Archive

Archive for the ‘Star Wars: The Old Republic’ Category

Interview: Anthony Rosner director of “IRL – In Real Life”

Anthony Rosner - 2011

Anthony Rosner is a softly spoken final year film student at the University of Creative Arts about to graduate and an avid World of Warcraft player. He started playing in February 2005 and built up an impressive list of achievements for his in-game persona, Sevrin, that the average noob could only dream of. Sevrin was a bit of an in-game celebrity and for a while Anthony enjoyed the virtual glory and sense of achievement the game gave him. One crushed heart, a gap year in Norway and six years later he decided enough was enough and pulled the plug on his guild and digital alter-ego. The result is a short film: “IRL – In Real Life”, a cleverly ironic title that deals mostly with the very opposite.

What’s fascinating about this extremely well made project is the obvious nerve it’s struck with gamers and non-gamers alike. In less than 4 weeks it’s already received over 280,000 views and that number will no doubt continue to climb. Several major gaming sites have linked to it and Anthony’s inbox has been lighting up. Reading some of the YouTube comments is as fascinating as the film itself, apart from the usual un-intelligent quips like, ‘why did you quit?’, ‘dude can I have your mount?’. Gamers definitely indentified with the experience and applaud Anthony for making the brave step to share it as openly as he does. Some have had very similar experiences and quit, others say they’ve been playing for 7 years but it’s not an issue for them (denial?), but most just appreciate the story and how well it’s told.

Anthony's virtual alter-ego 'Sevrin'

We’re grateful Anthony took some time out of his schedule to talk to us about his experience. Please be sure to check out his Facebook page: http://www.facebook.com/irlmovie , and you can follow him on Twitter: @antronoid

TDM: Anthony, thanks for agreeing to talk to us. Congratulations on the success of your short film “IRL  – In Real Life”, you’ve already received over 285,000 views since it was posted on January 15th. How does it feel? What have some of the reactions been?

AR: Thank You! It seems very surreal, for the first couple of days I had it set to private and only showed a couple of people. Then on the 18th January where I made it public and received over 1000 views within 24 hours, I was quite amazed by how quickly it spread, and then the rest was history! I really am quite speechless about the whole experience, it’s great! The reactions have been very positive and supportive too, although there are some negative comments, they are actually really great to read too as the majority provide interesting topics to discuss. The comments that have had the most impact however are the ones where people have decided to change their own life to some extend from watching my film. Having that effect on some else, is something that I don’t think words can describe.

TDM: It’s quite a personal film that feels extremely honest, what gave you the courage to make it and put yourself out there like that?

AR:  When I first thought of the idea, I wasn’t really sure about making it, it did feel too personal to me it is a large part of my life that I tend to keep hidden, however, I thought this is my chance to tell my story. I wasn’t even sure about releasing it on YouTube either, I’m glad I did however!

TDM: Did you find that MMO gamers have reacted differently to non-gamers that have seen the film, like people on your film-course? I thought you did a great job describing things like raids in layman’s terms (“it was like a team sport, you’d have to play together to defeat the hardest bosses in the game”), was that deliberate to make it more accessible to non-gamers?

AR: Yes, well first and foremost, my film was aimed at people who did not play games or WoW, so the film would be understandable for everyone. I also wanted the film to appeal to gamers too, from all sorts of games that people may have had experience with spending seemingly endless time on. I would say the variety of reactions even between MMO players has been quite diverse. I’ve gotten everything from “Get a life” to “I just un-installed WoW”. Some people being able to relate to the film directly with their own experiences, whilst others have a more objective view. People on my course have reacted very positively, as they are looking at it more from a technical viewpoint alongside the story of course. There is definitely a huge variety of opinions. 

TDM: Although the film could be described as lighthearted in tone it certainly deals with what must have been a difficult time. You tried to quit more than once, how hard was it to finally follow through? What was the turning point?

AR: The turning point really was the need for me to focus on things that could potentially affect my future, whilst I enjoyed playing Warcraft, it is not something I wanted to do forever, although I believed it could have easily become that. The first few times I tried to quit, I found difficult, one time I uninstalled the game before a raid was due to take place and went for a sleep, vowing not to play again, however 2 hours later, I was back on again, I didn’t feel right without it back then, but back then I wasn’t thinking about the future as such so when I finally decided to call it a day, I knew I was doing it for the right reasons and I eased myself away from the game, so I didn’t just cut it off. 

