English interview at the bottom.
RetroManiac: Estamos aquí con los famosos gemelos Oliver, Philip y Andrew. Ante todo, muchas gracias por aceptar nuestra entrevista. Empezasteis a una edad muy temprana con los videojuegos y a hacer cosas. ¿Recordáis cómo entran los videojuegos en vuestra vida?
Andrew: Sí, debíamos tener once o doce años y sería por el año 1981 o 1982, cuando empezamos a ver juegos como Pong, Space Invaders o Pacman en los salones recreativos. Los salones recreativos ya existían pero tenían sobre todo pinballs y máquinas tragaperras. Por entonces había también mucha gente haciendo cosas con ordenadores como hobby. En 1981 serían principalmente ordenadores Sinclair.
Philip: También recuerdo que un amigo nuestro tenía un Apple IIe, así que jugamos a juegos como Taxman y Zork y supongo que jugamos a eso durante mucho tiempo *Risas* Entonces nuestro hermano compró un Sinclair ZX81 y lo puso debajo de nuestro televisor familiar, pero por esa época descubrió a las chicas así que dejó el ordenador debajo de la televisión *Risas* Así que jugamos con él, pero sólo tenía 1KB de memoria así que únicamente podías escribir unas cuantas líneas.
Andrew: Y no podíamos jugar a muchas cosas ahí.
Philip: Sí, ahí es cuando descubrimos que necesitábamos un nuevo ordenador *Risas*
RetroManiac: ¿Así que fue el Sinclair ZX81 la primera máquina que entró en vuestra casa?
Philip: El
primer ordenador en entrar en la casa, pero no lo usamos demasiado porque
nos dimos cuenta de que no podíamos hacer mucho con él. Así que ahorramos
dinero y nos compramos un Dragon 32.
RetroManiac:
En España mucha gente conocía el ordenador porque cuando la compañía
quebró fue comprada por una compañía española y se trajo la producción a
España.
Philip: Oh,
ya veo. Aun así, esa máquina fue una bendición del cielo porque no tenía
choque de atributos como los Spectrums, tenía un teclado de verdad,
bonitos colores...
Andrew: Buen BASIC...
Philip: Sí, todo era más fácil.
Andrew: Y tenía muy pocos juegos, porque la máquina nunca fue muy popular, así que ¡nos alentó a hacer nuestros propios juegos
![]() |
Los gemelos posan con el último número de nuestra revista |
RetroManiac: Ya sabemos cuáles fueron vuestros primeros sistemas. ¿Cómo aprendisteis a desarrollar juegos para estas máquinas?
Philip: Empezamos aprendiendo BASIC
porque todos los ordenadores traían el manual. Así que, básicamente,
leíamos los listados. Entonces empezamos a modificar lo que esos
listados creaban e hicimos cosas como un Pong y cosas así, sólo en BASIC. Pero descubrimos que era demasiado lento. Entonces cambiamos a un BBC Micro,
el cual era una máquina mucho más potente, pero incluso entonces
necesitábamos más velocidad. BASIC no era lo suficientemente rápido.
RetroManiac: Ya
sabemos cómo empezasteis a hacer vuestros juegos. Publicasteis listados en revistas, al principio, y después hicisteis algunos juegos que
fueron publicados por Players, si no recuerdo mal...
RetroManiac: ¿Ya
sabíais en ese momento, cuando aún erais tan jóvenes, que los
videojuegos serían vuestra vida y a lo que os dedicaríais para siempre?
Philip: En
realidad no pensábamos a 10 o 20 años vista. Sólo pensábamos que nos
encantaba hacer juegos y sabíamos que los ordenadores eran cada vez
mejores. ¡Cada año había un ordenador mejor!
Andrew: Más bien cada pocos meses.
Philip: Y
creíamos que en el futuro los ordenadores y los juegos serían
increíbles, pero nunca hicimos la conexión a que estaríamos haciendo en
el futuro.
Andrew: Pero era más emocionante que hacer los deberes *Risas* Porque aún estábamos en la escuela *Ambos se ríen* Y
había muchos juegos increíbles en su momento, pero nosotros realmente
queríamos hacer los nuestros y queríamos ver nuestros juegos publicados
en casete y no sólo esos listados. Pero juegos de verdad, publicados por
compañías de verdad...
![]() |
Ojo con la elegante corbata que lleva Philip |
RetroManiac: Tuvisteis
vuestro primer superventas con Codemasters y el juego Super Robin Hood
pero, por supuesto, era una manera totalmente diferente de hacer juegos
comparado a lo que habíais hecho hasta entonces. ¿Cuán difícil fue el proceso de adaptación de lo que era principalmente un hobby a lo que empezaba a ser
un asunto serio?
Philip:
Durante los últimos años en la escuela nos estábamos volviendo muy
buenos escribiendo en ensamblador. Habíamos escrito un montón de cosas
para el BBC Micro pero nadie quería publicarlo porque el mercado no era
muy bueno. Entonces oímos que Amstrad había puesto en el mercado el CPC 464 y que era muy bueno. Justo entonces una de las compañías con las que
estabamos trabajando, Firebird, nos contó que venía una nueva máquina,
el Amstrad CPC 664, que tenía unidad de disco, y que querían que
escribiéramos algunos juegos para ella. Así que nos consiguieron
una de las primeras máquinas y pensamos que era muy buena y decidimos
dejar el BBC Micro sólo para jugar y que haríamos nuestros juegos para
el Amstrad. Amstrad parecía una máquina increíble.
Philip: De vuelta a Codemasters. Básicamente llegamos a un acuerdo con nuestros padres: no nos iríamos de casa, no iríamos a la universidad, mientras intentábamos muy duramente hacer buenos negocios y un buen dinero creando juegos. Y tuvimos mucha suerte de conocer a los hermanos Darling en septiembre de 1986, quienes acababan de crear Codemasters. Era la primera vez que el nombre Codemasters era visto en público. Nos reunimos con ellos, les mostramos el diseño de Super Robin Hood, ¡sólo en papel! así como otras cosas que habíamos escrito...
Andrew: Entonces preguntamos cuánto nos pagarían por él y dijeron que unas 10.000 libras...
Philip: Que era MUCHO dinero.
Andrew: ¡Era tanto dinero! *Ambos se ríen*
Philip: Acabábamos de terminar la escuela y guau, esto es increíble. Así que fuimos a casa y escribimos Super Robin Hood en un mes, utilizando un único Amstrad CPC 664 y el juego fue directo al número 1 en ventas en el Reino Unido.
![]() |
El cable con el que conectaban su Amstrad a un Spectrum |
RetroManiac:
Esa es otra pregunta. Sabemos que en esos años tanto el Sinclair ZX
Spectrum como el Commodore 64 eran más populares en el Reino Unido.
RetroManiac: ¿Por qué entonces el Amstrad CPC?
Andrew: Estábamos ahorrando y compramos ése, en vez de un Commodore 64 o un ZX Spectrum, porque sentíamos que si comprábamos alguna de esas máquinas no llegaríamos al punto de querer aprender cómo programar.
Philip: Esas dos máquinas eran sobre todo para jugar a juegos. Y había MONTONES de juegos. Nosotros sólo queríamos hacerlos. Y el BBC Micro fue la mejor forma de aprender a hacer juegos.
