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FEBRUARY 2004
A
CHAT WITH MIKE WILSON
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
less than a decade, Mike Wilson has risen to the rank of
indisputable game industry icon. Entering the industry
in 1995 and spending his early years as VP of
Development at IVS/DWANGO, Mike is perhaps best known
for his contributions to id Software, ION Storm, and
GodGames.
As VP of Marketing and Distribution at id Software,
he directly managed the launch of the Quake series, as
well as many products in the DOOM series. Next, he
co-founded and served as CEO for ION Storm where he
managed the creation and launch of one of the most
high-profile game company brands in game industry
history and negotiated one of the most lucrative game
publishing contracts ever.
Following ION Storm, he co-founded and served as CEO
for Gathering of Developers (GodGames) where, in the
span of only two years, he helped create one of the most
highly regarded worldwide brands before selling the
company to New York-based publisher Take Two Interactive
in May of 2000.
In the fall of 2001, Mike tested the waters of a new
form of DVD entertainment in his next venture as
publisher and co-founder of SubstanceTV. But 2003 found
him back in the game fold at Take Two.
Mike has been featured in such leading publications
as the Wall Street Journal, New York Times,
New York Daily News, Wired, and Texas
Monthly.
MC: In 2001,
having sold Gathering the year prior, and, in May 2001,
following the sudden death of Doug Myres, your dear
friend and VP of New Media at Gathering, you pretty much
walked away from games. You had always said that you'd
get out of games when you weren't having fun and that’s
exactly what you did. When I saw you last year in San
Jose for GDC 2003, you were back and with a sparkle in
your eye. What brought you back to games and what,
exactly, have you been doing?
MW:
That sparkle in my eye was
probably some glitter from the party in San Francisco
the night before, Mel. Or else I had just gotten a pay
stub from Take Two. One or the other. Those are the 2
things that brought me back, other than missing some
industry friends. I missed having good "business"
reasons to travel to NYC, London, San Francisco, LA, and
other fun places, and then I also had no idea what an
"executive consultant" type can make working part time
in this industry now that it’s huge. Who knew? So I
guess, in a nutshell, you could say I did it all for the
nookie, Melanie. As far as what I’ve been doing, well,
surprisingly little. I rejoined Take Two at a time when
they were doing a major executive and label
restructuring, and by the time we sort of had our act
together as the new "Gathering" and started doing some
deals, it was time for another restructuring. So, in
essence I’ve had a lot of business lunches and dinners
and not done a lot of deals. I have worked a lot on my
film project to keep me busy, which you can check out at
www.goneoffdeep.com.
I anxiously await the new marching orders from TTWO (or
new walking papers...whichever) so that I can do some of
what I was hired to do, or go back to the beach I was
heading for when they called me. <grin>
MC: It’s been
almost a year since we saw each other at GDC, what
developments in the industry struck you as particularly
noteworthy during the course of the past year?
MW:
Well, when I started
digging around to see what had changed since I left, my
initial reaction was a wide yawn. Nothing had changed.
All the big games people were anticipating were either
sequels to the same crap that was big in 2000 and 2001,
or they were the same exact big games that still hadn’t
(and in some cases still haven’t a year later) come out
yet. So I guess the complete lack of any new
developments is what struck me. That and the fact that
much of the good we had done for the artists’ side of
the industry with G.O.D. had been just as quickly undone
by the big boys. Even the top independent developers
that are still out there seem to still be getting shoved
around like barefoot hookers.
MC: In a 1997
Gamasutra interview you said "This industry is so young
and the leaders are so young, that we absolutely refuse
to be pigeon-holed and fall into a cycle." Just seven
years later, do you still feel like the industry and
leaders are young? And amid some developer complaints
that publishers just want games based on movie licenses
and the like, or just want more formulaic sequels has
the industry fallen into a cycle?
MW:
Well, the leaders are
still young, I suppose, compared to other industries but
most of them are about 7 years older than when I said
that in 97. And I haven’t heard much this year about new
25 year old heavyweights, so I’m afraid we are, or have,
fallen into a tired, formulaic cycle that easily rivals
Hollywood or Top 40 radio. Sad, really. But until some
new blood with enough money behind them to matter
surfaces, we’re pretty much doomed.
MC: In that same
interview, conducted while you were at ION Storm with
John Romero, you said: "The only way we would go into
girls games or kids games is if the John Romero of girls
games or kids games came to us and said, ‘Let me do it’.
We don't know how to do that shit. We are just looking
for something that appeals to more than our
techno-savvy, early adopter male." Has the industry made
any significant progress in that regard or do you see it
as still so male-dominated that most game developers
still don’t know how to do that shit, as it were?
MW: Well, other
than The Sims, we still seem to be pretty stuck in comic
book/sci fi fan boy land with content. It seems that the
masses are happy to play free Internet games, or at best
to pay for the $20 versions of those games. The games
that the "casual gamer" buys seem to have nothing to do
with quality really, and so it’s hard for the big
studios to be compelled to bend over backwards to create
something of quality for them. I was mistaken when I
thought the Deer Hunter and Barbie crowd could be
converted into "real gamers", or so it seems. So, again,
until someone (my guess is some female developers or God
forbid a female led publisher) demonstrates otherwise,
we’ll continue to wallow in the same "Lord of the Rings"
audience. Which at least means we don’t have to do
"Reality Games" anytime soon.
