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Interview: Bill Roper: April 14, 2004
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An archived Hellgate: London feature. See the Hellgate Archives for more.
Interview: Bill Roper on programming their new game, official website planning, Namco publishing partnership, and company morale.
Date: April 14, 2004
Source: Flagship Follower (Dead link.)
FlagshipFollower.com Interview
Flagship Follower: We heard you made a 3D engine for your game. Do you have any visual representation of your game or the engine in use? If you do not have a visual representation, what motivates the team?
Bill Roper: The engine is far enough along where we have defined our graphics pipeline, have numerous systems in place such as particle effects, volumetric lighting, spectral lighting and so forth. We are still making some decisions in regards to what approach to use in terms how we light our levels, where to place our visual emphasis in a way. We look at the game every day and are constantly discussing how to best strike a balance between the visual aspects of the game and the game play requirements.
FF: Fans everywhere are trying to find a place to talk about the upcoming game. At what stage in development will you begin to make a website dedicated to your first game? And, also, when will the forums be added to www.flagshipstudios.com?
BR: We will have a full game-dedicated section of our website the day we announce the title, although we do not have a target date for that yet. In regards to forums, we don’t know how beneficial these would be on the Flagship Studios site without being able to talk about the game. However, there are many great forums on the numerous fansites that can be found through links in the Community section of our homepage.
FF: Fansites are a place for users to gather and talk about the company. It may be too early but do you visit these sites and read feedback from users? In the future, will feedback from fansites influence the game in any way?
BR: Flagship has already worked with the fansites to get them exclusive content and provide interviews. We also have been lurking around the forums and are excited to see people’s interest so piqued without even knowing any real specifics. We have always felt that the feedback we get from the gaming community is invaluable and we look forward to having this level of interaction on our new game.
FF: As a rather new company, are you currently working on the specific code for your game or are you working on a general script library to make it easier for this and future games?
BR: We are working on specific code and also creating systems and tools that may be useable on future projects. Out focus is on creating a fantastic game of the highest quality possible as opposed to making a sustainable or marketable technology. We have always felt that the design of the game should drive the technology, so starting from the ground up is something we are used to doing. We do create tools for the game that we can use for creating expansions or additional content, but the game is our first and foremost concern.
FF: When you contacted Namco, did you tell them exactly what the game was about or was it just an overview of what you were planning? And, what was their initial reaction to what you proposed?
BR: We presented them with a high level design overview and talked extensively with them about the concept and our ideas on how to make it all come together. Their initial reaction was certainly excited enough for us to end up working together, and we were very happy with their immediate understanding of how the concept will work. We have had a great time talking game design with their developers and producers and look forward to going through the development process with them as our publishing partner.
FF: Ok, so some of us were bummed out after the Bilbo's Backyard Baseball statement, but we can still look forward to a different game. Now that a publisher has been selected, have you discussed how to release information about the game to the public? Will more specific information on the game be released in the near future?
BR: Well, we know SOMEONE will step up and make a fantasy-inspired sports title, but we’re not going quite THAT far away from our roots with our new game design. In terms of when we will release more information about our game, it is less about setting a specific date right now and more agreeing on the stage of development the game needs to hit before we start showing it and really talking about it in depth. We want to be able to not just hand out concept artwork and screenshots, but also let people sit down and play the game so that any questions they have about the game mechanics and play flow can be answered by playing. We do intend to open the door into our game a little more in the near future, but it will be a while still until we have major, substantive information for the general public.
FF: What is the morale like at Flagship Studios? Is everyone being stressed to get things done or are you in a more laid back environment?
BR: We’re excited about the new company and our game, as well as our relationship with Namco. There is always a level of tension as you get near deadlines, but the atmosphere is fairly relaxed since we all know each other so well and are comfortable with how we all get things done. We are currently searching for permanent office space, and moving into a new surrounding will undoubtedly be great fun as we get to define a work space as uniquely ours.