Andrew: Y
nuestros padres estaban muy contentos porque esas máquinas eran muy
caras pero nosotros siempre ahorrábamos el dinero para comprarlas.
Entonces Firebird nos dio ese Amstrad CPC 664. ¿Cuántas veces puedes
obtener una máquina antes de que la gente sepa sobre ella? *Risas*
Philip: Aunque fuera sólo un mes antes *Risas*
RetroManiac: La
mayoría de la gente os conoce por vuestros trabajos para Codemasters,
pero lo que no mucha gente sabe es que erais autónomos en ese momento.
No erais empleados de la compañía...
Andrew: Ninguno de los programadores de esa época eran empleados. Bueno, tal vez unos pocos, pero la mayoría de gente trabajando en la industria era simplemente gente trabajando en sus dormitorios. Tú escribías juegos y demos y contactabas con las compañías. Y tal vez esa demo te lograra un trabajo como empleado, pero la mayoría del tiempo eras tú escribiendo juegos y enviándolos a diferentes compañías para ver quién pagaba más. Y casi nadie en Codemasters era empleado de la compañía. Todos esos primeros juegos en 8 bits eran de gente que simplemente envíaba sus juegos desde casa, y nosotros hicimos eso.
Philip: En Codemasters realmente no tuvieron desarrolladores de juegos como empleados hasta comienzos de los años noventa.
Andrew: Sólo con las consolas.
Philip: Sí,
sólo con las consolas, cuando necesitaban equipos de un montón de
gente. Cuando eran equipos de una o dos personas les dejaban ser
independientes.
![]() |
Recordando batallas con mucha simpatía y sentido del humor |
RetroManiac: ¿Cómo
fue para dos espíritus libres como vosotros trabajar con una empresa
como Codemasters? ¿Os hacían sugerencias mientras hacíais un juego o
respetaron siempre vuestra libertad creativa?
Andrew: No, siempre hicimos los juegos que queríamos. Podíamos simplemente pensar: "Hey, ¿no molaría hacer un juego sobre...?
Philip: ¡Esquiar!
RetroManiac: Así que era muy directo.
Andrew: Sí, era muy directo.
Philip: ¿El juego se bloquea? ¿No? ¡Ok!
Andrew: Los
casetes se podían duplicar tan rápido que teníamos que darnos prisa
con la portada. La portada era lo que tardaba más... La única razón por
la que a veces les contaríamos sobre qué estábamos trabajando era para
que pudieran tener la portada un poco más rápido *Risas*
![]() |
Los pines tampoco tienen desperdicio :) |
RetroManiac: Es increíble. Eso era rápido. En ese momento os encontráis siendo número 1 en ventas en el Reino Unido, que era un mercado muy grande. ¿Cómo acepta gente de vuestra edad, entonces muy jóvenes, este tipo de fama?
Philip: Es
extraño porque salíamos un montón en las revistas y de repente teníamos
entrevistas y reuniones en Codemasters, y las revistas eran muy útiles.
Estaba la revista oficial de Amstrad, que se editaba muy cerca de donde
vivíamos, que nos daba mucha cobertura porque cuando íbamos a sacar un
juego nuevo, simplemente nos plantábamos allí y se lo mostrábamos.
Andrew: Pero
quiero decir que la gente no nos reconocía cuando íbamos por la calle.
Tampoco es que fuéramos mucho por la calle porque, o teníamos una
reunión en Codemasters, o estábamos en casa trabajando.
Philip: Alguna
gente dice cosas como "vida de estrellas del rock". No, estar sentado
delante del ordenador tecleando durante horas es mucho puñetero trabajo *Ambos se ríen*
Andrew: Ninguna estrella del rock haría eso *Risas*
Philip: No,
no había fiestas. Nuestros amigos desaparecieron así que no había
fiestas o chicas. Recuerda que eramos geeks. No podíamos impresionar a
las chicas con nuestras habilidades con el Spectrum o el Amstrad.
Andrew: Con tus habilidades de programación *Ambos se ríen*
Philip: Más bien todos lo contrario *Ambos se ríen* Pero empezó a llegar el dinero...
Andrew: Compramos una casa...
Philip: Sí, una casa de cuatro dormitorios. Muy bonita casa, así que...
Andrew: Y coches...
Philip: Sí, ambos nos compramos un coche... Y empezamos a ir de vez en cuando de vacaciones.
Andrew: De hecho, con los hermanos Darling.
RetroManiac: En esa época cuando nace uno de vuestros personajes más famosos. Sería
imposible preguntarlo todo sobre Dizzy porque no tenemos tanto tiempo,
así que nos gustaría conocer vuestra opinión sobre los juegos hechos por
fans.
Philip: Es encantador que los fans continúen haciendo juegos. Nos hace sentir muy orgullosos.
Andrew: Nos recuerda a nosotros mismos en el pasado, cuando simplemente queríamos hacer juegos para la gente.
![]() |
Espectacular la dedicatoria de Jesús Martínez del Vas |
RetroManiac: En
relación con esto: ¿Qué pensáis de lo que ocurre últimamente por
ejemplo con Nintendo, que elimina juegos que usan su propiedad
intelectual aunque estén hecho por fans? ¿Creéis que si Dizzy aún
vendiera en grandes cantidades tomaríais la misma dirección?
Andrew: Para
responder a la primera pregunta, la cuestión es que no hay manera de que
hagamos dinero de los viejos juegos de 8 bits sobre Dizzy. Incluso el
dinero que hicimos en su momento estaba bien sólo para dos chicos que
estaban trabajando desde casa. Pero ahora todo va sobre hacer grandes e
impresionantes juegos. Nintendo es muy celosa de sus copyrights, de la
forma en la que dicho copyright es visto. Hacen juegos muy grandes,
dando trabajo a un montón de gente, pero más o menos basado en conceptos
originales. Mario Kart avanza pero se sigue sintiendo como el original.
En algunos casos como Mario Maker están yendo literalmente de vuelta a
las raíces, así que puedo entender por qué lo hacen.
Philip: No quieren que los fans hagan daño por accidente a su propiedad intelectual.
RetroManiac: Así
pues, llegamos al triste momento en el que el mercado de los
ordenadores de 8 bits colapsa, de modo que o nos adaptamos a los
ordenadores de 16 bits o a las consolas. Sabíamos que la piratería con
los ordenadores de 16 bits era abrumadora. Muchas compañías decidieron
no ir por la senda del Amiga o del Atari ST. El problema con las
consolas era que costaba muchísimo dinero entrar en ese mercado. ¿Cómo
se adaptan dos desarrolladores clásicos como vosotros, que llevabais
años haciendo juegos, a esta situación? ¿Cómo os reinventáis cuando
vuestro principal mercado colapsa?
Philip: Ese
era el problema. Tienes muchísima razón en que cuando los 8 bits
desaparecieron, tenías que ir a algún sitio. Así que o bien ibas a las
consolas, que costaba mucho dinero hacer juegos, con un inventario muy
caro, pero aún así potencialmente un buen mercado, o ibas a los
ordenadores de 16 bits.
