From Joystick:
http://www.joystiq.com/2010/05/25/interview-insomniac-games-ted-price-on-going-multiplatform-ea/?
After announcing a
new
Xbox 360 and PlayStation 3 project with EA Partners, Insomniac
Games faces a bombardment of questions from fans and press. We fired off
some of our own earlier today in an interview with Insomniac CEO Ted
Price and EA Partners' Global Marketing VP, Craig Rechenmacher, and
while the prolific developer remains tight-lipped when it comes to
discussing the details of the new project, we learned more about the
partnership's motivation and scope.
Joystiq: This announcement, is this for a single game? Or is
this for the entire franchise?
Ted Price: This is for a single game.
Why not a franchise? Why start with a single game deal?
Ted: At Insomniac we actually tend to do game to game deals. We do one
deal at a time and our goal is, though, to have a longterm relationship
with anybody we work with. As you know we worked with Sony for 14 years
and it has been great, and we're looking forward to a long and fruitful
relationship with EAP as well.
Craig Rechenmacher (EAP): Yeah, from our standpoint, we're announcing a
one-game deal, but our job is to make this first product a massive
success. And if we do that, this is gonna be a long-term relationship.
With this announcement, is Insomniac creating more games or
spending more individual time on each game it ships?
Ted: Well, it's easy for me to answer the last question -- we are
definitely spending more time on games these days than we used to. As
you may remember, back in the PlayStation One and PlayStation 2 days, we
had one team and we were releasing a game a year. And that was a pretty
brutal pace for us. However, as the year stretched on, we began to
increase the size of the teams and lengthen our production time to add
more polish to the game and have more time to tune them. And now we're
continuing to do that, making sure the games we release are the absolute
best they can be. Having multiple teams also gives us the luxury of
sort of leapfrogging -- having staggered releases -- so that we can have
a consistent stream of releases over the years. However, as we've moved
into the PlayStation 3, we have lengthened our development times.
Are you working on a new software engine for both 360 and PS3 or
does your current engine already support development on 360?
Ted: We're working on new technology.
Do you guys have any interest in licensing that technology?
Ted: Well, we've always had a very open approach to sharing what we know
with the rest of the industry, not only with Sony first-party. Because
it's a small industry, I think we can all learn from each other. The
more we share, the more the industry benefits. And in many cases, there
really aren't any "trade secrets" per se, because we're all basically
doing the same thing. The goal for every developer I think is to create
great content. And great games. And that really comes from the sort of
"intangibles" at each studio -- generally it's the team itself, the
creativity, the idea behind the game.
So, in terms of licensing our technology, that's not something we're
talking about right now. We're just focusing on making the best possible
games we can.
Major Nelson tweeted
about sending an Xbox dev kit your way. I'm assuming you've had them for
longer. How long have you actively worked on the Xbox 360 title?
Ted: Not gonna talk about time frames, but if anyone wants to send us
dev kits, that's cool! We have no problem with that. (laughs)
What is the role of the East Coast studio? Was that launched
specifically for this multiplatform deal?
Ted: (hesitates) I'm not gonna talk about what they're working on. The
reason we started the East Coast branch was because we had several
people who were interested in moving to the East Coast and they wanted
to build a team with all the Insomniac principles we've all held dear
for the past 16 years and they're doing a great job out there.
Is this new franchise more Ratchet or Resistance?
Ted: Oh man ... I wish I could talk more about it, but we're gonna wait
to talk about the details behind that game.
Nod once if it's more Ratchet, nod twice if it's more
Resistance.
(laughs)
Why EA Partners and not someone else?
Ted: I think at the core, we have the same values when it comes to our
creative approach to creating games and to quality over quantity. And,
from a more technical perspective, EA as a publisher -- EA Partners --
has an amazing global reach. And being a multiplatform publisher, that's
a great combination for us since we're looking to go multiplatform. But
more than that, they also work with the best independent developers in
the world who, incidentally, own their intellectual property. And for
us, that was another very attractive aspect of working with EAP.
Was owning IP a requirement or a bonus?
