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Red 5 Studios: Hints and Latest Info Revealed by CEO Mark Kern

Posted March 10th, 2008 by Cody Bye

Questions by Cody “Micajah” Bye, Managing Editor
Answers by Mark Kern, President and CEO of Red 5

The last few years have been full of promise for the future of massively multiplayer online games. For those that were interested in the MMORPG marketplace, it seemed like every other month featured the announcement of a new studio jumping into the marketplace. One of the most exciting of the unveiled studios during this time period was Red 5 Studios, and the studio has continued to make headlines throughout 2006 and 2007. But 2008 has yet to field any interview with the Red 5 team. To break the silence, the Ten Ton Hammer staff members caught up with Red 5's president and CEO, Mark Kern, to find out what's been happening with the studio. However, that's not just all we talked about and Kern even dropped a few hints about the upcoming game! Read on to find out more!

 
Ten Ton Hammer: It has been awhile since we heard anything from Red 5 Studios; your last press release went out in August 2007. What have you been working on? How are things progressing on the game?

Mark Kern: We've put a tremendous amount of effort into building a great team this past year, and I'm happy to say we're just about complete. We really believe that great games come from great teams, so we took our time and grew the team carefully and with an eye towards each person's unique contribution of talent and personality to the “tribe.”

This past year we've also focused on getting our tools and technology in place. We're developing what we feel is the next-generation of MMO servers. An MMO's server platform is really the heart of an online game, because it contains all the logic, and drives all of the gameplay. We think of it as a platform much more powerful than any single PC or console out there and we want to harness that power to deliver new types of online game experiences.

Mark Kern, CEO and President of Red 5 Studios

Ten Ton Hammer: As we draw closer to the inevitable unveiling of your upcoming MMORPG, how do you plan on getting the word out about Red 5 and the game you are creating? Will there be a focus on your “Blizzard” roots or will you merely let the game speak for itself?

Kern: You ask an interesting question. To be honest, I think people are starting to get tired of hearing about the number of new studios claiming Blizzard lineage. I'd much rather you look at our entire staff lineup. We have great people from Blizzard, sure, but we have many more from all over the industry ... key people who've done great things at BioWare, Oddworld, Xfire, nVidia, and who worked on successful, established games like Mass Effect, Tribes, Dungeons & Dragons, Legend of the Five Rings, EverQuest, Quake 4, and so much more.

Ultimately, though, it's really all about the game. It doesn't matter where you're from if your game isn't any good. Every member of Red 5 Studios has the passion to produce something great here, and we want to show you what we can do together as a team.

Ten Ton Hammer: It’s fairly common knowledge that you’re using the Project Offset engine to fuel the graphics behind your game. How did you make the decision to use that particular engine? Are you worried about the system requirements being too high for the common gamer to enjoy the title?

Kern: We love the graphics quality of the Offset engine, but we knew going into this project that no matter what engine we licensed, none of them were really set up to run an MMO. Offset is an extremely flexible engine and it's built to accommodate our changes and specific, unique needs. The fact that the Offset team was local was an added bonus; it's been very easy for us to work together.

We've actually ended up with a highly customized version of the Offset engine. For example, we've written our own terrain rendering system, editors, UI systems, networking layers, AI, etc. We've even reorganized the main render loop to be specific to our game, and implemented our own skinning system to allow us to draw large numbers of players on screen. We've also integrated Natural Motion's animation system, Morpheme, for our character animation, and Havok for our physics. It's not unlike what Valve ended up doing when they customized the Quake engine for the original Half-Life.

The end goal is to be smart about what graphics features you end up using, because you definitely want to be able to have lots of gamers be able to play your game. Look sharp, be playable.

Ten Ton Hammer: What kind of barrier of entry are you hoping to set for your upcoming game: low, high, or somewhere in the middle? It seems like so many games are aiming for that “low” segment now, but isn’t there some sort of reward for making an intellectually stimulating game?

