Interview : James Rolfe, AVGN(Angry Video Game Nerd)

This time, Pig-Min did an e-mail interview with James Rolfe, who does AVGN(Angry Video Game Nerd).

AVGN is extremely famous all over the world, for his Retro-but-Bad-Games review. Started with Youtube, and now with Gametrailers. Especially, he became very famous even in Korean internet, and that's why Pig-Min decided to do e-mail Interview with him.

Thanks for his answer, even if he gets THOUSANDS e-mails per day. :)

Korean version of this Interview


User image

He even sells official T-shirt



1. First of all, please introduce who does AVGN(Angry Video Game Nerd). We all know AVGN itself very well, but not sure who does it.

Hi. My name's James. I write, record, and edit the Nerd videos as well as star in them.

Most people on the internet now know me as the foul-mouthed Angry Video Game Nerd, but I'm a film buff, independent filmmaker and retro video game fan. I've made nearly 200 short videos, ranging from horror to comedy.

You can see more about me at www.Cinemassacre.com which further explains who I am.


2. AVGN(Angry Video Game Nerd) became extremely popular among Korean gamers, because some people did Korean Subtitle for [Silver Surfer] few  weeks ago. After that, lots of AVGN videos are fan-subbed & spreaded,  and became tremendously famous. However, [Silver Surfer] was NOT your  first AGVN work, and you have made tons before that, but Korean people don't know about them yet. Could you please let us know, when you started AVGN (or older name Angry Nintendo Nerd), what game you reviewed in the first place, and brief history about AVGN?

In 2004, I made the first two angry game reviews, "Castlevania 2: simon's quest" and "Dr. Jekyl and Mr. Hyde". It was only meant for a little joke to share among close friends.

2 years later, in 2006, I made a third one "Karate Kid" and posted the three of them as a trilogy on the internet calling them the Angry Nintendo Nerd trilogy. Soon I began uploading them to YouTube.com and Myspace.com where they catapulted to internet popularity.

I teamed up with ScrewAttack.com who also produce comedic video game reviews and together, we both got a deal with MTV's GameTrailers.com at the beginning of 2007. To this day, there's about 47 Angry Video Game Nerd (AVGN) episodes, as referenced by Wikipedia. http://en.wikipedia.org/wiki/Avgn


3. AVGN is extremely famous, but that's NOT the only 1 project which you do. You're doing 'Cinemassacre', and AVGN is just the part of that. Could you please introduce us what 'Cinemassacre' is, and what kind of  other stuffs you have made?

I appreciate the mention!

Cinemassacre is the name of my one-man production company. The name refers to massacring cinema, just doing it your own way and throwing away the rules. I've been inspired by movies, comedy, horror, action, all kinds, and since childhood, have been making my own home-made movies.

From there, it just grew. Ironically, the Nerd has taken away time I would be focusing on my other videos. But the Nerd is also bringing more attention to my other work. Soon, I hope to get started on another big project of my own.


4. When we see AVGN, we could see also the name of 'GameTrailers' &  'ScrewAttack'. We could assume they are all connected to AVGN franchise, but not sure exactly how they are connected. Please let us know about them. And sometimes people mistook some other 'ScrewAttack' series as 'Video Game Vault' for 'AVGN' series, because you are doing few (or some) of them. Please make clear about them, too.

Oh, okay. I understand it can be a bit misleading at first. Wish I read ahead with the questions, I seem to have accidentally answered it already. But I can elaborate further.

ScrewAttack is another website, separate from CineMassacre. They produce the Video
Game Vaults and Top 10 series. I now work together with them. I still produce the Angry Video Game Nerd totally independent, but I feature it on the same site with theirs.

GameTrailers.com is paying ScrewAttack and I to host the videos on GameTrailers exclusively which makes it possible to produce these videos on a more routine basis. Sometimes ScrewAttack and I appear in each others' videos or help each other out when necessary.


5. AVGN has very cool title song, and it's re-played as several genre, as Hair Metal - Electronic - ... etc. Please let us know who did the original title song & other re-played songs, and what you think about them.