Philip: Y ya había gente que había empezado a convertir nuestros juegos a Amiga y Atari ST.
Andrew: Así que nuestros juegos ya estaban allí de todas formas *Risas*
Philip: Así
que, de todas formas, nuestros juegos se estaban desarrollando para ST y
Amiga. Y eran muy buenos. Quiero decir, el chico hizo entonces un muy buen
trabajo.
Philip: ¡Millones!
Andrew: Millones y millones de copias de Mario y similares.
Philip: Mirábamos
esos juegos y pensábamos, "¡nosotros podemos hacerlos!". Quiero decir,
un Mario. ¿Qué nos llevaría a nosotros hacerlo? ¿Tal vez un mes? Mira
eso, podemos hacerlo fácilmente.
Andrew: Así
que como desarrolladores de videojuegos, ese era el mercado obvio. El
problema era el hecho de que tenías que tener una licencia y pasar por
un proceso de aprobación largo con Nintendo.
Philip: Pero
no era cosa para nosotros. Ese era un problema para la compañía que nos
publicase. Así que era una decisión para Codemasters, si querían pagar a
Nintendo por hacer juegos o no. En Codemasters no estaban acostumbrados a
este tipo de problemas, a ser controlados por otros. Quiero decir, si
querías hacer un juego para el Commodore 64, simplemente lo hacías y lo
sacabas. Así que hablaron con un abogado y decidieron aceptar el riesgo
y...
Philip: Nos
llevó un poco más tiempo de lo esperado porque tardamos un poco en
acostumbrarnos a la nueva máquina. Además queríamos asegurarnos de que
llevábamos una oferta atractiva. Si íbamos a ir a América no podíamos
esperar que allí conocieran a Dizzy. Pero era el juego por el que
decidimos apostar, así que necesitábamos crear el mayor y mejor juego de
Dizzy jamás hecho.
Andrew: Y
no sería un juego barato. Veníamos de escribir juegos de un par de
libras a hacer juegos no de 10 o 15 libras pero de 35, si no recuerdo
mal.
Philip: Era 10 a 15 veces el dinero que costaban nuestros juegos previos.
Andrew: Así que era muy caro. Ése fue Fantastic Dizzy.
Philip: Nos llevó unos seis meses hacerlo.
![]() |
Recordando cuando ganaron un concurso de programación en televisión |
RetroManiac: Desde
vuestro punto de vista: ¿pensáis que este es el motivo por el que
muchos desarrolladores que fueron importantes durante los 8 bits
desaparecieran?
RetroManiac: ¿A cuáles de esos desarrolladores os gustaría volver a ver haciendo juegos?
Andrew: Con
la desaparición de los 8 bits acabó la carrera de mucha gente. Había
gente a la que admirábamos. Peter Johnson se fue a trabajar a una
compañía muy grande. Tony Crowder fue a Infogrames, creo, y se convirtió
en un productor. Eugene Evans se fue a América...
Philip: Sí, pero a algunos les fue bien.
RetroManiac: ¿Cómo
ha sido la recepción de Wonderland Dizzy? ¿Cómo os sentisteis en el momento en el que encontrasteis un juego que disteis por perdido
durante 22 años?
Philip: Fue un tanto extraño.
Andrew: Desde luego. Encontré para empezar unas fotos, y unas pantallas, y fue como...
Philip: "¡Oh, cierto! Teníamos este juego, Wonderland Dizzy..."
Andrew: Eran
Polaroids y pensé, "oh cierto, era un juego". Y es como, "esta bien, iré
de vuelta al loft". Entonces encontré el mapa y pensé, "de acuerdo, aquí
tengo el mapa y hay Polaroids. El juego tiene que estar en algún sitio".
Así que el problema no es el hecho de guardarlo todo. El problema es el
hecho de que tenemos demasiadas cosas y tienes que encontrarlas a base
de rebuscar entre ellas. Y cuando encontré por fin los discos con el
código fuente pensé, "¡GENIAL!" y después, "oh, no, es sólo el código
fuente", lo que significaba que tenía que ser recompilado, porque lo que
de verdad necesitamos es el archivo ROM. Así que fue muy decepcionante.
Andrew: Iba a
ser realmente difícil para nosotros el recompilarlo. Así que hablamos
con el Museo de la Computación de Cambridge para ver si ellos podían
hacer algo y contactaron con Andrew Joseph, y éste dijo, "conozco a
alguien que puede proveernos con una ROM funcional". Este chico era
Łukasz Kur, de Polonia, así que Andrew nos dijo, "si podéis poner las
cosas en Dropbox y compartirlas con él, veamos qué puede hacer". ¡Aproximadamente una semana después me envió un enlace a una página web
en la que se podía jugar directamente al juego! ¡No sólo una ROM, el
juego ya podía jugarse en una página web!
Philip: *Risas* ¡Guau,
eso sí que moló! Y era un poco raro porque algo que habías creado hace
22 años y que pensabas que se había perdido lo tenías ahí, delante tuyo,
y vas a una pantalla y piensas "¡Hey, eso es! ¡Recuerdo esa pantalla!" *Ambos se ríen*
Andrew: Teníamos flashbacks y recordábamos cosas como, "¡oh, esa parte era muy difícil! ¡Mira eso!"
Philip: Así
que sí, fue una de las cosas más raras. Pero había varios juegos que
terminamos hasta el final y nunca fueron publicados porque hacerlo en
cartucho requería bastante trabajo, tiempo y esfuerzo.
Andrew: Y había un montón de problemas.
RetroManiac: Ésa era mi próxima pregunta. ¿Quedan aún más juegos por aparecer?
Ambos: Por supuesto.
RetroManiac: Esta
es una pregunta clásica. ¿Cuál fue vuestro juego que más vendió y cuál
es del que estáis mas orgullosos? Posiblemente no sea el mismo...
Andrew: ¿De toda nuestra carrera o de la época de los 8 bits?
RetroManiac: Digamos de la época de los 8 bits.
![]() |
Sorprendidos ante la demo de Batman Forever |
RetroManiac: ¿Seguís la escena homebrew? ¿Estáis familiarizados con las nuevas creaciones para las máquinas antiguas?
Andrew: Sabíamos que existían pero...
Philip: No lo seguimos muy de cerca. Quiero decir, hoy hemos visto algunas cosas muy chulas *Ambos se ríen*
Andrew: ¡Ese juego de Pinball! (Nota: Pinball Dreams para Amstrad CPC de Batman Group) ¡Cómo hace la gente cosas así con el Amstrad es... ¡guau!
Philip: No entiendo cómo lo hacen... Es sólo... guau.
RetroManiac: ¿Conocéis algunas de las nuevas herramientas para desarrollar videojuegos para máquinas antiguas como La Churrera o CPCtelera?
RetroManiac: Entonces
no sabréis cómo habrían impactado en la industria este tipo de
herramientas de haberlas tenido en su día, si se hubiera podido escribir
juegos en C...
RetroManiac: Bueno, tras compilarlo...