Kern: That sure sounds like a loaded question! Why can't you have both? I think the key is accessibility. WoW is a very accessible game for many reasons: the UI is extremely polished, the mechanics are introduced at a measured pace, and the rewards are easy flowing without being trivial. These things make the game very easy to approach. Anyone watching “over the shoulder” has the feeling of “hey, I could do that too. It looks like fun.”

But as you play, you begin to realize there is much more depth there than you thought at first. I'm not saying it's Go but you can certainly offer meaningful choices at the strategic and tactical levels. Combine that with a strong competitive element like PvP and you have something that will keep the core players engaged. That's our aim.

Ten Ton Hammer: You have talked about the graphics in your upcoming title to some extent in previous interviews, but there’s been little talk about the sound and the music going into the game. Who’s in charge of that? What kind of emphasis are you placing on music and sounds?

Kern: Michael Bross is our Director of Audio. He's won several awards for his previous work on Oddworld: Stranger's Wrath and Munch's Oddysee.  Michael has been working very hard to fine-tune our audio system with our programmers to deliver great sound.

Ten Ton Hammer: Where do you think story and roleplaying elements fit in today’s gaming scene? Are gamers looking for this sort of experience anymore or is that completely disregarded?

Kern: I think games like Mass Effect demonstrate gamers are hungry for good storytelling. The problem is how to deal with it in the context of an MMO. Unless you instance everything, it's really hard to single out one player out of thousand, all standing in front of the same questgiver, and make that player feel like “the” hero. The other problem is presentation. Reading huge amounts of text to support a rich story is not very appealing to audiences these days. So that means you have to go record voice actors. But MMOs need so much content that its very hard to record audio for every quest and do it at the meaningfulness and quality level of a Mass Effect or BioShock.

I do think that there's plenty of room to improve the quests in MMOs from their current generic state. I would start with making the quests feel more meaningful and rich, and then work on the presentation and production aspects. We can do a better job of telling the story through our entire quest and quest actions, and not just with questgiver text at the beginning and end.

Red 5 Studios Logo

Ten Ton Hammer: Are you finally finished with the recruiting segment of your studio development? Is the core team in place and working fervently on the mystery project?

Kern: Yes! The core team is finally assembled. We’re still recruiting to fill a few positions, and are always looking for great talent. I am very happy with the team we’ve assembled.

Ten Ton Hammer: How do you feel the market has changed since the first 3D MMORPGs hit the market years ago? What should future development companies – your own included – do to maximize their popularity?

Kern: Obviously its become much more expensive to develop a core gamer MMO these days. The amount of content, coupled with next-gen graphics, is just brutal. We've made a huge investment in tools and studio infrastructure to help us with that, but it's still daunting. Because of the challenges, I think you'll find that studios will start to explore new ways to use persistence and connectivity between gamers that require less content and focus more on interesting moment-to-moment gameplay. That means less grind, too, but it remains to be seen who's got the magic formula for this new type of MMO, and if it will keep people satisfied and playing long term.

Ten Ton Hammer: Can you at least give us a hint concerning the genre of the title you’re pursuing? Sci-Fi? Horror? Fantasy? Comedy? *laughs*

Kern: Okay. We're getting close enough that I'll drop some hints! It's not a fantasy game. It has some elements of a sports game and has some great player vs player action. The whole thing is tied up in a very, very cool new world setting that is every bit as fantastical as the last game I worked on. Oh, and guilds become more important and more fun than ever before. If I said any more my next sentence would be interrupted mid-stream by a flying dagger ...

Ten Ton Hammer: Is there anything else you’d like to tell the Ten Ton Hammer readers?

Kern: I know people are just waiting for something new and fresh...keep the faith.  MMOs are about to get a lot cooler, not just from us, but from everyone's need to evolve and make the most out of online games in new ways. We kind of hit a furrow after WoW shipped and stunned everyone. There was a scramble just to understand what had happened and why it succeeded, and the generation of games that followed were largely mimicry and clones. That's about to change!


What do you think of Kern's hints about the upcoming Red 5 MMORPG? Will they be able to take on the 800 pound gorilla in the market? Let us know on the forums!