Kyle Justin at KyleJustinMusic.com is a friend of mine from college. He's a musician, although his own work is very different from the AVGN theme song, he also has a humorous side and was willing to do the song for me. I wrote the lyrics, he composed the song to music and sang vocals.

To this day, its a tradition to open the videos with the song and many people all over the internet have been doing their own covers of the song. In fact, I think it's been done on every instrument imaginable.


6. You do review every game with ORIGINAL PACKAGE, NOT Emulation. They are very old titles & could have hard time to get, and even need 1-200$ in ebay. How do you get all of them? Purchased when it's released, hunt Goodwill or Flea Market, get Donation of games, ... etc. And do you have any reason to review all of them with ORIGINAL PACKAGE, NOT just downloaded emulation?

I never use emulation. I always use the original games, because I feel that makes the videos more authentic.

I spent about $200 for the Halloween Atari game which doesn't even have a proper label. But fans have been donating. I have a Paypal donate button at AngryVGnerd.com which helps out.

I'm now becoming quite a retro video game collector.


7. You reviewed A LOT of bad games, but not reviewed real fames as [Cheetahmen 2] - [E.T.] yet. And you don't review recent jewels as [Big Rigs], nor you do review any PC Games. Any reasons about that?

I'm all about the consoles, so I don't have any PC games, except Doom 1&2 which I play on a laptop from the 1990's. So my show is also all about the games from your childhood past.

E.T. is always referred to as the worst game ever, which is just about as true as Plan 9 from Outer Space being the worst movie ever. It's just reputation, and not necessarily correct by any means. There's much worse games, and much worse movies out there.

But I'll continue to let E.T. be my biggest request until I eventually review it.


8. Please recommend 5 GOOD & 5 BAD (Really BAD) games, and the reason why.

It can be a little biased, I was always a Nintendo guy.

GOOD
1. Legend of Zelda: A Link to the Past (SNES)
2. Castlevania 4 (SNES)
3. Super C (NES)
4. Super Mario Bros 3 (NES)
5. Super Metroid (SNES)

BAD
1. Dr. Jekyl and Mr. Hyde (NES) : makes no sense
2. Dragon's Lair (NES) : insane difficulty
3. Ghostbusters (NES) : bad gameplay, bland design, boring
4. Jaws (NES) : redundant simplicity, impossible ending
5. Wizard of Oz (SNES) : Terrible layout, glitch where you fall through anything you try to jump on. impossible to play.


9. Did you try some Korean games, or even heard or experienced about them? If so, please share your thoughts about that.

I don't think I have actually.


10. Please leave some message for Pig-Min readers, especially for newly added Korean fans.

Enjoy the videos. Don't take them too seriously. They're just for entertainment. I'm glad you're fans. Keep watching.

You can see a list of all videos at AngryVGnerd.com


Korean version of this Interview
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Interview : Daniel McNeely, CEO of Armor Games

This time, Pig-Min did an e-mail interview with Daniel McNeely, CEO of Armor Games.

Armor Games is another rising star of Web Game site. Could be worth to check, if you are interested in playing Web Games, or making some by yourself.

Korean Version of this Interview


ArmorGames.com Informercial, done by Mega64.


1. First of all, please let us know Brief History & Business Size of Armor Games.

Armor Games started in the end of 2005. I being a big gamer, wanted to make a website devoted to great games. Most of these great games came from Newgrounds and not only did I find great games on this site, but great developers. Most of them were friendly and nice, and I got to pay them to develop flash games for AG. We had a handful of hits come out and have been releasing games ever since.

 
2. People play A LOT of Web Games, but don't know exactly HOW HUGH Web Game market is. Please share us brief idea about 'Web Game Market', HOW BIG it will grow in the future, and HOW THEY EARN money.

I think the web game market is an emerging market and I think it will continue to double in size in the coming years. I'm not sure the exact size, but if you have companies like Viacom investing 550 Million in online games, then it has to be something that is set to take off.