Andrew: Lo
sé. Quiero decir, hemos sido jurados de esta competición (Nota:
CPCRetroDev 2016) y los códigos fuentes estaban incluidos y mirábamos y
"guau, es C" y veo que puedes escribir muy, muy rápido, pero cuando
observas a los ganadores, varios usaron algo de ensamblador, pero el
código C es muy ineficiente. Quiero decir, como hemos dicho la última
vez, si la gente hubiera utilizado ensamblador las cosas se hubieran
sentido como 4 o 5 veces más rápido por lo que el ensamblador puede hacer.
Porque cuanto más capas añades... Bueno, funciona y puedes escribir
código más rápido, pero no es tan eficiente.
Philip: (Ensamblador) Es aún la mejor manera de hacerlo.
Andrew: Oh, lo es.
Philip: Quiero decir, cuando tienes un montón de memoria para utilizar, (C) es la mejor manera. Pero cuando tienes solo 60KB...
RetroManiac: ¿Qué
pensais de estos nuevos productos desarollados alrededor del concepto
del ZX Spectrum, como el Vega o el Vega+? ¿Tal vez pensaríais si volver a
escribir juegos para ellos si vendieran en enormes cantidades?
Andrew: Ya hay suficientes juegos para el Spectrum *Ambos se ríen* Ya hay más o menos mil juegos en el Vega según creo.
Philip: En cierto sentido mola que aún haya gente que haga estas cosas.
Andrew: Pero
es un hobby. Quiero decir, no puedes ganarte la vida haciendo este tipo
de juegos para máquinas retro. Es un buen hobby, es genial el reto de
ver qué puedes exprimir de estas máquinas.
Philip:
Entiendo como este tipo de máquinas funcionan y cuando conoces
ensamblador, sabes cómo estas máquinas funcionan a nivel básico y es
divertido intentar obtener el máximo de ella.
Andrew: Respecto
a que estas máquinas existan (Nota: Vega y Vega+) en cierto sentido
mola que existan, porque nos encanta que la gente pueda ver los juegos
que hicimos, y aquí tienen otra oportunidad *Risas*
RetroManiac: Hablemos ahora de Sky Saga. ¿Por qué un MMO free to play?
Philip: Porque
cuando llevas 30 años haciendo videojuegos es siempre del estilo: haces
el juego, lo pones a la venta, miras lo que has hecho y piensas, "podría haberlo hecho mejor". Pero entonces tienes que empezar un nuevo
juego desde cero. Después lo pones a la venta y otra vez piensas "bueno,
podría haberlo hecho mejor".
Andrew: Con las descargas digitales puedes seguir parcheando un juego y hacer que siga creciendo.
Andrew: No
puedo imaginarme cómo será dentro de diez años, pero puedo imaginarme cómo será dentro de tres. Bueno, puedo imaginármelo porque lo tenemos
planificado *Risas*
Philip: Lo
cierto es que si los jugadores vienen y juegan, el juego crecerá con
ellos. Así que no te encontrarás con la situación en la que los
jugadores llegan al final del juego porque aquí tienen un juego que es
ya grande y vasto, pero que sigue expandiéndose delante de ellos, así
que cuanto más jueguen, más se expande y crece, y nunca terminarán con
el.
Andrew: Llegó también un cierto punto con los juegos digitales en que, o bien vas a lo grande, o vas a lo pequeño. *Philip se ríe* Mucha
gente se fue al iPhone y a Android porque eran equipos pequeños.
Nosotros teníamos un equipo grande y estamos acostumbrados a hacer
juegos grandes.
Philip: Ya teníamos el talento y las habilidades para hacer algo muy chulo.
![]() |
Tras el cierre de Blitz Studios, los hermanos vuelven con Sky Saga |
RetroManiac: Es
muy interesante porque si pensamos sobre la escena indie de hoy en día,
trabajan más parecido a como se hacía en los años ochenta.
RetroManiac: Pequeños
equipos, muy cercanos entre ellos. Pero de hecho vosotros, que habéis
estado aquí por treinta años y lo habéis vivido todo, desde el Spectrum
hasta la PlayStation, que ya vivíais en los ochenta y experimentasteis
en vuestra propia carne esa manera de trabajar, habéis decidido tomar el
camino opuesto e ir a lo grande.
Philip: Ya hemos estado ahí. Eso ya lo hemos hecho *Risas*
Andrew: Si,
ya hemos estado ahí y hecho eso. Hemos hecho algunos juegos
impresionantes a lo largo de los años y no queremos hacer juegos que
impresionen menos. Queremos que nuestros juegos sean cada vez más
impresionantes.
Philip: Con un equipo más grande.
RetroManiac: ¿Es
el modelo free to play el diablo encarnado? ¿Es posible eliminar las
connotaciones negativas sobre juegos free to play entre jugadores
hardcore?
Andrew: Tienes
que tener cuidado porque obviamente hay políticas y políticas pero
cuando miras atrás en el tiempo, cuando pagabas por adelantado por un
juego...
Philip: ¡Y podía no gustarte!
Andrew: Pagarías por un juego a causa del hype o del marketing...
Philip: ¡Y podía no gustarte!
Andrew: A algunos juegos los amas...
Andrew: Pero
hay tantos juegos a los que jugaste un par de noches y pensaste, "bah, es
una mierda". No es genial que hoy en día puedas probar un juego
totalmente gratis, que cualquiera pueda jugar, y que esos que llevan ya
jugando semanas puedan pensar, "hmm, me gustaría personalizar a mi
personaje, me gustaría cambiar un poco el estilo...". Hemos tenido
muchísimo cuidado con las políticas porque lo que no quieres es que la
gente piense que puede pagar para ganar de alguna manera a la gente que
no pone dinero, que tendrán una ventaja o algo...
Philip: No, no queremos eso. No queremos darle ventaja sobre otros jugadores. Eso es pagar por ganar.
Andrew: Así
que tienes que tener mucho cuidado. Hay compañías que han hecho mucho
dinero con sus juegos y por supuesto se lo merecían, porque le han dado a
los jugadores exactamente lo que ellos pedían, y así es como han hecho
su dinero. Otra gente podría haber hecho su dinero porque...
Philip: Explotaban a la gente.
Andrew: Explotaban el amor de la gente por su juego.
Andrew: Estamos
dando lo mejor de nosotros para asegurarnos de que no exista
remordimientos entre los compradores, que la gente se arrepienta de
poner dinero en el juego.
Philip: Eso
es muy interesante, de hecho: remordimientos de compra. ¿Cuantas veces
vas a una tienda y compras algo? La mayoría de las veces tienes la
oportunidad de devolverlo si te arrepientes de la compra. Por eso
compramos cosas todo el tiempo. Así que la diferencia entre comprar una lata de Coca-Cola o un personaje virtual es... *Ambos se ríen*
RetroManiac: Hace 30 años era más dificil calibrar la dificultad de un juego, y hoy en día es más difícil calibrar el modelo free to play.
Andrew: Es
realmente complicado hacerlo bien pero tenemos una gran ventaja, ya que
es un juego que está vivo y las cosas están cambiando todo el rato.
Afortunadamente las cosas cambian, rebalanceando el juego y de vez en
cuando podemos añadir cosas que pueden cambiar el balance en una
dirección. Entonces la gente podría quejarse, pero podemos reaccionar y
somos muy conscientes de que es como un fluido vivo y que de vez en
cuando podemos romper algo, o cometer un error, o encontrar un bug, así
que estaremos observando muy atentamente como la gente juega para que si
hacemos algún cambio y la gente se pone en plan, "no, no, no, así no es
como nos gusta", tenemos la oportunidad de volver atrás.
