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Josh Sawyer interviewed at RPG Codex
Josh Sawyer interviewed at RPG Codex [ Person -> Interview ]
Posted by Mr. Teatime Sat 18 Mar 2006, 9:05 PM
More info on Person: J. E. Sawyer

Seems like RPG Codex are doing a similar thing to NMA's developer profile deal they did a few months back: going through ex-FO developers and asking them questions (in some cases, the exact same questions that NMA did - see below :D). Anyway, this time it's Josh Sawyer, and maybe it's just me but I didn't find the interview very interesting (which is why I couldn't be bothered to post it until now). At least it didn't come accompanied with Van Buren screenshots.

Anyway, the best part of the interview is the final question:

13. Long time ago, answering a question about the future of RPGs at NMA, you said that they are going "straight to hell" and that "Troika is one of the last pure PC RPG developer in the U.S." How would you answer the same question today?

To my knowledge there are no pure PC RPG developers left outside of very small outfits like Spiderweb Software.

Welcome to hell!

It's pretty bleak. But I'm not so concerned about PC vs console now, for some reason. It's more about the developers who are prepared to take risks: Double Fine, run by Tim Schafer, did Psychonauts which sold terribly but was pretty awesome, and they're now making a new game that promises to be even more inventive. In fact, here's an interview with Tim - who is the guy behind Monkey Island, in case you didn't know. Here's some food for thought:

Majesco, your North American publisher, had to shutdown part of its business a few weeks ago. Can't a company which publishes mainly titles like Psychonauts survive in today's market? If so, how is Double Fine holding up?

Oh sure, it’s possible to make money with games like Psychonauts. It’s just a lot easier to do something else, so that’s why a lot of publishers stay with safer bets. For them, “Why risk it?“ us a valid question. I don’t really fault them too much for that. Because for Double Fine, we know the answer to that question. Why risk it? Because making games that are original and unique is what we are interested in doing. It’s not worth it to me if you’re doing less than that.

I hope they survive. Psychonauts wasn't a great platformer technically, but its levels were incredibly creative and interesting, among the best I've ever seen. I highly recommend it to people looking for something different. What was this news item about again? Ahem.

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