Ten Ton Hammer:
[laughing] You just stick the disc in there and play. No installation
required.
Strandberg: Yeah,
and as challenging as all of the technical certification requirements
and the rules and restrictions from the inspectors can be sometimes,
they are there to make sure that every game offers that experience.
They make sure that your X button is always to confirm in any choice
and to make sure that you can’t have a loading time that is
more than 15-30 seconds.
Ten Ton Hammer: Really? I
can still remember it feeling like the original Morrowind had, like,
five minutes of load time [laughs].
Strandberg: Sometimes
exceptions are allowed. But now as a whole, the console in my mind just
offers a much more accessible and much better experience as a gaming
platform, which is why console gaming is so popular. It will work on
your video card. You know what I mean? You don’t have to
rebuild your rig every time you buy a game or download the latest video
drivers or things like that.
I think we at Turbine feel console is the superior platform, right now.
If we can develop an MMO that meets all of the console criteria for
accessibility, that’s going to be huge. It will be a paradigm
shift in the MMO industry.
Ten Ton Hammer: So, do
you think Turbine is ever going to make a PC MMO again?
Strandberg: Oh
yeah.
Ten Ton Hammer: So
you’re not stopping with the PC stuff, you’re
expanding your horizons a little bit?
Strandberg: Exactly.
We love our PC MMOs as much as everyone else.
Ten Ton Hammer:
It’s certainly a different sort of style and different sort
of experience for sure.
Strandberg: Those
are the two obvious things. It’s a challenge for the
designers and engineers to migrate our design philosophy and our code
architecture from the PC to console. Then a lot the things I have been
working on is… everything else. A lot more goes into
launching and operating an MMO. Maybe a lot of people don’t
see this because mostly they just look at the gameplay, but on top of
that there is the whole service aspect, what we call online operations.
Ten Ton Hammer: Those are
your Community Managers and your Game Masters and that sort of thing?
Strandberg:
Exactly. It’s customer service. It’s billing
support. It’s account management, network operations, tech
support, quality assurance, and all that stuff. While the
infrastructure is relatively similar, there are changes everywhere
[laughs]. See what I mean?
Ten Ton Hammer: From a
customer service point of view, are your tools to deal with GM
complaints and that sort of thing harder to implement on a console?
Strandberg: Not
necessarily, but maybe [laughs]. If you get stuck in LOTRO or DDO
today, you just file a ticket to a GM that ends up in our help and
reporting tool system. Whenever a new ticket comes in one of the
customer service reps will see if they can help out as soon as possible.
Of course, we need to have that on the console as well. People are
paying money to play online in some way, shape, or form. And when
people pay for something, they demand service. So, how do we migrate
our existing PC help and reporting tool system over to the console?
Maybe all of the information would first have to go through all of the
hardware manufacturer’s checks and balances. Some of the
issues may be completely unrelated to what we’re doing. Some
of them will have to be funneled over to the manufacturer to their
customer support department, especially if it has to do with money and
cash collection, which will go through the manufacturer’s
billing interface. On top of that, the communication between the game
and the game server will have to go through their authentication layers.
Ten Ton Hammer: Whichever
console you’re on?
Strandberg:
Exactly, just to ensure the integrity of the platform. Again,
it’s not a revolutionary thing, but there are small
differences in a lot of places.
Ten Ton Hammer: Do you
think that with the console audience vs. the PC audience, we are going
to have a casual-hardcore split between the two MMO crowds?
Strandberg: Depends
on the game.
Ten Ton Hammer: It seems
like the casual audience would be much more prone to just go and buy
the game on their console. It’s easy since you
don’t have the barrier to entry.
Strandberg:
Some of the most successful console games are actually really hardcore.
I am reluctant to use the word casual. We’re not necessarily
making a casual game. It can still be a really deep and engaging game.
It’s just that at first glance it’s really
accessible and inviting and easy to get into. The barrier of entry is
so low that, sure, maybe some people will experience it as casual, but
once you get a little deeper into the game and open up all of the
features and realize the whole depth of the game, you just realize,
“Holy crap! There’s hundreds if not thousands of
hours of gameplay in here.” You get a tremendous value for
money.
Ten Ton Hammer: Thank you
so much for your time, Henrik, and we look forward to talking with you
again!
Comments
Post your comments »
Read all 8 comments and add your thoughts! »