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October/November 2002
A
CHAT WITH LARRY HOLLAND, PRESIDENT, TOTALLY GAMES
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 Larry Holland,
founder and president of Totally Games. A graduate of
Cornell University with a bachelor’s degree in
anthropology and prehistoric archaeology, Larry spent
two years exploring Africa, Europe, India, and the
United States on archaeological expeditions. Bone
digging behind him, Larry became an original game
designer in 1984 with the space simulation game,
Project: Space Station for the C-64 and Apple II. In
1987 he began designing a series of WWII air combat
games to be published by Lucasfilm Games (now LucasArts).
After several years of leading independent projects, his
team became officially incorporated in 1994 and became
Totally Games in 1995. In the past several years Larry
has developed the X-Wing series of critically
acclaimed and best-selling space combat games set in the
Star Wars universe, as well as this year’s highly
rated Star Trek: Bridge Commander.
MC: How
does a graduate of Cornell University with a bachelor’s
degree in anthropology and prehistoric archeology come
to be a game designer of space sims?
LH: A set of purely accidental circumstances
introduced me to game development and it was love at
first sight. That was back in 1982 having come to
California to pursue my doctorate in archaeology. It was
a chance encounter with an Atari 800 owner who was
trying to figure out how to develop a game on his
computer that piqued my curiosity, ultimately grabbed a
tight hold of me, and has never let go. I was definitely
attracted to the opportunity to invent things instead of
just studying the inventions of others, as I would have
in archaeology. Though, I wondered for years why I was
drawn to building games and had switched careers. Then
it struck me how similar they really are; both endeavors
fundamentally strive to recreate worlds that are outside
people’s everyday experience. In archaeology one strives
to recreate the past in all its detail, to make a past
culture come alive through painstaking research. Games
have always been a way to make worlds and events come
alive as well -- a world one could step into and fully
experience. So, in a way, I’ve never changed careers,
just career titles.
MC: With regard
to your education background, recently I was having a
discussion with someone about the dramatic increase in
schools now offering degrees in game design. Some of the
most successful people in the game industry right now
have completely non-game related backgrounds. Do you
think a varied education and life experience helps in
creating games? And, how has your background in
archeology affected your game development?
LH: For a
designer, I think a varied background is essential. This
was even more important years ago when development teams
were tiny by today’s standards and each member had to be
a jack-of-all-trades. Today’s approach has larger teams
and more specialization, which has lessened the need for
varied backgrounds across all team members, though the
designer still needs to be the most versatile member of
the team. The designer also needs to have a broad
knowledge of as well as a love of most other
entertainment media. Most importantly, I believe the
designer needs to be extremely well read, including all
types of fiction and non-fiction. Of course, the genre
that a designer is working in greatly dictates what
skills and knowledge are going to be the most useful.
Obviously someone designing an RPG would gain benefit
from reading fantasy fiction and studying world
mythology. Archaeology taught me that details are
important, which has carried over for making games. It’s
the details that will convince people to suspend their
disbelief and become totally involved in your world. So
I bring the same level of research and study that I did
during my archaeology days to designing and building
games.
MC: In April of
this year it was announced that Totally Games would once
again be working with LucasArts to develop a new WWII
flight combat title, in the vein of Secret Weapons of
the Luftwaffe. What can you tell us about the new
title?
LH: First
thing, the new title doesn’t have a title yet so we have
to continue to call it the "new title". Secondly, the
new title will draw its inspiration from Secret
Weapons of the Luftwaffe (SWOTL), but will not be a
sequel of it. That inspiration is being set in a similar
universe and time period as SWOTL and focusing the
exotic weapons programs that the Germans were developing
throughout WWII. Sorry, I cannot say anymore and have to
be rather tight-lipped about the details in this early
state of development. Keep watch as E3 of 2003 should be
its major unveiling.
MC: The early
buzz on the game positions it as a story-driven game.
With World War II as the backdrop, how does your team go
about creating the story? What sort of research and
study is involved?
LH: Yes, the
new title tells a compelling story that drives the
action from mission to mission. It is also geared for
the console gamer but has many features that sim lovers
will find very captivating. In terms of research,
thankfully, we had an extensive library of books
including many aircraft manuals and pilot biographies
that are a rich source of information and inspiration.
This library becomes the rich ore from which we mine our
story. Much of this material had been collected during
the development of our previous trilogy of WWII games,
but we have significantly augmented it over the past 9
months. With the resurgence of interest in WWII there
has been a recent wave of wonderful new published
material. One of the primary design goals is to create a
plausible, believable plot and set of characters, so
research is an essential and welcomed part of the design
process. And, of course, many of us love to have a good
excuse for buying model kits and painstakingly
assembling and painting them.
MC: As more
people have access to the tools that allow creation of
superior graphics, games must come back around to good
storytelling to set them apart. Your games, such as the
recently particularly well-reviewed Star Trek Bridge
Commander, are frequently noted for their exemplary
stories. How do you view the current state of
storytelling in games and, generally speaking, what tips
can you offer on creating a good story?