Ted: That was a requirement. We, long ago, made the decision that when
we create a new franchise it's very important for us to retain ownership
of the IP.
Did you seek out EAP with that requirement in mind?
Ted: Well, actually, it happened organically. We knew about each other.
We'd certainly been talking on a casual basis, as we do with everyone in
the industry. Really, just, the relationship evolved.
Craig: From the EAP standpoint, this is obviously a developer we've had
our eye on for quite some time. We were just waiting for the right
opportunity, the right time, and this is it.
Is there a different audience on 360? Will multiplatform
development affect overall design?
Ted: Not at all. I think the key principles behind any great game remain
consistent no matter what platform you're on. So we'll continue doing
things the way we do them. Of course our technology on the Xbox 360 will
be a little different, but when it comes to the gaming experience, it
doesn't matter what platform we're on. We wanna provide the best we can.
Craig: And in terms of opening up the audience, absolutely. This is
gonna allow the Insomniac team to bring their quality, innovative title
to a brand new audience worldwide. They have a 15-plus year history of
making incredible software with the PlayStation folks, and one of the
things that always gets lost in this message is that those PlayStation 3
fans, those hardcore fans, have a new franchise to look forward to from
Insomniac.
Does this open the door to DS, iPhone, or XBLA publishing?
Ted: I can say that we are always open to new directions here. The only
thing we're talking about right now though, are PS3 and Xbox 360.
Following the Bungie/Activision and Respawn/EA Partners
announcements, do you think there's a trend towards this type of
developer-owned relationship with publishers?
Craig: From an EAP standpoint, we're just thrilled to be working with
Insomniac. IP ownership -- and it all depends by developer, and a lot of
it has to do with their pedigree -- these guys are making massive bets
on these new IPs. Our goal is just to work with them. If we do our job,
if we make this a world class launch, we believe that we will earn the
right to work with these guys in the future.
To Ted: Could you speak to the trend of indie devs leaving
exclusivity for multiplatform deals?
Tim: I think it's good for gamers, really. When you look at the
opportunities that are created by developers like Insomniac, Bungie,
Respawn, creating new franchises is pretty sweet. I can't imagine that
gamers aren't salivating at the thought of new franchises coming from
teams who have sold a lot of titles and have produced some of the most
well known and well respected franchises across the globe. So for gamers
it's great. I think for the development industry it's great, because
it's helping the industry evolve in terms of the way that we practice
business and that's pretty much only positive, as far as I can see.
Do you think that your brand as a developer is growing in terms
of your average consumer, who might see the brand of your games but
might not see Insomniac as the creative force behind those games? And do
you think that that is a trend that's changing?
Ted: Well we certainly tried hard to get our brand out there and make
sure people associate Ratchet & Clank and Resistance with the
Insomniac brand. We've slaved away for years to build a very robust
community and we are extremely grateful to all of the fans of Insomniac
for continuing to give us feedback for what we do right and what we do
wrong. And certainly now, by branching out, I think it'll help people
look at Insomniac that's something that's slightly different. Usually
people associate us directly with Sony or with the PlayStation and it's
great now to have a slightly different identity.
Craig: If you look at just the reaction today, there's a lot of excited
360 gamers out there, so I think there's a very large universe of fans
of Insomniac and the quality products they put out.
I think some people erroneously assumed that Insomniac was
actually a Sony first-party studio because of your long-standing
relationship with them.
Ted: Yeah, I can understand. One thing we have tried to get out in front
of is that nothing changes in our relationship with Sony in terms of
how we're working with them. We're continuing to make titles with Sony.
And we're very grateful to Sony for helping us get to where we are
today. Because without their support it would be very difficult to be
here, where we are now.
Just for clarification, Sony owns the Ratchet & Clank &
Resistance properties?
Ted: That's correct.
Last thing I've got: Timetable. When can we expect to hear more
about the game, this relationship, etc.?
Ted: What I can tell you is you won't hear anything else at E3. We
wanted to get out in front of E3 with this announcement just to make
sure that people actually heard it. And, we will be showing more and
describing more, when the game is ready. That's the approach we really
have to take.