TDM: Why do you think your film has had such resonance within the gaming community? 

AR: I think that the subject matter has hit a hard or a soft spot amongst gamers, this is something that a lot of people enjoy after all . Understandably some people do not like to see the game they play and enjoy be attacked in a film, I should point out, I was not attacking the game in my film, at least that was not my intention, this is a comment that I have seen a lot. But it is a relatable subject, that was my intention with the film, to create something that people could relate to and on the whole a lot of people could see themselves in my film, which is great for me!

TDM: Game addiction is at times a somewhat controversial subject. What’s your take on it especially in regard to MMOs?

AR: It is really hard to say, there are so many opinions about it, however, I did feel like I was addicted to Warcraft, I needed to play, I was always thinking about it, I couldn’t live without it. Whether it can be called an addiction I have no idea, but I feel it is up to the individual, if they are aware they have an addiction to the game then that is the first step of realising that something isn’t going quite right for them. I mean, I used the game as a means to escape my real life. Whilst it is dangerous to become absorbed into the game, I do recognise the fact that games can be played in moderation (and for most games I do play in moderation quite casually) however, that isn’t so easy for everyone to do.

TDM: Do you believe developers/publishers can and should do more to protect gamers from playing excessively? Some games have time out warnings, and if you play too long the game will eventually lock you out forcing you to take a break. Of course gamers can overcome this with alts (multiple accounts), but from your perspective where is the line between personal responsibility vs. game design?

AR: I think some developers are aiming to do this, I know Blizzard are doing this with Warcraft currently allowing players to join into raids and such quite easily, without pressures of being in guilds, which offers a wider variety to players and how to manage their time effectively. But there are elements to games, especially MMO’s that require a huge time commitment, especially in the cases where, if you want to be the best you have to play the most. But yes moderation really is the key, I think it comes down to the fact that it is just a game, and players should have a sense of responsibility when deciding to play games, it is after all an entertainment device and should probably be treated accordingly, which is something I can do now, but unfortunately did not do back then.

TDM: Have you played any games since you quit WoW? 

AR: Yeah, I played Minecraft for a little while and dabbled into Skyrim, MW3 and SWTOR (for a little while). Although now I feel I have my priorities all worked out I can enjoy these games in moderation and organise my time effectively to have a balance of my real life and my gaming lifestyle.

TDM: What are you future plans, are you going to keep making films?

AR: Well, firstly I am going to finish University, which will end in June, so not much longer to go. And then after that I hope to become a film director and work in the film industry, I am not sure if I will make another film about games, although who knows!

TDM: Thanks again for your time Anthony it was a real pleasure speaking with you, all the best for the future! For more on Anthony and IRL please check out his official site http://anthonyrosner.com, Facebook and Twitter @antronoid

The Myth of the Poor Developer

Image from kavistechnology.com/blog

Almost every other week you read sad stories of studios closing down and talented people losing their jobs. This is a great tragedy within the modern games industry that is evolving faster than you can say, “What’s your business model?”.  With retail sales, subscriptions, 99 cent downloads and free to play the market has a plethora of choices on how to monetize a product and more often than not companies will fail in trying to figure it out. There will be a lot more failures before there are successes unless there’s a shift in thinking, especially in the development side of the business.

Much like in the music industry where the record company is always the bad guy and the bands are the cool creative ones, the same applies in games. Publishers are the money hungry corporate vultures that don’t understand gamers while the developers are the downtrodden and beaten stepchild that’s lucky to get a pay check. Mmhhh, not quite… there are in fact quite a few developers that are extremely well funded either through private investment or publisher backed money. Development studios aren’t poor, they’re just really expensive to run and in certain cases not run effectively.

