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December 2002
A
CHAT WITH ALAIN TASCAN
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 Alain Tascan. A
well-known game industry executive, Alain is Vice
President of Worldwide Product Development for BAM!
Entertainment. He joined BAM! after seven years at Ubi
Soft where he served as its Vice President of Product
Development and Senior Vice President New Media of
GameLoft, a worldwide Internet game portal co-founded by
Ubi Soft. As its Vice President of Product Development,
Alain's combined titles represented the efforts of more
than 300 people worldwide and a budget of over $20
million. He was also responsible for the creation of Ubi
Soft Licensing, which includes entertainment
partnerships with Warner Bros., Sony Pictures, Disney
Interactive and New Line Media. While serving at
GameLoft he created the interactive TV department and
oversaw the design of the first broadband gaming system.
Alain also served as studio head for Ludimedia, a New
York-based development studio, supervising a team of
project managers and game designers on more than 100
game concepts. Some call him a "suit," some call him
"Mr. Vice President," but we just call him that fun guy
with the French accent.
MC: Although
titles can vary from company to company, we are all
aware of the basic functions of programmer, art director
and even Chief Financial Officer, but would you please
explain your role as Vice President of Worldwide Product
Development, a la a day in the life of Alain Tascan?
AT: For a long
time I used to wake up to the smell of the café machine,
light a cigarette, grab a pain au chocolat at the corner
bakery and ride the metro to work thinking about how
videogames would be the future of all entertainment.
That was before I moved to the U.S.-Manhattan- (after an
18-month stop in Montreal), married a girl from Chicago,
had a daughter and got my green card. Now I wake up in
Los Gatos, CA- the Internet is always on via DSL, I have
a cell phone with SMS capabilities and a Blackberry next
to my bed- early in the morning and within 30 minutes I
am able to go through the headers of the emails from
Europe and Asia, the main global news and, of course,
the "essential" look at the opening of the NASDAQ. As
head of the product development department, I am in
charge of a team of producers living in the U.S. and
Europe and of all Q&A, testing and submission as well
our internal studio. Based on an original game idea or a
license, a marketing vision or a manager’s whim, from
the earliest stage to the final submission, my group is
in charge of making it happen, finding developers,
working on the creative side of the design, checking
milestones, and managing relationships with Marketing
and Sales to "sell" the products internally and
externally. I have to be able to adapt very quickly and
very often in order to understand the different inputs
from all these different people who are coming with
different agendas. Every day is different but I deal
with most of these things on a very regular basis. I
also have to travel about 30% of my time to visit our
various development partners.
MC: Ours
is an industry that grew from the efforts of the
self-taught operating on shoestring budgets to the
corporate structure with colossal funds. Recently, you
and I discussed the importance you place on higher
education in creating a dream management team. Would you
please share your thoughts on education as it relates to
business management in the game industry?
AT: It is a
touchy subject but the facts are there. Our industry is
maturing at the speed of light, the game budgets are
rising by the quarter and within five years it will be
common to see an average budget around $10M. That means
that an executive producer in charge of around three to
five titles will be managing a very important financial
risk. If we compare our business to the movie business,
TV or even advertising businesses, a lot of the key
management people have very impressive academic
backgrounds. Of course some doors will still be open to
those who want to start from the ground up: i.e., Test,
Associate Producer, Producer, etc., because at the end
only the talent counts. Still, someone with a very solid
business or industry management education background who
understands the creative process is more prepared to
oversee important projects and hundreds of people and
will have a faster path to the top of the organization.
MC:
Having worked in Paris, Montreal, New York and now San
Jose, you seem well qualified to comment on the
differences in the game development business environment
in different regions of the world. Other than the
obvious variations in language and croissants, what are
the noticeable differences in the game industry from
region to region?
AT: The most
important thing is the differences in the definition of
the concept "fun" and "entertainment". I discovered, for
instance, that if you talk to a Chinese game designer or
a French one and start using these terms without
understanding their culture you won’t be able to get the
results you want. Just take a look at a chart from
Famitsu and you’ll see that half of the products in the
Japanese Top 10 will not even make it to the states.
Americans are very big on sports and big licenses,
Germans love RTS and car simulation, people in the UK
are sensitive to beautiful graphics and the Japanese are
still fans of Square-like RPG games.
I personally believe that the majority of the
worldwide successes are going to come more and more from
the U.S. because entertainment is part of this country
and no other places in the world have a passion for
entertainment like the U.S. Gamywood is made in USA.
MC: What
distinguishes business management in the game industry
from business management in other industries? How much
does the creative side of this industry impact corporate
philosophy?
AT: We’re
experiencing a fantastic transition these days. The
majority of the managers in this industry saw the
creative people as a cheap commodity; their solution to
get a hit was to produce hundreds of titles. Those days
are OVER. The audience is so educated that they’re only
buying the best games, there is no room for mediocrity
and a lot of the companies with business plans based on
quantity rather than quality now understand this
mistake. Content is king and quality sells, this is
what’s happening right now and it is great. The main
question is "how can we entertain people"? So on
corporate level, creative talent is going to have a
bigger place in the structure.