LH: The
current state of storytelling varies greatly, but I will
make one observation or personal gripe: too many talking
heads that go on and on! Most of us fall in love with
whatever the new fangled techniques are, pouring them on
instead of using them like rare spices. Reminds me of a
kid using ketchup. I know, I have two. Most of my
practical advice is about the story creation process.
First off, get a skilled writer involved as early as
possible; this person is as important for a game as it
is for a movie project that requires the services of an
expert screenwriter. Use an editor; I repeat, use an
editor to separate the wheat from the chaff in your
screenplay. Show; don’t tell about the events of the
story. In other words use action not talking heads to
convey the events. Think carefully about the
method of delivering the storytelling and how it will
affect the pace of the gameplay. No one likes a long,
lumbering cut-scene no matter how much it cost to
create. Did I already say to edit, edit, and edit some
more until your story is as concise as possible? And
lastly, of course, a good story is about an interesting
character solving a compelling problem, without that,
you’re sunk.
MC: Are
there any stories or ideas that you’ve ever contemplated
for a game, but decided it just couldn’t work either
from a design perspective or a marketing perspective?
LH: I have always been fascinated with the late
1400’s and early 1500’s as the European civilization
came into contact with their New World counterparts. It
was this collision of great civilizations that triggered
some of the most important events and changes of the
last 1000 years. So far, I have tried unsuccessfully to
base a game in this era of history as publisher interest
has been very low. In many ways, it’s a very politically
incorrect topic. Some day …
MC: Several of
your games are based on licenses with some seriously
loyal followers. It would be harder to find more
hardcore fan groups than those of Star Wars and Star
Trek. I read a transcript of a reported online chat you
had where the question involved how many star fighters
could fit in a frigate’s hangar. In your response, you
mentioned that "Star Wars experts" had suggested making
the ships larger. I’m sure every Star Wars or Star Trek
fan considers himself or herself something of an expert.
How do you go about keeping the fans happy? And how much
feedback do you receive from the series fans after your
games are released?
LH: A couple
of tips: don’t be a perfectionist with the fans. You
will absolutely never satisfy everyone all the time.
Listen to them and respect them. Even more, respect the
material; immerse yourself and the rest of the team in
it. Establish for yourself a strong sense of what the
license’s quintessential elements are and deliver on
them as one of your top priorities. And, finally, have a
balanced team working on licensed property. Include some
fanatics who know every detail of the property and are
your experts, but, just as importantly have a number of
seasoned, passionate developers who know a good game
when they see it instead of knowing every line, every
shot from every scene of the license. As far as
feedback, we have generally received tons of comments
from fans from the wacky to the sublime. After all, a
fan is just a shortened way to say fanatic.
MC: What
do you see as the next big development in the games
industry? Do you foresee any particular trends?
LH: Time to get out the Magic Eight Ball; it will
be as accurate as I could be in forecasting the future
of electronic games. Let me see, what does the Eight
Ball say? Ah yes, I’m starting to get a strong reading
from it. "There will be a continued strong dependence on
licenses and tried and true concepts (read sequels) as
games become increasingly costly to make." It’s also
saying: "There will be a few surprise games that break
through on the charts that no one could have predicted"
… including myself of course. Darn, the Eight Ball is
starting to fade out …
MC: When I
interviewed Will Wright, he expressed an interest in how
The Sims fans have customized the game and how to
make this player-created content appear on your computer
without having to download off the web. And Yu Suzuki
said he would like to create a completely new genre of
game. Games have evolved from 2 dimensional to 3
dimensional, now he wants to make a new category. Where
do you see yourself headed, or would like to see
yourself headed, in terms of game creation?
LH: This
will probably come off as highfalutin, but I would like
to steer myself more toward games that enrich and
improve people’s lives as well as entertaining them. One
of the most satisfying moments of my entire career was
reading a letter from a particular fan. It was from a
son writing about how his father was affected by playing
SWOTL. His father had recently been stricken by a stroke
and had become partially paralyzed. He was recovering
the use of his hands and arms by spending hours upon
hours using a joystick while playing SWOTL. This type of
impact is the ultimate reward.
MC: Game
developers come and go, but you’ve been at it – and
successfully so – for almost 20 years. How do you
balance your president-of-the-company duties with your
creative director/lead designer/project lead/programmer
duties? (Talk about multi-tasking!) And if you could
narrow your success down to three key elements, what
would they be?
LH: Juggling my various duties is definitely an
ongoing challenge. I have learned to structure my time
so I am wearing certain hats at certain pre-arranged
times. Additionally, I maintain a close watch on my
priorities, re-evaluating them daily so I can switch
hats as needed. But, ultimately, I have surrounded
myself with many highly capable people who more and more
take on a lion’s share of various responsibilities so I
am not trying to do so much. And, finally, the elements
that I think have been helpful in my career: an intense
and often irritating commitment to quality, a love of
building games even more than playing them, and playing
my own games constantly, striving to look at them with
fresh eyes everyday.
BIO
Melanie
Cambron is a recruiter for game industry leaders
such as THQ, Midway, and Infogrames. Featured in
Game Design: Secrets of the Sages 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 Bruce Shelly
(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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