Philip: Y
de veras pienso que irradia confianza a la gente el hecho de que
tenemos a un equipo muy, muy talentoso, que cuya pasión principal es
hacer un gran juego, no hacer la mayor cantidad de dinero que puedan.
RetroManiac: Y entonces el dinero llegará solo...
Andrew: Ésa es la idea.
RetroManiac: La última pregunta. ¿Qué fue antes, Dizzy o la gallina?
*Ambos se ríen*
Andrew: Tiene que ser el huevo.
Philip: ¡El juego llegó primero!
RetroManiac: ¿Hay algo que queráis añadir a nuestros lectores? Sentíos libres...
Andrew: Sólo
espero que disfruten leyendo esta entrevista. Si lo hacéis, entonces
deberíais comprar nuestro libro de Fusion Retro Books escrito por Chris
Wilkins y Roger M. Kean. Aunque cueste dinero creo que es fantástico y
que la gente seguro, seguro, que lo va a disfrutar.
English interview
RetroManiac: We are here with the famous Oliver Twins, Philip and Andrew. Thank you very much for accepting our interview. You started very early with videogames and doing things. Do you remember how videogames entered your life?
Andrew: Yeah, we must have been eleven
or twelve and this would have been in 1981 or 1982 when we started to see
Pong, Space Invaders, Pacman in the arcades. The arcades
existed but they were mainly pinballs machines and fruit machines. And
then in britain we had lots of people trying to do hobby with computers. They would mostly to be Sinclair in 1981.
Philip: And then i remember a friend of
us had an Apple IIe so we played things like Taxman and Zork and i
guess we played that for a lot of time *laughs* And
then our brother got an Sinclair ZX81, put it under our family TV and
then he discovered girls so he left the computer under the TV *laughs*So we played with it but it only had 1KB of memory so you could only
type a few lines...
Andrew: And we
couldn't play many things there.
Philip:
Yeah, that's when we discovered we needed a new computer *laughs*
RetroManiac: So, it
was a Sinclair ZX81 the first machine that entered in your home?
Philip: The first
one in the house, but we didn't use much it because we realized we
could not do very much. So we saved money and we bought a Dragon 32.
Andrew: Which it
was very obscure and many haven't heard of it
RetroManiac: In
Spain many people knew about it because when the company went bankrupt it
was bought by a spanish public company and then they were made in
Spain...
Philip: Oh i see.
But that machine was a blessing for the skies because it didn't
have attribute clash like the Spectrums, it had a proper keyboard,
nice colours...
Andrew: Good
BASIC...
Philip: Yeah
everything was easier
Andrew: And it had
very few games, because the machine was never so popular, so it
encouraged us to make our own games!
Philip: If we had
from the very beginning a ZX Spectrum or an Amstrad, mainly a
Spectrum back in that day, it would have been more difficult to us to
do our own games because we would have been occupied mainly playing
the games made by others because there were so many good games...
With the Dragon we really didn't have many good games to play.
RetroManiac: So we know now which were your first systems. How did you learn to develop games for these machines?
Philip:
We started learning the BASIC because all computers came with the
manual. So we basically read all the type-ins. Then we started
modifying what those listings created and we did things like
recreating a pong game and stuff, just in BASIC. But we discovered
that that was too slow. Then we moved to a BBC Micro, which is a more
faster computer, but even then we needed more speed. The BASIC wasn't
quick enough.
Andrew: The BBC
Micro had a very very clever idea and nobody really ever take this
up and it was that inside the BASIC you could write assembler language
so you could do a little bit of code of that particular part of the code
you needed to be faster and it could convert that little bit of
code, which it was inside brackets, into assembly and it would run.
So most of the games were in BASIC but with the parts you needed in
assembly. And that was a brilliant idea. And i can't believe that no
other computer did that to the best of my knowledge.
RetroManiac: We know how you did start making games. At the very
begining, you got some type-ins published in magazines, then you had some games made for
Players I think...
Andrew: That's
correct, yes.
RetroManiac: Did you
know already at that time, when you were still very young, that
videogames would be your life, that you would do that for a living, forever?
Philip: We really
didn't though ahead like in 10 or 20 years. We just really though
that we loved making games and we just knew the computers were
getting better. Every year there was a better computer!
Andrew: Every few
months likely.
Philip: And we
did believe in the future computers and games will be amazing, but we
never made the connection about what we would be doing.
Andrew:
But it was more exciting that doing homework *laugs*Because
we were still in school *both laugh* And there were many
incredible games back in the day but we really wanted to do our own
games and we really would love to see our games published in cassette
and not only those type-ins but like real games for real companies...
Philip: And walk
ourselves in the shops and see our games in the shelves...
RetroManiac: So you
had your very first hit with Codemasters which was Super Robin Hood,
but of course it's a totally different way of doing games compared to what
you had done before. How difficult was to adapt what was mainly a
hobby to what was becoming a serious bussiness?
Philip: During
our few last years of school we were getting very very good at
writting assembler. We had written quite a lot of stuff in the BBC
Micro but nobody wanted to publish it because the market wasn't very
good with the piracy and those things. So we heard that Amstrad had
put in the market the CPC 464 and that was quite good. But then one
of the companies we were working with, Firebird, told us
that there was a new machine coming out, the Amstrad CPC 664, which
had a disk drive, and that they would like us to make some games for
that. So they got us an early machine and we just thought that it was
brilliant and then we decided to leave the BBC Micro for just playing
games but we would make games for the Amstrad. The Amstrad just
seemed like an awesome machine.
Andrew:
We had got it early and what we realized it didn't have was a way
of managing sprites on screen, so we wrote on assembler our own sprites
managing tool which was very flexible. This is called Panda Sprites
and it was published through Players because this is the thing we
really missed from the old Dragon 32 days. So during the last years of
school we did tools to make games. Players published this tools,
which they didn´t sell very well but for years we used those tools
to make our own games.
Philip: But back
with Codemasters. We basically agreed with our parents that we would
not leave home, we would not go to university as long as we really
try very hard to make good bussiness and make some money doing games.
And we got very lucky that at september 1986 we met the Darling
Brothers who have just set Codemasters. It was the very first time
the name Codemasters was seing in public. We met them, showed them a
game design for Super Robin Hood, just on paper! Along with other
things we had written...
Andrew: And then
we asked them how much would they pay for it and they said 10.000
pounds
Philip: Which was
a LOT of money
Andrew:
It was so much money! *both laugh*
Philips:
We have just left school and wow, this is amazing. So we went home
and we wrote Super Robin Hood in one
month just using a single Amstrad CPC 664 and the game went straight
to the number 1 in the UK Charts.
Philip: They
were! They were...
RetroManiac: So why choose the Amstrad CPC?
Andrew: We were
saving up and we bought that over the Commodore 64 or the ZX Spectrum
because we did feel that if we bought any of those machines we would
not reach the point were we would want to learn how to program.
Philip: Those two
machines were all about playing games. And there were LOTS of games.
