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May 2003
A
CHAT WITH
AMERICAN
MCGEE
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.
There are very few "above the title" names in the game
industry. American McGee is the obvious exception
to the rule. In December 2000 when Electronic Arts
released American McGee’s Alice, a darkly gothic
version of the Lewis Carroll tales (Alice in
Wonderland & Through the Looking Glass), a
star was born. American was selected by PC Gamer
as one of the future "Game Gods", listed in the
Rolling Stone "Hot" list as "Hot Game Designer" and
was ranked #40 in the Gear Magazine "100 Most
Exciting People, Places, Things" issue.
But
like every great star story, success did not happen
overnight. American began his career in the interactive
industry when he was hired away from a promising career
as an auto mechanic at the age of 20 by then next-door
neighbor John Carmack's industry giant, id Software.
Within three months he was promoted to level designer
and during his four plus years at id, he engaged in
virtually every aspect of game creation. He helped mold
the 1st/3rd person shooter genre as it is known today
and contributed to a variety of enormously popular games
that helped revolutionize the industry including the
Doom and Quake series of games. In 1998,
McGee was offered a position at Electronic Arts in its
Maxis division, where he consulted on a variety of games
including The Sims before he began development of
American McGee's Alice for EA. During this time
McGee also consulted on a number of major PC and console
titles and, after completing Alice he took a
short sabbatical before leaving Electronic Arts.
Today, American resides in Los Angeles and is
creative director/founder of Carbon6 Entertainment. His
current game projects include American McGee's Oz
as well as several other unannounced titles. In his
spare time he works as a music video/TV commercial
director with Squeak Pictures.
MC:
Some friends recently had a debate about the effect of
"normalizing" on modern fiction. That is, with
psychotherapy becoming ever more commonplace and all
these readily available drugs to more or less take away
the edge, will there ever be another Poe or Hemingway? I
don’t know that we’re quite yet a nation of shiny, happy
people, but sometimes it feels we’re headed that way. As
a person who has said that much of your inspiration
comes from "dark things" do you find the rise of a "prozac
nation" a little scary?
AM: I think the
normalization is real but localized. It’s more a
function of a marketing and media driven national
consciousness, which is less and less likely to try
thinking outside the box, than of Prozac and
psychotherapy. For all our cowboy independence and hard
core individualism it seems to me that we’re one of the
most "white bread" nations in the world. Normality is
taught to us from the moment we first open our eyes and
being different in dress, thought, opinion is considered
a bad thing; an idea constantly reinforced by the media
(entertainment and press). But like all things it’s a
cycle that will swing back (probably violently)
as
people lash out to un-brand themselves. Even if it never
again balances out…the brighter the light the deeper the
shadows.
MC:
Author Joyce Carol Oates has written the following: "No
work of art so thrills us, or possesses the power to
enter our souls deeply and perhaps even irreversibly, as
the ‘first’ of its kind. The luminous books of our
childhood will remain the luminous books of our lives.
For me, it was Lewis Carroll's Alice's Adventures in
Wonderland and Through the Looking-Glass…"
Her grandmother had given her the books when Oates was 8
and, she says, almost as fascinating as the tales
themselves, "was the dreamlike cover showing Alice amid
the comical-grotesque Carroll creations that, to an
adult eye, bear a disturbing kinship with the
comical-grotesque creations of Hieronymus Bosch." Is
there a work of art that similarly affected you?
AM: Lawrence
of Arabia. The reason is summed up in a quote from
T.E. Lawrence: "All men dream - but not equally. Those
who dream by night in the dusty recesses of their minds
wake to find that it was vanity. But the dreamers of the
day are dangerous men - for they may act their dream
with open eyes, to make it possible. This I did."
MC: As
someone who got into the industry in a somewhat
roundabout way, I was curious as to your opinion on the
increasing number of schools offering degrees in game
design. As quick background for those who don’t know,
around the time you were working as an auto mechanic,
you became neighbors and then friends with John Carmack
who gave you a tech support job and the rest, as they
say, is history. Is game design something that can be
taught or is that sort of creativity more innate or, for
that matter, borne from life experiences?
AM: I think that
games, like film, move forward so quickly in terms of
technology, mechanics, and production methodology that
school courses are going to have a hard time teaching
the "‘in the trenches" lessons unless they find a way to
incorporate actual production into their curriculum.
Film schools do this through student film projects, game
design schools would do well to follow suit (I actually
visited one in Hong Kong that has begun to do this with
much success).
Ultimately, game design, like all skills, can be
taught but that doesn’t mean that every student is going
to turn into a Beethoven. Creativity is innate.
Marketable creativity is not. "Genius" in a particular
field is usually more a function of extreme focus and
hard work on the part of an individual than anything
else.
MC:
Text books aside, are there any books, in particular,
that you believe are "must reads" for game inspiration?
For example, Richard Garriott, among others, has
mentioned Joseph Campbell’s The Power of Myth as
a source of inspiration. One of the many things Bruce
Shelley said he learned working with Sid Meier is to do
a lot of your basic research in the children’s section
of the library. Are there any books, in particular, that
you believe are "must reads" for game inspiration?