I know developers that have signed up publishers with no intention of ever delivering a real milestone and strung them along for a almost a year taking 160,000 a month for ‘concepting’. I’ve witnessed games being developed for 5+ years with development teams of over 250 people that are released and tank, I know of studios that haven’t shipped a successful product for 7 years that get bought for 50 million dollars, I worked with a studio that bought their team of 300 an ipad for Christmas – which would be cool if they weren’t 2 years behind schedule. The list goes on but I don’t want to sound like I am ranting. Or actually I do! Not just to rant though – my point is this: There are some accepted losses that come with developing a product but these losses have crept up exponentially over the last four or five years. Look at the Star Wars: The Old Republic, it’s rumored to have cost over 80m USD already, and that’s just pure development before any marketing or server infrastructure. These type of development costs set the ROI bar very high and put a lot of pressure on a publishing org. to turn a profit. If you’re starting 80m down that’s quite a large forecast you need to make up.

There needs to be more control and accountability on the part of developers, at all levels: financial, studio management and individual contributors. Not to be mean and controlling but to stop developers working on something for years only to go bust three months post-launch ala APB (All Points Bulletin). Imagine a marketing director is over budget 2 months in a row he’d be looking for a new job, right? Let alone going over budget for 2 years. So why is it okay for this to happen in a development setting and not anywhere else? It seems that development has become an accepted black hole, and the longer it remains that way the more damage it will cause and more good studios will close. So what are the solutions? This is something that’s not going to change overnight, but here are a few basic suggestions:

1) Stop throwing good money after bad. If the game is bad 3 years in, it’s going to be bad 5 years in. Cut your losses earlier and walk away.

2) Don’t be afraid to not launch. Sure you just spent an arm and leg to get this title to gold master and the main investor put his island in the Caribbean down as collateral but launching is going to cost you even more, and a negative critical reception of a below par product could jeopardize future launches.

3) Make milestones mean something. If a project is a year behind schedule then why have milestones in the first place? Stick to the schedule and if that’s not possible seriously evaluate if it’s financially viable to continue rather than pour more money in blindly.

4) Take individual responsibility at every level. So if you’re on a team that is several years behind and you’re watching Family Guy on your ipad while munching your free lunch in the pool room maybe think about where all that money is coming from and what you can contribute to making this work. Every individual at every level can contribute to changing the mind set of what’s okay and what isn’t.

5) Work with the publishing teams and not against them. Believe it or not all either of you want is to make your product a success. I’ve seen a lot of products stumble due to petty politics. Cut it out and get it done.

Why There is no WoW Killer

Image from an article @ Massively.com

The term WoW Killer seems to rear its head with every new MMORPG release, most recently Rift had the honor partly fueled by their marketing approach and partly due to the similarities in the gameplay with WoW. Star Wars: The Old Republic is also getting similar treatment as the industry and fans alike have high hopes for such a large franchise and respected developer.

The term itself is obviously flawed as nothing will ‘kill’ WoW outright but I think the term is supposed to allude to a product that can compete or even get close to WoW. Not something that will kill it.

There will never be a WoW Killer, too much has changed in market since WoW was released.

When World of Warcraft launched in 2004 not even the Blizzard team knew how big they were going to be, it took everyone by surprise. The game changed the entire lanscape of the MMO industry almost overnight. If you look at a chart of MMO subs the usual trend is for a the game to peak post launch, trend downwards and then level off. With WoW it was a straight line up and it never stopped going.

The latest numbers for WoW have surpassed 12m. When WoW launched the market was ripe for an MMO and there were several factors why it exploded the way it did:

  • PCs technology was getting cheaper and more powerful
  • Broadband penetration was exploding across Europe and the US
  • Games like, Ultima, Planetside, Everquest and Dark Age of Camelot had paved the way and educated consumers and retail on MMOs
  • WoW had the strength of the Warcraft brand behind it
  • Blizzard built a kick ass, extremely well designed and polished persistant world
  • WoW was one of the only products that had appeal in Europe, North America and Asia in equal measure
  • They did an excellent job marketing this title, starting with the hardcore and as the product grew went more and more mainstream
  • It become a cultural phenomenon: not just any game gets an entire South Park episode dedicated to it

It was like a Dark Knight or Titanic at the box office, the timing was right, it was a great product and once is snowballed there was no stopping it.

Now the market has changed and evolved in such a way that to surpass this success is no longer viable with a client based box sale subscription MMO. It may be done in other forms with slightly different genres or business models but there is always going to a Pre and Post-WoW era. It’s become the benchmark by which all MMO are judged and defined. But it’s an anomaly, it’s the exception to the trend, not the rule.  And no, you can’t kill it.

%d bloggers like this: