
Executive Director for the consumer products division of
Viacom, Inc. In that role, he directly managed Paramount
Pictures' world-wide interactive licensing,
merchandising and business development. Before Viacom,
he was the Vice President of Operations at Mission
Studios Corporation, a game developer in Illinois. Mr.
Anderson also practiced law at the firm of Holleb & Coff
in Chicago, where he concentrated on both intellectual
property and corporate litigation. He graduated summa
cum laude from the University of Illinois, and served on
the Law Review at the University of Chicago Law School.
MC: In another
interview you said that online gaming was your true love
and that "no other entertainment medium can bring people
together, entertain them, and forge real-world
relationships." As an accomplished developer of some
enormous MMORPGs, what do you consider to be the
greatest challenges specific to creating an online game?
JA: There
are a lot of challenges, such as technology, product
development, services, funding, human resources…However,
the greatest challenges are not that different from
those that face developers of single-player games. A
successful game requires a great team with a strong,
central vision; excellent communication underpinned by a
well-conceived plan; and supportive partners. It’s true
that online games complicate the matter because of their
larger team size, longer development cycle and
interesting design complications. Nevertheless, the
greatest challenges are about magnitude more than
uniqueness.
MC: In a GIGnews
article last month, the popularity of online games was
discussed and while a number of companies have jumped on
the subscription model bandwagon, it was noted that
while some online games seem to be adding subscribers
like crazy, others seem barely able to maintain their
small subscriber base, or are even in decline. What, in
your estimation, makes some games succeed while others
flounder?
JA:
Subscribers appreciate quality experiences. They are
looking for the right balance between short-term fun and
long-term commitment. They enjoy a wide variety of
gameplay – from combat to crafting, adventuring to
socialization. The more successful online games are able
to deliver a high quality experience across each axis
while maintaining their connective tissue. An online
game needs to be more than just its constituent parts.
There has to be a larger purpose and meaning to the
features. In some ways, I suppose, it is kind of like
the covalent bonds that arise from the sharing of
electrons between atoms…Or maybe not. <smile>
MC: Do you think
it’s possible for small, self-published developers,
without the marketing budget of the big boys, to
actually be able to make it in online games?
JA: The
answer is both "Yes" and "No." It is awfully difficult
these days to compete on the MMP front. The funding
necessary to make a market-relevant online world is
pretty large – probably in the eight figures. That makes
it very hard for small developers to enter the MMP
category. However, I think there is hope. I would
encourage them to stay away from the big world games and
focus instead on a different online experience. For
example, I like the work that Daniel James is doing on
Puzzle Pirates.
In my mind, the challenge is whether these lighter
online games can build and sustain a profitable
subscription base. Only time will tell, but I wish them
a lot of luck.
MC: Having
worked on such games as Ultima Online and
Asheron’s Call, what specific differences do you see
in developing original games versus a licensed-based
game like Middle Earth Online. And, how involved
has the Tolkien estate been in the development of the
game?
JA:
Obviously, a licensed franchise requires the
coordination and approval of many different entities.
With a strong license, you can focus on the key issues
faster since a lot of the minutia has been settled
(e.g., the game is going to take place in this setting
with these monsters).
However, the strength can also become a challenge,
which we confronted with Tolkien with Middle-Earth
Online. A good example is how we wanted to treat
player character death in Middle-Earth. Tolkien’s world
doesn’t really allow for the resurrection of fallen
heroes (yes, I know that there are a few exceptions, but
they are exceptions!), so we needed a way to handle that
fictionally in the game world. That is where the
partnerships really come into play. I can’t say enough
good things about the guys at Universal and Tolkien
Enterprises. They are just terrific to work with and
have really helped make this a much better game. I
couldn’t imagine trying to do this without them!
MC: I googled
"Middle Earth Online" and there is already so much buzz
about the game not only on the typical gaming sites, but
on the Tolkien fan sites as well, that it could almost
start to feel overwhelming I would think. Jeff, this
really seems to be such a coup. How did Turbine go about
landing this license?
JA: I think
that Middle-Earth Online is one of the most
important online projects in development today. (I am a
little biased of course). The franchise has a massive
demographic and worldwide appeal. Tolkien truly is the
"father of all fantasy" – there is nothing bigger. It is
quite an honor. As for as how we got the license, I
think it came down to our commitment to the franchise
and desire to make great online games.