MC: What
goes into your decision process when deciding whether or
not a movie would be a good title to license for a game?
And at one point do you enter the process? For example,
as I recall, the Ecks vs. Sever game BAM!
released for GBA came out far in advance of the film on
which the game is based.
AT: We choose
movie licenses based on the scripts, without even
knowing that the movie will be shot someday. We screen
all the scripts of our partners and we try to determine
which ones will make good games. We just want to focus
on the interactive part of the deal. Hollywood has
better writers and world creators, our expertise is
interactivity. If you compare that to the movie
business, they base a lot of their scripts on books.
Their core expertise is how to tell a story via the
cinema medium. How to say it is more important than what
to say. We develop original game design based on movie
scripts. This methodology gives us the opportunity to
focus more on the game. In our case, how to play the
game is more important than what to play. Hmm…now that
you’ve got me thinking about it, sometimes I don’t even
understand it myself. I guess that’s one more way to
prove that I am definitely French!
MC: In
her review of the movie, the film critic for the Toronto
Star said "Some movies were made for the big screen,
some for the small screen, and some, like Ballistic:
Ecks vs. Sever, were made for the palm screen." Can
a good game thrive even when the associated movie falls
flat?
AT: It is more
challenging definitely, but a good game will overcome
this hurdle.
MC: Some
developers seem frustrated that the big publishers are
leaning more and more on licensed properties – that it
is increasingly tough to get original game ideas to
market. Is that a fair assessment?
AT: I’ve heard
this question several times and it always infuriates me.
I created the Ubi Soft licensing group and a lot of my
fellow producers were giving me a hard time for the same
reason.
When you think of Stanley Kubrick, Riddley Scott,
Spielberg, etc. does anybody blame these guys for using
successful novels to make their movies? Does it lower
their level of creativity? Our expertise is
interactivity and we can always use a license and create
very original gameplay. How many original high-quality
stories do you have in original games (I mean novel
material)? This is a wrong debate. It is how you do it
that makes the difference. That being said, I understand
the frustration when you have to work on something that
doesn’t inspire you or when you feel that the only
reason is marketing. A real good licensed game is when
the game extends the experience of the license and gives
you the opportunity to create your own version of the
movie/book/etc. or to continue the fantasy with your own
personal input.
MC: Are
there any stories or ideas that you’ve ever contemplated
for a game, but decided it just couldn’t work from a
marketing perspective?
AT: One of my EPs
talks to me every week about a pimp manager game…another
is trying to convince me about a rat race game. I always
wanted to do a game in the style of a great painter like
Van Gogh, Picasso, de Stael, etc. I also have a design
for a game where you control your character by singing
into a microphone that’s plugged to the console.
Marketing is still laughing at me but someday it’ll
happen.
MC: In this
issue of GIGnews I asked many industry insiders their
opinions of 2002 and their predictions for 2003. Since
you have a more global perspective of this business,
what is your impression of the game industry over the
past year, and what do you see and/or hope for next
year?
AT: 2002/2003 is
the transition from the "Wild, Wild West" stage to the
maturity stage of our business. Big guys are getting
bigger, small companies are getting smaller and the ones
in between are having a very hard time. This applies to
both publishers and developers. The Japanese Crash (in
terms of videogames) is also warning us that our
business has to be innovative and always bring new
experiences to the audience in order to stay successful.
We have some serious creative challenges in front of us.
For the moment, videogames are so empowering that it is
difficult to play with the spectrum of emotions you can
feel with other types of media. In the movies "you
care", in games "you are" and while you might care about
the life crisis of an old painter in the 50’s (if the
story telling is well done), you wouldn’t be very
excited to play him. Most of the time you want to have
the thrill of doing things that you want to do in your
fantasies like being a spy, a knight, a city mayor or
simply God. Sometimes you just want to do things that
you wouldn’t be able to do in real life, like slashing
people in two, wrecking 20 cars a minute, jumping 30
feet in the air, spinning three times and landing
gracefully on top of a building while aiming with your
massive gun at the head of a nasty alien monster who
came to invade your backyard and steal your collector
Atari games…You get my point.
MC: If you could
narrow your success down to three key elements, what
would they be?
AT: The first
element would be all the people who have worked with me
over the years (minus two). The second element is the
fairness of my judgment because fairness brings respect
and trust, especially when you are giving feedback to a
specialist like an engineer or a graphic artist. The
third and most important one would be an incredible
amount of luck.
MC: Having
visited Paris a few times, I always long for more time
there. And, while some have called San Jose "the Paris
of the South Bay" – or maybe that was just me – what’s
the thing you miss the most about the City of Lights?
AT: I miss the
fresh and wonderful bread and croissants that you can
find at any boulangerie. I miss the cafes with rude
waiters where you can see people hanging out for hours,
at anytime of the day. I miss the 350 movie theaters
where you can always find the latest movies--even that
Japanese movie with Hungarian subtitles. Most of all I
miss hearing the French people always complaining about
American culture while they are waiting on line to see
the next Hollywood blockbuster, eating at McDonalds and
listening to Britney Spears and Eminem.
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 Larry Holland
(October/November 2002)
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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