And we just wanted kind of only making games. And the BBC Micro was
the best way to learn how to make games.
Andrew:
Yeah and our parents were so happy because those machines were really
expensive but we saved up all the money to buy them. And then was
Firebird giving us this early Amstrad CPC 664. How many times can you
get a machine before the people know about them? *Laughs*
Philip: Even if
it was only a month before or so *laughs*
Andrew: Yeah *laughs*
RetroManiac: Most of
the people knows you from your works with Codemasters but what not
many people know is that you were freelances at the day. You were not
employees of the company...
Andrew: None of
the programers of those days were employees. Well, maybe a few, but
most people working in the industry were just people working from
their bedrooms. You wrote games and demos and contact publishers.
And maybe from that demo you would get an offer for employment but
most of the time it was about writting games and sending them off to
companies who would pay you the most for the game. And almost nobody
at Codemasters were employees of Codemasters. All those early 8 bit
games were people just sending the games from home and we did that.
Philip: At
Codemasters they really didn't have any game developers as employees
until the early 90's.
Andrew: Just with
the consoles.
Philip: Yeah,
just with the consoles when they would need teams of lots of people.
When it was like one or two they just let them be independent.
Andrew: So we
would just work from our parent's home. We would just work stupid
hours. And all of our friends went to the university. We were the
ones who didn't went to university so we lost almost all our friends *both laugh* Our new friend was the Amstrad *laughs*
Andrew: No, we
always did the games we wanted. We could just think: “hey wouldn't
it be cool to make a game about...”
Philip: Skiing!
Andrew: Yes,
skiing or something, because we were skiing on a holiday. And we just
wanted to do a skiing game and it took about six weeks to make it
because of it's scrolling *laughs*It was a little bit slow
scrolling *both laug* But we would present it to them just when
it was finish. I mean, there was some cases were an idea would pop up
first on a meeting, but we would just talk about it on paper on a
lunch. But we really never talk with them about the design of a game.
We would just take the game and play to them when they were finish.
And they will say that if there aren't any bugs at the end of
the day they will send it to duplication.
RetroManiac: So it
was quite direct.
Andrew: Yes, it
was quite direct.
Philip: The game
crashes? No? Ok!
Andrew: The
cassettes could be duplicated so quickly as well that we would have
to hurry on the cover art. The cover art would take the longest
time... The only reason we would tell them that we were working on
some game was in order to get the cover art a little bit quicker *laughs*
Philip: We would
just show there up with a game, play all day, not find any bugs
occasionly. If we found some bugs we would stay there a couple of
days fixing them overnight so we could play the game the next day and
then they would take it to the tape duplicator and it would take two
week since we gave it finish until it show up in shops. It was
incredible.
RetroManiac: It's incredible, yeah. That was really quick. Now, at that time you found yourselves being number 1 bestsellers in the UK, which was a very large market. How does people at your age, being that young, cope with this kind of fame?
Philip: It's
weird because we were in magazines a lot so we would have interviews
with magazines or be in meetings at Codemasters, and the magazines
would be really useful. There was this magazine, the Amstrad Official
Magazine, which was really close to were we lived so we would get a
lot of coverage because when a game was coming up we would just go
there and show it up because they were so close.
Andrew: But i
mean, people didn't reconize us when we were walking on the street
and we didn't walk on the street that much either because either we
had a meeting or we woud be at home working.
Philip: And some
people would say something like “rockstar lifestyle”. It's like,
no, sitting in front of the computer typing for hours is blood hard
work *both laugh*
Andrew: No
rockstar would ever do that *laughs*
Philip: But yeah
there were no parties. Our friends dissapeared so there were like no
parties or girls. Remember that we were geeks. We could not impress
girls with out Spectrum or Amstrad skills.
Andrew: With your
programming skills *both laugh*
Philip: Pretty
much the opposite *both laugh* But money started to came in
so...
Andrew: We bought
a house.
Philip: Yes, a 4
bedroom house. Very nice house so...
Andrew: And
cars...
Philip: Yes, we
both got a car... And we would start going sometimes on holidays
Andrew: With the
Darlings, actually
Philip: Yeah, we
would go on holiday with lads. Just lads holidays. And skiing, and we
got some jet skis, and that's why we did Jet Ski Simulator. So i
guess we started to live a little bit better because we had money.
RetroManiac: It's in
this era when one of your most famous characters is born. It would be
impossible to ask everything about Dizzy because we don't have that much time, so we would just like to know your opinion about all the fan made
games.
Philip: It's
lovely that people still continue to make fan games. It makes us
really proud.
Andrew: It
remember to us formly, when we just wanted to make games for the
people.
Philip: And they
put their time and effort just in making new games for the people and
it kind of continues to keep Dizzy alive, which is really nice.
RetroManiac: Related
to this: What do you think about what is happening as of late with Nintendo taking down games which uses their intellectual property, even if they are made by fans? Do you think if nowadays Dizzy was still selling in large numbers, you would take this very direction?
Andrew: To answer
the first question the point is, from the old 8 bit Dizzy games there's
no way we can make any money and is not about making the money. Even
the money we did with them back in the day was good for two guys
working from home. But it's all about doing big and impressive games
nowdays. Nintendo is very precious about their copyrights. They are
very precious about the way they are seen. They are making very big
games, employing a lot of people, but pretty much based in the
original concepts. Mario Kart is moving forward but they still feel
like the original. So I can see exactly why they do that. In some
cases like Mario Maker they are literally going back to the very
roots.
Philip: They
don't want the fans to accidentally damage the image of their
intellectual property.
Andrew: But with
Dizzy, we don´t make Dizzy games anymore so we don't mind. In
Codemasters they may have a different point of view but as far we are
concerned Dizzy is just about people celebrating some original retro
games and a bit of history.
RetroManiac: So we
reach the sad point when the market for the 8 bit computers
collapses. You had either to adapt to the 16 bit computers or the
gaming consoles. We know that the piracy with the 16 bit computers
was rampant. Many companies decided not to go on the road of the
Amiga or the Atari ST. The problem with the consoles was that it was
really expensive to enter in that market. So the question is: classic
developers like you who had already done games for many years, how do
you reinvent yourselves when your primary market collapsed?
Philip: Yeah that
was the problem. You are so right that as the 8 bit dissapeared you
had to go somewhere. So you either had to go to consoles, which was
very very expensive to create the games, very expensive inventory,
but then potentially a good market, or you go to the computers, the
16 bit computers
Andrew: There was
the PC as well, let's not forget about it. It's funny. Lucasarts did
a couple of games which sold well but it was seen as a very very
tough market. And it confused us because all the Pcs were different.
I mean, nowdays you have a good solid windows base and even you use
unity or unreal or something like that, but back then it was really
hard to make a game stable on all of those PCs. So the PC was not
available for us. So it was either the Amiga or consoles.
Philip: And with
the ST and the Amiga, people had already started to convert our
games.
Andrew: So our
games were there anyways *laughs*
Philip: So our
games were developed in ST and Amiga anyways. And they were quite
good. I mean, the guy did a very good job then.
Andrew: He did a
very good job indeed. We could see that it was a very good job but we
could see that there wasn't a huge amount of money there. And we
thought that the piracy was getting worse and worse. We were excited.