3. Recently, some Web Games get 'Funding' to be completed, by Kongregate or some other sites. But years before, Web Games only got money after completed. It's BIG 'Change' of Web Game Market, as I assume. Please let us know more about that 'Change', and action of Armor Games.
 
That's great news!! :D It shows that online causal games is an expanding market. We've been contacted in the past by VC firms wanted to fund Armor Games, but its something I haven't been interested in.


4. More & More Web Game sites are made, as we all know. But recently, even 'Downloadable Game' sites are becoming 'Web-Game-ish' style. For example, pjio.com supports igloader to launch 'Downloadable Game' at web, and even Yoyo Games (Game Maker) has changed their site as 'Web-Game-ish' style. Any opinions about that?

I prefer to play web games as do most of the users who visit 'ArmorGames' so we don't have much interest in pursuing downloadable games at this time.

 
5. There are LOTS of Web Games website, but Armor Games could be one of the best. Any special method, to overcome competitors & survive?

Build the best games, Search for the best developers, and put my faith and trust in Jesus Christ to have him accomplish whatever he would want with 'Armor Games'.
 

6. For Armor Games, how to contact & support Web Games? As I read from Armor Games, people could subscribe freely after they complete the game. But there could be some other methods, as you find some cool games & support to make next games, ... etc.

We support web games by paying people to make them, and by sponsoring games. We've been supporting the flash renaissance for over 2-years now, and are following in the footsteps of great sites like Newgrounds, but on a smaller level.

 
7. If some beginner wish to make Web Game for the first time, what are the MAJOR things to consider? For example, File Size / Game Design difference from 'Downloadable Game' / ... etc.

I'd make the game in flash, keep it under 2 megs, and come up with some original and fun.

 
8. Please recommend good 5 Web Games & 5 non-Web Games.
 
5 Good Web games
* Portal the Flash Version
* The Last Stand
* TBA
* IndestructoCopter
* Dark Cut 2

5 Good non-web games
* Halo 3
* Mario Galaxy
* Rock Band
* Guitar Hero 3
* Any Zelda game


9. Did you try some Korean games, or even heard or experienced about them? If so, please share your thoughts about that.

I have not, but I'd be interested in meeting some of them.


10. Please leave some message for Pig-Min readers.

Please visit 'Armor Games' everyday for the best in Free Quality Casual Gaming at its finest. Thanks for the interview.

Korean Version of this Interview
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This time, Pig-Min did an interview with CEO of Stamp Out Piracy, which is Anti-Piracy site for Indie Games. He prefers to be anonymous not uses his real name, due to 'nature of Piracy'.

This site was opened last August, 2007/08, and worked A LOT to counter-attack Piracy of Indie Games, closed over 6,500 cases until now.

Official Site of Stamp Out Piracy
Korean Version of this Interview


User image
Yes. Stamp Out Piracy.



1. First of all, please let us know HOW SERIOUS is 'Piracy' of Indie Game, with some examples.

Piracy of Indie games is very serious.

Every day we trawl the gaming warez sites and find hundreds of links to Indie games. Many people think that it is only AAA titles that are cracked but we see far more indie game related links.

New releases of indie games are cracked on the day of release so it is a very serious problem. For example, if a new game is released on a gaming portal like BigFish Games/Reflexive etc you can guarantee that within a couple of hours it is already available on a large number of warez sites.
 
 
2. Many people might suffer from 'Piracy', but not everyone made union against that crime. Please let us know how come to make such an Union & website, and brief history?

We set up StampOutPiracy.com as we are Indie Game Developers ourselves.

We have seen pirated versions of our own games on the Internet as well as the majority of other Indie titles. It's becoming more common for developers to discuss piracy on forums and this seems to have increased a lot over the last year.

There also doesn't seem to be any anti-piracy companies who are going out and trying to get these illegal piracy links removed on behalf of Indie Devs.

 
3. How do you counter-attack for'Piracy'? There are too many of them to handle, as I know.

We go through a large number of warez sites on a daily basis and get any links on filesharing accounts such as Rapidshare.com, Mediafire.com etc removed, usually within about 4 hours. We also report any blogs, Ebay Listings and whole warez sites.