MC: I’m sure
every Tolkien fan considers himself or herself something
of an expert on all things Middle Earth. How many
"suggestions" have you already received about the
development of the game? And do you think it will be
possible to make everyone happy?
JA: We get
hundreds of suggestions every day at
http://forums.middle-earthonline.com/.
(This is the official developer’s forum for the MEO
project.) There are already more than ten thousand
registered users, and we have barely been up a week. The
feedback has been tremendous as well. A lot of great
ideas are coming out of the boards. I was reading the
conversation about how long it should take a player to
walk from the Shire to Bree – some people think it
should take five minutes while others would prefer for
it to take closer to 48 hours of continuous walking. So,
I guess the answer is "no." I don’t think it is possible
to make everyone happy! Still, I hope that everyone will
appreciate the fact that we will explain our ideas,
engage in some discussion and then make the best
possible game for everyone.
MC: As for your
other recent coup, while wasting away one Sunday
afternoon I saw a program on VH1 about the 1980s. One of
the more hilarious segments in the program was on
Dungeons & Dragons. People have such intense D&D
nostalgia whether they actually played or just marveled
at those who did. With so much pop culture history tied
up in the game, how will Turbine approach its
development? Will the game appeal to more than just the
traditional D&D player?
JA: Where
Tolkien is the father of fantasy, I’d say that D&D is
the father of role-playing. Our job with that project is
to stay true to its roots and deliver an excellent
online role-playing game. The challenge is to balance
the project with the audience. We have a lot of hardcore
D&D gamers here at Turbine who are totally into the
rules, history and nostalgia. (And rightly so!) Still,
we don’t want to discourage a new generation of D&D
players from enjoying the title.
MC: On a more
personal note, I’ll admit that when I first met you
several years ago, I was intimidated by a certain
indefinable personality trait that you seemed to
possess. Your assistant at Origin also felt the same way
but we couldn’t seem to pinpoint what exactly it was. As
our friendship has grown over the years, I’ve come to
know you as a wonderful manager of people with a
delightful sense of humor and keen sense for motivation.
Remarkably intelligent people like yourself don’t always
have the ability to relate to others. And, certainly,
not every former lawyer could successfully manage such a
creative and diverse group of people as game developers.
How do you do it?
JA: (Of
course, you *had* to bring up the lawyer thing. It was a
mistake I made in my youth. As you know, I’m in a
12-step program to help me recover.) As for the other
stuff, I just try to be a good person and admit when I
screw up. I have made more than my share of mistakes
over the years and done some pretty stupid things from
time to time. I look back at a couple of decisions and I
really regret them, but I try to apologize for them and
move on. I guess that helps.
MC: If you could
narrow your success down to three key elements, what
would they be?
JA:
Actually, I don’t see myself as successful. Ask me that
question again after Turbine buys EA!
AUTHOR
BIO
Melanie Cambron is a recruiter for game industry
leaders such as THQ, Rockstar, and Sony. Featured in
Game Design: Secrets of the Sages and Secrets
of the Game Business for her game
industry knowledge, she also wrote the foreword to the
successful book, Game Programming with Direct X 7.0
and its follow-up. Melanie speaks each semester at the
University of Texas at Austin and the University of
North Texas on the game development industry, and is
frequently interviewed by major media such as the Dallas
Morning News for her industry expertise. She also serves
as a consultant to the City of Austin's Interactive
Industry Development Committee. Learn more about the
"Game Recruiting Goddess" at
www.melaniecambron.com or contact her directly at
melanie@melaniecambron.com
Past
Interviews:
Interview with American McGee
(May 2003)
Interview with The Oliver Twins
(March 2003)
Interview with Tom Kudirka
(February 2003)
Interview with Alain Tascan
(December/January 2002)
Interview with Larry Holland
(October/November 2002)
Interview with Bruce Shelley
(August/September 2002)
Interview with BigSky Interactive
(July 2002)
E3 Panel Highlights: Yu
Suzuki and Will Wright
(June 2002)
Interview with Elonka Dunin
(May 2002)
Interview with Will Wright
(April 2002)
Interview with Stevie
Case and John Romero
(March 2002)
Interview with Richard Garriott
(February 2002)
Interview with George
Sanger
(January 2002)
Interview with Josh Resnick
(December 2001)
Interview with Paul
Steed (November 2001)
Interview with Marc Saltzman (October 2001)
Interview with Rick Hall,
Senior Producer, Ultima Online (September 2001)
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