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Interview with Paul Neurath
What do Ultima Underworld, System Shock, Flight Unlimited and
Thief do have in common?
The answer is Paul Neurath, whose developed Ultima Underworld I with Blue Sky
Productions in 1992 for Origin. Blue Sky Productions became Looking Glass prior
to the release of Ultima Underworld II. System Shock was the last release for
Origin; what followed were a number of very ambitious products, like Flight
Unlimited, Terra Nova, System Shock 2 (co-developed by Irrational Games) and
finally the Thief series. Most of Paul Neurath's games are classics today.
When LGS had to shut down last year, many of his ex-colleagues were hired by Ion
Storm, who also bought the rights on the Thief series - but it got very quiet on
Paul Neurath, until Arkane Studios announced the cooperation with Floodgate
Entertainment in matters of the Arx Audio....
And Floodgate Entertainment is just the new company founded by Paul Neurath:
RPGDot: Hi Paul! How are you?
Paul Neurath: Except for the recent floods and continued snowfall we've
had in New England, just fine.
RPGDot: What have you done after LGS was closed?
Paul Neurath: Took 3 months off. Decompressed. Thought about what I
wanted to do next. Started up FloodGate Entertainment.
RPGDot:Please introduce Floodgate Entertainment to us. Who else is working
there? Where is the office located? What are your goals? Are you making games
yourself or will FGE be working for other companies only (e.g. Arkane Studios)?
Paul Neurath: FloodGate Entertainment is a new game development studio,
focused on online games for next generation console. We think social gaming on
console is going to be big, and we want to play a leading role in this emerging
market. Our headquarters are in Cambridge, Massachusetts. We also have a couple
of folks in California.
I'm fortunate to be working with a great team, including some x-LGS folks. The
team includes Jim Berry, who was a senior programmer on the Flight Unlimited
series, and before that worked on Top Gun and with Sid Meier's team.
Bhavin Patel, our multi-talented art director, who did graphics for the Command
& Conquer series before a stint at as lead artist at LGS. Ray Tobey, who
was the lead guy behind Skyfox and Budokan for Electronic Arts,
and was part of the startup team for the online game Fireteam. Kemal
Amarasingham is our audio director extraordinaire, and did much of the wonderful
audio in the Thief series and System Shock 2. Rick Ernst is our
designated game designer. Before his stint at LGS, Rick designed pen & paper
games, which we try not to hold against him.
For starters, we are looking to develop an original game design. Currently we
are in early stage production on one particular design. I can't divulge any
details as yet. Stay tuned.
RPGDot: What projects are you woking on besides the Arx Audio thingie?
Paul Neurath: Along with an original title, we are also doing some
smaller scale projects. This includes the audio work we are doing for Arx, and a
handheld game. These projects are a nice balance to the big, multi-year long
original projects. It's also great to have be part of a shipping title more than
once every couple of years
RPGDot: What are your future projects or plans? You have always been a
visioneer, so is there something special we can expect from you or FGE?
Paul Neurath: Visioneer... I think that mantle is too rich for me to wear.
Guys like Will Wright with The Sims, or Peter Molyneux with Black
& White as the true visionaries. They invent whole new genres from the
thin air.
My interest has been in trying a new approach with an established genre. Adding
1st person action to the (at that time) hidebound FRPG genre with Ultima
Underworld; going further in that direction with the immersive blend of 3D
action, RPG, and horror adventure of System Shock; applying
photo-realistic terrain technology in Flight Unlimited; or trying to pull
off a stealthy 3D "shooter" with Thief. I do best working from
existing cloth.
RPGDot: Speaking more of Arx: It is a game influenced by Ultima Underworld.
What are your feelings, that another company is making this modern-day version
of Underworld and you are 'just' making the audio for it?
Paul Neurath: I am tickled pink that Arkane Studios is doing a game that
has roots in Ultima Underworld. The folks at Arkane are huge fans of the
Underworld series, and recognized that since Ultima Underworld II's
release in 1993, the 3D action/FRPG genre has laid fallow. That's ancient
history in game industry terms, so it's neat that it still has influence after
all these years.
We are enjoying creating audio for Arx. The Arkane team is great to work with
and the game is shaping up quite nicely.
RPGDot: Which of your former games would you like to re-do, if you had enough
foundings and time and freedom of choice?
Paul Neurath: Terra Nova. Back around the time Ultima
Underworld II was wrapping up, I had the concept for a squad level 3D
tactical game loosely based on the fiction of Starship Troopers and The
Forever War.
Originally we were going to have both a single player and online team play.
However when the project ran late and over budget - in part because we got
diverted trying to compete with titles like the Wing Commander series by
doing extensive cinematics - we had to cut online play. When the game was
finally released in 1996, it failed to take off despite critical acclaim.
We had hoped to do a sequel that would focus on online team play, but the weak
sales of the original made that impractical. If we could do Terra Nova
over, I would have dumped the cinematics and done online team play instead. Who
knows, maybe then the Tribes II and Halo teams would be talking
about the influence of Terra Nova on their games.
RPGDot: How many products do you think the MMORPG market can support? Where
do you think the MMORPG market will be in 3 years?
Paul Neurath: More than the half dozen on the market today, but not
hundreds either. Clearly the time players dedicate to their favorite MMORPG
precludes them playing a bunch of these games at the same time. However, the
first generation of MMORPG are all hard core games, and reward players who are
able to spend huge hours building up their characters. Ironically, I think this
approach tends to work against these games in the long run.
Over the coming 3 years I think we'll see online games that can reach a wider
audience, titles like Sims Online or online Star Wars. I expect that these
second generation titles will not be as demanding on player's time, which will
allow for more online titles in the market overall.
We will also see a broadening in the genres. So far most MMORPG have been
traditional FRPGs. Many other genres are amenable to online play. Online console
games will come of age as well. Our take is that this category has perhaps the
greatest potential. Broadband will also have an impact. Last, developers and
publishers will try new models for online games: episodic content, downloadable
game modules, and so on. Some of these approaches may prove to have more
potential than the current massively multiplayer model. My own belief is that
massiveness per say is not the essence behind online games. You don't actually
ever play with tens of thousands of other players - that's a mob.
The core of these games is that they create a playful, social world; one that is
persistent and evolving, and where the player can make their mark. These are the
qualities that will drive the online market to great heights in the coming years.
RPGDot: Thanks and good luck with FGE...
Paul Neurath: Thank you Garrett.
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