There are a lot of sites and some people would say there's too many, but we are making a dent as our statistics show. Taking out pirate links/sites isn't our only objective. We also want to educate people as to why piracy is wrong.
 

4. How many 'Piracy' acts were found & ceased by your homepage? From the first time until now, and monthly estimated counts.

Currently our statistics show that we have closed over 6500 links/sites. The figure represents whole warez sites, file sharing accounts/links, blogs, forums and even Ebay listings.

StampOutPiracy.com was only setup in August this year so we are pleased with the results. Each month we remove approx 1500-2000 links/sites.

 
5. There might be some 'Anti-Piracy' deeds, which plain people could do. Please let us know how to.

One of the main things people can do if they run a website is to educate their visitors/customers by maybe writing an article about piracy, linking to one of our articles at http://www.stampoutpiracy.com/moreinfo.htm , inform your newsletter signups about the dangers of piracy, report piracy to us by using our form at http://www.stampoutpiracy.com/reportpiracy.htm - there's lots that can be done. A recent post on the Indie Gamer forums at http://forums.indiegamer.com/showthread.php?t=12262 has much more information.
 

6. Maybe there are some other 'Anti-Piracy' union or homepages like yours, not only for Game, but also for Music / Movie / ... etc. Do you have some plan, to associate with them in the future?

Yes, we already link to a good few anti-piracy sites at http://www.stampoutpiracy.com/links.htm

Some have returned the link, others haven't. We'd like to get more involved with them which is what we're aiming for early next year. We'd also like to get some of the bigger casual gaming portals involved too as a large amount of their games are cracked and made available each day.
 

7. Please recommend good 5 Indie Games, and the reason why.

I love old school style games, so . . .
 
Scavenger (http://www.pieyegames.com/Scavenger/Info.htm)
It has a lovely old-school feel to it and kept me busy for hours. Great atmosphere too.
 
Knytt Stories (http://nifflas.ni2.se/index.php?main=02Knytt_Stories)
Wonderfully simple with excellent design.
 
Hap Hazard (http://www.raptisoft.com/games/Hap-Hazard/783/)
I love retro style platformers. Brilliant fun!
 
Jets'n'Guns (http://jng.rakeingrass.com/)
This is a really tough shooter but it keeps you coming back for more. Beautiful graphics and thumping soundtrack.
 
Repton 1 (http://www.superiorinteractive.com/repton/)
Takes me back to my childhood :)
 

8. Did you try some Korean games, or even heard or experienced about them? If so, please share your thoughts about that.

Heard about them, but haven't tried any - sorry!

 
9. Please leave some message for Pig-Min readers.

What can I say apart from help to support Indie game developers by purchasing their games.



Official Site of Stamp Out Piracy
Korean Version of this Interview
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Interview : Sean O'Connor, 1 man maker of [Slay].

This time, Pig-Min did an e-mail interview with Sean O'Connor, who made [Slay] & many other small but intersting games.

His games & history are far different from than other Indie game industry. So it could be interesting to read his interview here. Take a big breath & ready to read a long & important answers.

Official Homepage of Sean O'Connor

Korean version of this Interview

User image

Very simple, but most addictive game all over the game scene.


1. You are very 'Unique' even in Indie Game scenes all over the world.  But even if I see 'History of the Games' & 'About Sean O'Connor', it's hard to get idea who you are exactly, all we could know is very limited. Please introduce yourself & your work briefly.

I've always been very passionate about inventing board games and personal computers happened at just the right time for me, when I was still at junior school. I found computer programming came naturally to me (first in Basic and then in Assembly code) and it was a great way to make games that I invented come alive rather than just being a passive set of rules.

I wrote games all through my time at school on the computers I owned: a Video Genie (a TRS80 compatible machine), an Acorn Electron and then an Atari ST. I had a couple of games published on magazines, but I kept finding that just as I had mastered one computer, the next generation of home computers would come out, and I would be back to square one.