MC: You started
out in the industry at IVS/Dwango, the first nationwide
online gaming service. Where as VP of Development you
managed the company’s growth from a single-server, 4-man
operation in Houston, Texas to a nationwide franchise
operating in 22 markets in less than 6 months. Dwango
now develops and publishes mobile games. GDC now has a
dedicated "mobile" portion to the conference and just
recently I had two "Call for Speakers" emails in my
mailbox for two other mobile game-related conferences
coming up this year. You were on the early end of the
online gaming phenomenon, so what’s your take on the
mobile games aspect of the industry?
MW:
Seems like it’s going to
be really hard to make money at it, and, therefore,
really hard to get any great games done. Much like Flash
games, the audience is huge, but the content isn’t
likely to be good enough to have people pay for it.
MC: I know you
studied PR in college and anyone who ever saw the
"Promised Lot" across the street from E3 knows you know
how to generate buzz. What do you think is the most
outrageous thing you've done to generate buzz for your
games?
MW:
Well, back at id, when we
were about to put out that first taste of Quake, called "Q
test", I was anticipating a little fallout since the 3
level test included a nice wall sculpture of Jesus
Christ, which occasionally spurted a little blood if you
hit it right with a rocket launcher. Since id Software
was perched right on the buckle of the bible belt in
Mesquite, Texas, and since many parents were already
under the impression that id were a bunch of Satan
worshippers who were leading their children down the
path of darkness with DOOM (I’m still not sure they
weren’t right), I figured we might have a decent turnout
of protesters. I figured we’d do at least as well as
some of the abortion clinics in Texas. So I had the idea
of printing up some clever picket signs and actually
selling them to the bible beaters I was sure were going
to be standing on the Ferraris in the parking lot.
Luckily, I had them designed but held off on the print
job. As it turns out, no one gave a crap about shooting
Jesus. The only complaints we got were about the fact
that you could shoot the Rottweilers and they would yelp
and die. No problem with shooting the JC image or the
human soldiers, but don’t jack with dogs. This is one of
the main reasons the business plan I was working on at
the time was called "GOD" and not "DOG." Had it gone
differently, you might have seen me 5 years later
prancing around the "Barking Lot" with a giant Milkbone
on my back instead of the Promised Lot with a cross.
MC: Shortly
after E3 2001 and that year’s Promised Lot extravaganza
a friend of mine wrote a review of the event for Salon.
The nutshell of the article was that the "soft-porn
fixation embarrassingly displayed at computer gaming's
biggest convention, E3, is dooming the $6 billion
industry to the nerd-geek ghetto." Do you think that the
"whip-wielding booth babes" aspect of the industry has
gone too far, that, perhaps, the industry might never be
entirely "respectable" because it caters to horny
teenage boys, or is it simply a function of sex sells
and that’s just the way it is?
MW:
Well, judging by the rest
of the entertainment industries, and consumer marketing
in general, it seems that boobs will be king for some
time to come. Try as we might, man just can’t seem to
come up with anything more interesting that a nice pair
of full perkies to associate our wares with. It could be
worse. What if men’s hairy asses were used to sell
everything? How bad would THAT be?
MC: Other than
your sexy blonde hair and charming personality, if you
could narrow your success down to three key elements,
what would they be?
MW:
It really boils down to
one key realization for me. I had no idea until I joined
the games industry and met some of the power players,
particularly those running large public companies, that
much of this world is run by complete clowns. The guys
running GT Interactive in 1995, who were kings of the
world due to their accidental association with id
Software and DOOM, and who had completed the largest IPO
of the year in any industry, were guys I wouldn’t trust
to run a lemonade stand. I mean you wouldn’t believe it
until you met them. And once I realized that this was
the rule and not the exception, I realized that I, too,
could be an overpaid clown and never really have to work
a day in my life as long as I figured out the system and
worked in a little white trash southern charm for
flavor.
MC: I read an
interview with you in 2000 where you were asked what
games you were playing when you had the time and you
said Virtua Tennis on Dreamcast because it was
simple and beautifully executed and, in short, kicked
ass. What games have your attention now?
MW:
I mostly play Vice City
now. I love to "Kill the Haitians." Genius.
MC: On to more
important issues. You have a Dachshund named Lucky Dog.
My dog Bruna hails a cab to Crazy Town if she even sees
pizza crust. What is Lucky Dog’s favorite treat?
MW:
Lucky Dog is a player, and
mostly feasts on healthy things that keep him in prime
condition for spreading his lovin’ ways all throughout
our sleepy little neighborhood. When he does cheat on
his diet, he always wants me to take him to Benihana
where he can catch a flying shrimp in his pocket before
feasting on Surf and Turf and hot Sake.
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
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