We went to the CES in Las Vegas, the huge electronic show, we were
kind of 20 years old or whatever, and it was incredible to see Las
Vegas. But then we could appreciate that Nintendo had taken the
market on a storm. They were selling games 50 dolars a copy and
selling literally...
Philip: Millions!
Andrew: Millions
and millions of copies of Mario and such.
Philip: We looked
at this games and we though “we could write them!” I mean Mario,
what could it take for us. A month maybe? Look at this, we could do
this quite easily.
Andrew: So as game
developers that was the obviously market. The problem was the fact
that you would have to be fully licensed and get all the approvals
and go through that long process with Nintendo.
Philip: But that
was not for us to do. That was a problem for the publisher. So it was
a decision for Codemasters to make, if they pay Nintendo to make the
games or not. Codemasters was not used to this kind of problems, to
be governed by somebody else. I mean, if you wanted to make a game
for the Commodore 64 you just did it and put it out. So they spoke
with a lawyer and they decided to take the risk and so...
Andrew: We just
made the games.
Philip: It took a
little bit longer than we expected because it took a little time to
get used to the machine. We also wanted to be sure that we were going
with a very very strong offering. If we are going into America we
couldn't expect people to know Dizzy. But that was the game we
decided to go on with and we just needed to make the biggest and the
best Dizzy game ever made.
Andrew: And it
wouldn't be a budget game. We came from writting games for a few
pounds to not 10 or 15 pounds but i think it was 35 pounds games.
Philip: It was 10
to 15 times the amount of money of our previous games.
Andrew: So it was
very expensive. That was Fantastic Dizzy.
Philip: It took
about 6 months to write.
Andrew: Maybe even
8 months. And we used another programer who was paid and a couple of
artists. So it started to became serious teams, we didn't have that
before.
RetroManiac: From
your point of view: do you think this is one of the reasons why many
developers, who were pretty important during the 8 bit era,
disappeared?
Both: Yes,
definitely.
RetroManiac: Which of
those developers would you love to see making games again?
Andrew: With the 8
bit dissapearing, it ended many people's careers. There were some
people we really admired. Peter Johnson went to work for a very big
company. Tony Crowder went to Infogrames i think and became a
producer. Eugene Evans went to America...
Philip: Yeah but
some did well.
Andrew: Yeah but
some dissapeared for a long time before coming back again with new
games. And then there are people who completely dissapeard like
Mathew Smith... But a lot from those very early days were really
hardcore coders who liked working on isolation, and that was the
beauty and the talent. We already worked together, but Philip had
started at the end to pay artists to do bits of artwork and so on
Fantastic Dizzy we got another programer to work on with us. So we
were starting to naturally form teams which could make this bigger
games and when things started to be funny at Codemasters we though
“well, we have some bit of money, we are forming teams. Well, let's
just employ them, get rid of this” and then did it all ourselves.
RetroManiac: How has
been the response to Wonderland Dizzy? How did you feel at the very
moment you found a game you thought lost for 22 years?
Philip: It was
kind of weird.
Andrew: Yeah. So i
found photos to beging with and screens and it was like...
Philip: “Oh,
yeah! It was that game, Wonderland Dizzy...”
Andrew: They were
Polaroids. And i though “oh yeah, it was a game”. And it's like:
“Ok, i'll go back to the loft” and i found the map and i thought
“ok, here's the map and there are Polaroids. The game must be
somewhere”. So the problem is not the fact that you keep
everything. The problem is the fact that there is too much stuff and
you have to find them just digging through it. And when i eventually
found the discs with the sourced code i went “BRILLIANT!” and
then “oh no, it's just the source code”, which means it has to
be recompiled, because you really need it as a ROM image. So i was
really dissapointed
Philip: Because
it was still hard work.
Andrew:
It would be really difficult for us to recompile it. So we talked to
the Cambridge Computer Museum to see if they could do anything with
these and they reached Andrew Joseph and he said “i know a guy who
could provide a working ROM. The guy was Łukasz Kur,
from Poland, so Andrew told us “if you can put the stuff in the
dropbox and share with him let's see what he can do”. About a week
later he just sent me a link back to a website so the game was able
to been played in a webpage! So it wasn't only the ROM but it could
be played already on a webpage!
Philip:
laughs Wow, that was really
cool! And it was a little bit weird because something you created 22
years ago and you though it was lost, and then you have it in front
of you, and you go to one screen and think “hey, that's it! I
remember that screen!” *both laugh*
Andrew: We were
having flashback and remembering things like “oh, that was really
hard! And look at that!”
Philip: So yeah,
it was the weirdest thing. But there were several games that we
finished to the end and they didn't just got published because of
the idea of publishing cartdriges takes quite a lot of work, time and
effort.
Andrew: And then
there was lots of problems.
Philip: So there
were a few games that never went realeased.
RetroManiac: That was
my next question. Do you think there are still more games left to find and preserve?
Both: Of course.
Philip: Watch
this space *laughs*
RetroManiac: This is
a classic one. Which one was your best selling game and which one is
the one your are most proud of? Probably they are not the same...
Andrew: Of all our
career or the 8 bit days?
RetroManiac: Let's
say the 8 bit days.
Philip: I would
say it was Fantasy World Dizzy. We went recently over Ghostbusters II
and that one is pretty good too, but it wasn't our design. Fantasy
World Dizzy or Fantastic Dizzy. They are kind of the same game
but bigger. I would say that. And from the earning point of view it
would be the one who earn us the most.
RetroManiac: Do you
follow the Homebrew scene? Are you familiar with the new creations
for old machines?
Andrew: We are
aware of but...
Philip: We don't
follow that closely. I mean, we have seen some cool stuff today *both
laugh*
Andrew: That
pinball game! (Note: Pinball Dreams for Amstrad CPC by Batman Group)
How does people do things like that on the Amstrad is like wow!
Philip: I don't
understand how they do that. It's just... wow.
Andrew: I mean, i
vagely know what they have done to do it but i never though in my
wildest dreams that i would see that work. *both laugh* I still
barely know what they could have done there.
RetroManiac: Do you
know any of the new tools to develop games for old machines like La
Churrera or CPCtelera?
Andrew: Not at all
RetroManiac: So you
don't know how these tools would have impacted the industry if
released back in the day if you could have written the games in C...
Andrew: No, C is
not that usefull for 8 bit. It's too losy, is not efficient...
RetroManiac: Well,
after compiling...
Andrew: Yeah, i
know. But i mean, we have judged this competition (Note: CPCRetroDev)
and the source code was included and we saw “wow it's C” and i
see that you can write it very very quickly but then you spot some of
the winners used some assembler, but the C code is very ineficient. I
mean we have said the last time, if people would have go to
assembler, the things would feel like 4 or 5 times faster because of
what it could do. Because the more layers you add... well it works
and you can write it quicker, but is not that eficient.
Philip: It's
still the right way to go.
Andrew: Oh, it is.
Philip: I mean,
when you are plenty of memory to use, is the way to go. But when you
have only 60K...
Andrew: You count
every single byte.
RetroManiac: What's
your opinion about the new products developed around the concept of
the ZX Spectrum, like the Vega or the Vega+? If these products were
succesful enough, I mean selling in really big numbers, would you
maybe think about writing games for them?