Looking back I'm not sure why I never got a regular job as a computer games programmer, but hearing about the stress of meeting deadlines, and the hours those guys have to put in makes me thing that maybe I had a lucky escape!
 

2. [Slay] is released in 1995 for the first time, and you had more money with that game than you can earn with Network Managaer Job, so became Self-Employ condition until 1999. You live in UK, and living fair might be much higher than other countries, so we could assume you got real high fortune with [Slay] in 1995! It might be real big fortune at then, as I assume. Could you please let us know brief information about that?

I never made a fortune from [Slay], but it was making just a bit more than my regular job, so I thought it was worth the risk of quitting full time employment and having a go at writing similar games full time. Maybe if I lived somewhere where the cost of living wasn't quite so high as the UK, it would have been a really good sum of money though.
At that time I didn't have a house, wife or kids, so as long as I had enough money to pay the rent and buy food I was happy. I think my friends were very jealous, though when they had to go their 9 to 5 jobs and I stayed at home working on my own projects.


3. After 2001, we remember some 'Indie Success' story, as Popcap of [Bejeweled] & Introversion of [Darwinia]. But your Indie success [Slay] is far earlier than them. Of course, there were some 'Indie Success' stories even in 1990's, however they became 'Much Bigger' company, as ID soft of [Doom]. You were 1 man army from the first time, and even until now. There are some other 1 man army (or few men army) in Indie scenes recently, but can't remember any of them in 1990's. Could you please let us know some Episodes about that, especially for 1990's?

To be honest I hardly ever play any computer games!

I played [Wolfenstein] and then [Doom] a lot though, but John Carmack who wrote the 3D engine for them must have been a technical genius, and way beyond anything I'd attempt to do, so he absolutely deserved all the success he got.

I liked the simplicity of Richard Carr's DOS game [Capture The Flag], and that's why I wanted to do my own version of it on Windows. Maybe other people's games frustrate me as I keep finding myself thinking that's not the way I would do it if I had written it.


4. You had made many games. Not only for [Slay], but also for [Conquest] - [Firefight] - ... etc., total 10 games. But as I think, you'd rather 'Update Older Games' than 'Make New Games'. Your latest game was [End of Atlantis], and it's done at 2005. Any reason about that, to update older games again & again, not make new games?  ([Capture the Flag] is the latest in 2007. Sep., but it's still on Beta, so I didn't write about it.)

A problem is that each game you write gets its own group of fans, who come up with new ideas (or find bugs!) that as the author you want to deal with. So, as you get a bigger collection of games, it becomes harder and harder to find free time to work on something brand new.

The other problem is that each new game that you want to do gets more and more ambitious than the last ones, so the number of hours needed to complete the next project can grow.

Having said that though, since [End Of Atlantis] I have written [Niggle] which I really wrote for my father in law, as it's his favourite card game. And we had just bought him a computer, so it was something for him to help learn about computers on.

I've also just finished [Capture The Flag] which I wrote to get some experience with isometric graphics and create a fast enough graphics engine for that so I could write some real-time isometric games.


5. You are making games not only for Windows PC, but also for Pocket PCs / Palms / Symbian UIQ. These handheld machines might be very different from Laptop PC market, as I assume. Could you please let us know about that, as Selling Scores / Buyer's Feedback / Interface / ... etc? And did you get any contract, to make [Slay] for NDS / PSP (or even XBLA)?

I converted a few of my games ([Slay], [Conquest] and [The General]) onto Pocket PCs, because I found that programming Pocket PCs was almost identical to programming Windows, so there was very little work involved in porting them.

I've no experience myself in programming on Palms or for Symbian, and those two ports were done by friends of mine who really liked playing [Slay] and wanted a version on their own favourite handheld device.

I think the market for games on these devices is so much smaller than Windows PCs though, and I make nearly 90% of my sales on the Windows versions.

[Slay] might be a perfect game for Nintendo DSes though, but the overhead in learning to program on a new device would be so high that it would be a big risk to do conversion to them.


