Q: Rick, thanks for
taking a moment to chat with me today. You are Senior
Producer of UO. What does that mean?
A: In general,
the producer is the keeper of the overall vision of the
project. This means that he sets the long-term goals,
prioritizes development efforts, organizes and tracks
resources, strives to keep the development team focused
on the important features of the game, and oversees
programming, design, and art. The ‘senior’ part of my
title reflects the fact that UO Live is much
larger than a typical development effort, and involves
several simultaneous initiatives as well as coordination
with other departments, companies, and even foreign
territories. UO is really half "service" and half
"development." Of course, the General Manager handles
most of the operational coordination, but I still need
to work with him fairly closely.
Q: How and why did
you get into the game industry?
A: As anti-climactic as it sounds, I got into the
gaming industry because I was replying to an ad in the
newspaper for a company that was just a couple of miles
from my house. It started off just as a convenience.
However, after the first session of working several
months worth of 90-hour weeks, it quickly became
apparent that you either have to love the industry, or
you need to go work somewhere else. Fortunately, I’ve
been a gaming fanatic for my entire life. I even wrote
my first computer game on our high school’s PDP-11 just
for kicks when I was in eleventh grade. Little did I
know that one day I’d be doing that for a living.
Q: As a producer,
what do you see as the major differences between
creating an MMOG like UO versus a console or PC game?
A: Scale. Much
like in physics, scale changes everything. For instance,
in a standalone game, you don’t have to worry about the
dynamics of players accumulating gold. They kill stuff,
find gold, and use it to buy things. But with a couple
of hundred thousand people playing in a persistent
world, you can’t just let them keep killing monsters and
collecting gold. Think about it. As more and more gold
gets into the world, it becomes devalued. Essentially,
virtual worlds like UO quickly experience
inflation, and the developers have to cope with that or
it will ruin the game balance. The same concepts apply
to limitation of resources like lumber, ore, wool, etc.
There is a natural, dynamic supply and demand, and like
any real economy, this changes over time, and varies
heavily depending on the number of people in the system.
Beyond the issue of scale in game design, there’s
also the issue of scale as it applies to technology. In
a nice, perfect world, players would be equally spread
out across the entire world map. But what happens when
two thousand people all decide to stand in a big crowd
in front of the Britain bank? If you don’t plan in
advance for worst-case scenarios like that, you can get
severe lag and even server crashes.
Then there’s the notion of infrastructure. Standalone
games don’t have to deal with large-scale databases,
billing support (we are a subscription based business
after all), mainframe hardware maintenance, global
customer support, Internet attacks, hack software, etc.
UO is an enormous operation, and it takes over a
hundred people to keep it alive and viable. That’s an
order of magnitude beyond anything I ever experienced
back when I was working with standalone games.
Q: Where do you see
MMOGs going in terms of capabilities, themes, and
popularity?
A: I think it’s
pretty safe to say that MMOGs are still heading upward
at a very fast pace in all three categories. In point of
fact, there are still very few games that have been
developed specifically for the medium. Most of them were
designed as either standalones or as LAN-based games. As
a result, most of them really haven’t begun to take
advantage of what the Internet really has to offer. As
you might imagine, this has limited our attempts to
capitalize on capabilities and popularity both. We’re
only just now beginning to see what can really be
accomplished with the online medium. For instance,
Majestic is a completely different kind of game, and
it is truly focusing on the "online" medium. Judging
from the initial reaction it has received, I’d say we’re
on the right track. And it’ll only get more exciting as
time goes on.
Every day, the world gets more and more wired into
the Internet. Even my mother gets online now, and that’s
something I just couldn’t have imagined five years ago.
But in that very short time span, we’ve seen online
industries emerge around retailing, communication,
games, information sharing… it’s mind boggling. The
world is starting to work in parallel now, and that will
herald an explosive, geometric growth in new
technologies and new consumer demands. And with MMOGs at
the forefront of that explosion, the future looks
amazingly bright.
As for themes, that’s difficult to predict. I think
one important theme we’ll see going forward is this
notion of the game reaching outside of the ‘virtual
world’ into your real life world. Previously, games
existed only on the console or the PC, and when you shut
them down, they went away until the next time you turned
them back on. I think online games are going to start
reaching out of that restriction. The fact that they run
24/7 whether any individual player is there or not…
that’s one indication. But also, we’re starting to see
the beginnings of a trend that takes advantage of cell
phones, pagers, email, PDAs, etc. That’s what I mean by
reaching outside the confines of the game itself. It’s a
very interesting invasion of our reality, and it opens
up enormous possibilities.
Q: Just about
everyone has an industry "war story." What's yours?
A: Well, the
initial company I worked for was what you might describe
as one, unending, nine-year "war story." In the
beginning, we were a small start-up. As is often the
case with start-ups, we were a very small fish in a very
large pond. When you find yourself in the water like
that with the big predators, you either have to show
some teeth quickly, or you’re going to be eaten alive.
The company I was with took every available opportunity
to show their teeth. Unfortunately, that attitude by the
business guys made it nearly impossible for the
development team to operate, because a lot of
publishers, magazines, and even hardware providers
really disliked us. I have to admit that I was glad to
eventually move on.
Q: Anything exciting
you can tell us about upcoming UO projects?
A: Wow, I could
get some marketing folks awfully angry with me if I let
those cats out of the bag. However, I can say this:
there will be some announcements and things to see at
this year’s UO World Faire. The next six months
are going to see some completely new features in the
game. We’ve taken a hard look at the whole ‘Ultima’
universe recently, and we’ve found some really
interesting aspects that have previously been ignored in
UO. I believe we can add quite a bit of fresh
content and interest by exploring areas like that. Our
plans for UO address the short-term (ie the next
30-60 days), medium term (the next 90-180 days), and the
long-term (the next 1-3 years).
Q: So, UO is alive
and well?
A: Yes, UO is
alive and well. It was interesting to note that after
OSI experienced some pretty tough cutbacks in March,
people essentially wrote us off. But the fact is that
while OSI experienced considerable losses as a whole,
the UO Live team actually increased in both size
and budget. There’s absolutely a long-term commitment
there, and we’re all eager to not only perpetuate UO,
but to expand it both from a technological standpoint
and also from a game design standpoint.
Q: For anyone looking
to get into the game industry as a producer, what
insider tips can you give them?
A: You mean aside
from having a large supply of antacids? Well, seriously,
the best tip I can give is for people to try to achieve
a producer spot from the inside. I’ve found that my
background as a games programmer and designer really
helped me as a producer. It’s very difficult to lead a
team if you don’t know how they do their job.
Well, Rick, that wraps up this little Q&A. You have
been most informative. Thanks again for being my debut
interviewee!