Andrew: There are
enough games for the Spectrum *both* *laughs*There are already
like a thousand on the Vega, I believe.
Philip: It's
kind of cool that people can do still this stuff.
Andrew: But it's
hobby stuff. I mean, you can't make a living from doing this kind of
games for this retro machines. It's great for a hobby, it's great
for the challenge of what you can get out of these machines.
Philip: I
understand how this kind of machines works and when you know
assembler you know the basic level of how a machine of this works and
it's fun to try to get the maximum of them.
Andrew: And about
these machines existing (note: Vega and Vega+) it's kind of cool
that they exist because we love people to see the games we made and
here's another oportunity *laughs*
Philip: As for
going back into doing games, well, we don't code anymore but believe
me, when you have a team of 100 or more people you find yourself
quite busy in design meetings and this sort of things. Honestly, not
coding directly us has it's own frustrations but it's so much more
awesome games that we could have ever written.
RetroManiac: Let's
talk a little bit about Sky Saga. Why a free to play MMO?
Philip: Because
when you are writting games the whole last 30 years it's about you
write a game, you finish it, you ship it, you look at what you have
done and you think “i could have done it better”. But you have
then to start a new game from fresh. Then you ship it and you think
again “well, i could have done it better”.
Andrew: With
digital download you can keep patching a game and keep it growing.
Philip: It's not
really patching them but growing the whole experience. It's making it
better, better and better. I mean, we have spent now three years with
Sky Saga and it's flipping awesome what's there. But imagine it in
three more years!
Andrew: I can't
imagine it in 10 years, but i can imagine it in three years. Well, i
can imagine that because we have an schedule *laughs*
Philip: But
actually, if players come and play and love, the game will kind of
grow with them. So you won't have a situation where a players comes
to the end of the game because here is a game which is already vast
but it keeps expanding in front of them so the more are they playing
the more is expanding and growing and they are never done with it.
Andrew: There were
also a certain point when the games became digital that you either go
big or go small.
Philip: *laughs*
Andrew: Many many
people went into the iPhone and Android because they were small
teams. We had a big team and we were used to make big games.
Philip: We
already had all the skills and talent to make something awesome.
Andrew: So we
though we could not compete with the indies and students and people
who make all this small games. But what we can do is make something
really big with our big team. We know already how to make big games.
Big teams are structured for the long term.
RetroManiac: It's really interesting because we think about the indie scene nowadays and they work more like you did in the 80's
Philip:
Absolutely
RetroManiac: Small
teams, very close between them. But actually, people like you, who
have been here for 30 years in the market and have lived everything,
from the Spectrum to the PlayStation, who already lived in the 80's
and experienced yourselves that way of working, you took the opposite way and went big.
Philip: We've
been there. We have already done that *laughs*
Andrew: Yes, we've
been there and we have done that. We have made some very impressive
games over the years and we don't want to make less impresive games.
We want to make more impressive games.
Philip: With a
bigger team.
Andrew: Yeah, and
we have got the skills so if we have got the oportunity, why wouldn't
we? The other thing i forgot to say about creating this kind of boxed
game is that everytime a player finishes the game you have to
convince them to come to your next game. So you find yourself trying
to win your audience again. When there's a game which is just a
living game there's no point on when the player himself leaves your
game, it just basically grow bigger on them. So they don't have to
say: “so it's about time i look for another game”. No, you
really don't have to go and reinvest in another game, you just have
to keep playing to it and it keeps growing, bigger and better.
RetroManiac: Is free
to play the devil on earth? Is it possible to remove the negative
feeling about free to play games among hardcore gamers?
Andrew: You have
to be careful because there's obviously politics but then you look
back in the day where you payed up front for a game...
Philip: And you
may not like it!
Andrew: You would
pay for a game based on hype and marketing...
Philip: And you
may not like it!
Andrew: Yeah. Some
games you love...
Philip: Some
games give you value...
Andrew: But there
are so many games that you played for a couple of nights and then
though “bah, that's rubbish”. Isn't it brilliant that nowdays
you can try a game totally free of charge that anyone can play, and
those who start to play it for weeks can start thinking: “Umm, i
would like to customize, i would like to change the flavour...” We
have been very careful with the politics because what you don't wanna
do is to have people think that they can pay to win somehow off people
put money in, they get an advantage or so...
Philip: No, we
don't want to do that. We don't want to give advantage to other
players. That's pay to win.
Andrew: So you
have to be very careful. I mean, there are some companies that made a
lot of money with their games and of course they deserved it because
have given the consumer exactly what they were asking for and that's
how they made the money. Other people may have made their money
because...
Philip: They
exploited the people
Andrew: They
exploited the people's love for their game
Philip: But that
tends to be sour and it doesn't last long... We are making Sky Saga
for the long term, so we have to be very very careful.
Andrew: We make
our very very best to make sure there is never buyers's remorse, that
people regret putting money on the game.
Philip: That's a
very interesting thing actually: the buyer's remorse. How many times
you go to a shop and buy some things? Most of the time you have the
chance that if you regret the buy you can take them back. So that's
why we buy things all the time. So the difference between buying a
can of Coke or a virtual character is … *both laugh*
Andrew: We just
want to make people feel that it was worth it.
RetroManiac: 30 years ago, it was harder to calibrate the difficulty of a game, nowdays is more difficult to calibrate the free to play model...
Andrew: It's
really tricky to get it right. But we have a big advantage, and that
is the game is live so things are changing all the time. Fortunately
things are changing, rebalancing the game and every now and then we
might add something and it may change the balance one way and then
people would complain, but then we can react and we are really really
aware that it's like a living fluid thing and every now and then we
might break things or make a mistake or find a bug, so we will be
watching very carefull how the people play so if we do some changes
and people go like: “no, no, no, this is not what we like” we
have the chance to go back.
Philip: And i
really think this give people some sort of confidence, the fact that
we have a very very talented team that are really passionately about
making a great game first, not about making the most money as they
can.
Andrew: No, no no.
The first idea of this game is making an amazing experience for
people.
RetroManiac: And then
the money will come on its own...
Andrew: That's the
idea.
Philip: Which we
will use it... to make the game even better! *laughs*
RetroManiac: The very
last question: what came first, Dizzy or the chicken?
*Both laugh*
Andrew: It has to
be the egg.
Philip: The game
came first!
Andrew: I mean,
one of the games we wrote with the PlayStation was Chicken Run, and
if you look at Chicken Run it has the same solid gameplay as Dizzy,
which was going about finding things and so and if you look back at
the Dizzy games it was kind of the same, so if we have to say what
came first, the chicken or the egg, so it was the egg, isn´t it?
Because Chicken Run came later *both laugh*
RetroManiac: Is there
anything else you want to add for our readers? Feel free...
Andrew: I just
hope they enjoy this article. If you do, then you should get our book
from Fusion Retro Books written by Chris Wilkins and Roger M. Kean. Although it cost money i do think it's fantastic and people will
really, really enjoy it.
Thank you very much to The Oliver Twins for their kindness and to Jon Cortazar for some of the photos.
Muy buena entrevista! Muy disfrutable. :)
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