6. Your games are 20$ for 1 copy, but you do 'Bundle' a lot, as 10 Window games as 40$. It's real big 'Bundle', so your customers might be very interested in them. Does 'Bundle' really works well in sales, or both of 20$ selling / 40$ selling works well? If you don't mind, please let us know brief idea about that.

Naturally I try and persuade as many people as possible to buy the $40 bundle! But, most people just want the individual game that they've seen and want to buy.

I'm always happy for people to "upgrade" at a later date if they have bought one game and they now want to buy the whole set though.


7. Do you have any future plan for New games? If so, please let us know about that. (Maybe [Capture the Flag]? And more?)

I really want to use the isometric graphics routines I've worked out to make some real-time games.

Some thoughts I've had are a massive game set in Stalingrad with thousands of intelligent infantry men perhaps a bit like my game [Firefight], or a medieval/fantasy battle game again with thousands of troops. My big problem though is the graphics as that's something I have no skill at whatsoever. For [Capture The Flag], I used graphics that are freely available from this site. http://reinerstileset.4players.de/englisch.htm


8. Please recommend other good Games, and explain the reason why.

I played [Galcon]
http://www.imitationpickles.org/galcon/index.html recently, and I thought it was brilliant but then it got quite samey after a few games.

I thought that [Odyssey Winds Of Athena] http://www.liquiddragon.com/odyssey.php was technically amazing but again the gameplay got a bit repetitive. Maybe if the game had been more of a strategy game where you intercede as a god to help your fleet to defeat the Persian fleet it would have been more my sort of game.


9. Did you try some Korean games, or even heard or experienced about them? If so, please share your thoughts about that.

Unfortunately no. As I play so few other games that's not surprising I guess though!


10. Please leave some message for Pig-Min readers

Thanks very much for reading this and I really hope that my games are your sort of thing.


Official Homepage of Sean O'Connor

Korean version of this Interview
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This time, Pig-Min did an e-mail Intervie with Chris Delay, Lead Designer / Developer of Introversion. Hope you'd enjoy this interview!

Korean version of this Interview

User image
Start of everything. [Uplink].


1. [Uplink] was the start of Introversion, and opened new era of Indie Game scene. It's very interesting & addicting game, even if it has very lo-fi & old school graphic. But it's kinda risky thing to do, very unique & unusual theme with retro outfit. How come to decide to make game like [Uplink]?

No-one to my knowledge had ever made a game about computer hacking and I couldn’t understand that ? it seemed such a great theme for a game! So [Uplink] was really born out of that desire to create something unique and completely different to anything else out there. Perhaps it was a risk but at the time it felt much less of a risk to make something original than try and directly compete with other games companies by making another first person shooter. [Uplink] wasn’t the first game I’d worked on but it was the first to be made into a complete and sellable product.


2. Right before [Darwinia] released, Introversion sold Poster of [Darwinia] to earn some money to finish it, as I recall. [Uplink] was big bang & well sold game for an Indie game at then, so there might be some reason that money was short at then. Maybe due to 'Strategy First' problem?

You’re right Uplink did sell incredibly well and it far exceeded our expectations. I think part of the later cash-flow problems we suffered came from our initial inexperience.

We hadn’t really budgeted for the fact that game sales would take a dip after the first couple of months and by the time they did, we’d already spent a lot of the money. Looking back its quite ridiculous really ? we spent ?10,000 just on our trip to E3, splashing out on speedboats and fast cars. It was all huge fun but we paid for it later!

When 'Strategy First' filed for bankruptcy we did lose out financially but the other main issue was that we really hadn’t budgeted for the fact that [Darwinia] would take so long to complete. We had initially thought it might take a year or so, and we had enough money to keep us running up to that point. But [Darwinia] actually ended up taking 3 years to finish and by that stage we were well and truely in trouble. Some of us moved back home with the parents to save money and we ended up selling alot of stuff on eBay to try and make ends meet. It was a really tough time but in reflection I think that having experienced that, is probably the reason why we’re still here today. I do believe that bad times make a team stronger in the end.