AM: Inspiration
flows from a wide range of topics: writing, art
appreciation, filmmaking, interior design, psychology,
sci-fi, etc. It would be difficult for me to narrow down
to just one book.
MC: I
want to talk music for a moment. While at id, you served
as the music manager and your friendships with Trent
Reznor and Marilyn Manson are fairly legendary in the
industry. And through Squeak Pictures you do music
videos. First, what was the very first record you recall
buying and what was it about that album or song that
moved you to do so? And, more to the game industry
point, how does music have an impact on your game
design? Do you have songs in mind when designing?
AM: Not sure what
the first record was, but I know that U2’s Joshua
Tree was the first CD. Initially I was probably
drawn to their MTV image and the package artwork. To
this day it remains one of my favorites though because
of the excellent music and production. As for music’s
impact on design, for me it’s huge. As the first bits of
an idea begin to form in my head I gather music that
inspires and supports the tone of the project. With
Oz I was able to hand our composer, Geoff Zanalli, a
CD full of music that helped him to understand my vision
of the soundtrack. The same was done with Alice
and it worked out very well.
MC: In
an interview a year or so ago you discussed Alice
and whether there was pressure on you from EA to make it
less dark or more dark or some level of dark that would
generate more sales. In response, you said that "it came
down to whether or not it felt like we were doing
something true to the work more than, ‘how are we going
to make a lot of sales?’" When I hear artists say that I
always wonder, do they really mean it? As a person with
his own company, Carbon6 Entertainment, surely there
must be some consideration as to sales. How do you
balance the aesthetic with the financial?
AM: Balancing
commerce and art is an age-old argument that will find
no final answer in my hands. I do my best to deliver
"art" in the form of high quality assets while at the
same time recognizing the conventions of a commercial
product necessary to continue the flow of food to my
table. Each facet of a project taken on its own is
undeniably art: the music, the textures on the walls,
the animations, even the code. But you make games for
your audience and you stay true to the material if
you’re adapting someone else’s work for your game.
MC: In
my interviews I like to focus more on the person and the
big picture versus specific games, but I can’t get away
with not asking you about Oz – sort of. In 1900,
L. Frank Baum, when describing his book, The Wizard
of Oz, likened it to a "modernized fairy tale" in
which "the stereotyped genie, dwarf and fairy are
eliminated, together with all the horrible and
blood-curdling incidents devised by their authors to
point a fearsome moral to each tale…It aspires to being
a modernized fairy tale, in which the wonderment and joy
are retained and the heartaches and nightmares are left
out." So, will you be putting the nightmares back in?
AM: When I
encountered that passage while doing research on Oz
I cringed and thought, "I’m going to have to leave this
one alone." Fortunately I read through a couple of pages
and came to a section where the tin man lops the head
off a wolf and sends blood spraying into the air. Plenty
more nightmares followed and I realized that, like
Alice, Oz is already a dark place simply
looking for someone to interpret it the right way.
MC:
Other than the release of Oz, of course, what do
you see as the next big development in the games
industry? Do you foresee any particular trends?
AM: I believe
that with the next generation consoles becoming
"everything" machines (Tivo, game consoles, DVD, MP3,
email, etc) we’re going see games change in several
major ways: format, funding, delivery, replay-ability,
and integration. Formats of games will go from where we
are now with "feature length" only, to music video, TV
commercial, serial, and other formats of content.
Funding for titles will begin to flow from a source
other than game publishers as record labels, ad
agencies, and corporations realize that the majority of
the market they are trying to reach is playing video
games and spending less time with traditional media
outlets. Delivery will shift as next-gen consoles arrive
broadband ready and new games can be "Tivo’d" just like
we’re doing with TV content right now. The above
distribution model will also affect replay-ability, as
new content will be streamed into games in the form of
advertising and new game characters, storylines, etc.
All of these combined will create a sort of media
integration that will allow, for instance, hybrid music
video/video game products which consumers can watch in a
linear fashion or choose to jump into and interact with
as a character in the world. Further out I see these
changes leading to production companies that combine the
game production abilities of a company like EA with the
linear entertainment abilities of one like Pixar. That,
by the way, is going to be a very cool company.
MC: If
you could narrow your success down to three key
elements, what would they be?
AM: Perseverance,
imagination, and being surrounded by people smarter than
myself.
MC:
Finally, we were both raised in Dallas. And I, like you,
have also left. However, I still feel compelled to ask
you at least a variation on my "best Mexican food
restaurant" question that I typically ask of fellow
Texans. In all honesty, who has better Mexican food? Los
Angeles or Dallas?
AM: Dallas
doesn’t really have Mexican food. They have Tex-Mex
which in many ways is better than any food I’ve ever
come across in the world. Los Angeles certainly has the
best authentic Mexican food though.
**************
AUTHOR
BIO
Melanie
Cambron is a recruiter for game industry leaders
such as THQ, Midway, and Infogrames. 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 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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