A Ten Ton Hammer Interview
with Scott Youngblood - Page Two of Two
Micajah:
How
have you
integrated with the Red 5 team so far? There have been murmurs
throughout the web that you’re the “perfect
fit” for
the Red 5 team…what do you bring to the Red 5 team that
clearly
establishes you as the perfect candidate for your position?
Youngblood:
I love
MMO games,
I'm passionate about what I do, and I try to bring new elements to
every game that I work on. We're working on something that
requires thinking outside of the box, and I absolutely love to face
those sorts of challenges. If that weren't enough, I love
beer
and the Tiki bar in the office has plenty of that, so I'm doing my best
to keep quantities from reaching an overstocked level.
Micajah: Have
you gotten a
chance to work with the team since you’ve been hired? What
are
your initial thoughts on the studio that Mark Kern, Bill Petras, and
Taewon Yun have brought together?
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The Red 5 Studios Logo
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Youngblood:
It's
awesome!
All game design should be like this. We've setup a designer
pod
with myself, Ed Stark, David Williams, Rob Garrett and Mark Kern
sitting very close to one another. At any point during a
typical
day (and it happens quite often), we can just swivel our chairs around
and carry on one of those "you know it would be cool if..."
discussions. Even though there may be varying opinions on a
given
subject, everyone participates and there is no ego that comes into
play. It's the most refreshing experience I've had for quite
some
time. Plus all these guys are smart as hell; it's very nice
to be
part of this design team.
Micajah:
I’ve been a fan
of the innovation you’ve brought to the multiplayer FPS scene
with Tribes and the spooky thrills I got while adventuring through
Majestic. These titles both featured some new and interesting spins on
well-established genres…how are you planning on innovating
the
MMO genre?
Youngblood:
I wish I
could tell
you exactly what we're doing right now... but I can't really give you
any specifics at the moment. What I can say is that I've
wanted
to make a game like the game we're creating for a long time now and I'm
completely thrilled to be part of the team here at Red 5
Studios.
That was one of the major reasons that I was willing to walk away from
a very comfortable existence with Sony in Bend, Oregon.
Micajah: In
the opinion of
many, MMOGs have stagnated, falling back on commonly used mechanics
that have been known to work. What do you think needs to change in the
next generation of MMOs to keep the players interested?
What’s
the worst problem you see in MMOs today?
Youngblood:
A good
swift kick
in the butt, mix it up and do something that no one is
expecting.
Many of today's MMOs are pretty much clones of other games without
significant improvements in genre or mechanics. Once there is
a
success story out there people tend to gravitate to "me too" modes of
operation and end up giving you the same games that you've already
played with slightly different wrappings. That's not to say
that
all MMOs have fallen into this category, but I can tell you that it
will take something very fresh and new to really get me
excited.
What we're working on at Red 5 to me is very compelling... enough to
get me to move from Bend! I can't wait until we can unleash
it
upon the world.
Micajah: On
the other side of the coin, what’s the best feature found in
current MMOs?
Youngblood:
The
community
experience, being part of something large and persistent.
Even
though I spend a significant amount of time running around and doing my
own thing it's nice to see other players and interact with them over
time, building relationships that can last beyond the scope of the game.
Micajah:
Even with the
multiplayer elements of Tribes, Tribes 2, and Syphon Filter, the
massively multiplayer online game is quite different from anything
you’ve done in the past. How will you use your previous
experience to help you in creating an MMO and what sort of background,
if any, do you have with MMOGs? Do you play or have you played any
MMOGs in the past?
Youngblood:
I've
played the
majority of MMOs since Ultima Online and been part of "end
game"
guilds for the many of the games that ones I've played. I'm a
big
fan of these styles of games but can't turn off the game designer
inside of me that is always saying, “it would be cool if they
just did <insert idea here>”. Also I
derive a lot of
ideas from looking at things that other games have done poorly that
piss me off. It's nice to be in a position now where I can
feed
off of these experiences to help this team craft something that solves
many of the issues that players have with the current generation games
and takes the genre in directions that no one is going.
Micajah:
When you design a
game, what are some of the integral factors you think about in your
initial work? We all know that “fun” is important,
but what
other elements go into your design “melting pot”?
Youngblood:
Well, it
depends...
if you're making a game in an existing genre you can compile a list of
all the things that other games have done that you liked or
disliked. Then you add to that the list of things that no
other
game has done that you want to try and get into this game.
Typically, many of the ideas come from other team members as well;
usually everyone has some degree of input on what they want to see in
the game. This will add up to some huge list that is probably
much larger than your time/budget is going to allow. The next
step is to rank all of the ideas by importance and then start running
and see how many of them you can squeeze in before time is
up. I
haven't worked on a game where a good 20% or more of the initial list
wasn't cut before the end of the game. Hopefully if you do a
sequel many of those ideas can eventually make it into the
game.
The nice thing about working on an MMO is that the likelihood of a
really good idea eventually making it into the game is much higher than
a boxed game that would require an expensive patch or update.
Micajah: Are
there any elements
to an MMO that are distinctly different from the standard design
philosophies you might establish? For instance, designing a game with a
community in mind isn’t something you’d typically
do
– even in a game like Tribes. You don’t have to
worry about
tracking inventories for the long term or anything like that. Are there
any other design elements you have been thinking about?
Youngblood:
There
are many
elements that are foreign to me with respect to MMO design.
Games
like Tribes had very short game instances that constantly repeat and
are very quantifiable with respect to game balance. MMOs are
continually introducing new elements with constantly evolving
player capabilities that confuse balance issues. That is
something that I've only experienced from the player side and not from
the developer side... luckily though there are people here at Red 5 who
have done this before and we'll be counting on their experience to make
sure that the end product is everything that it possibly can be.
Micajah:
Finally, what’s
the one thing MMO fans should know about Scott Youngblood and why
should we trust your talents with our newest upcoming MMO?
Youngblood:
For me
personally,
you can trust in the fact that I'm a huge fan of MMO games and I want
to fix many of the things that gamers are currently complaining about
the current generation of games. My passion for gaming and my drive to
innovate isn't lost on Red 5 and I'm very excited to be here.
It's not just me, though; there is an exceptionally talented group of
designers here that all bring something unique to the table.
This
collection of talent allows us to feed off of one another and craft
something that will provide a very fresh experience to the MMO
scene. Everyone at Red 5 is completely jazzed about what
we're
doing... when you have that level of energy great things will be
accomplished!
Ten Ton Hammer is your
unofficial source for Red 5 news and
features!
Make sure you check out the
rest of our interviews!
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