John Graham: “Star Control III sounds like it could be pretty sweet”

Wolfire Games is a very fascinating independent game developer; they promote and publish their own games, utilize social networking to spread messages, create their games from the ground up, utilize impressive features (dynamic combat, ragdoll physics, weather, etc.), encourages fans to contact them and currently maintain a strong fan base of their own.  In addition, they retain 100% of their sales, which is enough to work on their current game:  Overgrowth.  They have a very interesting business model for Overgrowth where users pay for the game in full and have access to weekly builds to play with.

They have a great sense of humor, are very communicative and make it clear that they listen to their fans and just about anyone with questions.  With all this in mind, I decided to write them a letter about Star Control.  I received a reply from John Graham:

Hey Anthony,

Thank you very much for your support.  It means a lot to us to hear that you have been with us from the beginning and are enjoying our open development process.

I hadn’t actually heard of Toys For Bob until you mentioned them but having visited their site they seem to be fairly accomplished developers.  You are raising the age old question in this email.  Is it better to build your own IP or work on someone else’s?

Having just heard Dan Connors, the CEO of Telltale games, speak at the IGDA meeting in San Francisco, he would tell you that using established IP’s is a lot safer than rolling your own.  Telltale has become pretty huge off of the borrowed IP strategy and you’ll notice that a substantial portion of mainstream games end up being sequels these days.  So I think most people would say that the immediate profits lie in using established IP’s.

If our fearless lead programmer, David Rosen, had wanted to maximize his revenue in the short term by making games, he would be working for a big company like Crytek right now.  Instead, he created Wolfire where he could retain creative control, and we’re working more than full time on Overgrowth.  It’s a lot of work and arguably high risk but it’s also a lot more fun.

We haven’t tried the guns for hire approach yet.  Thanks to the continuing support of Lugaru sales, preorders we should be able to last well through Overgrowth.  I would guess though that a company could only do so much 3rd party IP work in a row without itching to make a go at their own projects.  There’s no easy answer, but our attitude at Wolfire has always been to just go for it. Star Control III sounds like it could be pretty sweet and with the rise in online distribution, maybe TFB doesn’t need a publisher.

Thanks again for your interest in Wolfire.  Feel free to follow up with me on an IM program sometime if you have more questions for us.  If you want to help us spread the word please subscribe to our YouTube channel and Facebook page.


John Graham
Wolfire Games

Regarding TFB publishing their own Star Control game, I don’t hear about much developers publishing their own games.  For example, when Activision turned id Software down for their game Rage, Electronic Arts took over as publisher.  Even first-party games are developed by one company, then published by a console company (e.g. Nintendo, Microsoft, Sony).

Thank you John for taking the time to write back to me and I wish you success with Overgrowth.

Links
Wolfire Games

Fun Comes First: An Interview with Paul Reiche III in 1992

I’ve been trying to get into Twitter lately.  Many popular people and companies have started using it to post brief thoughts and messages about upcoming events.  I found the search function and started to search for random things.  Eventually, I started to search for Star Control related things.  I found a quote from Paul Reiche III that I’ve never seen before:

A good game has to have a fun core, which is a one-sentence description of why it’s fun.
- Paul Reiche III

It sounded so simple.  After spending a while searching for it, I finally discovered where this quote originated:  A computer magazine called COMPUTE!, January 1992, Issue 137.  The article is “Principles of Good Game Design” by Heidi E. Aycock.  In addition to Paul, Dave Jones (Lemmings), Roberta Williams (King’s Quest), Richard Garriott (Ultima) and Dan Bunten (M.U.L.E.) were also interviewed.

Besides looking to the real world for standards of fun, Reiche examines successful games of the past. His latest release, Star Control, was inspired by an old 8-bit Atari game called Star Raiders. Look at the graphics of Star Raiders and you’ll smugly roll your eyes. But the game was great fun back then, and it’s still fun today. “I think those games are overlooked as a source for fundamental game design,” says Reiche.

While I was looking on Twitter, Arianna discovered this blog and decided to add a tweet with a link to Star Controller:

ariannatweet

I take it as a compliment.  It’s funny too.  I’m just glad that she found the blog and posted a link to it.  Many people question why Twitter is relevant with its 140-character limit micro-blog format.  One interesting feature of Twitter is its ability to track phrases that are mentioned very frequently in messages and display them as “trends”.  Someday, when Toys for Bob gets that chance to make a new Star Control game, I’d love to make an attempt that turning “Star Control” into one of these trends.  I have made a Twitter page for Star Controller and at the moment and it is barely updated.  If any Star Control fans have any thoughts about Twitter, I’d love to hear it.

In conclusion, check out the article.  It’s just over 17 years old and I think this is the oldest interview I’ve seen that is related to Star Control or Paul Reiche.

Links
Principles of Good Game Design
Arianna’s Tweet
Star Controller on Twitter