3. When [Darwinia] released, it's sold through 'Steam' & became very famous. As I assume, that was very good chance & business deal for both of Introversion & Steam. Introversion needed 'Good Publisher', and Steam needed 'New & Brilliant Game'. How was business with Steam at then, and when [Defcon] released?

Steam has worked out very well for us and there are many advantages to a small company like ourselves using Steam. The royalty rates for the developer are excellent and you are able to expose your games to a much wider, more varied audience which not only helps to sell more games but also improves your company profile within the industry.

[Darwinia] had sold disappointingly when first released through our own store, but its release on Steam enabled us to have a second launch and I think it was partly to do with Steam and our raised profile that Darwinia was voted for so many awards at the Independent Games Festival Awards in 2006. Similarly with [DEFCON] we’ve been really happy with the way it’s sold since its launch last September.


4. Recently [Darwinia] was picked for 'MSN games for Windows Vista'. Most of the games were Casual games, except for [Darwinia]. How come to be chosen in that list?

It’s always difficult to know exactly why a publisher chooses your title for a particular platform. However Microsoft have shown themselves to be keen to support gaming on all sorts of different platforms and whilst the casual games would have appealed to the mainstream audience, its my guess that in using Darwinia they also hoped to appeal to a hardcore gaming audience as well.


5. There are 3 games of Introversion until now, [Uplink] - [Darwinia] - [Defcon]. They are all entirely different genre - game object - interface style, except for retro graphic style. And especially for [Darwinia] & [Defcon], they have opposite theme. [Darwinia] was about 'Peace', but [Defcon] was about 'All dead'. There might be some reason why, all of your games are totally different. Please share your opinion about that.

I think its not so much about trying to make games that are the opposite of the last but more as you say about making sure that every game we release is truely unique in some way and that’s why the quality of the ideas we generate for games is really important. 

Ideas occur fairly randomly although i do pick up inspiration from movies ? [Wargames] was great for that, it inspired [DEFCON] and the hacker elements helped with creating [Uplink].

Originality of our games is extremely important to us and its made possible by the fact that we fiercely protect our independence. We don’t mind working with publishers but we will always retain the rights to our own IP, that way no-one can change it but ourselves and we won’t be forced into making games that fit in with the current trends or churning out endless sequels.


6. Months ago, [Defcon] mobile version & [Defcon] Lan tournament were announced. Introversion games might be sold well & very famous, but not sure it's such a 'Hugh popular'. How many copies were sold for your games?

We never sell as many as full commercial titles, but each game we make sells more than the previous and we’re very happy with how popular our games are. 

The very nature of what we do is experimental and niche, so we’ll never compete for the number 1 sales spot, but we don’t need to ? our costs are much lower because we’re small and mobile, and that gives us the freedom to try things that other companies won’t go near.


7. Do you have any future plan for New games? If so, please let us know about that.

We’re developing two new titles at the moment called [Multiwinia] and [Subversion].

[Multiwinia] is a multiplayer game set in the world of [Darwinia], and it plays very differently to it’s single player inspiration. [Multiwinia] is going to be a fun, fast and furious-paced set of mini game modes ideally suited to those times when you have all your friends over and what to play something thats a easy to pick up and a lot of fun.

[Subversion] is a longer term project, still in the experimental phase.  We don’t really want to say too much about it at the moment but we are writing a regular blog about it’s development. You can read our blog here.  


8. Please recommend other good Games, and explain the reason why.

I’ve been playing Bioshock recently.  It’s an incredible achievement ? ten out of 10 in all areas.  The graphical effects, the art direction, the audio, the story, the whole thing is so well done.  It’s raised the bar for everyone I think.  


9. Please leave some message for Pig-Min readers.

It’s really great to see that we have some support in South Korea and on behalf of the rest of the Introversion team I’d like to say thanks for that! ?  Keep an eye on the Introversion blog (http://www.introversion.co.uk/blog) if you’re interested in keeping up to date with all the latest game developments here at Introversion.


Korean version of this Interview
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